#arma3_config
1 messages ยท Page 106 of 1
Doing things properly is the only way to get working stuff, how can you expect things to work if you dont put them in game the correct way.
also its pretty much impossible to help with any of your questions if you dont follow the correct procedure
Hmm.. so I did the exact same thing and now killed eh fires only once. Yeah idk man.. I'll follow your advice and setup a proper environment but I doubt that was the issue since ACE team had the same issue. Doesn't seem to be tied to whether or not you binarise the config though.
@unkempt jewel
{
class MyAddon
{
name = "carrier";
author = "Sanchez";
url = "";
requiredVersion = 1.60;
requiredAddons[] = {"A3_Functions_F"};
units[] = {};
weapons[] = {"Ship"};
};
};
class CfgVehicles
{
class thing;
class Ship: thing
{
displayName = "Ship";
scope = 2;
side = 4;
model = "\SZ\SZ_Ship\Carrier.p3d";
};
};```
@narrow musk is that a weapon?
no its an object
oh ๐ฆ
I mean, even if I remove that, where should I adjust it?
in units?
i mean you need it under
{
"tag_Ship"
};```
oh,
thats funny
always done tags for the sake of it
never knew they had any use
Anybody here able to help me build a config? I got the unit types set up, I just need help turning it into an actual mod.
you can use the Arma 3 Samples on Steam as an example.
a folder with a config.cpp in it is already a mod
also use PMC wiki steps to set up Arma tools, P drive and Mikeros tools properly to save yourself from headaches in the future
and use PboProject to pack all your addons.
Anyone know how "Slingloading" is generated in a Helicopter config?
I have this mod, and when trying to lift it struggles
so im trying to figure out what determines lift in the helicopter config
I know one of them is: SlingLoadMaxCargoMass
but is there anything else to add to this? Like torque or such?
is there a way to make AI not guide dump free fall bombs into moving targets despite:
manualControl = 0;
maxControlRange = 0;
?
Disable auto seek
are you sure?
did you checked shot diag?
pretty sure it's configuration error since unguided rockets are unguided and bombs are using same simulation
anyway, manualControl = 0; maxControlRange = 0; those commands are for manual guided missiles, and not for guided ones, so they are not very relevant
I would also check some locking properties
I guess you are using irLock cheat for AI? In this case locking cone could be reduced or sensor cfg changed, so likehood of lock after bomb release is very low
class LIB_Bomb_base: BombCore
{
aiAmmoUsageFlags = "64 + 128 + 512";
maxSpeed = 120;
CraterEffects = "BombCrater";
explosionEffects = "BombExplosion";
whistleDist = 24;
};
class LIB_SC50_Bomb: LIB_Bomb_base
{
hit = 500;
indirectHit = 100;
indirectHitRange = 12;
aiAmmoUsageFlags = "64 + 128";
cost = 200;
model = "\WW2\Assets_m\Vehicles\Planes_m\Proxy\WW2_Bomb_SC_50.p3d";
proxyShape = "\WW2\Assets_m\Vehicles\Planes_m\Proxy\WW2_Bomb_SC_50.p3d";
};```
with A3 definition:
class BombCore: Default
{
hit = 50;
indirectHit = 40;
indirectHitRange = 10;
cost = 200;
irLock = 0;
laserLock = 0;
maxControlRange = 0;
maneuvrability = 16;
sideAirFriction = 0.1;
simulation = "shotMissile";
maxSpeed = 100;
timeToLive = 120;
initTime = 0;
thrustTime = 0;
thrust = 0;
};```
and Default has:
lockSeekRadius = 100;
manualControl = 0;
maxControlRange = 350;
maneuvrability = 1;
trackLead = 1;
trackOversteer = 1;
missileLockCone = 0;
weaponLockSystem = 0;
cmImmunity = 1;
lockType = 0;
maverickweaponIndexOffset = 0;
sideAirFriction = 1;
artilleryDispersion = 1;
artilleryCharge = 1;
autoSeekTarget = 0;```
and weapon config?
class LIB_Bomb_Mount_base: RocketPods
{
displayName = "$STR_WEP_LIB_Bomb_Mount";
nameSound = "Bombs";//""; used by A3?
cursor = "EmptyCursor";
cursorAim = "bomb";
// cursorAim = "EmptyCursor";
showAimCursorInternal = 0;
canLock = 0;
autoFire = 1;
magazineReloadTime = 0;
salvo = 1;
aiDispersionCoefY = 3;//1?
aiDispersionCoefX = 2;//1?
modes[] = {"Single","FullAuto"};
class Single: Mode_SemiAuto
{
showEmpty = 1;
reloadTime = 0;
dispersion = 0.008;
aiRateOfFire = 3;
aiRateOfFireDistance = 1200;
aiRateOfFireDispersion = 0;
minRange = 200;
minRangeProbab = 0.4;
midRange = 600;
midRangeProbab = 0.9;
maxRange = 1200;
maxRangeProbab = 0.05;
};
class FullAuto: Single
{
showToPlayer = 0;
autoFire = 1;
dispersion = 0.0083;
aiRateOfFire = 10;
aiRateOfFireDistance = 800;
displayName = "$STR_LIB_DN_ASSETS_VEHICLES_FULL";
textureType = "fullAuto";
};
};```
you could try changing trackLead & Oversteer to 0
can someone tell me what's wrong with my config? Arma or the addon builder tells me content after EndOfFIle despesite the brackets are all closed. https://gist.github.com/Aebian/5c507819d0658291718992b7c97994ad
Id recommend packing with PboProject for superior debug checks. From a quick glance nothing pops out.
all your array names are missing the []
๐ต
woah
thx
no, but the Arma config.cpp's don't have that either
is that really the issue here?
just checked on one of it
the sounds_f_mod does not huh, 
why tf is that not on my config.cpp
wow
well obviously something went wrong with the extraction
Thanks
you have not set up your p drive with Mikeros Arma3p I would wager.
I have not
If you want to set it up easily and pretty much foolproof way I would recommend it.
๐ @grand zinc
i refuse
But youre special. you can do stuff on your own anyway.
sometimes finding the forest in between trees can be hard lol
trackLead = 0;
this might be it for dump bombs. still need to confirm ingame
I suspect that I have screwed up the mod loading order for my addon. As I understand it should be irrelevant how to place mods in -mod parameter, as arma should resolve that correctly on its own, right? Is there some way how I can test it?
I tried placing my mod both at start and end of -mod and all worked same, but some people report that they had to move it either to start or to end, idk ๐คท
do you have anything in the requiredAddons array in CfgPatches?
yes I ahve several pbos and some of them require some stuff
i mean, in some pbos I have set the requiredAddons
need to set in all :u
hmm ok, one addon didn't have it might be the problem then
Any way to force a facewear when a helmet is equipped?
I need it for the "goggles overlay" from ace, but I wasn't able to get the ace goggles framework to work on the helmets
also not sure if this goes here on in #arma3_gui
I'm struggling with class inheritance on this little subject : I want to add an Eden attribute to an existing class. That is to say I want to add stuff in a child class of an already existing class. What should I do ? According to the wiki, if I open brackets of an external class, I should also declare its parent class, as such :
class StaticShip;
class Land_Destroyer_01_base_F : StaticShip {
...
};
};```
And now I want to add an attribute, but existing attributes are already defined somewhere else, so I will erase them if I do something like that :
```class StaticShip;
class Land_Destroyer_01_base_F : StaticShip {
class Attributes {
...
};
};```
And I precisely don't want to erase those vanilla attributes. I also don't want to create a new class based on `Land_Destroyer_01_base_F`. So how should I proceed ?
what class does staticship inherit from?
you'd do something like ```
class classthatStaticShipinheritsfrom;
class StaticStip: classthatStaticShipinheritsfrom
{
class Attributes;
};
Class Land_Destroyer_01_base_f: StaticShip
{
class Attributes: Attributes
{
stuff you want new
};
};
sure about that ? I don't remember the parent class of StaticShip, but I'm absolutely sure that relevant Eden attributes are defined in Land_Destroyer_01_base_f, and I want to keep them. If I do what you suggest, I think the final config will have any attribute defined in StaticShip, and none of those defined in the original Land_Destroyer_01_base_f except the ones I will have defined myself
Am I wrong ?
why would it be in staticship? you're not putting new stuff there
and since you're "inheriting" the attributes stuff, it won't create a new attributes class, but add to it instead
With "your" code, I'm inheriting attributes from StaticShip, right ? And I add new ones ?
yes, and it'll keep the stuff already defined earlier
the original entries of the destroyer base' attributes class will still be there
at the very least, they should be. it has yet to fail on me.
no problem
also, https://community.bistudio.com/wiki/Class_Inheritance might help a bit
Yeah I read that, but still I was unsure of what to do. So far I never had to update an external nested class while keeping its original content. I only rewrote properties of an external base class or added properties to nested classes of one of my custom classes inheriting from an external one. Both of those cases are pretty straightforward
When making a unit it appears that the rounds for my AT will not go into the units backpack https://pastebin.com/TCRZUpWX
Is there a special param to have large objects default to the backpack?
https://community.bistudio.com/wiki/addItemToBackpack using this on the units init eventhandler could work
or adding enough stuff to the uniform/vest before them that the big stuff has no room
Hm alright ill have to do the init I suppose. All this unit has is a handful of mags and 2 smokes. Its not even enough fill his vest lol
Thank you Goat
Q: in a prototype mission, I have a CfgSounds with some additional sounds, right? I want to fold that in with another mission, but I am getting an error CfgSounds already defined. Is the obvious answer the right one, it is defined by the mission? How can I incorporate those additional sounds in an extensible manner? i.e. I want to avoid a strong coupling with the core mission and leave the prototype as adaptable as possible, if possible.
follow up question, is the class name CfgSounds arbitrary?
- How do you "merge" the 2 missions? Because each variable/config can only be defined once.
- CfgSounds is core class, so is required when you want to use that feature.
IMHO the best way to make missions dynamic is by using includes.
class CfgSounds {
#include "some\external\path\CfgSounds_Base.hpp";
#include "CfgSounds_Special.hpp";
};
Just be aware that file paths can be a bit tricky when it comes to non-relative locations.
Q: how do I access a sound path given a configFile >> "CfgSounds" >> "mysound" >> "sounds" item? does this not yield an array?
I could be barking up the wrong tree there. what I want to do is drill in to the sound class for the file path, if possible...
class CfgSounds {
sounds[] = {};
class wolf_1 {
name = "wolf_1";
sound[] = { "weather\snowstorm\res\sounds\wolf_1.ogg", 1, 1 };
titles[] = { };
};
};
Ah, right! I recall seeing that somewhere. Thanks!
Success, thank you! getArray(missionConfigFile >> "CfgSounds" >> "wolf_1" >> "sound");
trying to create a retexture for helmets, but getting "config : some input after EndOfFile"
here ist my config.cpp: https://pastebin.com/h5UNR4DA
anyone got an idea?
thx gonna try that
I've got a small problem.
The situation is that I would like for all specifically stated units, or maybe BLUFOR in general to have a certain speaker setting given upon spawning, maybe a whole CfgIdentity. But since I don't have any experience in Arma 3 scripting, I have no idea how to apply the script for multiple people.
The scenario which I plan on using them for is meant to be in a way, procedurally generated, where I would spawn a premade composition or use text files to spawn in units whenever the players get close to an objective, and due to my current knowledge, I'd have to manually set the speaker setting on every spawned unit.
@winged flame When spawning the unit you could use https://community.bistudio.com/wiki/setIdentity to change the identity, just make sure it's executed for all players since the effect is local only.
There is an example on the biki page
Yeah, I somewhat know how to use the CfgIdentity stuff, but what I'm after here is the ability to make all new and already existing units get the same identity if they're on a certain faction or are of a certain unit type
Otherwise I'd have to run the identity on all units manually, even when I have an identity set, I'd still have to give that identity to the units by calling it's name in their init.
From what I've learned in my time doing JS, Java, etc. I've found that there's always a way to avoid having to repeat the same code over and over again. So that's why I'm assuming there to be a solution to this as well.
That will require a mod which changes the default identities of all units, I assume.
Hi, so i'm trying to make a patch mod to a zeus module, It has a combo drop down box and i'm trying to edit the list of options
i can successfully rename specific values and add new ones, but i'm trying to clear the whole list and start "from scratch"
so i figure, delete the values array, and then make a new one
class Module_F;
class Module_OPTRE_PelicanSupplyDrop: Module_F
{
class Arguments
{
class box1
{
defaultValue = "OPTRE_Ammo_SupplyPod_Medical";
delete values;
class values
{
class n1
{
name = "none";
value = "none";
};
class n2
{
name = "ACE Medical Supply Pod";
value = "OPTRE_Ammo_SupplyPod_Medical";
};
};
};
};
};
};
but that caused "Arguments/box1.values: Member already defined."
and crashes :/
do i need to go and delete every sub class of values? i.e go in and put delete n1; delete n2;...
@delicate comet there is no need to delete this classes. you overwrite existing
you delete only classes/parameters that should be gone altogether
When I just overwrite it, the existing ones are still there
check your load order
class Arguments
{
class box1
{
defaultValue = "OPTRE_Ammo_SupplyPod_Medical";
class values
{
class n1
{
name = "none";
value = "none";
};
class n2
{
name = "ACE Medical Supply Pod";
value = "OPTRE_Ammo_SupplyPod_Medical";
};
};
};
with just this, and with the module i'm overwriting set in requirements so my mod loads last, my changes do apply
It does overwrite the N2 / second entry and changes the name
the module i'm overwriting has 20 options in values, n1, n2, n3 etc
what i'm trying to do is remove those 20 values and add in a few of my own
I assume the only way to do that is to type delete n3; delete n4; delete n5;
oh
i see whats happening here
CPP doesn't care about the order of my statements
it sees me trying to delete and create in the same class and goes "wtf u doing"
welp, find and replace time, ty for the help
is there a way to use a quote macro on a line that contains () brackets itself?
or is there another way to replace a TEXT via a define within a ""/'' text?
Could probably do something like
#define LBRACKET (
Wouldn't look nice but would probably work
On another note, need some help here with an __EVAL
Need some help with an __EVAL here
#define LOADOUTARRAY = ["baseMan","r","g","car","m","smg","ftl","sl",etc]
vehicle = __EVAL(QGVAR(SoldierWB) + str (LOADOUTARRAY find "sl" ));
When I check it in game it returns vehicle = <null>
syntax for #define is without a =
and I think __EVAL and __EXEC can't contain any ( and )
__EVAL is said to support multiple brackets
Unlike with __EXEC, __EVAL supports multiple parentheses
what i am trying is to have a string replacement in these types:
onLoad = QUOTE(if (XXX) then {0 = [] call compile preprocessFileLineNumbers '\PATH\test.sqf';}; {['onLoad',_this,'RscDisplayMain','GUI'] call uinamespace getvariable 'BIS_fnc_initDisplay');
XXX = QUOTE(if (XXX) then {waitUntil {count allDisplays > 0}; YYY;}; true);```
I have tried the if-conditions without (), yet for the specific condition setups needed the engine requires them
a workaround might be to extract the condition to a function. not sure if it works in this very specific context (preStart/onload)
It is probably better to move the if statement into the file in question
You could #define the entire (XXX)?
true for the first; for the second it doesnt seem to execute called/spawned from that context (when the desired effect is to happen)
Forgot to thank you @silver aurora, got me a bit further, but not much
So now it sort of works if I do __EVAL(LOADOUTARRAY find "string")
Returns the proper number
however I need to turn that into a string and combine it with another one
str appears to work differently in the editor, so i can't simply use that apparently, with
__EVAL("test" + str (LOADOUTARRAY find 'sl')) showing up as <null>
So, how do i convert a number to a string within __EVAL?
tried #define QUOTE(x) #x yet?
foobar = __EVAL(format ["ratata%1", bla find "a"]); works for me
@stoic lily doesn't work as it is something that is being evaluated
@silver aurora looked promising but seemingly doesn't work for me
vehicle = __EVAL(format ["%1", (LOADOUTARRAY find "sl")]);
something as simple as that doesn't work
Nevermind, it was some other define that was the issue, it works!
Anyone who is good with configs please message, related to clothing and vests. Will pay. Needs to be done urgently.
or anyone that does accept commissions?
^ #creators_recruiting
@warped perch
I'm calling a model from another mod for a retexture, but pboproj gives me an error saying that I'm "missing file summary" on that model called
what does that mean?
what files does it list as missing
its missing the path to the model I'm retexturing of course, but how can I call its path if Its not in the mod?
to be more precise, its when in the uniform class I use model= modelpath
You should inherit the class from the mod you are trying to retexture and change hiddenselectiontextures, displayName, etc from there
is it not what I did?
class OPFAN_ONI_Uniform: OPTRE_UNSC_Army_Soldier_WDL
{
dlc="OPFAN";
author="Sanchez";
scope=2;
scopeCurator=2;
scopeArsenal=2;
displayName="ONI S4 uniform";
uniformClass="OPFAN_ONI_Uniform";
model="\OPTRE_UNSC_Units\Army\uniform.p3d";
class ItemInfo: UniformItem
{
hiddenSelectionsTextures[]=
{
"OPFAN\ONI_S4\gear\ONI_Uniform.paa"
};
};
};```
I should simply remove the model part?
You shouldnโt need to specify the model as it is already defined in what you are inheriting from
Yeah
oh I see why, love how I understand the problem always the istant I ask for help
thanks @warped perch
Hey guys, quick question. Does the stealth combat helmet or uniform have any line of code that states that it doesn't show up on thermal? Trying to get a different helmet to not show up on thermals as I don't really like those cheek mandibles on the stealth helmet ๐
AFAIK it's all about the rvmat and ti texture
aah ok 2 bad, thanks!
Heeey phsx masterminds, how can I limit the rotation speed of a tank? (not the turret, the whole tank)
I really want to learn how to edit and create faction mods. I've done a lot of searching and I've found reams of information on the subject but little that was specific to what I currently want to do. At the moment I want to learn how to edit existing factions to remove certain bits of gear and vehicles and to replace them with other items from different mods. Basically I want to create an accurate US Army in Europe Cold War faction with all the proper vehicles and gear for my personal use and perhaps to share if I ever get it to the point that I think it's ready. Basically I'm overwhelmed by all the information I've found and would like some guidance as to where to start (tutorials, videos, etc). A lot of what I've found so far seems to assume that I already have a fairly extensive knowledge of the editor. I have a bit but not much as the only thing I've used the editor for so far is to port the Hetman War Stories scenario to other terrains. I had detailed instructions for that but it still took me a while to figure everything out because of my lack of experience with the editor. Anyway, a bit of direction would certainly help and I would appreciate any help that I can get. Thanks.
@minor widget why not use the ORBAT tool from ALiVE, or the tool from Drongo?
Thanks for the suggestions. I already have both downloaded and have tried the Drongo one so far but didn't exactly find it intuitive. I'll try try the orbat creator but I'll have to look at some tutorials first. I was just wondering if anyone could recommend any tutorials in particular that they consider the best or most informative, especially for someone new to the process.
Is there some "complete" documentation of the actual ifs and whys and hows of arma config?
because right now i cannot even find proper syntax for the delete keyword
delete needs required addons to be correct
And requires that noone else is inheriting from what you're deleting
but is that written down somewhere?
because i cannot even find a "what is accepted" syntax for configs
where should I look for to edit the eden parts of an object config?
for example the object icon in the list or the mod icon next to said object
looked at biki and all the info I could gather is that the object icon is called Entity, nothing more
CfgVehicles icon entry
Modicon might be dependant on pbo the config was added in, actually quite annoying
also how can I call the default icons?
Howdy! So I need some advice with PreProcessor functions
Right now, I'm trying to make it so that I have a defined keyword inside of a string
So for example:
vest_##NAME1##_testname: BaseClass{
[...] uniformClass = "uniform_##NAME1##_test";
[...]
};```
Very rough example, but it gets the idea across of where I'm at/what I might be doing wrong
So I guess my question is, what's the proper syntax for the #define command when replacing parts of words and/or strings?
I've already read through the Biki entry on PreProcessor commands, but it didn't clear much up for me
If anyone replies, a @ me would be appreciated! ๐
like this?
#define DOOR_GLASS_HITPOINT(glassID,arm,rad) \
class Glass_##glassID##_hitpoint \
{ \
armor = arm; \
material = -1; \
name = Glass_##glassID; \
visual = Glass_##glassID##_hide; \
@rancid lotus
Perhaps?
That's a little more than what I need I think
Let me show you my intended config:
It's an example with "add after, add in the middle, add as single"-entry
Used to create a whole (repetetive) config entry by just one macro
Hmm, okay
abc_##bla == abc_YourText
abc_##bla##_abc == abc_YourText_abc
bla == YourText
Is there any way to replace inside of a string:
Also, here's an example of the config I'm working with:
#define NAME1 Storey
class 41st_Dress_Soldier_Storey: OPTRE_UNSC_Army_Soldier_DressGray
{
displayName = "[41st Dress] ODST Dress Uniform (#NAME1)";
hiddenSelections[]=
{
"camo1",
"insignia",
"clan"
};
hiddenSelectionsTextures[]=
{
"41Dress\data\41st_uniform_dress_#NAME1.paa"
};
uniformClass = "41st_Dress_Uniform_#NAME1";
};
#undef NAME1```
I know bits of it are wrong
Namely the lack of ## in many parts
Check what i wrote, then check your code and spot the differente ๐
Gotcha, wilco
Exactly, "##"
ยฏ_(ใ)_/ยฏ
I guess my biggest question is just
How I get it to work inside of a string
Is there a different syntax for it?
For example:
displayName = "[41st Dress] ODST Dress Uniform (##NAME1##)";
I'd like it to be so that it replaces ##NAME1## with 'Storey'
But each time I've tried, it gives me an error with the string including ##NAME1## as a hard part of the string
Rather than the defined value
Also, does the fact that this section is within an #include .hpp file change anything?
@viral rapids Hey, sorry to bug you again, but could you explain some of your earlier code to me? I've been trying at this for hours now and I can't seem to get it
abc_##bla##_abc == abc_YourText_abc bla == YourText```
Of course this stuff only works WITHIN Macros
what are you using to build your pbo?
#define BLASOMETHING SomeName
class abc
{
text = BLASOMETHING ;
...
text == SomeName, after building it (and checking the build config)
what are you using to build your pbo?
that also. Use pboProject, it tells you where you're problem is (at least gives you hint's, where the problem could be)
Okay, so I realized my first issue was being dumb
But now my second issue is that I can't figure out how to replace a word inside of a string
And I'm using the A3 Addon Builder to build my PBO
And @viral rapids the problem is, I'm trying to only replace part of a word, e.g. no space or semicolon before/after
I've been trying to use ##, but is it only for arguments inside a defined space?
Or can I just state like "#define MACRO Storey" and use something like "Uniform_Test_MACRO" straight within the config?
I gave you all examples above
Well, I got the config to what should be a workable state (e.g. using ## properly as explained above), but now it keeps giving me this error
Ah, can't send images here
Well, I keep getting [filename].hpp, line : /CfgVehicles/: '#' encountered instead of '{'
Current config looks something like this:
class 41st_Dress_Soldier_##NAMEX##: OPTRE_UNSC_Army_Soldier_DressGray
{
displayName = "[41st Dress] ODST Dress Uniform (##NAMEX##)";
hiddenSelections[]=
{
"camo1",
"insignia",
"clan"
};
hiddenSelectionsTextures[]=
{
"41Dress\DressUniforms\##NAMEX##\41st_uniform_dress_##NAMEX##.paa"
};
uniformClass = "41st_Dress_Uniform_##NAMEX##";
};
#undef NAMEX```
"[41st Dress] ODST Dress Uniform (##NAMEX##)"; macros aren't resolved in double quoted strings
and you don't need ## on parenthesis
you just need ## to seperate between name characters (a-z0-9_-)
use single quoted 'text##NAMEX##bla'
Ah, okay
For my own learning, what's the difference between single and double quotes?
Ahh, okay
I think its more a bug than intentional actually
Okay, so then what about: class 41st_Dress_Soldier_##NAMEX##: OPTRE_UNSC_Army_Soldier_DressGray
##: no ## on that side
: is not a name character, AND its not part of the string, its a seperator, you don't want to concat that, its not part of the classname
Ahh, gotcha
@grand zinc Got the same error on line zero
Lemme paste what I've got currently
class 41st_Dress_Soldier_##NAMEX: OPTRE_UNSC_Army_Soldier_DressGray
{
displayName = '[41st Dress] ODST Dress Uniform (NAMEX)';
hiddenSelections[]=
{
"camo1",
"insignia",
"clan"
};
hiddenSelectionsTextures[]=
{
'41Dress\DressUniforms\##NAMEX##\41st_uniform_dress_##NAMEX##.paa'
};
uniformClass = '41st_Dress_Uniform_##NAMEX##';
};
#undef NAMEX
It's specifically an issue with: class 41st_Dress_Soldier_##NAMEX: OPTRE_UNSC_Army_Soldier_DressGray
With the first ##
Wait, hold on
Okay, so
Here's my current config: ```#define NAMEX Storey
class 41st_Dress_Soldier_NAMEX: OPTRE_UNSC_Army_Soldier_DressGray
{
displayName = '[41st Dress] ODST Dress Uniform (NAMEX)';
hiddenSelections[]=
{
"camo1",
"insignia",
"clan"
};
hiddenSelectionsTextures[]=
{
'41Dress\DressUniforms\##NAMEX##\41st_uniform_dress_##NAMEX##.paa'
};
uniformClass = '41st_Dress_Uniform_##NAMEX##';
};
#undef NAMEX
I tried it with and without ## between "_" and "NAMEX"
broke my config, so it wouldn't pack in the A3 AddonBuilder
And no-## led to it naming the class (literally) 41st_Dress_Soldier_NAMEX
@grand zinc Any idea what I'm doing wrong?
I need to retexture 2 vehicles, the a-29 from RHS and the caesar BTT, anyone can help me in the config?
@rancid lotus please read https://community.bistudio.com/wiki/PreProcessor_Commands and learn how to use macros, because it's not some magic which simply replaces all variables on the fly
@strong shuttle I have ๐
I just can't find how to do what I need it to do
And it isn't terribly concise for someone new to configging
Like, specifically, the part on replacing parts of words doesn't go into much detail
that part simply explains how to replace words WITHIN a macro
eg. this should work without any (major) issues:
// taken from CBA macros
#define QUOTE(var1) #var1
#define DOUBLES(var1, var2) var1##_##var2
// custom name, set BEFORE other macros
#define NAMEX Storey
// used macros to set NAMEX in different parts
#define CNAMEX(var1) DOUBLES(var1,NAMEX)
#define DNAMEX(var1) QUOTE(var1 (NAMEX))
#define PNAMEX(var1,var2) QUOTE(var1\NAMEX\DOUBLES(var2,NAMEX).paa)
#define UNAMEX(var1) QUOTE(DOUBLES(var1,NAMEX))
class CNAMEX(41st_Dress_Soldier): OPTRE_UNSC_Army_Soldier_DressGray {
displayName = DNAMEX([41st Dress] ODST Dress Uniform);
hiddenSelections[]= {
"camo1",
"insignia",
"clan"
};
hiddenSelectionsTextures[]= {
PNAMEX(41Dress\DressUniforms,41st_uniform_dress)
};
uniformClass = UNAMEX(41st_Dress_Uniform);
};
Okay, awesome!
Thanks a million!
I'll test this out in a bit, I appreciate the help!
however... don't just Copy&Paste it, try to understand what is going on and how it works, so you can either write your own code based on it or modify parts without asking here on Discord ๐
Oh, I intend to, don't worry!
Hoping to figure out how macros properly work to make it a lot easier to add/maintain assets for my unit's modpack
Since we've got a lot of retextures for very similar objects
But anyways, I'll figure it out
Thanks for the help
can i come and rave here a little bit?
i would like to ask, why is the "mass" config value in BIS assets split somewhere between itemInfo, the root class, and WeaponSlotsInfo?
root class = magazines
itemInfo = items
weaponSlotsInfo = weapons
it's dependent on simulation of particular asset
but why cant they just be in... the root?
or is this just part of bohemia config jungle where somebody did something one way and somebody else did something another way?
Because items like scopes or grenade launchers also add weight to a weapon, so each part needs to have its own mass.
well, i am rpactically illiterate when it comes to configs, but i see no reason why the mass would have to be split between multiple different subclasses
is it possible to override CfgRagDollSkeletons
Looking for some advice folks, currently I'm experiencing an issue with my aircraft, no matter which faction is flying it, it always appears as hostile on the radar. I've tried every option for [Side] in the config but no luck. Not really sure where to start looking to fix this.
@latent lion probably but that can have unexpected behaviour. What are you after?
im trying to brick the ragdoll so that it doesnt trigger
so to make it stop working, entirely
So Iโm guessing to make it a static object?
yep, even the vehicle lazily passing through the player would be ok, but i want to be bable to detect the collision through handledamage
so disabling the collision is not an option
Don't think you can make a player static...
Damn. Well.
I know that the ACE team tried to disable the ragdoll effect (so people wouldn't be able to tell the difference between wounded or dead), and they still haven't been able to make it work
are ragdolls defined to use dynamic simulation?
i've disabled the ragdoll for everything else BUT getting driven over
even the inconvenient flinching
if somebody from ACE wants to talk, i am more than happy to share
Perhaps someone on ACE Slack can help you
if they can disable cars knocking people over like pinballs, then im interested
to be honest, i was more of a fan of the arma 2 version, where AI would be easily introduced to orbital conditions from a slight nudge of a more or less moving vehicle
A2 only had death animation
and rudementary collision mechanics
If I recall right the collision mechanic is pretty much same
the player geometry is pretty much same blob and the collision is likely same
just the ragdolling is added on top of it
Hello is anyone here knowing of the task force radio
I want to create a 163 radio using the long range back pack in task force
Iโd just increase the range and make it compatible with antennas and satcom
I am getting a CFG.Functions.h not found error when itโs in the file
what are you packing with
The Arma 3 tools one
Well there is The problem use pboproject by mikero
Wanted to confirm but functions can be overwritten by others mods when loading, correct?
Ex: my group wants to make edits to ACE medical to our liking whilestill retaining the dependency on ace.
Wanted to confirm but functions can be overwritten by others mods when loading, correct?
depends, ace..not really
you can't override CfgFunctions, but ACE has now a lot of events which you can "highjack", or override other configs so it uses custom scripts
you can't override CfgFunctions
you can
but ace doesn't use that, which is why you can't override ace
hm... I never have been able to override CfgFunctions, so I guess I did something wrong then (can't think of what though).
Although the medical update of ACE actually made it a lot easier to override stuff, so I don't need it
Not sure if this is the right place to ask this, does anyone have any advice for making enemy/ai fixed wing attack ground targets using guided missiles?
They seem to prefer to use the main gun or rocket pods even against an MBT in my case, despite having guided missiles available
scratch that, just worked with vanilla aircraft
was happening specifically with RHS
I think it might be related to the missile engagement ranges in RHS
(high minimum lock range)
That's right... Ace inlines all their functions right @grand zinc
I've been trying to make a retexture of a mod
but when I access the model pbo project gives me a Missing File Summary
because the model I'm retexturing is not in my folder of course
not sure what's the problem
@restive veldt no. They have their own compile system
@narrow musk you would point the model path to the correct original position.
And you would have a the model/rest of the data unpacked into that correct folder
problem is I do not own the mod I'm trying to retexture
I don't have the model
You unpack it to P like you do with Arma data.
Also I assume this is a config retexture by hiddenselections.
it is
but I don't think I need to have the model for a retexture
I don't see other retexture mods having the models in them
No you don't have it in your mod
oh so just to P?
You just have the original data in its original path and your data in your path
Like you don't pack Arma data with your mod either
I guess thats what the P drive is there for
Yes..
pbo project did complete with no errors but the uniform is invisible ingame
so something went wrong I guess
Probably.
@narrow musk I've had a similar issue with my mod. The uniform appeared invisible until I made a unit which wore said uniform
You could try that
thats weird
Ik, but it worked for me so it could do so for you
Umm an unit is the uniform
I think he means a faction soldier
You need a custom unit that uses new textures, then an uniform item that uses that new unit as its character.
Yeah, by unit I meant a soldier
soldier is the uniform
uniform item that you use in the inventory references to a soldier class that looks like the uniform
so
I've restarted from scratch and removed the unnecessary bits
probably removed too much
{ class ItemInfo;
class UniformItem;
class OPTRE_UNSC_Army_Soldier_WDL;
class OPFAN_ONI_Uniform: OPTRE_UNSC_Army_Soldier_WDL
{
author="Sanchez";
displayName="ONI Section 4 uniform";
class ItemInfo: ItemInfo
{
uniformClass="OPFAN_ONI_Uniform_Soldier";
};
};
};
class cfgVehicles
{ class OPTRE_UNSC_Soldier_Base;
class OPTRE_UNSC_Army_Soldier_WDL;
class OPFAN_ONI_Soldier: OPTRE_UNSC_Army_Soldier_WDL
{
hiddenSelectionsTextures[]=
{
"OPFAN\ONI_S4\gear\ONI_Uniform.paa",
"OPFAN\ONI_S4\gear\ONI_Uniform.paa"
};
uniformclass="OPFAN_ONI_Uniform_Soldier";
};
};```
yeah I'm missing scope
uniformclass in CfgVehicles entry is now pointing to a different class than given in CfgWeapons.
And uniformClass in CfgWeapons is pointing to the same non-existing class
yeah seems like I'm using the soldier class not the gear one
yeah removed all that stuff
it was a problem in the inheritances aswell
now it looks like this
{ class ItemInfo;
class UniformItem;
class OPTRE_UNSC_Army_WDL;
class OPFAN_ONI_Uniform: OPTRE_UNSC_Army_WDL
{
scope=2;
author="Sanchez";
displayName="ONI Section 4 uniform";
class ItemInfo: ItemInfo
{
uniformClass="OPFAN_ONI_Uniform";
};
};
};
class cfgVehicles
{ class OPTRE_UNSC_Soldier_Base;
class OPTRE_UNSC_Army_WDL;
class OPFAN_ONI_Soldier: OPTRE_UNSC_Army_WDL
{
hiddenSelectionsTextures[]=
{
"OPFAN\ONI_S4\gear\ONI_Uniform.paa",
"OPFAN\ONI_S4\gear\ONI_Uniform.paa"
};
uniformclass="OPFAN_ONI_Uniform";
};
};```
or not
just noticed it
but if I don't call the first itemInfo the pbo fails
I assume you want the same characteristics as the uniform you are inheriting from
you get those only if you inherit from within it
your previous one inherited whatever is in the default class itemInfo
I think I understand
been reading it all week
clearly still need to get everything
Is there a way to use an infinite loop in the mission file init.sqf in order to make all units of BLUFOR (west) get a certain speaker setting?
I think this should work for the infinite loop, but I'm uncertain on what to type to use setSpeaker on all of the included units.
{
if (side _x == west) then
{
// Where I need the code
};
}foreach allUnits;
};```
I'm uncertain if this actually works for AI, since I frankly don't have anyone or anything to test it on/with
Adding an infinite loop which runs on every player and which goes through allUnits might not be a good idea.
If you spawn units during the mission yourself you might wanna set the speaker immediately after it was created.
If that's not an option you should use the initPlayerLocal.sqf since setSpeaker has local effect, so it does only need to run on the clients. And please add a sleep in your while loop.
Also, this is a scripting question so please use #arma3_scripting @winged flame
I'm messing around trying to add stabilization to the M2 on RHS HMMWVs with a config patch. I'm not exactly sure what I'm doing wrong as based on the inheritance flow I'm using right now, I can successfully add the turret class to the non-turreted vehicle (just to make sure it's working) but when I add the final class for the m2 variant, the patch is not overwriting the base mod. Could someone point me in the right direction? Here's the config so far:
class CfgPatches
{
class rhs_turret;
};
class DefaultEventHandlers;
class WeaponFireGun;
class WeaponCloudsGun;
class WeaponFireMGun;
class WeaponCloudsMGun;
class CfgVehicles
{
class LandVehicle;
class Car: LandVehicle
{
class HitPoints;
class NewTurret;
};
class Car_F: Car
{
class Turrets
{
class MainTurret: NewTurret
{
class ViewOptics;
};
};
class HitPoints
{
class HitLFWheel;
class HitLF2Wheel;
class HitRFWheel;
class HitRF2Wheel;
class HitBody;
class HitFuel;
class HitEngine;
class HitGlass1;
class HitGlass2;
};
class EventHandlers;
class AnimationSources;
};
class MRAP_01_base_F: Car_F{};
class rhsusf_hmmwe_base: MRAP_01_base_F{};
class rhsusf_m998_w_2dr: rhsusf_hmmwe_base{};
class rhsusf_m998_w_4dr: rhsusf_m998_w_2dr{};
class rhsusf_m998_w_4dr_halftop: rhsusf_m998_w_4dr{};
class rhsusf_m998_w_4dr_fulltop: rhsusf_m998_w_4dr_halftop{};
class rhsusf_m1025_w: rhsusf_m998_w_4dr_fulltop{};
class rhsusf_m1025_w_m2: rhsusf_m1025_w
{
class Turrets: Turrets
{
class M2_Turret: MainTurret
{
stabilizedInAxes=3;
};
};
};
};
@glossy shadow CfgPatches should inherit an addon before it can deliver any changes to it. This can be done using requiredAddons parameter. Your config's definitions then should replace whatever was inherited from that addon.
Thanks. I'll get that done and report back.
@balmy atlas That did it. I assumed that was used for something else and was irrelevant. Should have read up more on it. Thanks again.
Np, cheers mate
Is there a way to limit the faces/identities a certain unit can use? I'm trying to make custom faces for an alien character with a custom head, but it keeps trying to apply human faces to it because players have them selected
yes it should be possible
class Civilian_F: Civilian
{
author = "Bohemia Interactive";
_generalMacro = "Civilian_F";
identityTypes[] = {"LanguageGRE_F", "Head_Greek", "G_CIVIL_male"};
faceType = "Man_A3";```
if I recall right the 2 last parameters
they connect here
@tender folio
Will try it. Helpful as always, man. Appreciate it.
Is there a way for me to add my custom identities to the 3DEN combobox?
hello, is there a way to "quick" find in witch pbo the config of a weapon or in general of a class is defined, I have always same problem and I have to unpack and unbin many pbos to find what I am looking for, hopefully there is a quick way to get the pbo ...
is there a way to hide the 40mm grenades on the RHS Teamleader SPC via hiddenselections? Or do I need to a texture edit to get rid of them?
Please tag me on any response, thanks!
@fathom granite Look for config entries that point to a folder eg textures. Ususally the config is in the same pbo then
@junior sparrow I tried but wish there is a different system, addons I am using have config separated from data it's very tricky to find the right pbo
@soft leaf probably not and texture hiding might not work either.
there is a script command to get cfgpatches name of the pbo, which usually matches the pbo name
there are so many guides and videos that are hours long going through the full modding process, i personally have a batch file that just puts the files into a pbo, then i manually start arma
does anyone know of an up to date, preferably short guide that goes over how to actually use the P drive / work drive, I've been trying to search for this but I just get endless either very out of date info or stuff about how to set it up
specifically stuff like how to use file patching, how to edit config files without restarting arma
i'm starting to go crazy digging through these tutorials myself finding this answer
every time i find something that looks like it will explain what i'm missing it goes "cool your p drive is set up enjoy" - end of guide
@delicate comet what kind of modding do you do?
mergeConfig is the way to go
filePatching is only for models, textures, animations, sounds (maybe not if they are cached now), to some extent terrains
p drive is also only necessary if you need to binarize models or terrains
oh no dice for configs? what is "mergeConfig" exactly? is that sitting in my tools folder somewhere
I had assumed from crawling through guides that the P drive was sort of required for file patching
[73625] New: mergeConfigFile script function 1. start mission with AH-64 2. run mergeConfigFile [c:\Arma2OA\EDITED_CFG\AIR_e\ah64.cpp] 3. restart mission 4. your chopper should be using data from given config file
oooh interesting
filePatching needs the correct data structure
having a properly set up p drive is the easiest way to, but no requirement
my current method involves a batch script that throws folders in / addons at makePBO, and then those pbo's get put into @sullen fulcrumMod/addons and the launcher loads it, then i restart arma and go into editor and place down an object
oh woops i pinged someone
this sounds much faster
to the dev branch 
use steamCMD for a 2nd install
so if i'm trying to edit something defined in CfgPatches, how would my file look to change it
is it basically the same as making a new cfgPatches class
or do i need some different file layout
if the mod i'm trying to update is
class CfgPatches {
class CfgWeapons {
class MyModObject : someBaseClass {
IncorrectVar = 0;
};
};
};
If this is the thing i'm trying to change, would my file i pass to mergeConfig look like:
class CfgPatches {
class CfgWeapons {
class MyModObject : someBaseClass {
IncorrectVar = 1;
};
};
};
or maybe
class CfgWeapons {
class MyModObject : someBaseClass {
IncorrectVar = 1;
};
};
I think cfgpatches are not need but I would recommend keeping it
also worth to mention that you can copy past diag exe (together with dta & dll folder) to stable branch and launch it as a mod
CfgWeapons is not in cfgWeapons
uhhhhhhhhhh
I'm not sure what you mean kju, are you saying i should be using lower case?
it does appear to be working that second one
i can change the names of uniform objects and they update in game with just a re open of the arsenal
class OPTRE_UNSC_Army_Uniform_WDL: U_B_CombatUniform_mcam
{
dlc = "OPTRE";
scope = 2;
author = "Article 2 Studios";
displayName = "Cross-Branch BDU [Woodland]";
picture = "\OPTRE_UNSC_Units\Army\icons\army_uniform_wdl_hvy.paa";
model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
class ItemInfo: UniformItem
{
uniformModel = "-";
uniformClass = "OPTRE_UNSC_Army_Soldier_WDL";
containerClass = "Supply40";
mass = 50;
modelSides[] = {6};
};
};
class OPTRE_UNSC_Army_Uniform_OLI: OPTRE_UNSC_Army_Uniform_WDL
{
dlc = "OPTRE";
author = "Article 2 Studios";
displayName = "Cross-Branch BDU [Olive]";
class ItemInfo: ItemInfo
{
uniformClass = "OPTRE_UNSC_Army_Soldier_OLI";
};
};
class VES_BDU_Evolved: OPTRE_UNSC_Army_Uniform_OLI
{
dlc="FZ";
scope=2;
author="Kreah Leiser & Vespade";
displayName="[FZ] Combat Uniform (Gray)";
picture="\optre_unsc_units\army\icons\army_uniform_DES";
CBRN_protection=1;
class ItemInfo: UniformItem
{
containerClass="Supply100";
mass=40;
uniformType="Neopren";
uniformModel="";
uniformClass=VES_BDU_V_Evolved;
};
};
So the bug i'm currently tracking down, wearing nothing but the "OPTRE_UNSC_Army_Uniform_OLI", and a chest piece that is identical across both AI (they just always die in one shot otherwise so i needed a chest piece) the ..OLI uniform takes 4-5 hits to kill, where as the "VES_BDU_Evolved" takes exactly 3
what i posted is the full inheritance chain from base arma uniform to the VES_BDU
i dont even see any vars that would effect armour, so im super confused as to why the VES BDU would be consistently weaker than the Uniform_OLI it inherits directly from
i've shot these ai in the same place with the same gun about 50 times now, half wearing the VES_BDU half wearing the Uniform_OLI, and the VES_BDU has died in 3 shots every time, the Uniform_OLI has died in 4-5 shots consistently
I've tried using the new secret tech i've just learned of to try some changes,
class CfgWeapons
{
class UniformItem;
class OPTRE_UNSC_Army_Uniform_OLI;
class VES_BDU_Evolved: OPTRE_UNSC_Army_Uniform_OLI
{
class ItemInfo: UniformItem
{
uniformModel="-";
uniformClass="VES_BDU_V_Evolved";
};
};
};
putting this into mergeConfig had no effect even after a mission restart
thats the only difference i can see
so i'm super lost
pastebin your whole config for starters
@delicate comet where is OPTRE_UNSC_Army_Uniform_OLI defined?
just digging that full file out for you one moment
uniformModel="";
uniformClass=VES_BDU_V_Evolved;
probably the latter should be responsible
vs
uniformClass = "OPTRE_UNSC_Army_Soldier_WDL";
if not mistaken, the engine takes the armor values of the soldier classes linked by this
I can try that pretty quickly with merge config, cool lemmie try
class B_Soldier_base_F;
class VES_BDU_V_Base: B_Soldier_base_F
{
class EventHandlers;
};
class VES_BDU_V_Evolved: VES_BDU_V_Base
{
scope=1;
model="\OPTRE_UNSC_Units\Army\uniform";
hiddenSelections[]={"camo","camo2","insignia","clan",/*"A_BaseLeg",*/"A_SlimLeg"};
hiddenSelectionsTextures[]={"V_FZ_Armor\Data\Uniforms\V_BDU_Evolved_CO","V_FZ_Armor\Data\Uniforms\V_BDU_Evolved_CO"};
uniformclass="VES_BDU_Evolved";
};```
did i mess up following the inheritence
whereas OPTRE_UNSC_Soldier_Base and OPTRE_UNSC_Army_Soldier_WDL define custom hitPoints setups
oh thats the other thing i see
ah haaah
uniform configs confuse me a bit
thats the "soldier" config the wiki was talking about that its linked too
so, because this issue is everywhere, its the soldier base class in FZ that needs its custom hitpoints defined
thats what i was missing, i'll work on trying that out
in general its best to have one generic base classes per side/faction/type to define such base setup
hahHA! they take the same amount of shots now! Thanks kju, setting it to OPTRE_UNSC_Army_Soldier_WDL worked, and whats better is after reading through the wiki in confusion for the last couple hours i understand why it works
now i need to move from hacky mergeConfig for testing to properly installing FZ and making something that can build it so i can test a patch to fix
Before starting serious work, I decided to start small, until a certain point everything was fine, but when it came to materials and configs, I realized that this was a hopeless swamp. There is simply no adequate step-by-step information, not to mention video guides for this all ... Iโm trying to understand how to do the elementary - how to get the balaclava to work on the arma engine in the glasses slot?
Found suitable material, I donโt understand anything in the configs ...
for config basics as in how they work there the BI wiki Config page + the character encoding guide
Those would be the starting points
then Arma 3 samples on steam contain examples with comments in them on what different stuff does.
While the learning curve for Arma stuff is a bit steep, there is so much involved that it is important to be able to understand the basic "how to" and then be able to interpolate that knowledge for the more advanced stuff
There is also a Blender to Arma topic on BI forums that probably is helpful for you
Blender to Arma I mastered this stage without difficulty, itโs the problems with the configs, and I canโt find any clear information for myself anywhere ...
BI wiki for configs and character encoding could be then next on your reading list
@sullen fulcrum best approach is to look at other people's config from respected teams or individuals
@stoic lily did you ever figure out a way to add parenthesises to configs?
example:
QUOTE( \
if (xxx) then { };\
)
hello i have the following problem , i made a retexture for the gurilla sweater unifform but when i run it on the arsenal i just get the naked uniform , can you help please!!??
class cfgvehicles;
class I_Soldier_base_F;
class cyprus_woolen_one: I_Soldier_base_F
{
_generalMacro="I_Soldier_base_F";
scope = 1;
displayName = "cyprus woolen uniform";
nakedUniform = "U_BasicBody"; //class for "naked" body
uniformClass = "cyprus_woolen_item"; //the uniform item
hiddenSelections[] = {"Camo"};
hiddenSelectionsTextures[] = {"\cyprus_uniform\data\uniforms\cyprus_woolen_uniform_1_paa.paa"};
model="\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d";
modelSides[]={3,2,1,0};
};
class cfgweapons
class cyprus_woolen_item: Uniform_Base {
author="lefty";
scope=1;
scopeArsenal=2;
displayName="cyprus woolen 1";
picture="\cyprus_uniform\data\uniforms\cyprus_woolen_uniform_1_paa.paa";
model="\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d";
hiddenSelections[] = {"Camo"};
hiddenSelectionsTextures[] = {"\cyprus_uniform\data\uniforms\cyprus_woolen_uniform_1_paa.paa"};
class ItemInfo: UniformItem
{
uniformModel="\A3\characters_f_bootcamp\guerrilla\ig_guerrilla_6_1.p3d";
uniformClass="cyprus_woolen_one";
containerClass="Supply50";
mass=50;
};
};
the uniform model is "ig_guerrilla_6_1.p3d" and i get no errors , it just doesnt show up
cyprus_woolen_uniform_1_paa.paa
_paa is not a valid suffix
i know which is why there is a .paa at the end as well
i see
are you sure you have no errors in rpt?
weirdly enough i got two other uniforms to work that end in _paa.paa
yeah nothing showes up
scope = 1; huh? didn't you mean 2 there?
Cfgvehicles model="\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; that doesn't seem right
for the scope should be alright i got another two uniforms working just fine with it
as for the model path i am not sure
Just telling you what's wrong, if you don't wanna fix it then fine by me ๐
i am using other retexture mods to find the paths tbh , but i dont copy the code
no please dont miss understand i will of course check the scope thing, i appreciate the help
model in cfgvehicles should be the uniform/player model, not a "suitpack" which is the CfgWeapons model of the uniform laying on the ground
hmmm interesting, something like this ??
\A3\characters_f_beta\INDEP\ia_soldier_01.p3d
ahh okay , unfortunately still doesnt work though ๐ฆ
i have switched both scopes and the model path
any other ideas ??
still no errors in RPT? pboprefix is correct?
umm what is the pboprefix , is it a separate file ??
sorry if its an extremely stupid question , its litterally my first time messing with configs
I thought you already made retextures before
its a file that sets the internal path for the files in your mod
From
\cyprus_uniform\data\uniforms\cyprus_woolen_uniform_1_paa.paa
your pboPrefix would probably be cyprus_uniform
I guess you're not packing with mikeros tools either?
no not really , i have a couple og uniforms ,vests and helmets working in the same config file but i didnt add a prefix
i can sent you the pbo if you wanna take a look
don't have the time
sure no worries , i tried to add it but i broke it completely ๐
Looks like ill have to fix the rest of the uniforms as well now
Thanks for the help though !!!
@tough cliff i needed stacked ones. used regex replacement instead of macros now
Has anyone tried using dumpAllConfigs recently. regardless what I tried keep getting the missing extension error.
Or disable battleeye
there is a x64 dll too. Just need to go a bit beyond just clicking the link in the forum thread which links to the first ever release, not the latest
already been there
-filepatching on, B.eye off. file in several. there is no x64.dll it dont even compile one and the release notes said that was abandoned on github so... yeah why Im asking isnt like I havent tried
I'll try the 32bit arma ver later when I get the time
already been there
there is no x64.dll
well apparently you've not been there then. There is a x64 dll
also you don't need filePatching, unless you call the script from userconfig or smth? I just execute it all ingame usually
and I have no clue what the heck AiO.1.%1.%2.cpp when the dang thing is compiled in C# and that name doesnt exist anywhere so ยฏ_(ใ)_/ยฏ
Im just dropping into VR and doing a full cfg dump or trying to
you don't need to care about that, the script does that for you
it just fills in the game version
maybe thats whats broken? I dunno says if the dll is broken itself it'll give oyu the same error 'cant find it'
nope just about 100k lines of 'cant find dll' error and lemme double check github cuz I compiled this directly myself thinking missing x64 was it but it doesnt make one.
10:03:48 CallExtension 'ConfigDumpFileIO' could not be found << infinite looped.
cuz I compiled this directly myself
why though? There is a pre-built available
because it wasnt working so I wanted to open it in a IDE and make sure winblows didnt break something like they always do... 'for security reasons'
pre-built works fine for me
you got a fork yourself dun be pointing fingers ๐
Yes because I made a pull request that got merged already
I seen... I was looking thru the pulls and commits
I'd recommend you use prebuild, as you apparently don't know how to correctly build it yourself anyway
dedmen I said it 'did compile' without issues. I was using the original in the first place, my compile was last resort to check for maybe something windows did 'for security'
if you meaning I couldnt compile it as x64 as in wrong. thats because lines #if WIN64 that block said 0 instances maybe I gotta check VS2019 settings I just migrated from 2017? 15?
all good I'll dig more and keep chugging
dedmen I said it 'did compile' without issues.
10:03:48 CallExtension 'ConfigDumpFileIO' could not be found << infinite looped.
๐ค
thats the arma output, infinite duplication in the arma3 rpt file, either the original dll or my last resort build.
callExtension says it'll say that if interface implementation isnt done right, thats why I ended up in the IDE compiling a copy from the repo.
both ConfigDumpFileIO.dll and dumpConfig.sqf are in the root folder so dunno like I said 'at a loss now'
so have you tried the pre-built binaries from the github releases now?
if you mean the dll yes.. I believe i did, first was from the forums then I tried github, then forked my own tried that.
I originally started out on the old dll one with a different name, then ended up where I am now
https://github.com/pennyworth12345/ConfigDumpFileIO/releases/tag/1.1.1 so you put both of these dll's into your arma folder?
I'll have to double check and make sure but yes I believe so as the latest build should be master on the front page unless 'thats whats wrong'
as the latest build should be master
its not
....
I believe so
you don't remember if you downloaded these exact files and copy-pasted them into your arma folder?
I forked it and pull it down via git yes
the pre-built binaries are not in the git repository though?
so no idea what that has to do with it
also you don't need a fork to clone a git repo
well if I compiled 1.1.1 I would think I have the same copy that I find under 'releases'
Dude.
unless master is pointing at 1.0.0 but again there is only one branch. again I'll try later I'll clean up and start from scratch
Just download it ๐คฆโโ๏ธ
again I said later.. I'll start over. again I tried... the error was the same. ignoring the fact anything I did compiling wise. agian that was 'last step' downloading it was in the middle (after I found out the old .dll was abandoned and found this one on the forum)
well um, does anyone have experience with retexturing VSM? I'm stuck on writing the config and i don't know what to do
VSM? you mean the mod with ripped stuff that was banned&removed from the workshop?
Yeah MLO, i tried copy and pasting the config like i would with the vanilla vests but
It doesn't show up in game
And Configs still confuses the hell out of me
why are you copying entire configs? just inherit
class CfgWeapons
{
class vest_you_inherit_from;
class your_new_vest: vest_you_inherit_from
{
author = "your name";
scope = 2;
displayName = "your new vest name";
hiddenSelectionsTextures[]=
{
"path to new texture.paa"
};
};
};
couldn't be easier
Configs make me confused xD looking at them just make me wanna die tbf
bit extreme but okay
anyway if they make you confused, then no better time to learn
here, this ought to help a good bit https://community.bistudio.com/wiki/Class_Inheritance
I tried it
But it's loading the default texture instead of the stated texture and model
are you changing the model?
because there's no need if you inherit correctly
what's the vest you're trying to reskin?
I'm using the Vanilla NATO plate carriers
then inherit from that class using the bit of code I put above
can you put your config on pastebin?
I'll try to fix it agian if it doesn't work i'll post the config
It's loading the default texture instead of whati want it to
That vest doesn't support hiddenselections it seems
try V_PlateCarrier2_blk and V_PlateCarrier1_blk
Oh i'll try that then
Oh the CTRG one works
Neat
Thanks man i didn't know what was wrong xD
np
Hi, so i'm trying to make a custom compositions mod where i can upload my custom compositions that i make in the editor for people to use on the workshop, so they have directly the composition as a mod, and not a scenario. I've been given this config here:
class Empty
{
name = "Compositions";
side = 8;
class Military
{
name = "Military";
class Outposts
{
name = "Outposts";
class OutpostA
{
name = "Camp Audacity";
side = 8;
icon = "\a3\Ui_f\data\Map\VehicleIcons\iconVehicle_ca.paa";
class Object0
{
side = 8;
vehicle = "Land_HBarrierBig_F";
rank = "";
position[] = {17.293, -14.2617, 1.7643e-005};
dir = -359.177;
};
class Object1
{
side = 8;
vehicle = "Land_BagBunker_Large_F";
rank = "";
position[] = {8.45313, -17.7617, -2.98023e-005};
dir = -359.177;
};
class Object2
{
side = 8;
vehicle = "Land_PortableLight_double_F";
rank = "";
position[] = {-9.91406, -20.0605, 8.10623e-006};
dir = -359.177;
};
class Object3
{
side = 8;
vehicle = "Land_ToiletBox_F";
And I don't quite know what to do with it. When i checked into my composition's folder, i saw 2 .sqe files: "composition" and "header". Now i think i know what the header means, but i see in my "composition" file something similar as this ^
and my question is now, what, where and how do i put things, in order to create the mod itself. If somebody could please help me, i've gotten this issue for a long time now, and i wanna get rid of it.
you would need the development environment with arma data and P drive set up (Id recommend using steps from PMC wiki for easy and particularly fool proof steps) and then you would create a folder for your mod and a config.cpp file in it to create a the custom compositions in the way they are set up in the Arma configs.
ok thanks XD
Empty classes (e.g. CfgFunctions) better write like:
class someFuncName {};
or:
class someFuncName;
or no difference?
you sure you need empty classes?
if youre defining classes to inherit from then the latter
I define functions on CfgFunctions
Maybe some code-style standard exist and he says something about it
I see no difference in work
So I already got the Arma 3 tools installed: https://pmc.editing.wiki/doku.php?id=arma3:tools:installing-steam-arma-3-tools
And I think you were refering to this: https://pmc.editing.wiki/doku.php?id=arma3:tools:setup-p-drive
But after I do what i'm told here, what's the next step?
Make a folder for the mod, put the config.cpp file in it, but what do i paste in the config file.., the stuff from "composition.sqe"?
What wrong with it?
myAddon
- functions
-- fn_myFunc.sqf
- $PBOPREFIX$
- config.cpp
$PBOPREFIX$:
ST\simple
config.cpp:
class CfgFunctions {
class ST_simple {
class main {
file = "st\simple\functions";
class myFunc;
};
};
};
I have error:
23:32:48 Warning Message: Script st\simple\functions\fn_myFunc.sqf not found
Packing by PBO Manager
pbomanager is not proper program to pack pbos
MakePbo by Mikero is better?
if you have mikeros tools use pboProject
and @indigo sinew you need to study the Arma3 configs to see how the compositions are set up there
and then do your own in the same way
And you apparently dont want to use one
marvelous
well I dont unfortunately have knowledge to help you with other ways than the proven to work P drive development environment.
P drive is dark forest for me
I know docs about it, but don't like it :( Ok, I'll try with MakePbo.exe
Good luck.
@hearty sandal yes, problem was in PBO Manager. Thank you
What means suffix _ca in PAA files?
the thexture has 8bit alpha transparency
Oh, it's important rule. Thanks
@hearty sandal where I can find naming rules like this? Or it's unwritten?
@idle matrix thank you
np
Im having trouble getting a vehicle I've made to show in the actual game, I have it packed and added at a mod and the game starts just fine but I cant get it to appear in the editor or virtual arsenal
Man, turret inheritance gives me a headache. Could someone tell me why this does not work?
class CfgVehicles
{
class APC_Wheeled_03_base_F;
class I_APC_Wheeled_03_base_F: APC_Wheeled_03_base_F {
class Turrets;
};
class I_APC_Wheeled_03_cannon_F: I_APC_Wheeled_03_base_F {
class Turrets: Turrets {
class MainTurret;
};
};
class MCH_I_APC_Wheeled_03_cannon_F: I_APC_Wheeled_03_cannon_F
{
displayName = "Nerf Wheeled";
class Turrets: Turrets
{
class MainTurret: MainTurret
{
minElev = -4;
maxElev = 20;
maxHorizontalRotSpeed = 0.85;
maxVerticalRotSpeed = 0.9;
};
};
};
};
what exactly happens?
Hey guys, im trying to look into configuring a backpack that assembles an mg, i understand that the vanilla ones work by having two backpacks, one with the bipod and another with the mg, i just wanna know if its possible to do it from just the one backpack?
@barren umbra looks alright but you need to check original inheritance setup
@stoic lily It is the original inheritance setup, unless there is something messy going on with the turrets, but I checked the configs and the main turret is there.
class I_APC_Wheeled_03_base_F: APC_Wheeled_03_base_F {
class Turrets;
};
is wrong
class I_APC_Wheeled_03_base_F: APC_Wheeled_03_base_F
{
author = "Bohemia Interactive";
_generalMacro = "I_APC_Wheeled_03_base_F";
side = 2;
faction = "IND_F";
crew = "I_crew_F";
typicalCargo[] = {"I_soldier_F"};
};```
what if you make a bunch of scoped out "base" classes that inherit from the final vanilla class?
like that
also that took a lot more space than I thought, sorry I fix
@stoic lily What exactly is wrong?
I think he means the class you're declaring class Turrets in doesn't actually have class Turrets in its original config?
It should be inheriting it
yeah I don't really see how that should be a problem
but arma works in mysterious ways
like, you assemble it using a backpack?
Isn't there one in A3 already?
I think there's another mod that does that
iirc there's a mod that assembles the vanilla static weapons with just one backpack
Yeah you can totally do that
But when you disassembles it it becomes 2 backpacks iirc
For test, just take a static MG and replace the weapon with mounted designator
The A3 remote designator is just one pack
BTW: my config totally worked, I think I might had some garbage laying around with caused problems
I keep getting an Undefined base class error on start up from an Animationsources class but its pretty much unchanged from the test config file so Im not sure what happened
you have changed something somewhere
simple as that
undefined baseclass means you have and class thing : oldthing inheritance
but no class oldthing
I have an animationsources class at the beginning from when its going from Air to plane to base plane and so on, wouldnt that be the define there?
class CfgVehicles
{
//Needed class definitions since we are inheriting parameters from those classes
class Air;
class Plane: Air
{
class HitPoints;
};
class Plane_Base_F: Plane
{
class AnimationSources;
class HitPoints: HitPoints
{
class HitHull;
};
class Components;
class Eventhandlers;
};
Thats at the start but the error is a lot further down
class AnimationSources: AnimationSources // custom made animation sources to show/hide all the different parts for different loadout
{
// antimation sources for suspension animations and wheel rotation
class Wheel_1_source {source = wheel; wheel = Wheel_1;};
class Wheel_2_source {source = wheel; wheel = Wheel_2;};
class Wheel_3_source {source = wheel; wheel = Wheel_3;};
class Damper_1_source {source = damper; wheel = Wheel_1;};
class Damper_2_source {source = damper; wheel = Wheel_2;};
class Damper_3_source {source = damper; wheel = Wheel_3;};
//extra animations sources for damage representation
class HitGlass1 {source="Hit"; hitpoint="HitGlass1"; raw=1;};
class HitGlass2: HitGlass1 {hitpoint = "HitGlass2";};
class HitGlass3: HitGlass1 {hitpoint = "HitGlass3";};
class HitAvionics {source = "Hit"; hitpoint = "HitAvionics"; raw=1;};
};
thats what causes it
somewhere inbetween the inheritance breaks then.
I tell you what I thought the hard part of all this was gonna be the modeling not the config stuff lol
Ayy I found it. And I was able to get the plane to show up in the editor finally. Sure it immediatly crashed the when I tried to spawn it but its further then I've gotten before.
๐ always nice to get a step forward
Well it looks like it didnt fully crash but man my screen is spazing out like crazy
quite odd
I think my shadow might be too detailed because it looks funky
all shadow components need to be closed
Yup definatly didnt do that
My model animations arent working anymore either, I keep getting one step forwards and two steps back
https://i.imgur.com/zJfHkab.jpg now thats progress
Is there an easy way to make the plane fly exactly like the Shikra? Like a flight model I can copy over or something.
not really. the shape of the geometry and mass distribution is combined with the config/physx parameters that create flight model
@barren umbra you create a subclass definition this way that can cause problems further down the line. so you have to recreate the setup correctly
I know at this point Im probably spamming for help but does anyone know how a guide on how to get proper wheel phsyx working? My plane explodes on landing and take off and Im assuming its because of that. It bounces a lot on the ground before it blows up too.
Before I post anything does dump all config matter what world is loaded? finally figured out the issue so now I got dumps from in Epoch/Livonia with both contact loaded and unloaded just wanna make sure I shouldnt be doing this in VR only or something.
doesnt matter
okies should I include also a the list of unknown variables also?
?
1:40:14 String STR_A3_Fighter_03_Canopy_name not found etc etc
without contact its not that big but Contact almost triples the length of them... lemme just hastebing so you can see exactly what im looking at
what are you using for the config dump?
complete dump
if you mean specifically how? Dump all in one config from the forums/github with the help of Dedmen. as for the line I'm using to dump just [configFile] call compile preprocessFileLineNumbers "dumpConfig.sqf"
ie complete dump
tailing my rpt log
id suppose thats just default Arma stuff
it gets larger with contact its not a massive txt file I'll just include it for reference I guess
hmm odd cuz I def never seen these before without dumping a config but okay...
normal rpt is full of stuff like that
I know... why I asked it seemed abnormal for what is considered 'normal'
Okay posted contact loaded and unloaded configs...
My name is Dedmen, its really not that hard to spell
sorry thats autocorrect from my brain saying 'singular' not plural at me and me not trying to ping you directly either.
and I'll say it here also thank you Dedmen for helping out, I explained it in the forum thread. again sorry and thank you. sometimes winblowz really gets me going with its stupidity.
For test, just take a static MG and replace the weapon with mounted designator
@barren umbra no no. guys I did not mean a designator. I mean an actual IR beam as a weapon. Like on the gunrail attachment.
Hmm, that one might be hardcoded behaviour
hmmm
what would happen if I make a flat 3D model for the beam (like One meter long) with a proxy for the same model, added to that model again?
that would infinitely create that Beam right?
then make a fake weapon...
and when firing It, it shows this beam.
or would the game then choke on this model inception?
So I looked in my compositions folder in the SQE file in notepad++ and it looks identical to a config
Cannot be used as such?
Cannot be used as such?
Explain? A SQE is not a addon config file.
Guys! We need a detailed guide on adding your equipment to the game. Completely everything that relates to clothing and weapons, the formation of platoons, soldiers, in the flesh until the final stage of the appearance of the mod in the list of plug-ins. Imagine how many people just threw it all away due to the lack of clear and understandable information how to do it all right? Need working templates !!! BIS offer only a set of rules, but no details. The idea to take other people's configs was good, but it doesnโt work for those who donโt understand anything at all, for a week now I canโt understand what Iโm doing wrong, everything that I could have re-read and reviewed, nothing works, and constantly gives errors that Iโm not even able to analyze ...
WTF is this?
!> Include file CUP\Creatures\hitpoints_uniform_none.h not found.
!> Error reading config file 'P:\Ratnik\config.cpp'
WTF is this?
exactly what it says. That file, was not found on your pdrive
It does not exist at all except lods.
Understanding foreign configs is even more crap than writing your own from scratch ...
It does not exist at all except lods.
What?
You are including that file in your config, but it doesn't exist. Can't include something that doesn't exist.
it turns out that he is not existent in the CUP, because he refers to him? Then how does he work for them?
I don't understand what you are saying
@sullen fulcrum pastebin your full config
@stoic lily Late, deleted, trying another, based on BIS.
I wonder who has time to write such a book.
Is it possible to change the axis on which the pilot camera view rotates? To make it kinda like a sideways turret?
sideways?
Yeah, like the camera as it is normally rotates on an x and y axis, like its a turret. I wanna turn it sideways so that it would be like rotating on z and y axis, like if you took that turrent and make it sideways. (those probably arent the right axises but that should explain what I mean)
well you can always swap the order of the parts
I think my problem is the cameras models are on a different axis then the actual camera, so when you rotate the camera it doesnt translate one to one to the model.
put them on the same axis then?
thats the thing, I want to change the axis of the actual camera render but Im not sure how. I tried to do it with the memory points but it didnt seam to work
turret going sideways as in "like a turret to the side" (like a door gunner/ AC130) ? Or a side turret, as in, a tank turret but glued onto the side?
The tank turrent on the side.
so you mean like the little turret on the left of the "main turret" in this
https://www.vrfocus.com/wp-content/uploads/2015/04/WarThunder_walkingtank_1.jpg
yeah like that
for a scratch made model, or "retrofit" for existing modded/vanilla thing?
you can see the camera is only able to rotate on the Z and Y axis for the model, but an actual rendered camera moves on the X and Y, making it misaligned with the model
I need a way to sync them, but I can only imagine doing that by changing the rendered cameras rotation
Which Im not sure if thats possible
for a normal turret, i think that should be possible. I'm not so sure for pilotCamera. Sure its also a turret but i wouldnt be surprised if hardcoded oddities are in that...
Yeah Im having a hard time figuring it out. I dont think you can make a turret usable by a pilot which I why I used the pilot camera, but I cant for the life of me find where its getting its axis information from
https://community.bistudio.com/wiki/Arma_3_Targeting_config_reference#class_pilotCamera
It has min/maxTurn (Z axis / Yaw limits) and min/maxElev (Y axis / Pitch limits)
and since the camera most likely doesn't roll (x axis) it should work out, unless you don't want it to be horizontal (relative to vehicle)
based on his image i get the impression it rolls?
this is awefull xD
๐
his nickname is HorriblePaintArtist for a reason ๐คฃ
๐ฉ
does the cam have model.cfg bones ? I dont get the impression it does. If it doesnt, you cant change around axis
it does
Yeah the eye is boned to the base
theres animation sources for it if I recall right
but is the actual camera view you see child of those bones, or are those bones just for "optical eyecandy" of animating the model while having nothing to do with actual turret control
its part of whatever selection you make it part of
to change axis around you have to change inheritance. In normal configuration elevation is child of traverse. In "flipped" configuration, traverse is child of elevation
on top of that comes what the intended facing angle is (which you change by config only)
i never worked with pilotcam, so idk. But you can do it on normal turrets without problem
does the arma config allow math to get a variable? Like say I have "pilotcameraX - pilotcameraY = variable" then I site the variable as a rotation angle or something?
nope
If the variable is static (after calculation), then you can use a macro.
But you can't have a dynamic variable in your configs.
then that idea is out the window lol
yeah macros - but they are "fixed"/static on loading the game
eg.
variable = 2 + 1; // static 3
a variable that never changes is in my eyes a constant ๐
Alright well I might as well move on to my next question, is it possible to make a beam type weapon? Like a gun that fires perfectly straight but has a long line as a texture (or maybe a muzzle flash)
erm... well, kinda.
๐
that really depends on what beam weapon you have in mind
if you think mechwarrior laser then no, not really
I dont know if you've heard of ace combat but theres a weapon called TLS that I wanted to try and make
Long time no news!
Well here's some!! Little teaser of things we've combined from various tests! Still a bit raw here and there.. But you can see where this is going!
The legs are still the old version but new ones are on the assembly line waiting to get stomping!!
Music b...
ayy that could work
this is my take on it, but its still unfisinshed aaand not quite sure if it will be MP compatible
so far people who have tried similar have eventually desided against it
drawing lines out of the gun and shooting a massive amount of bullets without bullet drop
That was gonna me my idea lol
what may work fine in SP, is another matter in MP. And what may look ok up close may look bad at far distance
Is your beam just a muzzle flash?
do you just make the mesh just really long ? Or do you constantly adjust the size based on some lineintersect script?
currently it is adjusted almost constantly
so MP is still questionmark
I have ideas on how to make it better but dont have time right now to try those out
also Im intending the laser part to be local only
so the distance etc should not need to transmit over net
but for you @slender needle I say, you need a lot more practice before you try to tackle beam weapons
mainly because this isnt something you can just plug in
Absolutely, I just barely have a plane put together but as long as its theoretically possible I know I have something to look towards at least.
in theory yes.
Otherwise my giantic laser beam is just gonna have to stay as an oversized poorly positioned pilot camera lol.
well laser comes in the "sustained", "pulsed", and "starwars" variety. Star wars - alike is easiest because its just a long bullet that travels a bit faster than normal bullets. Pulsed can be faked better than sustained beam
can we add particle effects?
some
very fast bullets with particle effects dont work too well
i hope next arma will be fully mech & laser compatible...
need to make a supreme commander total conversion ๐

Supcom overhaul when?
@paper path overhaul? already exists -> Forged Alliance Forever (FAF). Still has a solid playerbase
https://www.youtube.com/watch?v=NdBMTw_RLF0
well laser comes in the "sustained", "pulsed", and "starwars" variety. Star wars - alike is easiest because its just a long bullet that travels a bit faster than normal bullets. Pulsed can be faked better than sustained beam
@strange egret I mean... theoreticaly you can just "extend" an existing model of a beam viaanimateto a specific length
objects get culled by bounding box size... so you just might not see the model (or it could have a huge bounding box - which could also lead to "suboptimal" behaviour) at distance
+Together with an lineIntersectSurface = Damageee
didn't it update, when you move the memPoint around?
I can't remember anymore.
bounding box? not that i'm aware (otherwise you wouldnt have to pull stunts, in case you have a wide large swinging gate for example
Then there is the issue of moving objects. visibility for 1 frame is not good enough. It needs to be visible multiple frames (preferably really long otherwise you could just use a bullet). And with moving objects it can end up looking really weird if you dont recalculate everything by frame.
Animation changes by frame are synched over network -> so many beams firing (and adjusting every frame) will not be desirable
@viral rapids my vid above is example of that
though not with the geometry damage ๐
that would be dangerous
Ah!
Still have some work to do with it though
And the possible MP issues
buut also the way I intend the mechs and lasers to be used will ensure there are fairly limited number of them available at any given time
@strange egret there is bounding property for that
It was designed to extend tanks bounding box when turret is rotated to the side but I successfully tried it on mini ugv and few other experimental non released things
thats one thing im intending to try out for my lasers
also have to check out if theres anything special about the contacts laser weapon. It utilizes very similar system to mine already but there were some nicer ideas with the eventhandlers and such that I might adapt
does class StaticWeapon have different simulation than a regular vehicle (e.g. Tank) ? Is it more performant (by omitting powered driving)?
have some pillboxed that will be placed on the map, so i want an "addon" vehicles with the respective weapons. Not sure if i do 1 vehicle per turret/weapon, or 1 vehicle per building with multiple turrets.
Not sure if StaticWeapon even supports having multiple turrets (after all turret animation is hardcoded to be mainWeapon / mainGun)
staticweapon is using tankx simulation as far as I remember
so in the end, all tankx restrictions applies to static weapon
(after all turret animation is hardcoded to be mainWeapon / mainGun) huh?
animationSourceBody = "mainTurret"; //this is hardcoded to mainTurret
animationSourceGun = "mainGun"; //this is hardcoded to mainGun
it doesnt work with any other
I'm pretty sure it should be working with others
i had a lot of cursing and swearing why its not working- until i changed the animationSource name...
how all those multi turret vehicles would work then?
they dont use StaticWeapon as baseclass
its just on class StaticWeapon where i encountered this issue
๐คทโโ๏ธ maybe, i'm not perfect - but i have enough experience with turrets on regular vehicles, and i copied my turretclass &modelcfg from over there and it would not budge, until i changed it to the mentioned names
and are you sure body & gun names were matching?
100%
if you name animationSourceBody = "myturret_01" and use source = "myturret_01" in model.cfg it should work
never had problems with that either
me neither, until i made a mortar...
maybe it wasnt the animationSource name, but the animation names (mainTurret, mainGun) but since i always stick to naming them the equal to the source (+_src) i put that in animSource too
So I'm doing some playing around with editor previews and I'm using the video settings that come out of the Biki, but the results always end up as super bright and almost feel washed out compared to the darker BI editor previews. Is there something I have to do beyond whatever the Biki says in order to post-process these to make them look like the vanilla editor previews?
have you tried to set daytime / overcast in the editor, if that has an effect?
I've always been shooting at high noon sunny or whatever the default setting is. No additional changes outside of what the biki specified
I can do that though
@strange egret did you do a full config compare with inherited values?
Anyway, code wise it's not hardcoded so I sure it's some combo of wrong parameters
Hi ! I have a problem with a weapon ... I try to convert 3d to p3d with model.cfg, config.cfg , ... My problem currently it's the fire modes. I have everytime flash in muzzle and i can't fire ...
I recommend you take a look at the Arma 3 sample weapon and how it is set up.
Hello
Is there any way to extract a model.cfg from a building to see how it's made ?
it is kinda waste of time since the arma3 samples already contain examples on how animations work
mikeros eliteness can show that you you though.
It's different for the Tanoa's buildings.
With Eliteness, for a Malden building I got this kind of model.cfg : https://pastebin.com/dyAXqhQF
BUT for a Tanoa's building it's only that :
https://pastebin.com/XwwXnBfN
Almost empty ๐คท
why does it matter? those dont really show you anything special
and they are made by different people and with different purposes so they are bound to be different
house small for example doesnt have any moving parts as it has no ineriors
so the model.cfg doesnt need to contain anything
Dont over think it
House_Small_01 from Tanoa have interior ๐คท
perhaps I remember different house small
in any case why does it matter? you cant edit those houses anyway and the sample house and vehicles pretty much cover all types of animations
I just think it's strange that Tanoa's building are setup differently without any dependences, in the model.cfg of Tanoa's building (with interiors) there's only the skeletons and no animations class ๐ค
The second one you posted has no external dependencies either
Yeah the second one is a Tanoa building
oh hehe
Well he doesn't too but have the anim class
I was just thinking it was strange ^^
but I repeat. you are way overthinking it
Can attachments be hardcoded on a weapon? like an IR pointer. And can that be done with a Binocular?
anyone ever tried?
not sure with the binoculars but attachments can be hardcoded
for example the operation trebuchet gus have fixed flashlights int their main assault rifles
As a little ad on question: is it possible to make it impossible to take something out of your inventory? Like a rangefinder once you picked it up
inventory eventhandlers perhaps
Ohhh that's an good idea, thanks HG!
you can, requires the model.cfg? or the config for the weapon
config.cpp if anything would be that
Can anyone explain the math behind min and max zoom for scopes
what do you mean?
I have some questions about weapon penetration into vehicles with the new tanks DLC
My understanding from reading the community wiki is that a section of fire geometry can be defined as a part of a hitpoint rather than as the spheres. but when I look at some vehicle configs in RHS, I still see that they have a radious for things like "hitEngine". Am I mistaken here?
no, there is both. Radius is still used for indirect damage (explosives), if a 'component' is defined
So the spheres are used only for hitIndirect?
And the firegeometry is used for ballstics?
What is the config value that I can use to see how much hitpoints a given module has. I'm looking at hitEngine for the BTR and it seems to only have an armor of 1. Which is crazy given that it resists weapons somewhat
if by ballistic you mean "normal" hit value - yes
does hitEngine have a depends parameter in that config?
armor 1.0 means it has however many "actual hitpoints" the BTR itself has
(armor value of BTR itself)
its a modifier to that "global value"
Wait so the engine has as many hitpoints as the actual vehicle?! Is that just to start or is that always
armor (of the vehicle) * armor (of the hitpoint) = health of that hitpoint
wikia? Bis wiki? or some other?
shrug i wouldnt trust anything than pure configs and bis wiki (although dont blindly trust it either ๐ )
Maybe its just out of date
possible
Okay this makes sense, so the hitpoint values are a multiplier of the total health of the vehicle. I thought that a mod maker just defined a numerical value.
you can also define a numerical value in hitpoints by puting it as negative value
armor = -100 in hitpoint class means its "health of hitpoint = 100". If it was armor = +100 it would mean "health of hitpoint = 100x vehicle health"
Duuuude this is awesome
Thanks so much! I have one last question though
So I'd like to get a very accurate understanding of how vehicle weapons work against vehicle armor and the points. Why one vehicle may damage the totalhitpoints or just a sub component of another vehicle.
So in order to do that I figure I need the following information
passthrough value in each subcomponent hitpoint class is responsible for how much of its received damage is given to the totalhitpoints
The muzzle velocity of the weapon I'm firing (i will use AP at basically point blank)
The "caliber" of the weapon I'm firing
And the "Damage" of the weapon.
Then I'll need to figure out the material characteristics of the target, and then material characteristics of the subcomponents that are struck