#arma3_config
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hit value is dependant on impact velocity too
I might be able to get that with a script
When a projectile hits a vehicle and penetrates. Assume Shot-A hits the BI test tank and is gonna go through the whole thing
When it penetrates the material of the front armor, it gets slowed down as it passes through the material based on thickness. That makes sense, but lets say it hits a very large component that is much thicker than the armor. Does the component also have a material and just perform a penetration checK?
And does it do damage based on the angle that it comes in on? Doing damage linearly as it goes through?
components (if modelled) have material and thickness, yes (otherwise they could not be damaged)
as i said, hit damage is dependant on impact velocity. So if you go through front plate of tank, and bullet only has 10m/s speed after penetration, it can do almost no damage (unless explosive value of projectile is > 0, which makes it less dependant on speed - progressively)
Ah so something can penetrate even after explosion, that's cool
okay, lemme reverse that
something can explode even after penetration
hm no, if its an explosive bullet (explosive value >= 0.7) then it will stop existing after explosion
note that explosive property and "explosion effect particles" are separate
you can create submunitions however (which is how HEAT warheads are modelled), that come into existance when the "parent" bullet hit
its not trivial anymore to say "this causes this damage" - because you have to always add "on a full moon and in case A, B, C, D is true"
gotcha okay
I'm trying to build a better understanding of how physics work to teach the rest of my group as well.
People seem to be stuck up on my myths and believe things like "ArmA 3 is just healthbars" or "RHS Vehicles and vanilla vehicles use a totally different damage system"
or "ACE 3 changes vehicle armor system"
vanilla vehicles are kinda geared towards receiving totalhitpoints -> so they explode after X amount of rpg hits
whereas any mod could just simply set up their models, hitpoints, etc slightly differently and the difference could be significant
Absolutely, but the underlying system is the same
sure sure
its so untrivial, that even BI did some mistakes with their configs (especially on soldiers, with the dependency parameter).
Idk if all is rectified now, but i they improved some things.
https://feedback.bistudio.com/T120765 (this they fixed iirc - mostly)
https://feedback.bistudio.com/T120705 (read the comments)
reading now
Also watching attached materials for videos
Found an interesting entry in RHS for their ERA plates
Apparently they have a speed= {0.1,0.1} against HEAT rounds for a version of the bradley
Is the pen formula roughly velocity * caliber * 15
15 *caliber * velocity/1000 (mm of penetration for Armor steel)
thats another new thing with tank dlc, that you can give modifiers to stuff depending on type of armor. Wasnt possible before. Dont think many normal player know of all the extra capabilities the dlc actually brought
actually, its only 15 for armor steel. (because penetrability parameter value of armour.bisurf is 15)
So to add a custom missile I assume you have to add things to ammo, magazine and launcher
aye
Where do animations for fins go?
model.cfg. but also there are 2 types of missile models that a ammo uses. stationary one and in flight one
Lol well I got them to show up on the plane but they dont let me select them when firing
does your plane have more than 1 seat?
Nope
did you use pylons?
Yeah
would it be safe to assume that if you use vanilla missiles they work?
did you use some vanilla missiles configs as base?
as in pretty much use the same but switch the model
did you copy it or inherit from ASRRAM?
as the inheritance would be the correct way here
Copied, I forgot about inheritance
to get all the stuff ASRRAM inherits from its parents
Id wager the problem lies in that direction then
So if I wanted to inherit everything from a vanilla missile except the model do what all do I need to put in first?
same inheritance the ASRRAM has
then class yourthingy : ASRRAM
and in that class only your changed parameters
And I assume I have to do that in all the cfg classes? Like magazines, weapons and vehicles
I would do so yes.
Do I need to put in all the stats from the missile Im inheriting as well or is it good enough to just quote all the classes it uses
just the classes
I got them to appear finally, now I got to figure out the animation part
Where can I find an example of a missiles model.cfg?
well if you have mikeros toolset you can use eliteness to view model.cfg form any vanilla p3d
other than that no dice
not sure if missiles have a lot of animations though
the animations are same basic stuff any other animations
usually rotation and translation, occasionally a hide animation.
some of the animation sources are special for flying missiles though. for that read link above
Ive been going around trying to make it work but right now whenever I fire the missile it stays on the plane and a trail of smoke is the only thing that leaves, it still has an explosion and everything but the model doesnt move at all.
missing/fault geometry?
and I pack the PBO from "mymod"
I am trying to change a uniform so that it is able to be stored in a vest, I have tried allowedslots[] = {701,801,901}; however I am unable to get that to work, is there another work around?
I think its engine restriction - you cannot put uniform into any character container
and uniforms are technically units (or the other way around), soy ou'll need to make 2 different objects; one uniform (aka unit) and one vest.
Quick question does it matter what lod i put the proxies for the sights in?
Yes
Which lod should i be doing it in?
All lods you want them to show up.
thank you
What defines the angle that projectiles leave the muzzle in vehicle weapons? Alternatively, the angle of the optic
Got a weapon hitting below the boresight that I would like to fix.
Or is this all part of the model?
The guns direction memory points dictates where the shot goes. Optics has separate memorypoints that basically can point in same direction. As the barrel or just anywhere.
Then there is the ballistic curve that shots have. They don't fly in straight line.
Quick question, what property do I gotta apply to a weapon in CfgWeapons to make it show in ACE arsenal? Weird thing is, it inherits from a class that I know does in fact show in the arsenal
well, it obviously must have scope = 2.
ace_arsenal_hide = 0 (at least not 1) and ace_arsenal_uniqueBase should not exist.
only question is; what kind of item/weapon is it, and where does it need to show up?
eg. non-weapons need a few more things to show up correctly
CfgPatches entry is properly set?
How do you define initial zeroing on a weapon without zeroing?
I can see
discreteDistance[] = {} and discreteDistanceInitIndex = <num> though neither appears to do anything
https://github.com/acemod/ACE3/blob/f57fe99e9ad2ca5a64f1dffb32599e9244202cbb/optionals/compat_rksl_pm_ii/CfgWeapons.hpp#L15
ace uses these to set zero to 100
Forgot to specify, it is a vehicle weapon.
Turret config
I am trying to have a missile that, when no lock is present, travels in a straight line. I am trying to get it so that it doesn't arc. However, When I fire, the missile arcs down. If I try to aim up, the missile dips, then rises again in a ~ shape.
hit = 4; indirectHitRange = 0; explosive = 0.1; cost = 10; aiAmmoUsageFlags = "128 + 512"; lockType = 0; maxControlRange = 300; weaponLockSystem = 0; initSpeed = 56; initTime = 0.001; trackOversteer = 1; trackLead = 0; timeToLive = 6; maneuvrability = 2; simulationStep = 0.005; AirFriction = -0.01; sideAirFriction = 0.001; maxSpeed = 56; thrustTime = 6; thrust = 56; fuseDistance = 1; whistleDist = 4; coefGravity= 0; flightProfiles[] = {"Direct"};
Try maxcontrolrange 0
can anyone point me in the direction of a non-modelling mod tutorial?
Basically all I want to do is make it so players can pick up a few items (whose models already exist in game), and stow them in packpacks/vests/uniforms. Same thing as Inventory Items https://steamcommunity.com/sharedfiles/filedetails/?id=1155003081
but using my selection of items.
Complete noob to actual arma mods (only used sqf so far, and C++ if that helps)
I don't think there are like any direct tutorial for things like that.
How configs work is explained in the wiki
And examples are provided in the Arma 3 samples
wasn't really looking for a "Do specifically this thing" tut, just a general one that doesn't spend 2 hours on modelling my own thing
I'll check out the samples though
Video tutorials are not perhaps the most helpful format form Arma related things since there is a lot of written stuff involved with the configs etc.
What you need to do is check out the BI wiki for config fundamental basics so you can understand the structure. Only then you can use the samples properly.
Unfortunately Setting the max control range to 0, did not effect on the trajectory
is the "Armor Level" displayed when you hover a vest a config value or automatically calculated? Didn't see anything about it in the wiki entry on vest configs
it's a manually placed string
translated I can't change it myself? Would a workaround be inheriting from an existing vest with the value I'm looking for?
Nevermind, found the varname I was looking for, sorry
just a quick question, is there a list somewhere I can look up regarding the numeric values in the configs (eg: weaponPoolAvailable = 1; or allowedSlots[] = {901,701}; but not only those, basically everything that isn*t clear text). I have been searching the BIKI and the forum for the last 2 days for it.
they are usually in some macro include files somewhere, but not all of them
Allowed slots is explained here
https://community.bistudio.com/wiki/CfgWeapons_Config_Reference#allowedslots.5B.5D.3D.7B.7D
There are only 3.
weaponPoolAvailable is a boolean, either 0 or 1
I text crawled all files in a3 for "'defines" but could only find "#define ARMA" and I guess that comes from mikeros tools. I could find 2 macro files, both were for GUI stuff.
thanks for the link, thought there was more just from the numbers (weid beginning with 7)
They are bitmasks, for inventory slots
well kind-off bitmasks. Complicated, best you don't ask why
Default = 0
Muzzle = 101
Optics = 201
Flashlight = 301
FirstAidKit = 401
NVG = 602
Headgear = 605
Map = 608
Compass = 609
Watch = 610
Radio = 611
GPS = 612
Para = 613
Scuba = 604
Goggles = 603
HMD = 616
Binocular = 617
MineDetector = 618
Medikit = 619
Toolkit = 620
UavTerminal = 621
Vest = 701
Uniform = 801
Backpack = 901
There should be some #define's file somewhere in the pbo's that has these.
Check BIS_fnc_itemType source, it has tons of thingies
wow, thank you very much, exactly what I was looking for! will check it immediately, thanks again!
If you need info about stuff you could ask me, but I have little free time already so, i'd still prefer not to π
I can understand that completely, will not ask trivial stuff. but I actually was able to peace a lot together over the last month by constantly reading different configs
thanks again
Is it possible to use preprocessors with preprocessors as in
#define UNDEF #undef MY_VAR
#define MY_VAR 10
//...
UNDEF
#define MY_VAR 11
```? As far as I have noticed it only tries to `#undef 10` as the preproc gets preprocessed before the undef.
no
ok
has anyone encountered an issue before where a turret just will not use the defined gunnerOptics?
here is my turret config: https://pastebin.com/XybvMjrX
inheriting from Helicopter_Base_H's CopilotTurret
nothing
just the standard view model of the gunner in his seat
the view also doesnt rotate in 3p
@urban olive Be aware that if you put in multiple slots like primary weapon and launcher that the item will take BOTH slots at the same time, instead being able to be put in either
@tender folio is the turret class actually inside the class turrets?
proxyindex correct?
they work ok?
yep
@barren umbra thx for the heads up, will keep that in mind. I am currently working on vests and headgear, from what I read in some commented configs is,that this also defines if you can put the vest in your backpack. Is this incorrect?
Hi, so i'm at the beginning and i'm trying to retexture a list of assets i've chosen from the vanilla game, with my custom camos and flag. I have found on the BI forums multiple templates that allow me to modify the textures easily with programs like Gimp/Photoshop. But once I have my texture, I don't exactly understand how to put it in the game. I have my config from a tutorial, which already had the Nato "Recon Fatigues" and "Combat Fatigues" so all i had to do is to put my texture name instead of his. But now i'm trying to modify a Jet Pilot texture and I don't know how exactly to put it in the config. I imagine the model of the Jet uniform is different from the Combat fatigues one, and won't work if i would just change the texture, rite? Now my question is, how, where and what do i need in order to make it work, and how to do the same for different assets ex: vics and uniforms?
Each model has its own texture layout so you would have to make a new texture for each thing you want to retexture.
Then you would need to look up the classnames of the models you want to retexture and use those to inherit your new game entity classes that then use your new textures in the hiddenselection config parameters. So basically your addon contains your new texture files (converted to .paa format) and a config.cpp file that creates your new units and vehicles.
yes
i understand that
i tried looking on the wiki at the assets and in their designated files
but when in there, i just don't understand what exactly i should take out and put in my config
best reference would be to get a "all in one config dump" file that contains all Arma configs in one
hmmm, ok
and then look up classnames of the things you want to retexture in the editor and then look up how they are structured
have you looked up any texture tutorial
or how config inheritance works
but the guy wasn't really explaining anything
well then you need that same for each thing you retexture
the basics of how configs work are explained elsewhere Id suppose
and is a requirement to use the tutorial
well as config, i don't mean the config of a specified texture, but more as of the config of the whole mod.
hmm
problem is all tutorials i searched and found
are like 5 years old
so is the game
and use some kind of old and sinister program. And if it's photoshop or gimp, it's an older version
that part you dont need for config stuff
it does not matter how you do your textures
ahh rite
what you need to look up is how configs work
an BI wiki contains that information
at least the basics
hmmmmm ok
this would be a startingpoint
https://forums.bohemia.net/forums/forum/165-arma-3-modelling-o2/ and then you can continue to here
hmm ok, thank you, i'll try make something out of it
I'm running into a path issue I think.
With the following structure:
@KOTILIB
\addons
@KOTIMOD.pbo
signing_file
and in the PBO:
\addons
\data
... bunch of .paa files
When I go into the VR arsenal, I get the error Cannot find "\KOTILIB\addons\KOTIMOD\data\sometexture.paa"
I've tried just doing \KOTIMOD\data\something.paa
Is it supposed to just be \data\somthing.paa?
Sorry if this is a dumb question
@tranquil osprey prefix/namespace is based on the packing setup
so a file in the PBO has a "root" of the PBO itself? Super noob here, my bad lol
Ok, figured it out. I guess when I built the PBO via addon builder I set an explicit prefix that wasn't what I thought. Thank you @stoic lily for pointing me in the general direction
is there anything special needed for an underslung grenade model (muzzle 1) to show up as different proxies?
I have a rifle with UGL, proxies are setup to use magazineslot only for UGL. Does the index of the proxy make any difference?
I'm not seeing my custom grenade model showing up.
I've tried both wit hand without cfgnonaivehicles entry (with simulation = "magazine"; for the models)
mags have both required modelspecial entries
does it work for second muzzle mags?
@stoic lily any idea on this?
neg sorry
index of the proxy indicates to which muzzle its attached
@warped acorn did you check the RHS website?
http://www.rhsmods.org/page/developers
I've got some event handlers written that I want to apply to my mission sandboxes. We use 100% zeused missions, save for player slots.
How can I script into the mission or my config.cpp for our in house mod
apply the player event to every player as they load in, keep it on them after death
apply the on hit event handler to all units created by our zeuses.
If this should be handled somewhere else (not in our mod config) please direct me to the right channel.
We use ACE (old) and CBA + a million other mods.
apply the player event to every player as they load in, keep it on them after death
not sure what player event is, but sounds like a case for postInit
Would be something tied to player throwing a custom grenade
PostInit - thank you, I'll continue my reading.
is there a way to make the time it takes to revive quicker, on a dedicated server?
You can adjust the settings in the multiplayer options in EDEN editor
Settings tab -> Multiplayer -> revive drop down
Does anyone know to make a vehicle (plane) launched missile have the ability to change flight profile between direct and top down attack?
Or for that matter use loal?
isn't a plane launched missile basically always top down attack? π€
If youβre flying vertically down toward a target, yes
But literally what HG just posted
π
Thank you for the clarification @hearty sandal
like during flight time?
@hot pine correct. I wish I could post photos here, but found config information for changing the flight profile of missiles so that the missile will attempt to fly to a specified altitude toward the target and then from X distance way, the missile will descend in order to hit the target from the top.
The Titan launcher, I believe, has this capability, but I cannot find in the config what allows it to do this and inheriting either the launcher or ammo has yielded no result for this.
I still don't understand if you want to change between two flight profiles after launch or before?
during flight time its impossible
before you have to use firemodes which are mentioned on that page
they have to be exactly same as on that wiki page
class Direct
{
};
class TopDown : Direct
{
ascendHeight = x;
descendDistance = x;
minDistance = x;
ascendAngle = x;
};
class LoalDistance : Direct
{
lockSeekDistanceFromParent = x;
};
class LoalAltitude : Direct
{
lockSeekAltitude = x;
};
class Overfly : Direct
{
overflyElevation = x;
};```
This would need to be on both the weapon and munition then, yes?
I suppose I don't know what the firing mode for this would be then
or where to find material to reference it
well, @hot pine as far as I can tell, it now works but the ammo is no longer reduced when you shoot
oddly the submunitions do not deploy during a top down attack, and during the direct flight, they do not have any speed. They deploy and just fall in place.
have you tried copying a full weapon/ammo setup from vanilla and then work from there?
yes
that sounds like a lot of mistakes in ammo config
this actually didn't happen until I added the flight profile settings to the launcher
I am more than happy to share the configs
past config here and I guess someone will be able to point out what is wrong
Alright. Thank you @hot pine
Greetings! Does anyone knowes a solution to make the availability of specific objects in the curator interface optional? We are using a mod which provides hundreds and hundreds of objects, which produces a massive delay when you are searching for a specific object in the curator interface. Iam asking for the developer of this mod (who is an fantastic expert in creating objects, but not in making configs). Any ideas?
use less objects and make the objects more customizable (i'm assuming hundreds and hundreds of objects are because they are retextures of the same thing...)
No retexture. Its for PLP Objects.
Pyridoxal phosphate ?
pool punks objects? Well, there are some retextures among them. Red container, Black container, etc
https://3.bp.blogspot.com/-B8FDuCwRl4k/VQZxt4EW0vI/AAAAAAAAf-k/8VHnL2y-nyI/s1600/arma3_poolpunks_object_packs_wip5.jpg
there are not many options - either you have many classes available in eden, or you dont. Reduce classes to reduce lag.
you could make addons that are solely for enabling classes to be seen in eden - and then only load those that you would want - but thats not very convenient
The only solution i see is to limit the availability of items which are useful in the editor (but not in zeus) TO the editor. I think if you dont list them in cfg patches-addons-units it will appear only in the editor...
that would be silly. Use the proper flag for it
scopeCurator?
yeah that one
so talked to a friend to review the config and he said nothing immediately appeared wrong. Reyhard suggested I post the config here.
2 bugs are occuring:
1: the missiles are not spending ammo when fired.
2: submunitions do not deploy at all when fired for "top down". When fired as direct, the submunitions deploy but they have no horizontal speed. They appear and then fall in place.
protip, use pastebin for something like this
is it possible to customize the AI emergency eject in vehicles/tanks? (disable altogether or adjust the delay)
setUnloadInCombat and canUnloadInCombat
Would lock work?
lock gets ignored by AI AFAIK
unloadInCombat is for cargo
there is an eject parameter for planes only
No, should work for AI if set to 2... otherwise no reason for setting it to 3
0 - Unlocked
1 - Default (player subordinate cannot enter until his leader says so)
2 - Locked
3 - Locked for player```
But that is me assuming that the options make sense π€
pretty harsh to lock the AI in π
We need whips in ARMA too
allowCrewInImmobile allows you to keep units in a vehicle with broken tracks/wheels.
Not clear if that affects air vehicles
and the script by KK on the wiki should work for "every" case, since it disabled FSM as well
Description implies immobilized ground vics
Which is what kju wants ( I honestly need to practice reading more )
Lock prevents AI persons mounting or dismounting vehicles when ordered to do so and players are prevented from doing both too, but AI will still dismount when a vehicle is damaged.
onlockwiki page
AI gets out when tracks, engine or hull is 0.9 damage or more
the first you can stop with allowCrewInImmobile
not hull tho
disable FSM when damage is too high? that will prevent anything from hapening
Damned wiki... gonna fix that so it's right @strong shuttle ;)
will try FSM disable - good idea. ty
So add a getOut event handler that puts them back in?
Which would be funny to watch π
getOut EH has the prob it triggers getOut things π
well, you can either disable it completely so they will die or just sit there when vehicle doesn't explode.
Alternatively you can re-enable FSM after a short time to delay it.
Even the disableFSM may not work for vehicle cargo positions in some circumstances according to this thread on the BI forum... (note, old thread though): https://forums.bohemia.net/forums/topic/180920-prevent-ai-cargo-from-leaving-vehicle/
ty. cargo wouldnt matter in our case tho
If you don't mind me asking... why do you want the AI to burn to death in the wreckage?
its more about customizing the eject behavior
ie atm they jump out almost the same time
and at a fixed delay
and with 100% chance
@strong shuttle did you test it or was it a best guess?
disable fsm did nothing
nor _x disableAI "MOVE";
@stoic lily I used "door" functionality to delay get in/out of characters. Other method to fight with that is having some sort of similar animations to Global Mobilization
@autumn crater https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines submunitionInitSpeed = 1;
submunitionInitSpeed = 1; @hot pine it's in line 6.
That said, by removing the "top down" fire mode, it fixed itself.
its error
you can read how to use that param on wiki
same with SubmunitionTargetDirection
any idea why the top down firing mode causes the ammo to become infinite
also reading that there doesn't explain how it inherited no speed the initspeed was set to 1.
1m/s is close to 0
but not 0
it is still set to that now, and the submunition works and flies correctly
it's divided later by 0.5
triggerspeedcoef
I guess in top down mode missile is loosing more speed so its also transferring lesss to submunition
in top down mode, the submunition didn't deploy at all
and the ammo didn't deplete
descendDistance = 100.0; - missile is seeking for target 100m before target
triggerDistance requires valid lock so I guess missile couldn't find target before impact
When fired as direct, the submunitions deploy but they have no horizontal speed. They appear and then fall in place
you mentioned that it doesn't have speed when fired in direct mode too so I guess you changed something else
yes, that was rectified when I removed the top down firing mode. no clue how
are you sure you didn't removed more?
will double check, the inheritance might be different
changed the inheritance to this: MissileBase
this is the only change made, outside of removing the top down firing mode.
submunitionParentSpeedCoef = 0;
in
class M_Titan_AT: MissileBase {
so it was inherited
so speed didn't have anything with TopDown mode
I'm pretty sure it's due to locking in descend mode
the direct mode didn't lock and was deploying submunitions
would top down require that?
no
I'm just talking about speed now
[
08:38
]
reyhard
:
triggerDistance requires valid lock so I guess missile couldn't find target before impact
thats regarding TopDown
why would it work with direct then?
direct is obtaining lock before launch and keeps it during flight
you have phases mentioned there
ah, so a direct missile doesn't do this the same way, that would explain it
alright, last thing then
why doesn't ammo deplete when the second firing mode is added
(to clarify, the ammo doesn't deplete in either direct or top down firing modes)
might be something wrong with magazine
I am trying to have my missiles travel without drop when they do not have a locked target, but every time I fire, they drop within 10 meters
lockType = 0;
lockSeekRadius = 0;
manualControl = 0;
maxControlRange = 100;
weaponLockSystem = 0;
initSpeed = 56;
initTime = 0.0001;
trackOversteer = 1;
trackLead = 0.1;
timeToLive = 4;
maneuvrability = 4;
simulationStep = 0.005;
AirFriction = -0.5;
sideAirFriction = 0.001;
maxSpeed = 56;
thrustTime = 15;
thrust = 56;
coefGravity= 0;
flightProfiles[] = {"Direct"};
class Direct{};
Are any of these the culprit? I've been tinkering with these settings for several days now.
just to clarify it flies 10m straight and then falls?
https://gyazo.com/4bbf6dcf5eb6dac991e0155bc75f1c1d
Thats the trajectory
well the init speed of 56 is very slow
so could be that
whats the geometry mass of the missile model?
@dapper agate
I thought it might be the speed too, but I figured that with negating gravity, It would work out
as for the Geo mass. Thats what I have in ArmaTools
https://gyazo.com/2e59522a044f5f732c82d42a7ed13380
negative gravity?
Im not sure if you can negate gravity in shots
try adding more speed to it for starters and see how that goes
I thought by setting the gravity coefficient to zero would at least heavily prevent missile drop
I want the projectile to be slow moving, so I was hoping there was a way to do so without increasing speed
could also be your airfriction value
not engine might not be able to handle the negative value
and possibly set it to use less mass
Arma is difficult with unrealistic things
Zero airfriction then?
is there a hotkey to change mass in O2?
Yeah I've noticed the difficulty haha
there is a dialog for it
its likely hidden by default
can be toggled from the window menu
I increased init speed, max speed, and thrust to 200, and notice a change, but the round only goes a little further and still drops
I changed Air friction to 0 and reduced the mass, neither had any effect
are you absolutely sure you are using correct ammo in your weapon
and editing correct file
give it speed of 100x for example
something to make sure you are actually working on right stuff.
also are you using pboProject to pack?
I am sure I am working on the correct files, I open from the source each time I edit. Currently I am only using Addon builder to pack the files.
@dapper agate try sideAirFriction = 0
just tried it out, unfortunately, no noticeable change from that
for bullets its coefGravity (modifier for gravity). Not sure if it works on missiles
it doesn't seem to work, I have my coefGravity set to 0
oh right, i missed that
Maybe it was sideairfricton = 1?
I remember that one rocket in RHS had issue with not ballistic drop and it was caused by side air friction
I also remember the way that parameter is working was super counterintuitive
for the next engine can you suggest a ballistic calculator tool/weapon simulator that simulates/calculates all the variables as you change them and displays both numerical and drawn representation of the ballistic trajectory.
i like your optimizm π
sideairfriction = 2 seems to have done the trick for now
That or reducing the mass to 0
It was reducing mass to zero, but then it cannot maneuver to targets
You can easily mod that yourself, the ballistic calc. Or wait for ACE to do it
@dapper agate but you wanted it to fly straight? 0 mass disables physx simulation.
@grand zinc Well yes you can calculate stuff yourself but would be nice tool for everyone who make weapon mods to see what to expect with their configs.
ah so as a modding tool, not for users to see how the gun shoots
I'd say thats unlikely to be added. but you never know ^^
hi all .. someone could tell me why my helicopter glides over rooftops when i land on it .. any idea is welcome
related to physX config possibly
@hearty sandal ok thanks i will watch this
I recall there is some setting related to how easily it glides on ground or something like that
does it have wheels?
actually getting to know the formulas for ballistics would already be much help
@hearty sandal, afaik @dapper agate is modeling out something akin to needler rounds from halo. The rounds have limited tracking during flight
hello. i'm trying to create compat cfg, between guns from one mod, and mags from another. maybe its some "How to" article about this?
I dont think there is any tutorial for something that specifc.
it requires good understanding of how configs work and for that there are information on BI wiki and on BI forums
i'm examine other compat mods now, try to understand how it works
Also read documentation of said mods, because they might have their own systems in place (like RHS)
i found good example on RHS2CUP compat, look like works for me
hiya, I'm currently trying to adapt the samples test car to a model I've been making and got to the subcategory '-rubber' in the memory lod, which doesn't make much sense to me. Sadly neither BI or PMC wiki could help me figure out what this one does. anyone got an explanation for it, or even better some reference for all of the memory lod so I can look there instead of bugging you guys in the future?
it does not mean anything
its likely remnant of the selection those verticles were copied from
there is not such written reference as the names of those points and pretty much all selections are user defined in the config.cpp and model.cfg for various different purposes
figured the same. some vertices were assigned to both rubber and wheel axis
@hearty sandal thanks for assurance, i deleted them
ive been biting my teeth out today trying to create two ffv positions in my custom vehicle after the example of the a3 samples lsv and helicopter. while I managed iron out any syntax errors causing the game to crash, the ffv seats remain hidden. neither get in actions nor changing ai's seats to the ffv seats is possible, they just don't show up.
Ive put the (from my point of view) relevant config lines into a pastebin, if you notice something missing thats probably my problem solved already.
https://pastebin.com/1gnPRk7j
my best guess was that I would have to set up an extra scrollwheel action for getting into the ffv positions, but that doesn't exactly explain why it's not possible to place units directly in there in editor or arsenal.
the cargo proxies were working before when used as normal cargo seats, so I'd guess that the problem is somewhere in my config and not in the p3d
Hello,
Question concerning pboProject.
I'm working on multiple buildings, I currently have 3 folders with the config.cpp, model.cfg, p3d and data folder.
When I'm using pboProject, he create one pbo for each folder, so I'm getting 3 texheaders, how can I get only one pbo with one merged texheaders ?
Thanks!
put them in a folder with 1 config.cpp in its root
Trying to adjust the height the explosion comes out of for the DirectionalBombBase class. Going through the configs I can't seem to find a 3D position for it. Is this something that I can change in the config or is this a model issue?
is that vanilla base class?
yeah
humm. cant see it in the all in on config
im having some difficulty implementing facewear/headgear randomization in my custom soldier classes
i have the following implemented into the custom soldier class:
class EventHandlers
{
init = "if (local (_this select 0)) then {[(_this select 0), [], nil] call BIS_fnc_unitHeadgear;};";
};```
this is causing the soldier class to appear with no headgear each and every time...am i missing something here?
have you compared your headgearlist to any vanilla units equivalent?
yes
this is the entry found on a vanilla civilian
headgearList[] = {"H_Cap_tan",0.25,"H_Cap_blk",0.25,"H_Cap_blk_CMMG",0.25,"H_Cap_brn_SPECOPS",0.25,"H_Cap_tan_specops_US",0.25,"H_Cap_khaki_specops_UK",0.25,"H_Cap_red",0.25,"H_Cap_grn",0.25,"H_Cap_blu",0.25,"H_Cap_grn_BI",0.25,"H_Cap_blk_Raven",0.25,"H_Cap_blk_ION",0.25,"H_Bandanna_khk",0.25,"H_Bandanna_sgg",0.25,"H_Bandanna_cbr",0.25,"H_Bandanna_gry",0.25,"H_Bandanna_camo",0.25,"H_Bandanna_mcamo",0.25,"H_Bandanna_surfer",0.25,"H_Beret_blk",0.25,"H_Beret_red",0.25,"H_Beret_grn",0.25,"H_TurbanO_blk",0.25,"H_StrawHat",0.25,"H_StrawHat_dark",0.25,"H_Hat_blue",0.25,"H_Hat_brown",0.25,"H_Hat_camo",0.25,"H_Hat_grey",0.25,"H_Hat_checker",0.25,"H_Hat_tan",0.25,"",1};
on a test entry, I removed the last "",}; on account of the belief that this entry was causing a "no headgear" condition to always take effect...
It might go through the list and decide on each item if its applied and stop there if it is
then if it reaches the end of the list that "", 1 would be "default"
interesting enough, the civilian entry is no longer randomizing headgear...now that im testing it again...
so...something's definitely not right here...
are terrain objs grouped up and accessable like this ?
@solar vine??
like take a list of all object names for terrain stuff buildings trees poles fences etc are they possible grouped by what the are or can be easily
@hearty sandal thanks it worked ! π
@solar vine they are not grouped with any "terrain status" in configs. Some even don't have any configs at all.
What is it that you are trying to do?
yeah thats basically what was 'hoping' for, yeah I forgot some stuff dont even get a cfg entry at all.
how do i throw weapons with the new ace update
That's perhaps a question for #arma3_questions or Ace slack directly
One thing I can tell you for certain. You don't do that by making configs.
I'm trying to include ffv seats into my vehicle and finally got them to show up, although rn the game is throwing errors like "missing servo sounds" as if i'm still defining a generic turret and not a cargoturret. Any idea what I'm doing wrong?
`class CfgVehicles
{
class Car;
class Car_F: Car
{
...
};
class Test_Car_01_base_F: Car_F
{
class Turrets
{
class Cargoturret;
class CargoTurret_01: CargoTurret
{
};
};
};
};`
figured the right way out through trial and error. i'll never get how c inheritance works :Il
'class CfgVehicles
{
class Car;
class Car_F: Car
{
...
};
class Test_Car_01_base_F: Car_F
{
class Cargoturret;
class Turrets
{
class CargoTurret_01: CargoTurret
{
};
};
};
};`
@sullen fulcrum
\```cpp
```cpp
@hearty sandal π
π
(just incase they want to copy&paste that)
you take away the precious learning experience :C
u 333viiiil
have your laugh at me :p
markdown formatting worked the first time, but thanks for the alternative ^^
I cant seem to get a muzzle of a 2-fire-rate weapon to feed holdsteranim value to the animation
i have 2 weapons in a turret, one has 2 fire modes
so that's 3 muzzles in total
each has a unique holdsteranimvalue
1,2,3
in buldozer it animates two switches perfectly
switch A from 0 to 1 to 2 for weapon 1 as it cycles muzzles (holdsteranimvalue 1 and 2), and switch B from 0 to 1 for weapon 2 (holdsteranim value 3), once it is selected, while setting switch A back to 0.
however in game switch A only moves once when the weapon 1 is selected, and it does not animate when the second muzzle of weapon 1 is selected.
is this a limitation to the use cases for holdsteranim source?
it only responds to a weapon switch and not a muzzle switch?
is there any animationsource that can be used to detect muzzle in a vehicle
holdsteranimvalue is only per muzzle
there is weaponMode but this need link in animationSource (just like reload) and its instant
https://pastebin.com/9xu62JyJ - Tried to see how an AK chambed with stanags would look, but I can't get it to show up ingame..
Have added reskins/reconfigs of weapons before, just never RHS.
Also "tst_weap_ak101_folded" and "tst_weap_ak101_npz" are set up the same after this one
What am I missing? This isnt the first set of code either, is the latest one right before I gave up looking for the issue alone(
@kindred viper
scopeArsenal = public; ``` do you have "public" defined in some macro?
and what do you mean they are not visible in game? What happens when you use addWeapon?
Dont show up in arsenal, havent tried addWeapon yet, but will do now
addWeapon gives nothing either
Could it be smth int the CfgPatches?
class tst_stuff {
units[] = {};
weapons[] = {"tst_weap_ak101","tst_weap_ak101_folded","tst_weap_ak101_npz","tst_weap_ak101_gp25","tst_weap_ak101_gp25_npz"};
requiredVersion = 0.1;
requiredAddons[] = {};
};
};
Does that change anything? I have always left empty before
What goes in there then? rhs_c_weapons & rhs_weapons ?
Alright, will read up on that then)
Well, it "Works" now - ||https://i.imgur.com/rsSjYvl.png||, but still doesnt show up in the arsenal
I guess I got "lucky" before, how many things worked without using requiredAddons
Would there be a way to "lower" the magzine proxy, without changing the model (cuz not allowed) and without creating a new magazine model?
You could post whole config and we can see if there is something else wrong
I changed the STANAGs to M21 mags, and removed an attatchment that shouldnt be there, otherwise its identical to the previous ones (plus "requiredAddons" ofc)
and just to be sure - we are talking about vanilla Virtual Arsenal?
Both Vanilla and ACE
Through ACE one is currently broken so I am not bothering looking in there anymore
try launching game without ACE and see if its still invisible
Should I remove the other 60 mods other than RHS too?)
Through ACE is required by some other things I made, I can remove the pbo's for now
"Error: creating weapon tst_weap_ak101 with scope=private"
Where is it private?
the scope inside the weapons class is private
Where specificly? I set all scope = public' everywhere I can see, and its defined as 2 in config.cpp
CfgWeapons >> tst_weap_ak101
ah, you don't have any defines for public
isnt this all the defines for it I need?
#define protected 1
#define public 2```
config.cpp
#include "CfgWeapons.hpp"
#include "CfgMods.hpp"
#define private 0
#define protected 1
#define public 2
#define ReadAndWrite 0
#define ReadAndCreate 1
#define ReadOnly 2
#define ReadOnlyVerified 3```
The whole thing
its not in your "whole config" that you have posted
and since rpt is reporting about scope=private then its most likely you are missing those defines
could it be that I wrote #define after #include ?
Otherwise I dont know what defines I could be missing
yes, placement of define matters
Alright, will try swaping those
Sorry if there is some obvious things I am not seeing, I was only a modeller before sometime ago, but coudlnt continue with that anymore))
class 1 {
count = tomato;
};
#define tomato 43
class 2 {
count = tomato;
};```
class one will end up with count = "tomato"
class 2 with count = 43
Yep, it was it. Visable in arsenal and gives no errors now!
Only some sights and attatchments missing, but thats because I havent added
class WeaponSlotsInfo; // External class reference
class GunParticles; // External class reference
class Eventhandlers; // External class reference
};```and all of that yet, probably
Thanks for the help!
Now, any way to move magazine proxies through code, or add a model/proxy to the Zastava M21 mags?
I don't think there is such option
How would I go about making these AK-101's take western muzzle attachments?
Whenever I in any way touch "WeaponSlotsInfo" I get nothing but launch errors and empty attatchment selections
So far only wroks when I just delete any mention of "WeaponSlotsInfo", that way I get default AK-103 attachments, which I am happy with, but want to learn how I'd change those if I need too
class CfgWeapons
{
class rhs_weap_ak103_base;
class rhs_weap_ak103: rhs_weap_ak103_base
{
class WeaponSlotsInfo;
};
class tst_weap_ak101 : rhs_weap_ak103 {
class WeaponSlotsInfo: WeaponSlotsInfo
{
class CowsSlot: rhs_picattinny_russian_rifle_scopes_slot {};
};
};
};```
you have to recreate inheritance in such case
But this is for picattiny, I meant muzzles, suppressors and all of that
Or does the same apply there too?
I see now, its the same but with "MuzzleSlot" slot instead of "CowsSlot", thank you!
https://pastebin.com/VXT2JA0n - Trying to make a SCAR-L now, but this time it doesnt even spawn when trying with "addWeapon". (Relevant stuff is on the very bottom of the pastebin)
Went through all the previous steps that made the AK-101 work, but not working this time
Did I goof something again, or am I blind and missed a ; somewhere?
What config entry controls the fire effect on a burning wreck. I'm trying to change the color of it and cant find the particle effect.
@kindred viper ```sqf
class rhs_weap_SCAR_Base {
guess you're missing the external ~~call~~ class
missing inheritance, yep
is that not an external call?
it's just a class definition, but nothing inherited
would this
class rhs_weap_SCAR_Base2 : rhs_weap_SCAR_Base {
class WeaponSlotsInfo;
class Single;
class FullAuto;
};```
be more propper?
is Base2 the actual class you are trying to modify?
or do you want to create a new class?
I want "WeaponSlotsInfo" "single" and "FullAuto" to be defined
cuz otherwise gives me an error when I try to launch
don't make a new Base2 class that doesn't exist
you need to make SCAR_Base inherit from its actual parent
look up in config what it is supposed to inherit from, and replicate that
would it be this
rhs_weap_SCAR_L_Base
then?
becase rhs_weap_SCAR_Base inherits from arifle_MX_Base_F
If I understand you correctly
So.
it inherits from arifle, and you ask if you should use SCAR_L_Base, even though it inherits from arifle?
I wasnt sure which class you meant enheriting
you need to make SCAR_Base inherit from its actual parent
you only have one SCAR_base in your pastebin
Yes, I was looking at RHS's config, miss understood which one you meant
since they have an unused class rhs_weap_SCAR_L_Base
class arifle_MX_Base_F;
class rhs_weap_SCAR_Base: arifle_MX_Base_F {
Gotcha now
How would I then fill up rhs_weap_SCAR_Base : arifle_MX_Base_F? Same as in pastebin, or copy over the whole thing from RHS' config now since I am "rewriting" it, if I understood it correctly
same
Alright
Works now, thank! Only sound missing but I think I can figure that out on my own)
Where should I go to ask about what I am allowed to do before RHS slaps me?
I know they dont like some retexturing, wondering how "far" I can go with these configs I am doin right now, and still be withing the "TOS"
since its your child @unkempt jewel - can you tell us what we can do with it? π
In general, retextures are allowed except following classes http://www.rhsmods.org/page/EULA#re-textures
Oh no, PuFu, dont remember me, dont remember me π
Yes, I've read through those, asking incase there is more than what it says there
@kindred viper what you wanna do if you don't mind me asking
I already made your AK-103 into an AK-101, SCAR-H into a SCAR-L, more plans where making a Su-25 into a Su-25T, BMD-1 into a BTR-ZD (or atleast remove the turret), make an M16A3, AR-15 from the M4A1, etc etc
Changes to current assets to be something they arent techinicly supposed to be, without model/animation/sound/whatever else being changed
I have a bigger list if those details are important @unkempt jewel
AK-103 into an AK-101, SCAR-H into a SCAR-L
wait what? @kindred viper
Higher up this chat, had people helping me figuring out how to do config stuff. Made a test_weap_ak101 with 5.56 mags
and the SCAR-H with 5.56 mags
Neither looks.. good, but they look good enough for me and the people I play with
why though?
Thats a good question, asked myself that too)
The AK-101 was just to see how all of that works, since I havent done stuff like that with RHS weapons before
i mean i have plans for scar-l, also getting a ak101 done is a matter of just modelling these 5.56 magazines and getting these ingame
I used a mod we have in our modset that has some good looking 5.56 mags, so used those for the 101
you are aware that 5.56 mags for ak101 are proprietary
You mean their own model irl?
yes
Yes, like I said, they don't look "good"
But good enough for us to be usable
Ofc you and RHScan do all these things in good quality and properly yourselves, but that takes time, and until then I did these things with less quality.
They work, and I am enjoying myself doing it, so I do
But before I continued I wanted to make sure I am not breaching any EULA and stuff
everyone who makes any sort of derivative content for RHS is breaking our EULA
short version, especially since i really don't like the idea of having stuff we actually spend a lot of time getting the details right for
as long as i don't see these mods in public places, that's ok
i am gonna scratch my eyes out if i see my Hs using 5.56 mags
What, so people can't tweak the configs?
Those SCAR-H's are indeed a tad to big for STANAGs
@opal crater that's what a non-derivative license means, yes
"regarding RHS retextures - we do not allow any retextures retextures, we tolerate them. From a practical pov, it is more or less the same thing, with one big exception- it means we (RHS), and in particular me, can always ask you to remove these, or just drop a DMCA. I have done it before, pretty sure i will do it again."
So if I understand it correctly, it's basicly this, but in regards to everything, not only retexturing
reproduce and Share the Licensed Material, in whole or in part, for NonCommercial purposes only; and<<
produce and reproduce, but not Share, Adapted Material for NonCommercial purposes only.
^^ by still following other EULA's like Valve (Steam Workshop)
It's very arguable if doing something like this:
class rhs_weap_m4_Base: arifle_MX_Base_F
{
magazineWell[] += {"CBA_762x51_AR10_L "};
};
(kinda what this guy wants to do with other weapons)
is a derivative.
to answer your question @kindred viper, as long as you keep these config changes mode private to your own group of people, i am fine with it.
Alright, so no (public) steam workshop uploads
and I asume I can still discuss them here
yeah sure, i just don't want the generic arma user come to our feedback tracker and ask why is the new scar-l he found on steam using scar-h model and textures
same for other stuff that would actually require proper new models
@opal crater CBA has a different EULA than we do afaik
Yes, I remember you or reyhard saying a quote along those lines forever ago about why "reupload for the sake of not-updating" are not allowed for ever ago (idk who asked that question through)
But I'm modifying your class in the example.
Eitherway, thank's for answering, the mods will stay private - you already have enough "helpfull" people on the bugtracker asking stupid questions with 100+ mods loaded)))
@opal crater so you wanna argue that is not a derivative config?
What he did was change the RHS M4 to use different magazines through, I created a new class that uses different magazines in my case
again, it is still the same thing
I'm not exactly sure if you can forbid such changes. So kinda yes.
depends on what you mean by forbid
again understand that we have the license we have for legal reasons
Gotcha, was just pointing out what I did, eitherway wont put myself between big modders arguing anymore now π
we are not absurd
we also encourage retextures and dependency addons (what we call tolerate - again, from a legal pov)
but i will drop a hammer if i see things like other people IPs used as retextures for RHS data
same for assholey retextures - i have done it before
but, from a legal POV, non derivative means just that - no changes to the data we provide, no remixes if you want
Are there settings that make airplane wheels/suspension more rugged, so that they can taxi over very bumpy terrain at potentially high speeds (up to 200kph) without damaging the gear and plane?
hey pboproject keeps scanning for files that I've removed from the selected file
why is that happening and how can I fix it?
did you save the selected file?
yup
should rephrase
it keeps giving errors for files I've removed from the folder
files that do not create any dependency
delete p/temp?
just learned about the -full build checkbox
Was wondering, do cpp's slow down certain things within the game vs binarised bin configs?
is it just the initial game booting that is affected, or is there practical performance slowdowns while actually playing the game as well
off the top of my head its mainly booting related. buuut why would you have unbinarized cpps?
was just wondering if it was causing an issue I was having while I was testing something, I'd not been converting back to bins just for the purposes of quicker test adjustment
nvm solved it.
π β β
had an issue about an array that i solved by re-exporting out my model. now it just isnt showing up in game now. but my config is correct now @hearty sandal
nvm im dumb
π π
another one - what goes into armor resistance of a vehicle? Is there properties in the model/p3d that can't be adjusted from a config level
attempting to do a rebalance
penetration material gives it the physical properties. Config alters how much hitpoints have armor/health
the material cant be altered
ah got you
would you have any suggestions on how to go about a rebalancing process without having access to the penetration material
would it just be a matter of trying to work with the hitpoints to get the desired result
trying to get the redd n tank vehicles to play nice together with RHS vehicles
ammunition wise, all good on adjusting that
just the actual armor itself I'm having some difficulty with
Id say hitpoint and damage eventhandlers are only things you can access
the damage models for those are likely very different though
so there is only so much you can do
and its possible what you want to do is actually not possible
I get you
RHS does damage quite different way
actually which ones are you trying to adjust to match which?
Marder specifically, trying to make it appropriately vulnerable to rhs 30mm rounds (tank rounds seem to damage it okay)
so redd stuff to work with RHS stuff
then its possible the armor parts on those are too thick for the 30mm to penetrate
ah yes, yeah that way
damage eventhandler might work
as you can check what type of ammo makes the hit and perhaps boost it
ah right right
how would I set up an eventhandler in the config?
Haven't really done one before
wiki and forums have stuff about that
will take a look for it, thanks for that
so i have my proxies selected for my gunner etc, but it doesnt actually show the proxy properly in game
proxy on p3d only tells the engine the coordinates and direction of the proxy
the config decides what actual animation is used
ohhh
if proxy model and set cargoAnimation do not match then they will be all over the place
would explain things though
my cargo proxies are right. but since i dont have them selected in my config it wont show things right then
are all the anims in rtm then? cause theres tons of p3d proxies that show the chars
since looking at some of the other A3 configs for APCs and tanks has other anims in the configs
there should be a proxy for each cargo animation in vanilla A3
and cargoAnimations are defined with rtms in the movesCfg config
so if i wanted to use the hunter gunner as my "gunnerAction", how would i put that down in the config then?
issue is im not sure where the hunter vic actually is in the extracted A3 files
you can use the ingame config viewer
or get all in one config dump where you can search through everything very easily
I think there is quite recent one on the forum topic for the AiO
i have a bunch of pbos extracted already
well for proper p drive setup you should have pretty much all of them
i can see all the proxies now that i have things setup right
but the AiO is easier to search through than separate configs
some of these pbos are named wonderfully
i usually only export the pbos when i need someting. I got the gunnerAction that i want, however im not sure where the proxy for it would be
gunnerAction = "gunner_offroad01";
thats my action in the config
ah, well if that works for you then sure, but it its unconventional workflow
you are not packing with pboProject then?
no, addonbuilder
just looking for the right proxy for the action so i can move the proxy around
get the all in one config so you can search for the mraps class and see what it is
its not outta the mrap though
not outta the hunter either. its from the offroad vic
but earlier you said you want the gunner action from the hunter?
yeah.. decided to change it to one that actually has the hands on the gun
ok, found the rtms for the cargoAnims. their all in rtm format so i cant see them as proxies
the proxies are in the data_f\proxies folder
i got that. but i cant find a proxy that matches the gunner anim for the offroad
i worked out a way
yah apparently there isnt a proxy for that animation
i looked at the cargoposes_f config and figured out what the "root" if you will is for the gunner_offroad anim. which ended up being the gunner_standup01. or rather, thats the closest i could find
yeah it probably is
armed offroad has been added later than the data_f\proxies
apparently theres been some oversight there
i have the arma3p or whatever the program is called extracting everything from the A3 pbos going on in the background. gonna take a break on screwing with things
what is that screengrab from?
this is Mikeros Eliteness
ah
it can analyze p3ds
wonder if i have that
id you have mikeros toolset then you should
oh thats so strange.
yeah i got it
π
Anyone possibly know what Offset is in ClassJoysticksList >> Joystick* in .arma3profile?
I got actually several
its the keycode offset
yes
hmm also see dups on my joystick wonder if that could be the cause. for both ie. got 4 entries 2 pairs of dup'd GUID entries
okay thanks Dedmen gonna go delete them out start from scratch make sure its cleared out before starting over
Hey guys.
Maybe for some people is this interesting. I have searched for my custom buildings, options to make some environment sounds into them, like BI did on their buildings or objects (electric noise, wind noise etc). But i wasnt able to find it (also no mod or addon in any descryption) and i would lilke to do my buildings cool and also nice.
So, after some experiments we did it. @hearty sandal and me worked on it and it works. I let a copy & paste example here. It can be used also on other stuff like vehicles etc.
class CfgSoundShaders
{
class cyfan_SoundShader
{
samples[] = {{"tg_buildings\sounds\cy_fan.ogg", 1}};
volume = 1;
range = 2000;
};
};
class CfgSoundSets
{
class cyfan_SoundSet
{
soundShaders[] = {"cyfan_SoundShader"};
volumeFactor = 0.2;
volumeRandomizer = 1.41254;
frequencyRandomizer = 12;
spatial = 1;
doppler = 0;
loop = 1;
volumeCurve = "InverseSquare1Curve";
sound3DProcessingType = "PLant3DProcessingType";
};
};
class CfgEnvSounds
{
soundSetEnvironment[] = {"cyfan_SoundSet"};
class CfgEnvSpatialSounds
{
class sound_cy_venti
{
memPoint = "sound_cy_venti";
soundSets[] = {"cyfan_SoundSet"};
};
};
};
Its also possible to play with them with rain, wind and altitude volumes.. have fun
By using this in your config, you only have to add in the memory of your model the named memory point and the sound is playing from there. Play with the volumes and its range to get your adjustments right you need.
in the above its the memPoint = "sound_cy_venti"; right?
Yes right. π
Great I think that should help others too with this. Thanks for writing it up!
Np thanks also for your help π veteran modders have to hold together ππ
Hey, I've stumbled upon some weird issue with the tanks we've been implementing in NF:
NF tanks don't engage NF tanks with main guns
NF tanks can egage IFA3 tanks with main guns
IFA3 tanks can engage NF tanks with main guns
What's wrong? If the tank was wrong "identity" then IFA3 tanks wouldn't engage them with main guns. If the ammo flags were wrong NF tanks wouldn't engage IFA3 tanks. I'm lost at this
cost?
the cost is too low for the tank and they just consider it a waste of ammunition?
maybe
and IFA3 ammunition would be just low on cost so those tanks would engage NF ones
that's a good idea, I'll have a look
Looks like it's not the case
I've modified cost of both ammo and vehicles to be same as IFA3 vehicles
Hit?
hit value of the ammo?
It's 130 for AT shell
They use it against IFA3 tanks so it shouldn't be ammo being to weak to potentially penetrate the opponent's armour
I don't know if AI even takes that under consideration
Yes, they do. It was one of the biggest mistakes of ace2 to set too high armor values on m1 tanks and too low hit on t72 ammo
Even before ai flags ai was able to decide that pistol ammo is not going to do harm enemies
Sounds like it could be that
IFA3 tanks have more powerfull weaponry so they can penetrate tanks easier
Yea, that fixed it π
So to be clear now, I need to tweak caliber for FireGEO penetration values and hit or indirecthit for ammount of damage applied on hit?
Anyone seen pboProject throw out EOF in the middle of a config then carry on anyway?
gun = "mainIn File CC_MRAP\config.cpp: circa Line 647 EOF encountered
Gun";```
Derp, had a missing ;
just built my own geo and geo physx lod for a car, collisions for map objects work, but infantry can still walk through it. does this mean that physx lod is working and normal geo somehow isn't?
Does anyone know if there is an up-to-date list of RHS class names anywhere? class.rhsmods.org doesn't work anymore π¦
Is there a VS Code extension for all things arma code? I have the Arma Dev and SQF Extensions, but they seem to do nothing
I mean syntax highlighting and possibly intellisense
@sick zephyr I didn't know this existed π Thanks
Would someone be able to advise me how to define a class that is defined seemingly at the root of the main arma config? I'm defining it in my re-config but I'm getting errors about missing .scope (just in game pop up errors) making me think I'm doing something wrong
Just curious but why are you trying to change a base class like that?
show your code, people will tell you whats wrong
also that, pastebin is great
^thanks guys, will do in future. Wasn't trying to change it in this case just declare so I could reference it for inheritance
Don't actually need to reference it anymore fortunately
Hello everyone, I am trying to override a function of a mod with a variation of it, to make it compatible with my mod. I wanted to ask: is this possible and what's the best method? I tried to re-define the same function pointing it to a different file but it seems the file being read is still the original one.
The author of the original mod knows about this and agreed on making my mod compatible with hers.
depends about how the mod registers its function
Thanks for helping @grand zinc
It does it in the config.cpp, has a CfgFunction as such:
class CfgFunctions
{
class MAINCAT
{
class SECONDCAT
{
class THIRDCAT
{
file = "\folderofchoice\originalFunction.sqf";
};
......
I was thinking to basically have the same thing in my own mod, thinking it would replace it by loading over it with the same names (different SQF file)
yes that would work. But you need to set your requiredAddons correctly such that your mod loads after the one you're modifying
ah! That's the one thing I wasn't doing. I have never done this before, makes sense!
I've never written mods that are meant to check for others and modify things, that's what I meant π
@grand zinc would you be so kind in pointing me to how to do it, if you have time? Thanks! π
CfgPatches >> requiredAddons
is a config array, with CfgPatches classnames of mods that will be loaded before yours
got it. So in this case the whole mod of mine will check if the original mod is there and basically require it to keep going
yep
otherwise the other mod loads after you, and overwrites your changes, instead of other way around like you intended
My original mod was doing also some other stuff that is not related to the master mod, so I guess I'll have to split the two things or it will make my whole mod stop
ah maybe not! (I'm reading into it)
your mod can do other stuff and still be loaded after that other mod, doesn't influence the stuff inside your mod
yes but will my mod load at all without the original mod?
basically I am modifying grenades and I know there are mods that add some new ones, I'd like the "compatible" behavior to only work when those mods are loaded, but in case they are not I'd still like my mod to work on the vanilla grenades, for example
it would be just easier to create a separate pbo of course, that people drop in only when in need of compatibility
it will throw a warning about missing required mod, but still load fine
depends if you/your users care about warnings stating your mod is broke
True that. Makes sense, thanks! I guess my spidey sense says avoid warnings
It works. Many many many thanks @grand zinc
Quick question: I'm trying to edit a unit armorStructural by doing armorStructural=2; in the config for a "Man" unit, however when I check ingame in the config viewer it's still the value from its inheritance class. Does anyone know why this would be happening?
faulty addon requirement in cfgPatches perhaps
possible use of pboManager to pack your stuff
Not the first, that I've made sure
But I've been using pboManager for local tests
Not questioning that it would impact it, but rather asking: in what way would it impact it?
it packs whatever poop you give it into a paper bag you throw at your game when you run it
there is no good reason to not use proper tools for "local testing"
they are not any slower
and they actually help you to make proper mods
Ok, thanks, I'll try that
Just used to pboManager since it's more practical (you know, right-click, pack into pbo xD)
π
Hey! I've got a bunch of textures I wanna compile into one mod, that then depends on other mods (where the model/original is from).
I've been told I need to use "HiddenSelections"... Does someone have a template config or similar I can use to make this happen?
Would appreciate any help I could get on this, as this is one of my first times messing with configs... Thanks π
Arma3 samples have example configs that use hiddenselections and Arma forums have plenty of written material too.
Thank you! I'll take a look π
hiddenSelectionsTextures[] =
{ /// and here are the textures, in the same order as the hidden selections
"\a3\boat_f_gamma\Boat_Civil_01\data\boat_civil_01_ext_co.paa",
"\a3\boat_f_gamma\Boat_Civil_01\data\boat_civil_01_int_co.paa"
};
Is this what I'm looking for?
yes
Okay. I have 44 textures I'd like to apply to vehicles and clothing. Do I make a config for each?
And then have 44 .pbo's with different names?
You can put them all in the same config file
Or organize them any way you want
As long as they're defined under different classes with different names
Okay. So just one config, and then all of my _co.paa files in a "data" folder?
I found an example of a full config I can use π
sounds about right yes
Cool, thanks!
I "think" I've figured it out haha
displayName = "Prowler (Unarmed)";
faction = "TEST_FACTION";
vehicleclass = "TEST_Units";
side = TWest;
crew = "B_Soldier_F";
author = "Nightovizard & Freak";
hiddenSelections[] = {"camo1"};
hiddenSelectionsTextures[] = {"\Mifact\data\wheeled\prowler\prowler_main.paa"};```
The "Car_Prowler_Unarmed" where do I find that? Is that just something I choose?
if you create a new config class thats something you choose yes
So, if I'm doing hiddenselection textures of other vehicles, I can just choose that, if I use the above?
ye
Cool, thanks!
a bit harder, but kinda same concept
you need more config entries in more places for clothing
in the samples
you just will need to derive from that full config what you need to use
Okay, thanks again! I'm sorry for all of the questions haha
class VinnishDefenceForce {
author = "WestDevs and Swat";
units[] = {};
weapons[] = {};
requiredAddons[] = {};
};
};```
For the "Required Addons", do I put the ID (the numbers) of the mod, or how do I tell it what mod I want it to depend on?
the name of their CfgPatches entry
and how would I find this for mods that are binarized?
Hi everyone, Iβm new to this Discord - is there an easy way to set the vision mode in Optics to Black and white instead of Normal (other than Ti)?
no
So I need a script?
yes
but if you explain what you actually want to achieve it might be easier to advice you
I just want the Optic colour to be B&W instead of colour (vision mode Normal is colour) I know I can set it to Ti Black or white hot, however, it want the normal visual to be B& W. hope this helps π³
you might be able to use scripted postProcess effects to do that.
Iβm listening...
thats what I got
@wide vessel, pbo file name also works for requiredAddons[] section too. Ie ACE_Main, or OPTRE_UNSC_Vehicles
usually work if they are made logically so that the cfgPatches class is named the same as the folder the pbo is packed from.
How can I overwrite vanilla functions?
requiredAddons[] = {"3den","A3_Data_F_Sams_Loadorder","A3_3DEN"};```
```cpp
class CfgFunctions
{
class 3DEN
{
class Default
{
class 3DENControlsHint
{
file = "3denEnhanced\functions";
};
};
};
//...```
The path in CfgFunction was changed properly, but the path of BIS_fnc_3DENControlsHint in the functions viewer hasn't changed.
config viewer path also not changed? sure requiredAddons is correct? you can check with a script command which CfgPatches entries have edited that config entry
config viewer is fine it points to 3denEnhanced\functions
configSourceAddonList (configFile >> "CfgFunctions" >> "3DEN" >> "Default" >> "3DENControlsHint")Returns 3denEnhanced π
confused
m2
Seems to work if I set the path for the whole category.
That's good enough for now, just wanna test something anyway
I know this might sound a bit weird... but since it's possible to make it so a weapon has 2 different mags (for example, standard ammo and underbarrel grenade launcher), which fire different ammo
Do you reckon it'd be possible to make it so it has a single mag but fire 2 different types of ammo according to fire mode?
Weapons define the magazine and firemode, while magazines define the ammo.
So I doubt it's possible to do that without scripts.
after renaming project folders and p3d (and renaming all references in config files) of an addon, what reason would there be that animations stop working? If I understand it correctly, animations are dependent on the model.cfg, which according to the wiki isn't referenced in any of the files ive changed. removing the model.cfg nets the same result as if it was there right now (no animations working whatsoever), but I can't find where it's pointing directly to any of the things Ive changed. Any hints? I can't be the first guy to slowly shape my own addon out of a3 samples' test car ;)
model cfg class for your p3d must match the p3d name
it does
wait, it doesn't
inserted the base class name (p3dname + base_f) in there, you pointed me exactly at the right spot
cheers @hearty sandal
So I'm not sure if it's me or pboProject having a stroke here...
I'm working on updating a model.cfg for an old A2 vehicle mod and here is what I have:
In pboProject I get the following error:
inherit class 'Max_car' does not exist
In File \CC_MRAP\model.cfg: circa Line 331 rap: missing inheritence class(es)
"model.cfgs for this pbo have errors" ```
It is defined in there though?
Count your opening and closing brackets π
π€¦ββοΈ
Now its just giving an even less helpful "model.cfgs for this pbo have errors"
Check the syntax and make sure you don't have typos.
https://community.bistudio.com/wiki/Arma_3_Functions_Library#Path Seems like it's not possible to set a specific path for a single functions, if a folder path is set. Is that correct?
I haven't tested that, and I don't know what the order is that the engine takes the config.
Although it would make sense to be able to combine all 3 variations
eg.
class CfgFunctions {
class myTag {
class myCategoryWithoutPath {
class myFunctionWithoutPath {
// %ROOT%\functions\myCategoryWithoutPath \fn_myFunctionWithoutPath.sqf
};
class myFunctionWithOwnPath {
file = "myFunctionWithOwnPath.sqf";
// %ROOT%\myFunctionWithOwnPath.sqf
};
};
class myCategoryWithPath {
file = "myPath";
class myFunctionWithGlobalPath {
// %ROOT%\myPath\fn_myFunctionWithGlobalPath.sqf
};
};
};
};
engine aka default behaviour by BI
//--- Disable rewriting of global BIS functions from outside (ToDo: Make it dynamic, so anyone can protect their functions)```
from initFunctions
But I was able to rewrite them, so that comment it probably old
looking into initFunctions it seems looks like the order of file is set in the order: "Tag" > "Category" > "Function"
So having file in function set should have highest priority
yep
So I can overwrite them if I remove the Tag from the category
Sounds weird
They allow us to overwrite a dozen functions, but not a single one. I might be too tired right now to understand that
in that case you won't be able to use BIS_fnc_*, so technically not overriding
good night and enjoy figuring out this stuff tomorrow with fresh eyes π
So I'm having an issue I'm going mad over, I've tried to fix for a long time and it leads me nowhere:
I have a mod that's basically a retexture from There is Only War space marines
And initially the mod worked fine
But after a certain point, for no reason, it somehow stopped working correctly
Issue being: the mod works fine if I use it on a Singleplayer mission; the mod works fine if I do a local host Multiplayer mission; and it works fine if I use it on a mission uploaded to a server that doesn't have Space Marines in the beggining
But if, in the specific situation, that I put a mission on the server with Space Marines in the beggining (for the players), with the mod loaded
It'll boot me back to mission selection
If I have one without Space Marines it'll work
you may need to check the RPT log for any info on what happens
other than that its pretty much impossible to tell
I have, all the errors that appear are the ones associated with base Space Marines from TIOW which are there whether my mod is loaded or not
Except that without my mod they do work
Do you know of any specific situations you've encountered before that led to this happening though? Anything might help if I can look into those
I have managed to get it to work by removing the limbs (Space Marine vest) and the armor (Space Marine uniform) part of the config
But I have checked those and they are EXACTLY written as the TIOW vest and uniform
And inherit from them
And they don't give any errors
sorry, cant really recall such happening before
does anyone know the best animationsource for a pedal indicator in a helicopter cockpit? from tests, it seems rudder does nothing (plane only) and rudderRTD is reserved for AFM.
I wanted to animate a yaw indicator
@livid heath would cyclicForward do that? or horizonDive? rotorH/VDive?
no, that's not the rotation in the (object builder) Y axis, that's X or Z (roll or pitch)
i went with RTD in the end
ah I always get the yaw/pitch/roll mixed up xD
I managed to do custom explosives
Only issue I'm having, if someone could help, is how do I make it so
The magazine shows up in "Explosives" in the Arsenal
And not in "Magazines"?
I tried looking everywhere and actually couldn't find it
I would like to add player controlled artillery into my warlords mission but both the M4 Scorcher and the 2S9 Sochor would be gamebreaking in the right/wrong hands because of their gigantic range of up to about 67 km.
Is it possible to limit the range to close (826 to 2415 meters) and medium (2059 to 6021 meters) for all M4 Scorchers and 2S9 Sochors spawned and is it possible to restrict the use of the artillery computer to close range (826 to 2415 meters) only? And if so how?
PS: It would be good if those changes wouldn't bring any joining restrictions with them (like mods etc. that players have to install before joining)...
Short from manipulating the velocity of the shot with fired eventhandler, no. Also if you don't want it to be addon then it's #arma3_scripting matter
@hearty sandal So I can't "just" change a config file on the server itself to do it nor do it via mission files?
why not just use a mortar?
@dusk nebula that is correct.
@hearty sandal Is there at least a way to disable the artillery computer for all mortars?
@hearty sandal That's a shame. Thanks, anyway.
well those kind of things are mod stuff
if you want to divert from default gameplay you need to mod it
So i understand there must be some level of black magic going on as the damper anim source somhow has a different value for each wheel its used on (in Carx)
But is there anyway to use the damper source outside of the land contact damper?
or imitate it to animate components of suspension other than just the dmaper translation?
(I realise I am pushing my luck)
it can be used to power any animation sure, but typically suspension is done in very simple way
if you look at how they go in the game objects you should have some idea on that
I realise most dampers are simple tranlations, the main bones of the wheel are set up as per the examples. I'm trying to see if I can animate the modelled suspension gubbins (around and not including the wheel / hub) to match.
However, and i assume its due to the magic dehind the damper animSource, these peripheral anims dont move at all when in game as the damper & wheels do.
How can I use it to power these anims as simply using it as source hasnt worked for me
My best current guess is that damper source only works with translations, not the rotations I'm trying to use.
As per the sources listed on the wiki: damper The suspension of the vehicle. Currently only works with type translationY.
Although that itself is out of date as the dampers work with translation, not just translationY.
How could I replicate the value for use in a rotation anim?
damper source works ok with other animations but the damper memoty point distances only work with translation so you cant rotate them
there is no good fast way to do what you want
its hit and miss manual trial and error to get the parts move right
reserve a week of time and you may get it done
So I've got them to match perfectly in buldozer, its just in game they dont move at all while the standard damper set up is moving through its translation.
hard to say. I've used it on rotating parts
Okedoke, I'll double check myself for errors then
Id wager you have some issue with your weighting or skeleton hierarchy
thankyou, how does weighting come into it?
and if it was a bone/skeleton problem wouldnt it also occur in the buldozer?
I'm sorry to pester, you have been really helpful but understanding these two would very much help me go through and see what ive done wrong.
not always.
Fair enough I'm gonna re-do it all from basics tommorow rather than this hash up with both translation and rotation as you say you've had success with rotation in the past.
Thanks again for your input
well rotation was visual only
the damper parts need to be translation only
so basically you ahve damper bones
ah right
and visualDamper bones
do they need to be called 'visualDamper' by any chance?
no
just different form the dampers so they are not in same bone chain
thats how i've got it set up, but will obvs go through and check its as it should be
they move with same source but separately
as best as i can tell the damper bones structure starts with the landcontact and builds out from there
the visual damper bones i have are simple just one bone each, currently i have them attached to nothing, rotating off an axis on the hull to match the movement on the damper.
is this correct or should I have the visual dampers have the actual damper as parent rather than nothing?
So that is at least correct, good to know
so i would like to make a user action for a vehicle that creates a light and attaches it to a specific memory point. For the statement can I just put my light code or do I need to exec an .sqf?
_light = "#lightpoint" createVehicleLocal pos;_light setLightBrightness 1.0;_light setLightAmbient [0.0, 1.0, 0.0];_light setLightColor [0.0, 1.0, 0.0];_light attachto [_this, [0,0,0]];
I edited an RHS faction using the orbat creator, copied and pasted the config text but when I packed the faction into a PBO and I load the mod, the game crashes