#arma3_config

1 messages Β· Page 108 of 1

hot pine
#
        class AnimationSources
        {
            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;};
            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;};```
#

thats taken from helicopter but you can use on any vehicles

#

ah, and there is also third way - ```
class wheel_1_1_lowerdamper
{
type="rotation";
source="damper";
selection="wheel_1_1_lowerdamper";
axis="wheel_1_1_lower_axis";
memory=1;
sourceAddress="clamp";
minValue=0.0;
maxValue=1;
angle0="rad 2.4";
angle1="rad -20";
};

        class wheel_1_1_middamper: wheel_1_1_lowerdamper
        {                
            selection="wheel_1_1_middamper";
            axis="wheel_1_1_mid_axis";
            angle0="rad 9";
            angle1="rad -24";
        };

        class wheel_1_1_upperdamper: wheel_1_1_lowerdamper
        {                
            selection="wheel_1_1_upperdamper";
            axis="wheel_1_1_upper_axis";
            angle0="rad -2.4";
            angle1="rad 20";
        };

        class wheel_2_1_lowerdamper: wheel_1_1_lowerdamper
        {
            selection="wheel_2_1_lowerdamper";
            axis="wheel_2_1_lower_axis";
            angle0="rad -2.4";
            angle1="rad 20";
        };
#

wheelMask = "wheel_X_X"; by default its using following mask

hearty sandal
#

Humm maybe I've had false info. πŸ‘

livid heath
#

probably from overhearing me saying it πŸ˜‰ What i've always said is don't make Dampers anything but vertical translations, that's to make physx calculations / workflow much simpler, rather than an engine limitation.

#

I may be wrong but I think damper animations are quite hardcoded to certain names and such. Probably wrong, but worth keeping an eye on.

hearty sandal
#

When I last tinkered with rotating dampers I got my car to jump infinitely higher each time it hit the ground

#

that was fun

somber meadow
#

@hot pine Legend thankyou, thats exactly what I was looking for and seems to have worked so far. Thankyou for taking the time to explain!

#

Didnt even have to mess with sources in the config

hearty sandal
#

Perhaps I confused it with the 1 animation source type stuff

#

This will be of use for me too when I get back to my cars

somber meadow
#

to be on the safe side my physx relevant bones are only moving by translation, rotation is only being used to make the rest look functional. I may come back and try fully rotational if I get cocky in the future.

livid heath
#

that would have been my advice. use anything you like for cosmetic bone anims, but keep dampers vertical translations, to avoid soul-destroying physx hell

rustic cape
#

I first thought I wasn't calling my mission start functions in the correct order, but I failed spotting my mistake, so...

grand zinc
#

no

#

well yes, its possible to make them run on server only, if you are asking that

wide vessel
#

Anyone know what's wrong here?
http://prntscr.com/rksor6

         displayName = "HMMWV Unarmed (Desert)";
         faction = "VINNISH_FACTION";
         vehicleclass = "VDF_Car";
         side = TWest;
         crew = "B_Soldier_F";
         author = "WestDevs and Swat";
         hiddenSelections[] = {"camo1"};
         hiddenSelectionsTextures[] = {"\data\cars\HMMWV\tan_HMMWV.paa"};
     };

     class car_GHMMWVTP : CUP_B_HMMWV_Transport_USA {
         displayName = "HMMWV Transport (Forest)";
         faction = "VINNISH_FACTION";
         vehicleclass = "VDF_Car";
         side = TWest;
         crew = "B_Soldier_F";
         author = "WestDevs and Swat";
         hiddenSelections[] = {"camo1"};
         hiddenSelectionsTextures[] = {"\data\cars\HMMWV\green_HMMWV.paa"};
     };

     class car_THMMWVTP : CUP_B_HMMWV_Transport_USA {
         displayName = "HMMWV Transport (Desert)";
         faction = "VINNISH_FACTION";
         vehicleclass = "VDF_Car";
         side = TWest;
         crew = "B_Soldier_F";
         author = "WestDevs and Swat";
         hiddenSelections[] = {"camo1"};
         hiddenSelectionsTextures[] = {"\data\cars\HMMWV\tan_HMMWV.paa"};
     };
};```

Just a snippet of the lines surrounding the error ^^
hearty sandal
#

you are missing a } somewhere in the file

#

it might be totally elsewhere too

wide vessel
#

Oh, amazing. I'll have a look, thank you.

hearty sandal
#

hopfully you are using notepad++ or similar that supports syntax highlighting

wide vessel
#

I'm using Sublime Text 3, but it doesn't show anything as off...

#

Everything looks like it's supposed to haha

#

Is there a specific way I have to end the whole file?

#

The end is just }; rn

hearty sandal
#

}; ends the class you have all the other stuff in

#

I assume you have a opening { somewhere in the top to pair with it

wide vessel
#

class CfgVehicles { This one pairs with it

#

This is the whole config, I'd be grateful if you'd take a quick look for any obvious mistakes:
https://pastebin.com/J3LBCA7j

I'm a little lost at this point.

hearty sandal
#

these break it

#

copypaste mishap

foggy night
#

Anybody know what I have to do to get the 0-100 on the throttle to show up in a player's HUD for aircraft? Or is it a variable I have to set somewhere?

hearty sandal
#

each hud component has to be defined in the MFD config

#

so it likely would be done there

foggy night
#

Unfortunately I don't THINK I'm talking about the MFD, I mean Arma's actual heads up display, in the vehicle information panel of the UI.

lofty zealot
#

Arma.Studio can find those syntax issues Btw
Even though... Sqf-vm based parser is not fully arma compatible yet

wide vessel
#

Oh, so make them all inside the one, got it! Thanks @hearty sandal !

hearty sandal
#

@wide vessel did that work?

wide vessel
#

Went to bed so haven’t tried just yet.

hearty sandal
#

πŸ‘Œ

woven flax
#

Currently having an issue where once enough of my weapons start firing enough (multiple weapons firing at same time) it seems like the "shot" disappears and only the tail plays. Its like theres a maximum sound sources im hitting. This happens with around ~30 of the same type shooting.

Trimmed config example.
https://pastebin.com/ZmYw43fE
Any idea what we can do to get around this? Am I using the wrong sound3DProcessingType

hot pine
#

@foggy night I think you are talking about vehicle game UI, not HUD?

#

in this case, you have to use unitInfo which has "CA_Throttle" controller defined. Vanilla airplanes are using
unitInfoType = "RscUnitInfoAirPlane";

wide vessel
#

Hey... So, I somehow messed something up, and the textures won't even actually load...

The result is a bunch of transparent vehicles, that have some default parts but are missing most everything.
Does anyone know why this is?

woven flax
#

Do you have hiddenselection/hiddenselectiontextures?

wide vessel
woven flax
#

I think your pathing is messed up

wide vessel
#

Oh, do I need to put the mod name first?

#

Fx. in this case VDF\data...

woven flax
#

hiddenSelectionsTextures[] = {"\data\cars\MTVR\green_mtvr_body_co.paa"}; This is looking for P:\data\cars\MTVR\green_mtvr_body_co.paa

#

So yeah, add your project folder in the start

wide vessel
#

Thank you! Will do πŸ™‚

woven flax
#

πŸ™‚

wide vessel
#

Do I do \VDF\data or just VDF\data?

#

So, they work.
This is the result hahah
http://prntscr.com/rl7hog

We gotta fix those textures haha, much appreciated though guys πŸ™‚

woven flax
#

Example: hiddenSelectionsTextures[] = {"GD_Main\ML700_Taurox\data\hood_co.paa"};

wide vessel
#

Yeah, I got it working

woven flax
#

Ayy it workin πŸ˜„

wide vessel
#

If you look at the screenshot, it's not the right color

woven flax
#

Like, its showing incorrectly?

wide vessel
#

No, we messed up textures haha

woven flax
#

oh lol

wide vessel
#

It's supposed to be way darker, but we didn't realize until just now

woven flax
#

Arma tends to lighten textures

#

I usually drop the color by half and adjust from there

wide vessel
#

Yeah, we're gonna use the color on the back for it haha

woven flax
#

Pfft how rude. Its the epicenter of new camouflaged technology

wide vessel
#

I'm doing a load of uniforms aswell.
Is this the correct config snippet?

{
    type = UNIFORM_SLOT; /// to what slot does the uniform fit
};

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

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

Nvm this is making a new uniform ;/

hearty sandal
#

you need both

#

the item uniform you have above and the character from cfgvehicles

wide vessel
#

Okay. Also if I'm just doing hiddenselections on uniforms?

hearty sandal
#

yes

#

the character is the thing you see in game

#

the inventory item is just the thing you see in the inventory

#

or on the ground when the item is down

foggy night
#

@hot pine Oh! Thanks man! Got that set and we're good to go.

woven flax
#

Currently having an issue where once enough of my weapons start firing enough (multiple weapons firing at same time) it seems like the "shot" disappears and only the tail plays. Its like theres a maximum sound sources im hitting. This happens with around ~30 of the same type shooting.

Trimmed config example.
https://pastebin.com/ZmYw43fE
Any idea what we can do to get around this? Am I using the wrong sound3DProcessingType

hearty sandal
#

can you reproduce the issue with vanilla weapons? there may be just limits how much stuff can play at once

candid flower
#

is the supply value for vests capped at 240?

candid flower
#

i tried implementing values for 260 and 280, but i kept getting an error indicating "bad supply"

hot pine
#

@candid flower supply80 etc are cfgVehicles classes

#

you can add more of them

candid flower
#

ooohhh

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so it's not a definition of a value

hot pine
#

no

candid flower
#

oh i see πŸ˜›

hot pine
#

vanilla largest supply is 500

candid flower
#

i see πŸ˜›

#

so then to create a new supply value...

#

id have to create a whole new vehicle class

zealous turtle
#

hey guys, so i just got a new weapon model and animation which id like to have on arma3 but it still needs sounds, config and to be ported onto arma, was wondering if anyone could assist all my other contacts are too busy so i figured id ask here, thanks.

hearty sandal
#

Weapon addons example in the Arma 3 samples on steam could be useful startingpoint

#

Animation might be a bit trickier if its not made specifically for the Arma skeleton, it will basically have to be remade for it

#

Depending on what program you used to make the model the path to get it to Arma is a bit different

violet mica
#

hello, does diag_mergeConfigFile still work on dev branch? I'm getting a "missing ;" error for some reason. All other diag commands work fine.

hearty sandal
#

perhaps you have error in your config

violet mica
#

is there any fast way to search for it? looking through 4k lines of code is tiring πŸ˜…

#

why does binarize even let such errors slip through?

hearty sandal
#

what did you binarize it with?

violet mica
#

arma 3 tools

hearty sandal
#

addon builder?

violet mica
#

yes

hearty sandal
#

there is no error checking build into it

#

it builds almost everything you feed to it

#

if you want error checking you could use Mikeros toolset and pboProject

violet mica
#

ok thanks

#

I'll try that

zealous turtle
#

thanks Horrible Goat, ill take a look at that, though i was hoping for some hands on help haha this stuff is kind of beyond me. but ill look into it πŸ˜‰

violet mica
#

Hmm. Rapify finds no errors when binarising config.cpp

hot pine
#

@violet mica could you paste what are you trying to execute in console?

dry carbon
#

Hey guys. Could I get some help with amphibious wheeled vehicles, inheriting from Wheeled_APC_F (which inherits from Car_F)?
pboProj report is telling me that I am missing ]={ on certain lines, for example a line that contains rudderForceCoefAtMaxSpeed = 18;. It doesn't give this error for the related line above it, rudderForceCoef = 14;. This isn't the only line it does this on, but they do seem to all be water-traverse related.

#

First, I don't understand what that error means, exactly.
Second, maybe I'm trying to do something that isn't intended for this vehicle class? I just didn't see how it works in vanilla amphibs.

#

The underlying problem I'm having - the reason I am trying to use these parameters - is that my APC won't turn in water. I have the engine effects mempoints under the water line and their respective config callouts, but NOGO.

hearty sandal
#

@dry carbon paste the config to pastebin and paste the exact errors here

dry carbon
#

Thanks for responding, HG!
https://pastebin.com/yvriyyP0

rudderForceCoefAtMaxSpeed ο»Ώ= 18ο»Ώο»Ώ;
FfF\vhx_armor\h_apc_1\config.cpp has errors
rapify x64UnicodeVersion 1.79, Dll 7.29 "config.cpp"
In File FfF\vhx_armor\h_apc_1\config.cpp: circa Line 165 Expected ]={
#

The two lines included in the error report are lines 164 and 165.

hearty sandal
#

if you comment those lines out what does it do then?

dry carbon
#

it crunches no errors

hearty sandal
#

alright

dry carbon
#

moreover

#

I only need to comment out the 2nd line. the first one will crunch as is

hearty sandal
#

have you tired writing it totally new

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in case theres some hidden bad character in the line

dry carbon
#

not yet 😧

#

pboPro has been pretty fantastic about not leting those slide

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ohh....

#

you mean did I try typing the line only, or the whole config?

hearty sandal
#

just the line

#

nothing checks the parameters you give so anything would be accepted as long as the syntax is right

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blaablaavalue = 32; is valid but doesnt really do anything

#

also if you move it few lines down does it still fault there?

dry carbon
#

typing it manually pushed it through

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I typed it between the two, so it was still 165, and no errors

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what could be there, then?

#

in the pasted version?

hearty sandal
#

it worked now?

dry carbon
hearty sandal
#

no idea really

dry carbon
#

Ok. I guess now I have to test to see if it turns in water after that

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nope

hearty sandal
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the amphibious stuff is quite funky

dry carbon
#

no joke. LOL

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The Marshall has none of the rudder stuff - only a few of the water parameters

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it does have the engine effect things, which are supposedly the key.

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I bet there's probably something else missing from my p3d

dry carbon
#

I thought I had it driving forward in the water, but it turns out it was just maintaining the momentum it had while touching ground. So, not only will it not turn, but it will not accelerate or decelerate either.

#

Other little thing, maybe a clue: The wheels continue to spin if I give it gas while it float away from the ground. It does this for each wheel, so I could for example have the front wheels spinning while the rear wheels are stopped, once it floats away from ground contact. Once it's adrift, it could potentially continue on forever without response to input of direction, speed, or even animation.

#

Still useful in crossing rivers, lakes, or bays - or going from island to island - as long as I don't mind going directly forward.

violet mica
#

@hot pine diag_mergeConfigFile ["P:\338\Ships\config.cpp"]
either with ; or without it returns the same error

#

I have the P drive mounted.

grand zinc
#

Sounds like you're not using diag binary

#

perhaps you have error in your config
From HG two days ago, I'm quite sure that was a wrong assessment.

#

Lemme guess. The error message says missing semicolon
diag_mergeConfigFile|#| [...

violet mica
#

yes, exactly

#

though other diag commands seem to work fine

grand zinc
#

Which other diag commands

violet mica
#

diag_enable

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oh, hold on

grand zinc
#

Just make really sure that you are on diag binary, not just on dev branch with normal binary

violet mica
#

yea, I just noticed I was using the wrong exe πŸ€¦β€β™‚οΈ

grand zinc
#

Have fun good night πŸ‘‹

violet mica
#

thanks for help

violet mica
#

I have a problem with torqueCurve. It doesn't seem to do anything for me.
Even setting y (torque) values like this:
torqueCurve[] = {{0.0, 0.01}, {0.3, 0.02}, {0.8, 0.04}, {1.0, 0.03}}; doesn't change the vehicle acceleration at all. Any ideas?

hearty sandal
#

Oh I didn't understand the question right back then. Good that you got it working.

hot pine
#

@violet mica keep in mind that engine use automatic gearbox and try to use optimal torque. I guess it could be either gearbox or engineMOI reducing effects of instant full torque

paper path
#

Is it possible to predefine uniforms/vests like you can with bags? Ie setting a uniform to auto have x magazines in it etc etc

strong shuttle
#

no

#

and uniforms are even attached to a unit, so items need to be defined there

delicate comet
#

so i've got my p drive set up, i'm trying to contribute to a mod and would like to build it so i can test it before pushing, i've put the mod into my p drive, as well as extracted arma 3's assets using the p drive tool thing, but i get missing file errors on enoch assets \a3\Characters_F_Enoch\Facewear\G_AirPurifyingRespirator_01_F

#

i dont see any enoch assets extracted by the extracter thing, is there some other step i have to do to get enoch content

hearty sandal
#

you used arma3p?

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from Mikeros toolset

delicate comet
#

no i used "project drive management" from arma 3 tools

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and the extract game data option

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i should use that?

hearty sandal
#

yeah the official tools dont exactly work right 9/10 times

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or the setup tools that is

delicate comet
#

should i delete all of my current p drive contents and start again?

hearty sandal
#

PMC wiki has steps to use Mikeros tools to setup P drive and I would recommend using mikeros PboProject too for better debug on pbo packing

delicate comet
#

yes thats what im using

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i've got most of mikeros installed

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installing a3p now

hearty sandal
#

You likely dont need to delete anything

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mikerso arma3p does not extract enoch data either out of the box but you can easily extract that manually

delicate comet
#

are you referring to this?

hearty sandal
#

extractpbo "path\to\mod" P:\

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yes

delicate comet
#

perfect

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"removing a3"

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well i guess it will delete everything for me vvW

hearty sandal
#

no it just removes the older extracted data

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in your case its pretty much the same as it now puts back in but in case you had older version of A3 data that would be necessary step to refresh it

delicate comet
#

while i'm waiting for that to go, I did try running ExtractPBO on the arma3/enoch folder, which extracted some stuff

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but the one i'm specifically missing to build this mod, characters_enoch_f, did not

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it appears that file is a "ebo" not a "pbo"

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w/e that is

hearty sandal
#

that would mean it is encrypted

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and cant be opened

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if you need to refer to files in it, you can create dummy files that match the folder path and filename

delicate comet
#

yeah pboproject is failing to build because of it

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i'll try just making empty files

hearty sandal
#

πŸ‘

delicate comet
#

\a3\Characters_F_Enoch\Facewear\G_AirPurifyingRespirator_01_F

#

wait

#

what actually is this file

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thats the whole line

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how do i make a fake version of that...

grand zinc
#

its a p3d

#

pretty clearly

#

SOU obvious

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its like night and day

#

ying and yang

delicate comet
#

i've never made a model or really any arma mod before, i just fix configs and stay in cpp

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arma's mod structure still looks foreign to me

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ah hah, adding the extensions and it worked

#

cool

#

ty dedmen ;_;

dusty kelp
#

can i navigate ingame to a3\plants_f\ or do i have to unpack the pbo file to view all the model names?
I can't seem to find it using the splendid Config viewer.

grand zinc
#

unpack

woven flax
#

Repoking at this, anyone have any idea?
Currently having an issue where once enough of my weapons start firing enough (multiple weapons firing at same time) it seems like the "shot" disappears and only the tail plays. Its like theres a maximum sound sources im hitting. This happens with around ~30 of the same type shooting.

Trimmed config example.
https://pastebin.com/ZmYw43fE
Any idea what we can do to get around this? Am I using the wrong sound3DProcessingType

#

click for audio

hearty sandal
#

@woven flax can you reproduce the same situation with vanilla guns?

woven flax
#

I have not been able to, no

#

Spawned about 100 autoriflemen, the sounds like hell since im at 1 frame. But all audio will play...eventually

hearty sandal
#

If you change your guns to use vanilla sounds what happens?

woven flax
#

Ill need to test that and get back to you

hearty sandal
#

πŸ‘

woven flax
#

@hearty sandal vanilla is fine

hearty sandal
#

If you can also test that vanilla gun with your new sound that would be good

#

does start to look like its the sound that is the actual issue

woven flax
#

or the way its configged on the weapon itself

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So heres the main difference....

#

Custom weapon with broken audio

            class StandardSound: BaseSoundModeType
            {
                soundSetShot[]=
                {
                    "ML700_Stubber_Shot_SoundSet",
                    "ML700_Stubber_Tail_Base_SoundSet"
                };
            };
            class SilencedSound: BaseSoundModeType
            {
                soundSetShot[]=
                {
                    "ML700_Stubber_Shot_SoundSet",
                    "ML700_Stubber_Tail_Base_SoundSet"
                };
            };```
#

I used soundSetShot for my main sounds, compared to only using it for silenced.

#

Do we know if thats messed up way to do it?

hearty sandal
#

While im not a sound expert that indeed might be a problem

woven flax
#

im swapping the samples over one more time to test

hot pine
#

@woven flax if samples are too long then limit can be easily reached

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I would suspect tails are played too long

woven flax
#

0.75 seconds is the average

#

for the shot

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Tails are 3

hot pine
#

Try to replace just tails with vanilla

woven flax
#

wilco, stand by

#

@hot pine Same issue. Its almost like the only thing that is playing is the tail when the audo cuts

woven flax
#

@hearty sandal @hot pine Figured it out.
My original config redefined the same things that Rifle_Shot_Base_SoundSet already had.
Removing the entries and simply inheriting from it fixed it. Im not sure why but its working now...

hot pine
#

did you removed volumeFactor too?

woven flax
#

Yes

#

it is now...

#
class ML700_Stubber_Shot_SoundSet: Rifle_Shot_Base_SoundSet
    {
        soundShaders[]=
        {
            "ML700_Stubber_closeShot_SoundShader",
            "ML700_Stubber_midShot_SoundShader",
            "ML700_Stubber_distShot_SoundShader"
        };
    };```
hearty sandal
#

πŸ‘Œ

woven flax
#

i now have 40 shooting in my ear and it sounds terrible since overlapping audio but no more breaking.

hot pine
#

interesting, I had issue with sounds cutting out but I fixed that before by reducing volumeFactor from 3 to 1.3. I didn't mention it since your volumeFactor was at 0.85

#

I wonder if its related

woven flax
#

πŸ€·β€β™€οΈ

rustic cape
#

when using #define in config.cpp, what is the range of the defined macro ? Does it only apply to config.cpp, or does it spread to the whole addon ?

#

looks like it file-wide

hearty sandal
#

just that config

#

you can for example have a common definition file you include at the top of each config

rustic cape
#

thx, I wanted to avoid addind an include line on top of each of my files but I think it's unavoidable now πŸ˜…

woven flax
#

I for the life of my cannot find the config parameter to change the audio inside a vehicle. Planes are currently way to loud as the pilot,which param edits this?

strange egret
#

insideSoundCoef adjusts volume for everything iirc, if there is a specific thing that is too loud, you need to check the individual parameters sound***[]= [], and the stuff in class sounds

woven flax
#

Could of sworn there was a global modifier. But i may be misremembering

strange egret
#

insideSoundCoef = 0.0316228;
outsideSoundFilter = 1;
occludeSoundsWhenIn = 0.0316228;
obstructSoundsWhenIn = 0.177828;

woven flax
#

thank you

hot pine
#

It doesn't apply to weapon soundsets

woven flax
#

Understood, im more worried about engine noise atm. Ive got it working now so the pilots arent going deaf πŸ™‚

warm notch
#

anyone know how to edit a vehicle so that it can spawn with cammo netting and such from the Tanks DLC by default

rancid lotus
#

Hey, so regarding the Arma 3 Units logos that appear on certain vanilla uniform items- how do I get those to go away? I'm retexturing an item for my unit, but don't want those random logos popping up on the sleeves

#

I've heard it has something to do with hiddenselections, but I'm not sure

rancid lotus
#

Alright, so I know it's involved with the "clan" hiddenselection, but I can't get the Arma 3 Units logos it to stop showing up in MP

#

I tried mapping the hiddenselection to another texture, but it kept coming up

hearty sandal
#

@iron pike can't be done.

#

@rancid lotus I strongly believe you can't do anything about that.

rancid lotus
#

Ah, damn

#

No worries then, thanks for the heads-up!

full wagon
#

Hey y'all, how can I increase vertical recoil and horizontal recoil only instead of everything? Because I like how the kickback recoil currently is on most modded and vanilla firearms but I feel that the vertical and horizontal recoils are too low in general except for IFA3 guns where they can be a bit high.

#

I tried packing my own config.ccp in a PBO but this configuration didn't change the recoil. The code I attempted is below, and these values are higher than default.

class cfgWeapons
{
    class Recoil
    {
        class recoil_default
        {
        permanent = 0.25;
        temporary = 0.25;
        }
    }
}
hearty sandal
#

Possibly the subsequent classes overwrite those values.

full wagon
#

Oh rip.

#

However @hearty sandal, is there a way to universally increase vertical and horizontal recoil instead of all recoil values?

hearty sandal
#

Probably not if what you are doing there does not work.

full wagon
#

Ah okay.

hearty sandal
#

You could study how the recoil classes are build and if those values get replaced in each class inheriting from the default.

full wagon
#

Yeah, that's what I did @hearty sandal.

full wagon
#

Actually @hearty sandal, I didn't know I had to have an init.sqf script for the script mod lmao

#

However, I'm gonna see how it goes this time lol

rough hatch
#

how do I get a multiple barrel vehicle weapon to actually have shots come out of different barrels? something like the vanilla AA tanks have? I have 4 memory points for the barrels and in my vehicle turret config I have

{
    "usti hlavne",
    "usti hlavne 2",
    "usti hlavne 3",
    "usti hlavne 4"
};```
but it still just comes out of one of those barrels, is there something else I'm supposed to do to make it alternate?
rough hatch
#

I've looked at several other vehicle configs that have multi barrel guns and all I could find relating to it in those is the memoryPointGun array

#

is there something else that needs to be set up in the model to make the shots come out of different spots?

hearty sandal
#
            memoryPointGun[] = {"z_gunL_muzzle", "z_gunR_muzzle"};
            gunBeg[] = {"z_gunL_muzzle", "z_gunR_muzzle"};
            gunEnd[] = {"z_gunL_chamber", "z_gunR_chamber"};
#

@rough hatch

#

from class Heli_Light_01_armed_base_F

rough hatch
#

that doesn't work in turrets

#

the gunBeg only works as an array if it's in the base of the vehicle class

#

not if it's in a turret class

#

and the other configs I looked at just had gunBeg and gunEnd pointing to the default hlavne things

#

even if the memoryPointGun was pointing to ones named completely different

hearty sandal
#

so it seems indeed

#

shotFromTurret = 0; in the weapons class might be needed

rough hatch
#

that says it disables muzzle flash effects

#

I think that's meant for tanks and stuff

#

cause that also wasn't present in any other configs I looked at

hearty sandal
#

if you give it one of the vanilla AA guns how does that work?

narrow musk
#

assuming I'm retexturing a vanilla rifle
can I place in the editor retextured weapons like I do with vanilla ones?

hearty sandal
#

if it has custom class yes it should show up in editor too

narrow musk
#

I'm not sure what the placeable ones actually are
I though I had to create a different class for the placeable one that would have an addaction to give the player said rifle

hearty sandal
#

now you have lost me

#

what is a "placeable"

rough hatch
#

I think he means the ground objects that you can place as objects in the editor

#

that give you the "take weapon" action

hearty sandal
#

they possibly need their own custom classes

narrow musk
#

thing is the regular MX rifle has an hiddenselction
the placeable one doesn't
which is weird consodering they're the same model

hearty sandal
#

you likely need to create a new placeable class that contains your new gun

narrow musk
#

was hoping to look at the vanilla configs for those placeable guns but not sure where to look
they don't seem to be in weapons_f

hearty sandal
#

everything you place on terrain is in cfgVehicles

#

weapons, items, etc are all in "groundHolder" objects

narrow musk
#

oh realized I can access it from eden with 3 clicks

rough hatch
#

@hearty sandal huh, I tried what you said, I used addWeaponTurret to add one of the other multi barrel vehicle weapons onto my turret and that actually comes out of different barrels

#

so I guess I'm missing something in the weapon config then?

hearty sandal
#

possibly

#

try inheriting your weapon from it

#

should save you from some hair pulling

rough hatch
#

oh

#

somehow I missed that the weapon I inherited from had shotFromTurret set to 1

#

setting that to 0 made it work

#

I think I also got confused cause the other weapon configs I was looking at just didn't have a shotFromTurret entry which I guess defaults to 0 then

tepid echo
#

how do i change where my objects appear in the editor in the config.cpp?

rough hatch
#

you mean like, under what faction?

tepid echo
#

its an objects so it will appear in the empty faction

rough hatch
#

oh you mean like under what category?

tepid echo
#

yeah

rough hatch
#

like buildings/objects/whatever

#

I'm not sure I imagine that probably has to do with editorCategory and editorSubcategory entries

tepid echo
#

thanks i'll look that up

rough hatch
#

look at some vanilla objects in config viewer to see what you want to set those as

#

even has all the built-in values

bronze kraken
#

Hello, I want to get an IR marker onto a vehicle. Based on what I have managed to work out it would seem that IR markers can only be obtained on vehicles through doing the attachto command with an IR strobe onto the vehicle which isn't completely Ideal but works. I'd just like to know if anyone knows a different way to do this I was thinking it could be possible if I had the code that actually defines the IR bit of the strobe?, or how to have the IR strobe be attached to the vehicle from start up. Thanks for any help provided!

grand zinc
#

if I had the code that actually defines the IR bit of the strobe
its a config entry. its engine side.
attachto is the best way I know

bronze kraken
#

I'm aware its likely engine side, i was just curious if anyone knew how this was done to then replicate it in some way, or alternatively find a way to have hat class be called from the vehicle. Regarding attachto how would i go about having it attach to a memory point? and how best do you use the attachto command on start up, i.e. the strobe will be there at start up, will it keep going forever? or does it have a life time? as i've seen the grenades have lifetimes?

glossy shadow
#

question about inheritance.

if the parents of the magazine that I'm working with are:
["8Rnd_82mm_Mo_shells","32Rnd_155mm_Mo_shells","VehicleMagazine","CA_Magazine","Default"]

Does my config patch need to inherit all the way back to Default?

class cfgMagazines 
{
    class Default;
    class CA_Magazine: Default;
    class VehicleMagazine: CA_Magazine;
    class 32Rnd_155mm_Mo_shells: VehicleMagazine;
    class 8Rnd_82mm_Mo_shells: 32Rnd_155mm_Mo_shells;
    
    class customMagazine: 8Rnd_82mm_Mo_shells 
    {
        
        ...
        
    };
    
};
glossy shadow
#

disregard. This worked. I think when I tried it initially, I had issues when packing things up and something didn't update properly.


class cfgMagazines
{
    
    class CA_Magazine;
    class VehicleMagazine;
    class 32Rnd_155mm_Mo_shells;
    class 8Rnd_82mm_Mo_shells;
    
    class customMag: 8Rnd_82mm_Mo_shells 
    {
        
        ...
        
    };
    
};
grand zinc
#

@bronze kraken

or does it have a life time?
Yes it has, actually hardcoded even πŸ™„ But fix that soon-ish
Regarding attachto how would i go about having it attach to a memory point?
https://community.bistudio.com/wiki/attachTo
Read description and look at memPoint argument

nocturne verge
#

Hi guys , I am getting this error

'...eateGroup east;
_unit = groupRifleman |*|createUnit["O_Soldier_F",_arr select i...'
Obj1Units.sqf line 11
Error 0 elements provided, 3 expected

and this is the coding of that section

private["_arr"]; 
_arr = [towere1_2,towere1_4,towere1_5,towere1_7,towere1_8,towere1_9,towere1_10,towere1_13];

for "i" from 1 to 8 step 1 do  
{
    groupRifleman = createGroup east;   
    _unit = groupRifleman createUnit     ["O_Soldier_F",(_arr select i), [], 0,   "FORM"]; 
    _unit setVariable["enemy" + "i", nil];
};``` Could anyone please help? they do spawn on the game logics listed in the array but this error is bugging me
grand zinc
#

private["_arr"];
_arr =
please don't, its slow, inefficient, and requires more typing.
private _arr = is much better

#

@nocturne verge your array goes from 0 to 7, but your for loop goes from 1 to 8. There is no 8th element.
_unit setVariable["enemy" + "i", nil]; you know this is always _unit setVariable["enemyi", nil]; ?
Also you should probably be using forEach instead, I don't see why you use a for loop.
Also why are you recreating the group everytime and store it in a global variable? if you recreate everytime you can just use a local variable

#

Also thats scripting, not config editing..

nocturne verge
#

Sorry , my bad , but for the group , i do it because it has to be deleted every time i leave the trigger area and i don't want the units to be part of the same group but rather separate units

delicate comet
#

so i've been reading through this, trying to get some "best practices" in my workflow and trying to get it compatible with file patching: https://community.bistudio.com/wiki/CMA:DevelopmentSetup

if i wanted to move to having pboprefix files, and everything in the p drive organised, how do i set up my symlinks? atm i have:

P:\first_meu_aux\config.cpp

is the guide telling me i need to move stuff into an "x" folder? a "mod" folder? or an "addon folder", i'm not really sure what the wiki means when it suggests a difference between a mod and an addon.

do i need like P:\x\Hobnob\first_meu_aux\config.cpp ?

grand zinc
#

do i need like P:\x\Hobnob\first_meu_aux\config.cpp ?
yes
is the guide telling me i need to move stuff into an "x" folder? a "mod" folder? or an "addon folder"
Same folder as your pboprefix says.

Then symlink P:/x folder to SteamApps/common/Arma 3/x to have arma load it from pdrive

rough hatch
#

dunno if this is quite the right place cause it's regarding a mod but since it's probably a common enough of a mod, what defines where the main interaction point is positioned in ACE?

delicate comet
#

position String (of code) External Base Actions Only, Code to return a position in model cords (priority over selection)

#

by default its just object center

#

but you can override it in cfg with either a position or a memory point

#

@rough hatch ^

rough hatch
#

isn't that on the other end though? I don't mean what in an action defines where the position is, I mean what in a vehicle config or model defines where that main position is

grand zinc
#

I mean what in a vehicle config or model defines where that main position is
Its defined in the action config entry though

#

And as Hobnob has already said

by default its just object center

rough hatch
#

in that case, how do I set what the object center is?

grand zinc
#

uh

#

what

#

object center. Is the center, of the object.

rough hatch
#

is it just the p3d origin point?

delicate comet
#

its bounding box center

grand zinc
#

its the center of the p3d afaik yes

rough hatch
#

oh bounding box center?

#

cause in my case it's just at the ground

#

on my vehicle

delicate comet
#

...maybe its p3d origin point? in my experience its been boundingbox

#

either way you can just define a custom position in the cfg

#

see the ace interaction framework wiki page

rough hatch
#

but that doesn't say about defining a custom position on the vehicle

#

only for if you're adding extra actions

grand zinc
rough hatch
#

oh I think I get it now

#

so if I add this into my config class ACE_Actions { class ACE_MainActions { selection = ""; }; };

#

and point to a selection there, that'll be the interaction point?

delicate comet
#

yes

#

or you can use position

#

and just define a coordinate, and not use a memory point

grand zinc
#

Essentially, of course you have to maintain proper config inheritance. Just pasting that would break inhertiance of ace actions

rough hatch
#

oh wait, it's set up so on static weapons it uses "gunnerview" as the position

#

I could just add a memory point called that and not have to define any custom one

#

since my class inherits from StaticWeapon

grand zinc
#

yeah

#

thats probably why its at the bottom

#

its configured to use the memory point and thus doesn't automatically use the center, but the point doesn't exist so it ends up at 0,0,0

rough hatch
#

yeah that makes sense now

#

the sight view memory point is named something else in my p3d

dry carbon
#

Can anyone tell me how to change the turn in/turn out positions of gunners in vehicle turrets? For the same proxy position, My gunner is sticking out of the roof of the vehicle for turned out, and sits down for turned in - opposite of what's expected.

hearty sandal
#

In and out actions if I remember right

#

gunnerIn, gunnerOut

untold wyvern
#

Is it possible to restrict wearing a ghillie and a backpack together ? πŸ€”

delicate cypress
#

I have an issue with what I believe is a config issue

#

Im making a mod and I added grenades and stuff to my units

#

they appear in the inventory but not in the status box

#

I press g and nothing happens

#
        {
            "200Rnd_556x45_Box_Tracer_Red_F",
            "200Rnd_556x45_Box_Tracer_Red_F",
            "200Rnd_556x45_Box_Tracer_Red_F",
            "200Rnd_556x45_Box_Tracer_Red_F",
            "30Rnd_9x21_Red_Mag",
            "30Rnd_9x21_Red_Mag",
            "30Rnd_9x21_Red_Mag",
            "SmokeShell",
            "SmokeShell",
            "SmokeShellRed",
            "SmokeShellBlue",
            "HandGrenade",
            "HandGrenade"
        };
        Respawnmagazines[]=
        {
            "200Rnd_556x45_Box_Tracer_Red_F",
            "200Rnd_556x45_Box_Tracer_Red_F",
            "200Rnd_556x45_Box_Tracer_Red_F",
            "200Rnd_556x45_Box_Tracer_Red_F",
            "30Rnd_9x21_Red_Mag",
            "30Rnd_9x21_Red_Mag",
            "30Rnd_9x21_Red_Mag",
            "SmokeShell",
            "SmokeShell",
            "SmokeShellRed",
            "SmokeShellBlue",
            "HandGrenade",
            "HandGrenade"
        };
    };
#

Section of the units cpp

#

The issue might be glaringly obvious but im a noob at this

hearty sandal
#

does your unit have the basic "throw" and "put" weapons?

delicate cypress
#

I'm not sure. I'm taking over the development of the mod because the original dev retired

#

where would I see that?

#

The other units worked just fine if I didnt edit their loadouts. They just had 2 grenades and they worked

#

I added the smokes and suddenly it doesnt work anymore

#

Okay never mind I went and checked

#

they cannot throw grenades either

#

so how would I fix that?

#

@hearty sandal

hearty sandal
#

well probably you need to add the default weapons

delicate cypress
#

is there a wiki post I can look at?

hearty sandal
#

you can compare to the vanilla configs

delicate cypress
#

will do, thanks

hearty sandal
#

"throw" and "put" I remember being there, not sure if theres any others

delicate cypress
#

I dont know how its not working since I'm telling that for example

hearty sandal
#

I dont understand.

delicate cypress
#

class SAS_Soldier_W: B_Soldier_F

#

im telling that my soldier is basically the vanilla nato soldier

hearty sandal
#

well do you replace the weapon[] = line?

delicate cypress
#
        {
            "SAS_Soldier_Rifle_BLK",
            "SAS_HandGun_BLK",
            "Binocular"
        };
        respawnweapons[]=
        {
            "SAS_Soldier_Rifle_BLK",
            "SAS_HandGun_BLK",
            "Binocular"
        }; ```

this?
hearty sandal
#

yep

#

you that overwrites whatever its inheriting from the B_Soldier

#

and you dont have the default weapons there

#

so you cant use grenades

#

or mines

delicate cypress
#

hm

hearty sandal
#

just compare to any A3 units config

delicate cypress
#

will do

#

aha!

#

I need to add Throw and Put to the weapons available for it

#

i now understand thanks

hearty sandal
#

πŸ‘

narrow musk
#

is there a value to set the chance of an object surface deflecting a projectile?

hearty sandal
#

no

#

its handled by the deflectiveness of the shot itself and possibly some effect from the penetration material (as in if the material is too hard to get through)

delicate comet
#

does the cycle target keybind require the sensor to have an active radar? my air vehicle that has only sensors and no radar cannot use the "cycle vehicle targets" (default R key) keybind, but i can directly lock onto targets by putting my cursor on them in freelook and pressing the lock key

hearty sandal
#

sounds logical

#

if you have no sensor to pick up targets how could you lock on them

delicate comet
#

i have visual sensors or w/e its called

#

optical sensors?

#

other vehicles show up on my sensors panel, and i can lock them directly, i just cannot cycle through them

hearty sandal
#

well for me it makes sense that it can only lock on things you are looking at

delicate comet
#

i would have assumed if all of the targets show up on my hud as boxes and on the sensor panel

#

i'd be able to cycle through them

#

its awkward to get the cursor directly on the target as the pilot

hearty sandal
#

perhaps you need a radar then?

#

is that some modded vehicle?

delicate comet
#

yes

#

I'm probably just going to add radar

#

but the two dont seem connected from a like "realistic" standpoint, the wiki makes no mention that adding a radar enables this

#

i was wondering if there was some other setting i'm missing

hearty sandal
#

visual sensors in real life lock on to things they see

#

in my experience at least

delicate comet
#

that i get, but if it was just a simple heat seeker / tv tracker like a missile seeker head, how do other vehicles show up in my hud as boxes

hearty sandal
#

I dunno, its you who have configured it πŸ˜„

delicate comet
#

if they are on my hud i would assume "the computer" knows about them and thus i'd be able to cycle between them

#

thats what im asking, is there some setting to enable it without giving the vech radar

hearty sandal
#

cant remember for sure but my gut feeling is yes

delicate comet
#

i mean, i have no strong objection to giving my vech radar, its just the wiki makes no mention of the radar and the cycle targets feature being connected, and i cant find anything like "enableCycleTargets = false"

hearty sandal
#

you mentioned you use IR missiles?

#

there quite many different type of sensors that work in different ways

brazen merlin
#

oi. anyone can tell me if binoculars are hardcoded?

#

i made a copy of the binocular class, but my zoom isnt working

hearty sandal
#

no custom ones are possible

brazen merlin
#

ok, thought so

tranquil loom
#

is there a way to access a classes attributes from with a config file?

#

like class.attribute or class::attribute?

hearty sandal
#

like read them?

#

yes

#

or write them?

#

no

tranquil loom
#

read them

#

so how would i do that from within description.ext cause class.attribute or class::attribute does not seem to work

hearty sandal
#

yeah thats not a arma command at all

#

can you describe what exactly are you trying to do?

#

to read the config you would have to execute appropriate script command

tranquil loom
#

yeah i am not using sqf, i need to access them from within the config file

#

i am trying to access a classes attribute from with the same config file (description.ext). i can write out an example i guess

hearty sandal
#

thats not possible then I think

#

but also I dont understand where you would use such thing in decription.ext

tranquil loom
#
class my_first_class {
   my_attribute = 1;
};

class my_second_class {
  my_attribute = my_first_class.my_attribute + 1;
};
hearty sandal
#

off the top of my head that is not possible

#

perhaps with some MACRO stuff

tranquil loom
#

I already tried using eval and the sqf commands to access attributes

#

but more work than what it was worth

#

very unfortunate

hearty sandal
#

well you can use sqf for config attributes

#

like that anyway

#

But why would you need that kind of a thing anyway?

#

you could #define MYATTRIBUTE1 = 1 and use that though

so my_attribute = MYATTRIBUTE1 and my_attribute = MYATTRIBUTE1 +1 should work

tranquil loom
#

can you inherit from multiple classes?

#

cause that could be another way maybe...

#
class my_first_class {
   my_attribute = 1;
};

class my_second_class: my_first_class  {
  my_attribute = my_attribute + 1;
};
grand zinc
#

can you inherit from multiple classes?
no
my_attribute = my_attribute + 1;
no thats also not valid

tranquil loom
#

i figured i would give every option a try

#

we need arma 4

hearty sandal
#

why do you need that kind of setup? what are you trying to configure?

tranquil loom
#

dialogs

#

it would just be 100 times more readable and efficient

steady sundial
stoic lily
#

@tranquil loom getText/getNumber/getArray

full wagon
#

Why do I keep this error? "File RealRecoil\config.cpp, line 35: /cfgRecoils/:'.' encountered instead of '{'" is what I'm getting with this config.

grand zinc
#

because you have a stray . there

#

. is not allowed in classname

full wagon
#

But what line? Because line 35 has a comment.

#

Oh, you mean all the class names @grand zinc?

grand zinc
#

ye

#

line numbers are usually a bit off

#

always check the lines around the reported one

full wagon
#

Ah I see, is a comma allowed instead? Since 762x39 for example wouldn't be as readable.

#

Oh I see.

#

However @steady sundial, I'm not sure sorry. I tried to take a look.

#

Anyone here know how C++ classnames should be typed as? "class 762x39MM AKM/74M FAMILY" still doesn't work despite having no full stops nor commas in it.

hearty sandal
#

Got space

full wagon
#

I'm trying to find the format for classes on C++ which Arma configs use but I can't find anything.

hearty sandal
#

You can't format them

full wagon
#

Oh okay, but how can you explain the error picking out a capital A now?

#

Not sure if that's caused by the space or not.

hearty sandal
#

Compare to how vanilla classes are written

#

No spaces allowed

grand zinc
#

A-z0-9_ is the format @full wagon

full wagon
#

Ah okay, thanks @grand zinc and will do @hearty sandal. I didn't notice that it needed to be like that instead.

#

But thanks for the help though y'all.

#

"class 762x39MM_AK_FAMILY" this would work yeah?

#

Never mind, Notepad ++ is showing me no orange colour on the new classnames anymore which I think it means an integer or a numerical value.

hearty sandal
#

I think that's just because it starts with numbers

tranquil loom
#

@stoic lily like i said, i need to access the attributes from within the config itself not SQF

hearty sandal
#

You can't.

#

Unless you #define them and use those in as the attribute values

lofty zealot
#

@full wagon arma configs are not the same as c++ classes

tranquil loom
#

@hearty sandal πŸ€¦β€β™€οΈ

full wagon
#

Oh sorry @lofty zealot lol, what language do they use?

#

So I can make less mistakes at times lol

lofty zealot
#

No language, just arma Config

full wagon
#

You mean a propietary language? Becaues it is some kind of language lol

#

Code can't exist without a coding language.

idle matrix
#

sqf

full wagon
#

Ah okay.

#

Also, anyone know why RHS folded weapons can't seem to have their recoil configurations changed? I get that a script is used to be able to fold the foldable guns ingame, but I still wonder what's causing it.

hearty sandal
#

If I recall right you would actually have to change it in all the different variants of the weapon

full wagon
#

Yeah I have by using the CfgRecoils class template.

#

And I doubt this is the problem @hearty sandal, but I saw that I was missing semicolon closures on the "recoil = ["recoil name"]" lines but I'll try to fix them to see if that's the issue.

#

Yeah, its still not working.

#

So I'm seeing an odd pattern with RHSAFRF AKs.. My config has less effect on 7.62x39mm unfolded AKs while unfolded 5.45x39mm AK configs work perfectly, and all 5.45mm and 7.62mm folded AKs on RHSAFRF haven't been changed. Basically, RHS AFRF recoil configs are dominating mine at times when they shouldn't.

#

Anywhere in this code that could be causing it @hearty sandal?

#

I feel I've checked everything but I want to make sure.

#

Actually yeah.. RHS is dominating my configs for these weapons.

#

Not sure why.

hearty sandal
#

Id say due to the scripted method RHS uses youre question should be pointed at them

full wagon
#

Oh sorry, my bad.

#

But yeah, I'll try to see if they have a Discord or anything.

hearty sandal
#

they dont if I recall right

#

their Forum post on BI forums could be a good contact point

#

but also one thing you could check is that your configs are actually loaded after the RHS configs you are trying to alter

#

this would be achieved with the use of correct requiredAddons array in cfgPatches

full wagon
#

Oh wait, do I have to put in requiredAddons?

#

Even if the mod can function without it?

hearty sandal
#

well.. if you try to alter something, yes.

full wagon
#

OH, sorry lmao

#

I thought it was just for the dependency warning thing in the launcher and the workshop LOL

hearty sandal
full wagon
#

From what I've read, it looked like that hahaha

#

Sorry xD

#

I feel so stupid lol

hearty sandal
#

well not quaranteed that is your problem here, but sounds like it could be

full wagon
#

Its okay lol

#

But yeah, this comment in the code for it made me think this lol "// When any of the addons is missing, pop-up warning will appear when launching the game."

#

But just wondering though @hearty sandal; for the CUP Weapons mod, do I just put "CUP Weapons" in the requiredAddons field or can't it have spaces?

#

I think its like that, but just making sure since the Functions part of Arma uses underscores.

#

Sorry for asking quite a few questions also, just that the documentation available for coding this game isn't the best at times and that videos for configuration are a bit outdated.

#

Never mind, still doesn't work.

hearty sandal
#

you would need to use the cfgPatches class of the config you want to overwrite

full wagon
#

What you mean exactly? Because I put that in already, you'll see it if you want to read my config.

hearty sandal
full wagon
#

Yeah I used that for reference.

hearty sandal
#

if cup weapon config has CUP_Weapons then you would put "CUP_Weapons" in your config as required addon

full wagon
#

Oh okay.

#

However, I used the same template according to CfgPathces.

#

*Patches.

#

Have you read my code or?

hearty sandal
#

you have A3_functions as your required addon

#

which is likely wrong too as you are altering weapons

full wagon
#

Yeah sorry; I added RHSAFRF, and also CUP Weapons.

hearty sandal
#

how do you figure those are the cfgPatches classnames for the configs you want to alter?

full wagon
#

Isn't that for addons though?

#

Or is it for the classes themselves?

#

Just that it said Addons which sounds like mods instead.

hearty sandal
#

cfgPatches class dictates the addons internal connection

full wagon
#

Yep.

hearty sandal
#

all pbos are addons

full wagon
#

Yeah exactly.

hearty sandal
#

so where do you find those CUP Weapons and RHSAFRF

#

are they what the configs cfgPathces classes are called?

#

in the pbos that contain the weapon configs you are trying to alter

full wagon
#

I got the names from meta.cpp files inside of those mods.

#

In their workshop folders.

hearty sandal
#

is that the config file that contains the cfgpatches class?

full wagon
#

OH right, sorry no.

hearty sandal
#

yep yep

full wagon
#

So what I do is I find the PBOs themselves right?

#

I didn't know it couldn't automatically detect them.

hearty sandal
#

how could it?

#

if it happens to load the RHS config after yours how would it decide which is the altered one

full wagon
#

I thought it worked by scanning the mods themselves, like putting new recoil patterns onto modded weapons working automatically from the game scanning for their classnames.

hearty sandal
#

yes but theres nothing that indicates yours is the last alteration

full wagon
#

But I understand that however, true it'd decide RHS instead.

#

Yep.

hearty sandal
#

except the requiredAddons array

full wagon
#

Ah okay.

#

I think I see what you mean also since I checked out the class inherentence thing on the wiki.

#

But I definitely see the logic now though.

hearty sandal
#

you perhaps missed this

#

anyhow. fix that and see if anything works any better

full wagon
#

Yeah I did, but thanks πŸ™‚ Will do.

#

And before I start this by the way, I copy and paste the names of the PBOs with the configs yeah?

#

I did that but making sure since there's no example for that lol

hearty sandal
#

well

#

that often can be enough if the logic that the pboname = cfgPatches class name has been utilized by the maker

#

it is how they are commonly done I think

#

but it is possible someone wants to go different route

full wagon
#

Its okay, I now learnt that I needed to get the classname below the CfgPatches class in the config files of the firearms I'm modifying.

#

I'll see if it works but it likely should.

#

I thought I had to copy and paste names of PBOs including those configs instead @hearty sandal lol

hearty sandal
full wagon
#

Lol

#

But I see my problem now, I didn't realise that the first class below CfgPatches didn't include the weapons also for RHS which is why nearly all RHSAFRF weapons would disappear lol

full wagon
#

Yep, I fixed it by adding a bunch of weapons to the requiredAddons field.

hot pine
#

you can use rhs_main_loadorder

#

and your addon will load after all RHS addons

full wagon
#

Oh nice, that's convenient haha

#

It doesn't work by the way @hot pine.

#

Well at least primary weapons had disappeared.

hot pine
#

because your config is completely wrong probably πŸ™‚

#
    class rhs_weap_ak74m_desert_folded
    {
        recoil="545x39MM_AK_FAMILY_FOLDED";
    };``` you have to recreate inheritance
#

this is breaking inheritance - it basically tells engine that rhs_weap_ak74m_desert_folded should no longer inherit anything

full wagon
#

Oh sorry lol, do I basically put "545x39MM_AK_FAMILY_FOLDED:AK74M" or whatever its based on instead?

#

Sorry no.

hot pine
#
class rhs_weap_ak74m_desert_folded : rhs_weap_ak74m_folded
{```
full wagon
#

I mean the class.

#

Yeah that.

#

I'm rather tired so yeah lol

#

But thanks though.

hot pine
#

class rhs_weap_ak74m_folded; do you know that syntax? Do you know what does it mean?

full wagon
#

At least from my viewpoint, I do unless that class needs to be inherented from a Base_F one for the rifle.

#

To me, its defining a class and then putting the name of a class which needs its recoil changed.

hot pine
#

you have to recreate original inheritance of each overridden class

full wagon
#

Oh okay.

hot pine
#

on that same page there is also info about load order

full wagon
#

Ah yep; and with regards to the class inheritance, is class "rhs_weap_ak74m_Base_F: Rifle_Base_F" correct yeah?

hot pine
#

yes

dire fox
#

Anyone know if you can "lock" a turret using config? I'm trying to force a UAV turret camera to only point directly downward.

hot pine
#

Yup, use same min Max turn @dire fox

dire fox
#

hmm, I tried setting minElev, maxElev, and initElev all to -90. When I pull up the UAV terminal, I can see that the turret camera does point downward, but when I take control of the turret, it's facing forward and cannot move. Any idea why that might be? thanks btw @hot pine

hot pine
#

that sounds like pilot view?

#

are you sure you are controlling turret?

dire fox
#

yep i'm sure...unfortunately 😦

hearty sandal
#

did you set the turret and view/optics elevation like that

dire fox
#

i think so..

#

for OpticsIn::Wide, i have initAngleY = -90; and same for minAngleY and maxAngleY

#

although not exactly the same for OpticsOut...not sure what that is, but maybe i need to match

candid flower
#

did ARMA III shut off headgear/facewear randomization? I just tried testing it in vanilla with no mods loaded. civilians who used to have it enabled no longer seem to work, even though the codes for randomization are still in their entries

nocturne verge
#
Warning: rapWarning: **********missing file(s)***************
Warning: P:\Task_Force_461_Clan_mod_ArmA3\Ammo\config.cpp circa Line 284: \A3\weapons_f\launchers\RPG32\pg32v_rocket.p3d
Warning: P:\Task_Force_461_Clan_mod_ArmA3\Ammo\config.cpp circa Line 301: \A3\weapons_f\launchers\RPG32\tbg32v_rocket.p3d
Warning: P:\Task_Force_461_Clan_mod_ArmA3\Ammo\config.cpp circa Line 305: \A3\weapons_f\launchers\RPG32\pg32v_rocket.p3d
Warning: P:\Task_Force_461_Clan_mod_ArmA3\Ammo\config.cpp circa Line 330: \A3\Weapons_f\Data\bullettracer\shell_tracer_white
Warning: P:\Task_Force_461_Clan_mod_ArmA3\Ammo\config.cpp circa Line 338: \A3\Weapons_f\Data\bullettracer\shell_tracer_yellow
Warning: P:\Task_Force_461_Clan_mod_ArmA3\Ammo\config.cpp circa Line 353: \A3\Weapons_F\Data\UI\M_30Rnd_45ACP_CA.paa
Warning: P:\Task_Force_461_Clan_mod_ArmA3\Ammo\config.cpp circa Line 437: \A3\weapons_f\data\ui\m_30stanag_caseless_CA.paa

how can they be missing when


class B_65x39_Caseless_Hollow: B_65x39_Caseless
    {
        hit=15;
        indirectHit=0;
        indirectHitRange=0;
        cost=1.2;
        caliber=0.69999999;
        //model="\A3\Weapons_f\Data\bullettracer\tracer_red";
        tracerScale=1;
        tracerStartTime=0.050000001;
        tracerEndTime=1;
        airFriction=-0.001;
    };
    class RPG32_APFSDS_F: R_PG32V_F
    {
        model="\A3\weapons_f\launchers\RPG32\pg32v_rocket.p3d";
        hit=1100;
        indirectHit=10;
        indirectHitRange=4;
        explosive=0.5;
        cost=500;
        airFriction=0.075000003;
        sideAirFriction=0.075000003;
        thrust=700;
        fuseDistance=15;
    };

for example

#

commenting out the model stops the error but the error makes no sense (using PboProject for the first time)

#
class cfgPatches
{
class TF461_ammo
{
addonRootClass = "TaskForce461";
RequiredAddons[]=
{
"A3_Weapons_F",
"TaskForce461"
};
RequiredVersion=0.1;
units[]={};
Weapons[]={};
};
};
class CfgAmmo
{
class B_556x45_Ball;
class B_65x39_Caseless;
class R_PG32V_F;
class R_TBG32V_F;
class sh_120mm_APFSDS;
class B_9x21_Ball;

this is how the top part of the config looks

#

@hearty sandal if you could help when you have time it would be appreciated

hearty sandal
#

have you unpacked A3 data on your P drive?

#

mikeros Arma3p is best tool to get that done without a hassle imo

full wagon
#

So with regards to my recoil configuration mod @hearty sandal and @hot pine, anything in my which is causing all modified weapons to disappear ingame? Its perfectly finding them now, just that I can't use them.

#

From what I can tell, this bug is somehwere within the CfgWeapons class (from lines 248 to 680).

full wagon
#

Actually, I found out that the RHS cfgWeapons settings have access = 3; on them which forces read only but I'll try to change that setting through my mod.

#

Never mind, they're disappearing for another reason.

hot pine
#

@full wagon class rhs_weap_ak74m

#

you have to recreate full inheritance tree

full wagon
#

I tried to though @hot pine, the game would crash when I'd put in its parent class.

hot pine
#

then you did it in a wrong way@full wagon

full wagon
#

I read it when you wanted me to last time, and I just simply copied and pasted both the class and the inhereted class in the [child class: parent class] format.

#

Speaking of the order as well, I put it after the RHSLoadOrder thing.

full wagon
#

Wtf classes do I get @hot pine? No matter which ones I use, it still doesn't work.

#

I'm trying my hardest, but I swear I've tried everythign..

hot pine
#

but there is no inherited class for rhs_weap_ak74m

full wagon
#

*everything.

#

I'll fucking show you.

#

Sorry, but I told you that.

hot pine
#

and I'm telling you that you are doing something wrong πŸ™‚

#

calm down

full wagon
#

Yes or no?

#

Because I said it crashed.

#

And you still keep going.

#

I'll do it again and show you.

hot pine
#

it wouldn't it you do external class

full wagon
#

What do you mean?? I done that

#

*done that.

hot pine
#

can you show that?

full wagon
#

Is this not correct?? rhs_weap_ak74m: rhs_weap_ak74m_Base_F

hot pine
#

paste your config

full wagon
#

Okay, I'll put it in a pastebin thing.

hot pine
full wagon
#

However.. Sorry about before, I didn't think you were listening to me.

#

I said I've changed that before.

#

I tried a couple of things.

#

But anyway.. Can all weapons in this config disappear because of a mistake like that? Sorry, but I don't get the logic of it because the CUP SVDs aren't based on the AK74M class.

hot pine
#

CUP SVD is also missing inheritance

#

can you show your whole config with full inheritance?

full wagon
#

I'll check the SVD but I will once I can.

hot pine
#

rhs_weap_ak74m: rhs_weap_ak74m_Base_F can you show whole config?

#

because thats not full inheritance

full wagon
#

Okay, now they all do.

#

And I'm trying to do that but how?

#

Sorry I might've missed something.

#

This bug's rather annoying and difficult to comprehend.

hot pine
full wagon
#

Oh, so I put a child class under a parent class?

hot pine
#

jesus

#

yes

full wagon
#

Sorry, the documentation's rather complex.

#

I'm better with practical learning than theorectical.

#

I'm not dumb, but a lot of theory can be hard to read.

#

However, here's my code..

hot pine
full wagon
#

I do with the logic, but I'm stilla bit unsure on how to make it myself.

#

Sorry.

#

*still a

hot pine
#
     class rhs_weap_ak74m: rhs_weap_ak74m_Base_F```
full wagon
#

Oh okay.

#

I was about to ask that funny enough, it felt that way.

#

But thanks still, sorry if I seemed stupid.

#

There's just a lot of information at once which is quite overwhelming.

hot pine
#

well, you were quite rude so next time try to keep calm πŸ˜‰

full wagon
#

Yeah, I tried to aplogise for it.

#

*apologise

#

I knew it was wrong.

#

I'm having a hard time being patient with this at the moment so yeah.

#

It kind of feels like very long mathematic equations which I greatly struggled with since there was too many steps at a time.

#

I hope that makes sense, not to excuse myself but yeah.

#
class cfgWeapons
{    
    /// 545x39MM AK Rifles
    
    class rhs_weap_ak74m_Base_F;    
        class rhs_weap_ak74m: rhs_weap_ak74m_Base_F
    {
        recoil="545x39MM_AK_FAMILY";
    };

Nothing wrong with this right @hot pine? I don't trust myself much with this right now.

hot pine
#

that looks ok

full wagon
#

Okay good.

#

But just wondering though, are the configs SQF or C++? Because I want to see if there's more examples instead of only theory for education on this because I'm not very good at following it. I'm better at learning things physically and visually.

hot pine
#

more like c++

#

I would recommend to check other peoples work and see how its done

full wagon
#

I already do that though, I don't think its enough for certain things.

#

But yeah, its okay if you don't know.

full wagon
#
class rhs_weap_ak74m_Base_F;    
    class rhs_weap_ak74m: rhs_weap_ak74m_Base_F
    {
        recoil="545x39MM_AK_FAMILY";
    };
    
class rhs_weap_ak74m;
    class rhs_weap_ak74m_camo: rhs_weap_ak74m
    {
        recoil="545x39MM_AK_FAMILY";
    };

Just curious @hot pine, am I safe to get rid of the "class_rhs_weap_ak74m;" line on the second main class? Because I'm getting an error where its been defined twice which crashes the game.

hot pine
#

Yes

full wagon
#

Ah okay, all good.

full wagon
#

It didn't work.

nocturne verge
#
class Wounds
    {
    tex[] = {};
    mat[] = 
    {        "Task_Force_461_Clan_mod_ArmA3\SANDF\Uniforms\data\SANDF_Crye_G3.RVMAT",
                    "Task_Force_461_Clan_mod_ArmA3\SANDF\Uniforms\data\SANDF_Crye_G3_Injury.rvmat",
                    "Task_Force_461_Clan_mod_ArmA3\SANDF\Uniforms\data\SANDF_Crye_G3_Injury.rvmat",
                    "A3\Characters_F\Common\Data\basicbody.rvmat",
                    "A3\Characters_F\Common\Data\basicbody_injury.rvmat",
                    "A3\Characters_F\Common\Data\basicbody_injury.rvmat",
            };
        };
        hiddenSelections[]=
        {
            "Camo",
            "Insignia"
        };
        hiddenSelectionsTextures[]=
        {
            "Task_Force_461_Clan_mod_ArmA3\SANDF\Uniforms\data\SANDF_Crye_G3.paa"
        };
        hiddenSelectionsMaterials[]=
        {
            "Task_Force_461_Clan_mod_ArmA3\SANDF\Uniforms\data\SANDF_Crye_G3.RVMAT"
        };```

so I am trying this to display injury over my retextured uniform but when i shoot my soldier nothing happens
hot pine
#

@nocturne verge injury materials are not working if you are using hiddenSelectionsMaterials

nocturne verge
#

commented that out saved , closed arma , packed the mod again and tried again , still no injury texture when i shoot

hot pine
#

probably because you still have class Wounds ? πŸ˜›

#

you need to comment this out too

nocturne verge
#

how can i use my own RVMAT then xD

hot pine
#

injury materials are not working if you are using hiddenSelectionsMaterials

#

you can't

#

or well, you can use them but without injury materials

nocturne verge
#

commented wounds out too and stil nothing xD

#

injury materials are not working if you are using hiddenSelectionsMaterials
@hot pine this sucks

hot pine
#

if you still don't have injury materials then there could be error somewhere else in code (incorrect inheritance for instance). Impossible to say with that short snippet

#

I assume original model have working injury materials?

nocturne verge
#

probably _generalMacros fault , i renamed it to my class name instead of what i am inheriting from

#

thanks for the help , ill stick with no injury then as i need the RVMAT because i changed the normal map of the texture

hot pine
#

_generalMacros is doing nothing

#

its a helper parameter for internal automation system connected with packing

woven flax
#

Im trying to make specific hitpoints for a custom selection. Aka making the rear of my vehicle more able to take damage. Im defining a custom hitpoint section..

            {    // Handle internal damage
                armor = 0.4;
                material=-1;
                name="telo_rear";
                visual="zbytek";
                passThrough = 15;
                minimalHit = 0.2;
                explosionShielding = 0.2;
                radius = 0.5;
            };```
My questions is does arma allow this, or is it very picky on what it wants the naming to be?
am i better off creating a different firegeo section just for the rear section?
hot pine
#

It will work

#

if vehicle is using hitHullCauseExplosion then you could set "depend" param in HitHull

woven flax
#

Is this documented anywhere? Currently trying to find a page on it and coming up short

dry carbon
#

Is it possible to have two separate gun memory points for the same gunner? I have a heli with a minigun/GMG combo on the chin turret. The memory points are in place where the minigun fires, but I wouldn't know how or IF I could set up the GMG firing points. It's noticeable in the camera view, which is positioned right between the two gun models.

hearty sandal
#

you should be able to set up the GMG as turret weapon and the minigun as coaxial

full wagon
#

Now that I had a break and also tried researched this more correctly lol, how should I define the "Rifle" base class? Just that defining another class on top of the Rifle_Base_F class nor declaring it as a parent class of that one worked.

class cfgWeapons
{
    class Rifle_Base_F;
        class rhs_weap_ak74m_Base_F : Rifle Base F
        {
        };

    class rhs_weap_ak74m : rhs_weap_ak74m_Base_F
    {
        recoil = "545x39mm_AK_FAMILY";
    };
};
grand zinc
#

In your snippet I don't see why you'd need a rifle class, I don't even see a need for Rifle_Base_F

full wagon
#

Well, I put it in there so that the game would know about the parent class for the RHS AK74M base class.

#

Oh sorry, never mind.

#

However, I did it because the AK74M class needed it defined but I'll try it without all that if that's what you're suggesting?

grand zinc
#
class CfgWeapons {
    class rhs_weap_ak74m_Base_F;
    class rhs_weap_ak74m : rhs_weap_ak74m_Base_F {
        recoil = "545x39mm_AK_FAMILY";
    };
};
full wagon
#

Ah thanks lol, I deleted a bit more than I should haha

#

I think its working so thanks man.

#

Yep, its working perfectly. I appreciate your help.

full wagon
#

Hey @grand zinc, how can I put more guns into that code? I'm a bit stuck here I think since I tried a couple of ways.

grand zinc
#

show what you tried

#

you just add the other classes, below the one you already have

#

and make sure inheritance stays correct

full wagon
#

Funny enough, I just tried that (I got back from dinner) so I'll see how it goes lol

#

I think my mistake could've been putting the brackets and the recoil setting onto the the Base_F class as well.

#

Yep, its worked xD

#

That's hilarious lol

delicate comet
#
C:\Program Files (x86)\Steam\steamapps\common\Arma 3>mklink /J x P:\x
Junction created for x <<===>> P:\x

okay i've got a symlink for my dev folder x in my p drive to arma, inside my x folder its structured as:
P:\x\hob\addons\first_meu_aux\config.cpp
P:\x\hob\addons\first_meu_aux\$PBOPREFIX$
and inside my pboprefix i have x\hob\addons\first_meu_aux
is this set up right? so do i just point PboProject at first_meu_aux, put that pbo into some @dev_first_meu_aux folder, load that mod in arma, enable file patching and im good to go?

grand zinc
#

Yes

delicate comet
#

awesome

#

now that i have a pboprefix file, do file paths defined in my mod change?

#
class CfgFunctions
{
    class V_FZ
    {
        class PelicanMagLiftSystem
        {
            class PelicanLoadValidate{
                file = "first_meu_aux\Functions\fn_PelicanLoadValidate.sqf";
            };
            class PelicanUnLoadValidate{
                file = "first_meu_aux\Functions\fn_PelicanUnLoadValidate.sqf";
            };
        };
    };
};
#

for example these functions, do i need to change those paths?

grand zinc
#

Yes. They change

#

Same as on pdrive without the leading "P:"
So \x...

delicate comet
#

ah, so it'd be \x\hob\addons\first_meu_aux\

#

..i can see why everyone has lots of macros for this

grand zinc
#

now that you know how it works you could shorten to P:/hob/firstmeuaux/config.cpp

delicate comet
#

the wiki said it was best practice to have an x and an addons folder, but that seems alot simpler

#

just gonna move some folders here...

#

and symlink hob?

grand zinc
#

Best practice == agreed upon Standard
But not necessarily what you need to do.
Yes

hearty sandal
#

depends on who wrote that thing πŸ˜„

delicate comet
#

some of the wiki pages i find are like archaeological digs trying to find documentation on this process

#

i assume there is some kind of caching i need to disable to get filepatching working? how far back do i need to go? exit out of editor?

grand zinc
#

depends on what specifically you are talking about

#

mod configs cannot be reloaded, unless you are on diag binary

delicate comet
#

I've used the diag binary before to overwrite configs, is it possible to use file patching on the diag binary to edit the config itself?

#

now that my environment is set up correctly

grand zinc
#

diag binary has script command to reload config

#

that + mission restart can do the job in many (not all) cases

narrow musk
#

trying to find the Katiba magazines in the config of weapons_f but can't see them
do they haev a special name?

delicate comet
#

30Rnd_65x39_caseless_green
30Rnd_65x39_caseless_green_mag_Tracer

#

this wiki page has like every weapon and mag in the game

narrow musk
#

oh yeah, got confused with the other caseless ones, considering the mx ones are called caseless aswell

#

wait so this means it has no hiddenselections?
ouch

idle matrix
#

why would magazines have hiddenselections?

delicate comet
#

i could think of a few, like those quick release attachments or like a double mag

narrow musk
#

or just changing its texture

#

the MX mags seem to have them

hearty sandal
#

you use magazine proxies for that...

#

though if you dont have access to the model and it does not have hidden selections then it would need new model

narrow musk
#

mhmm
yeah, magazine proxies,
proxies and their magazines
magazines made especially for proxies

#

jokes apart I think I have a rough idea of what they are
assuming I have an hiddenselection do I still need magazine proxies to retexture them?

hearty sandal
#

yes

#

you cant access the actual weapon or magazine model in game

#

a new config class for the new magazine is needed

#

and those magazines btw have hiddenselectiontextures

#

inherited from their base class 30Rnd_65x39_caseless_mag

#

stanags dont seem to have it

narrow musk
#

isn't that class for the MX?

hearty sandal
narrow musk
#

wait so it uses the same class inheritance for both the mx and katiba mags?

hearty sandal
#

so it seems

#

I stronkly suggest getting yourself the latest "all in one" config dump

#

its quite good for looking up this stuff

autumn crater
#

Is anyone here familiar with the pylon system?

delicate comet
#

if you extract arma to your p drive, and then open it in vs code, and set the language to C++, vs code can follow inheritance, even across unpacked mods

#

for example, I can ctrl + click on the classes parent, and it'll take me to where that class is defined

narrow musk
#

I'm not doing anything too absurdly complicate so far
so I'm using the a3 folder on the P drive
although that ctrl+ click function seems awesome

delicate comet
#

i can go all the way from my patch mod to the base all class just by clickin

narrow musk
#

yeah thats pretty πŸ’¦

#

ok so it seems that the katiba has no proxy magazine
am I correct?

nocturne verge
#
//initIntro.sqf

[
    //--- Spec-Ops Briefing area
    {
        ["InitDummy",["Altis",[10906.5,12117.3,1.86901],320.376,0.75,[-19.7727,0],1.75474,0,1120.02,0,1,1,0,1]] call bis_fnc_camera;
        setviewdistance 600;
    }
] call BIS_fnc_initWorldScene;

config.cpp under myaddon

class cfgPatches
{
    class TaskForce461_mainMenu
    {
        addoonRootClass = "TaskForce461";
        RequiredAddons[]=
        {
            "A3_Map_Altis",
            "TaskForce461"
        };
        RequiredVersion=0.1;
        units[]={};
        Weapons[]={};
    };
};

class CfgWorlds
{
    // Class of your terrain
    class CAWorlds;
    class Altis : CAWorlds
    {
        cutscenes[] = {"TF461ReadyToGo_scene"}; // Class names of used scenes. When more than one is present, the system will pick one randomly.
    };
};
class CfgMissions
{
    class Cutscenes
    {
        class TF461ReadyToGo_scene // Class referenced in 'cutscenes' property in CfgWorlds
        {
            directory = "Task_Force_461_Clan_mod_ArmA3\main_menu\TF461mainMenu.Altis"; // Path to scenario with the scene
        };
    };
};

anyone have any idea why my custom main menu scene is not working?

grand zinc
#

Arma3*

#

did you check in ingame config viewer whether all your edits show up?

#

I suspect Altis doesn't actually have your scene in the cutscenes entry

livid gyro
#

Is there a guide for including functions in a .pbo file by adding them to CfgFunctions? I'm trying to add a .sqf I wrote but I keep getting "Script Not Found" errors.

hearty sandal
#

you can compare on how they are set up in the game configs.

#

BI forums probably have stuff on that too

#

perhaps even the WIKI

nocturne verge
#

did you check in ingame config viewer whether all your edits show up?
@grand zinc the cutscene is there under altis in config viewer

#

also cpp class Altis : CAWorlds { cutscenes[] = {"TF461ReadyToGo_scene"}; // Class names of used scenes. When more than one is present, the system will pick one randomly. };
because i use class Altis i have been getting alot of errors, but thats inheritence issues

grand zinc
#

Don't know how the game decides which cutscene to play πŸ€”

nocturne verge
#

thats the strange thing , thats the only cutscene for altis

grand zinc
#

which cutscene is it loading instead?

#

or just none?

nocturne verge
#

its loading random cutscenes , think its loading scenes from other maps

#

thought initIntro.sqf forces the intro to play on game startup?

grand zinc
#

I don't know what inits the cutscene

nocturne verge
grand zinc
#

initintro runs once your cutscene was chosen

#

if its not chosen at all then it doesn't change anything

#

I'd say, remove the cutscenes from the other terrains

nocturne verge
#

I'd say, remove the cutscenes from the other terrains
@grand zinc was thinking the same , as i just opened editor on altis , closed it and my scene played, however i keep getting all sorts of inheritence issues should i then say

class Altis;
class Altis : Altis
{};
```>
#

?*

grand zinc
#

what

#

no thats not how inheritance works

#

You already did it correctly above

#

repeat the same for the other terrains and do cutscenes[] = {};

nocturne verge
#

You already did it correctly above
@grand zinc i know , but for some reason i get errors like No entry 'bin/config.bin\CfgWorlds\Altis.timeOfChanges
and if i play the editor then i get No entry 'bin/config.bin\CfgWorlds\Altis.gridNumbersOverLines and a few others

grand zinc
#

sounds like wrong inheritance to me

nocturne verge
#

exactly , I don't know how to inherit it properly because the guide bi gave doesnt include inheritence

grand zinc
#

remove your mod

nocturne verge
#

and i got these error without trying to inherit as well

grand zinc
#

go to ingame config viewer and see what it inherits from

#

without trying to inherit as well
no inheritance is also wrong inheritance.

#

Or look at a AiO config

nocturne verge
#

AiO config?

grand zinc
#

CAWorld is the correct parent for Altis though

#

"Arma AiO config" -> Google

nocturne verge
#

i used CAWorlds , ill try world quickly

grand zinc
#

might be copy paste error πŸ€”

#

Nope. Its CAWorld

nocturne verge
#

@grand zinc that worked thanks πŸ˜„

delicate comet
#

is it possible to attach a turret to a pilot camera?

#

i.e have a single seat helicopter, with a pilot camera, that has a turret defined in the model that tracks with the pilot camera

loud shard
#

Hello gentlemen! I was wondering how to make config for faces in Arma. I was struggling to do it so I would love any help. Thank you

strong shuttle
full wagon
#

Hey, any y'all know how I can find what's over-riding my config?

grand zinc
#

configSourceAddons

hearty sandal
#

needs some filling that page

full wagon
#

Ah thanks @grand zinc, I'll take a look.

#

And its okay @hearty sandal, I found more information about this tool elsewhere also.

hearty sandal
#

πŸ‘

#

ah

#

D fixed the link πŸ˜„

grand zinc
#

fixi foxi

full wagon
#

foxi roxi

livid gyro
#

Anybody know about how to get turret cameras working? I have been working on a mod and I can't get the camera in my UAV to move from the default forward-facing direction.

livid heath
#

does it move ok in buldozer?

#

if so, then it's a config issue

#

you can also add a gunner proxy to it as a temp move to test the turret works normally with a mounted gunner

#

ok so i'm certain BI implemented a random animator for decals / texture variants etc

#

I'm looking to randomise number decals on a vehicle. i.e. d_num1 displays 0-9, d_num2 does same etc.

#

was some new system implemented for that? or do we have to write init EH function like the old days?

hearty sandal
#
            class AnimationSources
            {
                class RandomCalvaryText
                {
                    source = "userPositionHashedInit";
                    initPhaseArray[] = {0, 0.2, 0.4, 0.6, 0.8, 1};
                    animPeriod = 1;
                    initPhase = 0;
                };
            };
        ```
#

this maybe related? @livid heath

untold wyvern
#
{
    class RHSUSF
    {
        tag = "RHSUSF";
        class functions
        {
            class CH53_init
            {
                file = "\rhsusf\addons\rhsusf_c_ch53\scripts\rhs_ch53_init.sqf";
                description = "CH-53 Init";
            };
            class CH53_Fold
            {
                file = "\rhsusf\addons\rhsusf_c_ch53\scripts\ch53_fold.sqf";
                description = "CH-53 folding rotors handler";
            };
        };
    };
};```

Can i override that somehow ? I need to get rid of the pack/unpack function for the CH-53 ( always sets fuel to 1 after unpacking).
hearty sandal
#

make a config patch addon that creates a new edited unit that uses your new edited functions.

livid heath
#

where did you find that class above HG?

hearty sandal
#

all in one config

#

fooor class Land_Calvary_03_F

#

fences and stuff with doors often have it too

#

or use the source = "userPositionHashedInit";

livid heath
#

ok will try that thanks

hearty sandal
#

wiki contains a bit of description for it too

livid heath
#

ok i see i think

#

so there would be hides for each number at phase point 0, 0.1, 0.2 etc

hearty sandal
#

mm yes I suppose so

#

does start to rake up bone count though

livid heath
#

so you have 3 numbers on each side of a vehicle, that's 30 meshes each side = 60 meshes.

hearty sandal
#

30 bones if you want same number on each side

livid heath
#

i guess section count too

hearty sandal
#

dunno what kind of impact that would have. could be nothing

livid heath
#

well having all 10 textures present at once, would make section count +10

hearty sandal
#

they could share texture

#

1 atlas for all numbers

livid heath
#

so would have to remap all the numbers onto one texture sheet

hearty sandal
#

yes I suppose so

livid heath
#

im tempted to stay with the old way

hearty sandal
#

whats the old way? πŸ˜„

livid heath
#

initEH rolls a 10-sided dice 3x and setobjecttextureglobal resulting texture on each number decal

#

section count +3

hearty sandal
#

all numbers on same textrue, hide animation for each part, 1 section. adds 30 bones though

#

120 faces

livid heath
#

also stacking up 10 number meshes on top of each other is crazy, imagine, just imagine the pain in the ass managing the face ordering every time you paste something into that lod?

hearty sandal
#

only 1 of them is visible at given time though

livid heath
#

true

hearty sandal
#

shouldnt it be same bother as with just 1 plane

livid heath
#

but i don't want a 10 layer thick wafer of crap in my beautiful model

hearty sandal
#

xD

#

well thats different matter

#

Id wager either way is fine

#

the animation source methods pro is that it works on terrain placed objects

#

since its just engine driven animation

livid heath
#

hmm, i wonder if we could animate a texture using this source, to slide it along the mesh like a tank track

hearty sandal
#

but for a vehicle thats not a issue

#

with UVanimations yes it should work as a source too

livid heath
#

so have a 1x1 window (mesh) and a 10x1 stripe of numbers moving along it

hearty sandal
#

possibly yes

livid heath
#

my brain hurts

#

thanks HG, i'll mull it over

hearty sandal
#

thats my new thing πŸ‘‰ πŸ‘‰

livid gyro
#

@livid heath thanks for the help earlier. I didn't know you could check views in Bulldozer - I've only ever used it to look at the external 3d model.

livid heath
#

No problem. Did you find the issue?

narrow musk
#

https://pastebin.com/pGqGEXK9
can't see the magazines in the arsenal or on the weapons
neither me or PBOproject can find any error
am I missing a parameter to make the magazines present ingame?

strong shuttle
#

scope = 2 ?

narrow musk
#

it marks it as an unkown parameter when I use it
let me try again

strong shuttle
#

although that should come from inheritance

#

and you should have a CfgMagazineWells entry to add the magazines to the weapon(s) which support it

narrow musk
#

oh I though that was what class TransportMagazines was for

#

but even with scope I can't see the magazines in the arsenal

#

I correct myself
the magazines are ingame but are not compatible with the rifles

#

though inheritance would cover that considering the magazines are the same

strong shuttle
#

TransportMagazines only sets the default mag in the weapon, not support between weapons and magazines

narrow musk
#

ok so cfgMagazineWells should cover that

strong shuttle
#

yes, which has the following format (for vanilla stuff):

class CfgMagazineWells {
   class MX_65x39 {
      BI_Magazines[] = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_khaki_mag","30Rnd_65x39_caseless_black_mag","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_khaki_mag_Tracer","30Rnd_65x39_caseless_black_mag_Tracer"};
   };
};

Where in CfgWeapons you add the following:

// weapons class
   magazines[] = {"30Rnd_65x39_caseless_mag"}; // mag class names
   magazineWell[] = {"MX_65x39","MX_65x39_Large"}; // magWell class names
narrow musk
#

isn't that redundant?

strong shuttle
#

magazines[] works great, but can't be extended unless you override each weapon config. Since it only works on single magazines (which can be a huge amount).
magazineWell[] works by grouping magazines, and can be extended more easily without changing the weapon itself (or all weapons which use the same magazines).

And since Arma used to have magazines[] only it's still there, but magazineWell[] is prefered.

narrow musk
#

can I use both?

strong shuttle
#

that shouldn't be an issue, because the above snippets are from vanilla configs

narrow musk
#

oh got it
yeah managed to get both ingame
although my custom tracer model (a blue retextured A2 one) can't be found for some reason, does it have to be in a specific folder?

strong shuttle
#

path is relative to mod path, and sometimes requires a forward slash at the start and sometimes not

narrow musk
#

oh yeah its probably the damn slash
still can't understand the logic of when to add or remove it