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;};```
#arma3_config
1 messages Β· Page 108 of 1
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
Humm maybe I've had false info. π
probably from overhearing me saying it π 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.
When I last tinkered with rotating dampers I got my car to jump infinitely higher each time it hit the ground
that was fun
@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
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
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.
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
Is it possible that CBA's XEH (https://github.com/CBATeam/CBA_A3/wiki/Extended-Event-Handlers-(new)) are running server-side only ? I'm especially looking at the PreInit XEH, which seems to run only on server when mission is starting
I first thought I wasn't calling my mission start functions in the correct order, but I failed spotting my mistake, so...
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 ^^
Oh, amazing. I'll have a look, thank you.
hopfully you are using notepad++ or similar that supports syntax highlighting
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
}; ends the class you have all the other stuff in
I assume you have a opening { somewhere in the top to pair with it
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.
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?
each hud component has to be defined in the MFD config
so it likely would be done there
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.
Arma.Studio can find those syntax issues Btw
Even though... Sqf-vm based parser is not fully arma compatible yet
Oh, so make them all inside the one, got it! Thanks @hearty sandal !
@wide vessel did that work?
Went to bed so havenβt tried just yet.
π
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
@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";
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?
Do you have hiddenselection/hiddenselectiontextures?
Yes, the entire config is here: https://pastebin.com/J3LBCA7j
I think your pathing is messed up
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
Thank you! Will do π
π
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 π
Example: hiddenSelectionsTextures[] = {"GD_Main\ML700_Taurox\data\hood_co.paa"};
Yeah, I got it working
Ayy it workin π
If you look at the screenshot, it's not the right color
Like, its showing incorrectly?
No, we messed up textures haha
oh lol
It's supposed to be way darker, but we didn't realize until just now
Arma tends to lighten textures
I usually drop the color by half and adjust from there
Yeah, we're gonna use the color on the back for it haha
This guy doesn't seem to like his new truck: http://prntscr.com/rl7kic
Pfft how rude. Its the epicenter of new camouflaged technology
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 ;/
Okay. Also if I'm just doing hiddenselections on uniforms?
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
@hot pine Oh! Thanks man! Got that set and we're good to go.
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
can you reproduce the issue with vanilla weapons? there may be just limits how much stuff can play at once
is the supply value for vests capped at 240?
i tried implementing values for 260 and 280, but i kept getting an error indicating "bad supply"
no
oh i see π
vanilla largest supply is 500
i see π
so then to create a new supply value...
id have to create a whole new vehicle class
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.
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
hello, does diag_mergeConfigFile still work on dev branch? I'm getting a "missing ;" error for some reason. All other diag commands work fine.
perhaps you have error in your config
is there any fast way to search for it? looking through 4k lines of code is tiring π
why does binarize even let such errors slip through?
what did you binarize it with?
arma 3 tools
addon builder?
yes
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
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 π
Hmm. Rapify finds no errors when binarising config.cpp
@violet mica could you paste what are you trying to execute in console?
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.
@dry carbon paste the config to pastebin and paste the exact errors here
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.
if you comment those lines out what does it do then?
it crunches no errors
alright
have you tired writing it totally new
in case theres some hidden bad character in the line
not yet π§
pboPro has been pretty fantastic about not leting those slide
ohh....
you mean did I try typing the line only, or the whole config?
just the line
nothing checks the parameters you give so anything would be accepted as long as the syntax is right
blaablaavalue = 32; is valid but doesnt really do anything
also if you move it few lines down does it still fault there?
typing it manually pushed it through
I typed it between the two, so it was still 165, and no errors
what could be there, then?
in the pasted version?
it worked now?
yeah, but I still wonder what went wrong, because they look identical. Here's the only two places I might have gotten them from:
https://forums.bohemia.net/forums/topic/160879-ship-config-pointers/
https://forums.bohemia.net/forums/topic/167345-help-with-boat-config/
no idea really
the amphibious stuff is quite funky
no joke. LOL
The Marshall has none of the rudder stuff - only a few of the water parameters
it does have the engine effect things, which are supposedly the key.
I bet there's probably something else missing from my p3d
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.
@hot pine diag_mergeConfigFile ["P:\338\Ships\config.cpp"]
either with ; or without it returns the same error
I have the P drive mounted.
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|#| [...
Which other diag commands
Just make really sure that you are on diag binary, not just on dev branch with normal binary
yea, I just noticed I was using the wrong exe π€¦ββοΈ
Have fun good night π
thanks for help
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?
Oh I didn't understand the question right back then. Good that you got it working.
@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
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
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
no i used "project drive management" from arma 3 tools
and the extract game data option
i should use that?
yeah the official tools dont exactly work right 9/10 times
or the setup tools that is
should i delete all of my current p drive contents and start again?
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
You likely dont need to delete anything
mikerso arma3p does not extract enoch data either out of the box but you can easily extract that manually
no it just removes the older extracted data
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
while i'm waiting for that to go, I did try running ExtractPBO on the arma3/enoch folder, which extracted some stuff
but the one i'm specifically missing to build this mod, characters_enoch_f, did not
it appears that file is a "ebo" not a "pbo"
w/e that is
that would mean it is encrypted
and cant be opened
if you need to refer to files in it, you can create dummy files that match the folder path and filename
yeah pboproject is failing to build because of it
i'll try just making empty files
π
\a3\Characters_F_Enoch\Facewear\G_AirPurifyingRespirator_01_F
wait
what actually is this file
thats the whole line
how do i make a fake version of that...
i've never made a model or really any arma mod before, i just fix configs and stay in cpp
arma's mod structure still looks foreign to me
ah hah, adding the extensions and it worked
cool
ty dedmen ;_;
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.
unpack
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
example here: https://i.imgur.com/s2gTZRo.mp4
click for audio
@woven flax can you reproduce the same situation with vanilla guns?
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
If you change your guns to use vanilla sounds what happens?
Ill need to test that and get back to you
π
@hearty sandal vanilla is fine
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
or the way its configged on the weapon itself
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"
};
};```
non broken sound https://pastebin.com/V2c5irXG
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?
While im not a sound expert that indeed might be a problem
im swapping the samples over one more time to test
@woven flax if samples are too long then limit can be easily reached
I would suspect tails are played too long
Try to replace just tails with vanilla
wilco, stand by
@hot pine Same issue. Its almost like the only thing that is playing is the tail when the audo cuts
@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...
did you removed volumeFactor too?
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"
};
};```
π
i now have 40 shooting in my ear and it sounds terrible since overlapping audio but no more breaking.
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
π€·ββοΈ
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
just that config
you can for example have a common definition file you include at the top of each config
thx, I wanted to avoid addind an include line on top of each of my files but I think it's unavoidable now π
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?
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
Could of sworn there was a global modifier. But i may be misremembering
insideSoundCoef = 0.0316228;
outsideSoundFilter = 1;
occludeSoundsWhenIn = 0.0316228;
obstructSoundsWhenIn = 0.177828;
thank you
It doesn't apply to weapon soundsets
Understood, im more worried about engine noise atm. Ive got it working now so the pilots arent going deaf π
anyone know how to edit a vehicle so that it can spawn with cammo netting and such from the Tanks DLC by default
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
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
@iron pike can't be done.
@rancid lotus I strongly believe you can't do anything about that.
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;
}
}
}
Possibly the subsequent classes overwrite those values.
Oh rip.
However @hearty sandal, is there a way to universally increase vertical and horizontal recoil instead of all recoil values?
Probably not if what you are doing there does not work.
Ah okay.
You could study how the recoil classes are build and if those values get replaced in each class inheriting from the default.
Yeah, that's what I did @hearty sandal.
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
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?
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?
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
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
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
if you give it one of the vanilla AA guns how does that work?
assuming I'm retexturing a vanilla rifle
can I place in the editor retextured weapons like I do with vanilla ones?
if it has custom class yes it should show up in editor too
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
I think he means the ground objects that you can place as objects in the editor
that give you the "take weapon" action
they possibly need their own custom classes
thing is the regular MX rifle has an hiddenselction
the placeable one doesn't
which is weird consodering they're the same model
you likely need to create a new placeable class that contains your new gun
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
everything you place on terrain is in cfgVehicles
weapons, items, etc are all in "groundHolder" objects
oh realized I can access it from eden with 3 clicks
@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?
possibly
try inheriting your weapon from it
should save you from some hair pulling
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
how do i change where my objects appear in the editor in the config.cpp?
you mean like, under what faction?
its an objects so it will appear in the empty faction
oh you mean like under what category?
yeah
like buildings/objects/whatever
I'm not sure I imagine that probably has to do with editorCategory and editorSubcategory entries
thanks i'll look that up
look at some vanilla objects in config viewer to see what you want to set those as
oh yeah this kinda explains it all https://community.bistudio.com/wiki/Eden_Editor:_Object_Categorization
even has all the built-in values
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!
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
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?
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
{
...
};
};
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
{
...
};
};
@bronze kraken
or does it have a life time?
Yes it has, actually hardcoded even π 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
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
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..
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
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 ?
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
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?
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 ^
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
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
in that case, how do I set what the object center is?
is it just the p3d origin point?
its bounding box center
its the center of the p3d afaik yes
...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
but that doesn't say about defining a custom position on the vehicle
only for if you're adding extra actions
Just add a memory point where you want it, and set the selection for your vehicle
https://github.com/acemod/ACE3/blob/master/addons/interaction/CfgVehicles.hpp#L325
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?
yes
or you can use position
and just define a coordinate, and not use a memory point
Essentially, of course you have to maintain proper config inheritance. Just pasting that would break inhertiance of ace actions
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
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
yeah that makes sense now
the sight view memory point is named something else in my p3d
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.
Is it possible to restrict wearing a ghillie and a backpack together ? π€
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
does your unit have the basic "throw" and "put" weapons?
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
well probably you need to add the default weapons
is there a wiki post I can look at?
you can compare to the vanilla configs
will do, thanks
"throw" and "put" I remember being there, not sure if theres any others
I dont know how its not working since I'm telling that for example
I dont understand.
class SAS_Soldier_W: B_Soldier_F
im telling that my soldier is basically the vanilla nato soldier
well do you replace the weapon[] = line?
{
"SAS_Soldier_Rifle_BLK",
"SAS_HandGun_BLK",
"Binocular"
};
respawnweapons[]=
{
"SAS_Soldier_Rifle_BLK",
"SAS_HandGun_BLK",
"Binocular"
}; ```
this?
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
hm
just compare to any A3 units config
will do
aha!
I need to add Throw and Put to the weapons available for it
i now understand thanks
π
is there a value to set the chance of an object surface deflecting a projectile?
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)
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
sounds logical
if you have no sensor to pick up targets how could you lock on them
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
well for me it makes sense that it can only lock on things you are looking at
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
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
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
I dunno, its you who have configured it π
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
cant remember for sure but my gut feeling is yes
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"
you mentioned you use IR missiles?
https://community.bistudio.com/wiki/Arma_3_Targeting#Overview I assume you have used this as guideline
there quite many different type of sensors that work in different ways
oi. anyone can tell me if binoculars are hardcoded?
i made a copy of the binocular class, but my zoom isnt working
no custom ones are possible
ok, thought so
is there a way to access a classes attributes from with a config file?
like class.attribute or class::attribute?
read them
so how would i do that from within description.ext cause class.attribute or class::attribute does not seem to work
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
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
thats not possible then I think
but also I dont understand where you would use such thing in decription.ext
class my_first_class {
my_attribute = 1;
};
class my_second_class {
my_attribute = my_first_class.my_attribute + 1;
};
I already tried using eval and the sqf commands to access attributes
but more work than what it was worth
very unfortunate
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
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;
};
can you inherit from multiple classes?
no
my_attribute = my_attribute + 1;
no thats also not valid
why do you need that kind of setup? what are you trying to configure?
I'm not exactly sure what is wrong here. The error shows that line 30 is missing a ";" when I try to turn it on.
https://hastebin.com/oyibemozal.cs
@tranquil loom getText/getNumber/getArray
Why do I keep this error? "File RealRecoil\config.cpp, line 35: /cfgRecoils/:'.' encountered instead of '{'" is what I'm getting with this config.
But what line? Because line 35 has a comment.
Oh, you mean all the class names @grand zinc?
ye
line numbers are usually a bit off
always check the lines around the reported one
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.
Got space
I'm trying to find the format for classes on C++ which Arma configs use but I can't find anything.
You can't format them
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.
A-z0-9_ is the format @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.
I think that's just because it starts with numbers
@stoic lily like i said, i need to access the attributes from within the config itself not SQF
@full wagon arma configs are not the same as c++ classes
@hearty sandal π€¦ββοΈ
Oh sorry @lofty zealot lol, what language do they use?
So I can make less mistakes at times lol
No language, just arma Config
You mean a propietary language? Becaues it is some kind of language lol
Code can't exist without a coding language.
sqf
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.
If I recall right you would actually have to change it in all the different variants of the weapon
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.
Id say due to the scripted method RHS uses youre question should be pointed at them
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
Oh wait, do I have to put in requiredAddons?
Even if the mod can function without it?
well.. if you try to alter something, yes.
OH, sorry lmao
I thought it was just for the dependency warning thing in the launcher and the workshop LOL

well not quaranteed that is your problem here, but sounds like it could be
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.
you would need to use the cfgPatches class of the config you want to overwrite
What you mean exactly? Because I put that in already, you'll see it if you want to read my config.
Yeah I used that for reference.
if cup weapon config has CUP_Weapons then you would put "CUP_Weapons" in your config as required addon
Oh okay.
However, I used the same template according to CfgPathces.
*Patches.
Have you read my code or?
you have A3_functions as your required addon
which is likely wrong too as you are altering weapons
Yeah sorry; I added RHSAFRF, and also CUP Weapons.
how do you figure those are the cfgPatches classnames for the configs you want to alter?
Isn't that for addons though?
Or is it for the classes themselves?
Just that it said Addons which sounds like mods instead.
cfgPatches class dictates the addons internal connection
Yep.
all pbos are addons
Yeah exactly.
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
is that the config file that contains the cfgpatches class?
OH right, sorry no.
yep yep
So what I do is I find the PBOs themselves right?
I didn't know it couldn't automatically detect them.
how could it?
if it happens to load the RHS config after yours how would it decide which is the altered one
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.
yes but theres nothing that indicates yours is the last alteration
except the requiredAddons array
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.
Yeah I did, but thanks π 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
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
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
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
Yep, I fixed it by adding a bunch of weapons to the requiredAddons field.
Oh nice, that's convenient haha
It doesn't work by the way @hot pine.
Well at least primary weapons had disappeared.
because your config is completely wrong probably π
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
Oh sorry lol, do I basically put "545x39MM_AK_FAMILY_FOLDED:AK74M" or whatever its based on instead?
Sorry no.
class rhs_weap_ak74m_desert_folded : rhs_weap_ak74m_folded
{```
class rhs_weap_ak74m_folded; do you know that syntax? Do you know what does it mean?
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.
Oh okay.
on that same page there is also info about load order
Ah yep; and with regards to the class inheritance, is class "rhs_weap_ak74m_Base_F: Rifle_Base_F" correct yeah?
yes
Anyone know if you can "lock" a turret using config? I'm trying to force a UAV turret camera to only point directly downward.
Yup, use same min Max turn @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
yep i'm sure...unfortunately π¦
did you set the turret and view/optics elevation like that
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
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
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
have you unpacked A3 data on your P drive?
mikeros Arma3p is best tool to get that done without a hassle imo
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).
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.
I tried to though @hot pine, the game would crash when I'd put in its parent class.
then you did it in a wrong way@full wagon
https://community.bistudio.com/wiki/Class_Inheritance#External_base_classes did you read that section?
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.
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..
but there is no inherited class for rhs_weap_ak74m
Yes or no?
Because I said it crashed.
And you still keep going.
I'll do it again and show you.
it wouldn't it you do external class
can you show that?
Is this not correct?? rhs_weap_ak74m: rhs_weap_ak74m_Base_F
paste your config
Okay, I'll put it in a pastebin thing.
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.
CUP SVD is also missing inheritance
can you show your whole config with full inheritance?
I'll check the SVD but I will once I can.
rhs_weap_ak74m: rhs_weap_ak74m_Base_F can you show whole config?
because thats not full inheritance
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.
Oh, so I put a child class under a parent class?
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..
do you see difference?
I do with the logic, but I'm stilla bit unsure on how to make it myself.
Sorry.
*still a
class rhs_weap_ak74m: rhs_weap_ak74m_Base_F```
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.
well, you were quite rude so next time try to keep calm π
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.
that looks ok
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.
I already do that though, I don't think its enough for certain things.
But yeah, its okay if you don't know.
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.
Yes
Ah okay, all good.
It didn't work.
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
@nocturne verge injury materials are not working if you are using hiddenSelectionsMaterials
commented that out saved , closed arma , packed the mod again and tried again , still no injury texture when i shoot
how can i use my own RVMAT then xD
injury materials are not working if you are using hiddenSelectionsMaterials
you can't
or well, you can use them but without injury materials
commented wounds out too and stil nothing xD
injury materials are not working if you are using hiddenSelectionsMaterials
@hot pine this sucks
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?
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
_generalMacros is doing nothing
its a helper parameter for internal automation system connected with packing
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?
It will work
if vehicle is using hitHullCauseExplosion then you could set "depend" param in HitHull
Is this documented anywhere? Currently trying to find a page on it and coming up short
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.
you should be able to set up the GMG as turret weapon and the minigun as coaxial
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";
};
};
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
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?
class CfgWeapons {
class rhs_weap_ak74m_Base_F;
class rhs_weap_ak74m : rhs_weap_ak74m_Base_F {
recoil = "545x39mm_AK_FAMILY";
};
};
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.
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.
show what you tried
you just add the other classes, below the one you already have
and make sure inheritance stays correct
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
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?
Yes
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?
ah, so it'd be \x\hob\addons\first_meu_aux\
..i can see why everyone has lots of macros for this
now that you know how it works you could shorten to P:/hob/firstmeuaux/config.cpp
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?
Best practice == agreed upon Standard
But not necessarily what you need to do.
Yes
depends on who wrote that thing π
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?
depends on what specifically you are talking about
mod configs cannot be reloaded, unless you are on diag binary
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
diag binary has script command to reload config
that + mission restart can do the job in many (not all) cases
trying to find the Katiba magazines in the config of weapons_f but can't see them
do they haev a special name?
30Rnd_65x39_caseless_green
30Rnd_65x39_caseless_green_mag_Tracer
this wiki page has like every weapon and mag in the game
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
why would magazines have hiddenselections?
i could think of a few, like those quick release attachments or like a double mag
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
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?
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
isn't that class for the MX?
wait so it uses the same class inheritance for both the mx and katiba mags?
so it seems
I stronkly suggest getting yourself the latest "all in one" config dump
its quite good for looking up this stuff
Is anyone here familiar with the pylon system?
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
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
yeah thats pretty π¦
ok so it seems that the katiba has no proxy magazine
am I correct?
//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?
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
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.
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
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
Don't know how the game decides which cutscene to play π€
thats the strange thing , thats the only cutscene for altis
its loading random cutscenes , think its loading scenes from other maps
thought initIntro.sqf forces the intro to play on game startup?
I don't know what inits the cutscene
https://community.bistudio.com/wiki/Arma_3_Main_Menu#Scenario i followed the bi guide to the word and that didnt work so i am completely lost
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
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
{};
```>
?*
what
no thats not how inheritance works
You already did it correctly above
repeat the same for the other terrains and do cutscenes[] = {};
You already did it correctly above
@grand zinc i know , but for some reason i get errors likeNo entry 'bin/config.bin\CfgWorlds\Altis.timeOfChanges
and if i play the editor then i getNo entry 'bin/config.bin\CfgWorlds\Altis.gridNumbersOverLinesand a few others
sounds like wrong inheritance to me
exactly , I don't know how to inherit it properly because the guide bi gave doesnt include inheritence
remove your mod
and i got these error without trying to inherit as well
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
AiO config?
i used CAWorlds , ill try world quickly
@grand zinc that worked thanks π
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
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
I believe the system from Arma 2 is still used, so https://community.bistudio.com/wiki/CfgFaces_Arma2 should give you a good start
Hey, any y'all know how I can find what's over-riding my config?
needs some filling that page
Ah thanks @grand zinc, I'll take a look.
And its okay @hearty sandal, I found more information about this tool elsewhere also.
fixi foxi
foxi roxi
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.
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?
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
{
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).
make a config patch addon that creates a new edited unit that uses your new edited functions.
where did you find that class above HG?
all in one config
fooor class Land_Calvary_03_F
fences and stuff with doors often have it too
or use the source = "userPositionHashedInit";
ok will try that thanks
ok i see i think
so there would be hides for each number at phase point 0, 0.1, 0.2 etc
so you have 3 numbers on each side of a vehicle, that's 30 meshes each side = 60 meshes.
30 bones if you want same number on each side
i guess section count too
dunno what kind of impact that would have. could be nothing
well having all 10 textures present at once, would make section count +10
so would have to remap all the numbers onto one texture sheet
yes I suppose so
im tempted to stay with the old way
whats the old way? π
initEH rolls a 10-sided dice 3x and setobjecttextureglobal resulting texture on each number decal
section count +3
all numbers on same textrue, hide animation for each part, 1 section. adds 30 bones though
120 faces
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?
only 1 of them is visible at given time though
true
shouldnt it be same bother as with just 1 plane
but i don't want a 10 layer thick wafer of crap in my beautiful model
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
hmm, i wonder if we could animate a texture using this source, to slide it along the mesh like a tank track
but for a vehicle thats not a issue
with UVanimations yes it should work as a source too
so have a 1x1 window (mesh) and a 10x1 stripe of numbers moving along it
possibly yes
thats my new thing π π
@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.
No problem. Did you find the issue?
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?
scope = 2 ?
it marks it as an unkown parameter when I use it
let me try again
although that should come from inheritance
and you should have a CfgMagazineWells entry to add the magazines to the weapon(s) which support it
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
TransportMagazines only sets the default mag in the weapon, not support between weapons and magazines
ok so cfgMagazineWells should cover that
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
isn't that redundant?
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.
can I use both?
that shouldn't be an issue, because the above snippets are from vanilla configs
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?
path is relative to mod path, and sometimes requires a forward slash at the start and sometimes not
oh yeah its probably the damn slash
still can't understand the logic of when to add or remove it
