#arma3_config

1 messages · Page 109 of 1

strong shuttle
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guess the devs didn't either 🤣

sullen fulcrum
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hi all ...i hope someon can help me with a hudge pb.

livid heath
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FAILS
                condition = "((this animationSourcePhase 'door_source') == 0) && (player == driver this)";
                statement = "this animateSource ['door_source',1]";
WORKS
                condition = "(player == driver this) && ((this animationPhase 'door_l') < 0.5)";
                statement = "this animateSource ['door_source',1]";```
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any idea what I'm doing wrong trying to use animationsourcephase here as a condition check?

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the old school approach works fine, and the statement works fine with animatesource

full wagon
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Does RHS have a different class inheritance system? Since my recoil replacement config doesn't work with the AKS74Us and AK-104 rifles.

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And with regards to a config replacement thing earlier, it turned out to be the same thing I done which works for most RHSAFRF guns (I'm slowly configuring each gun's recoil).

hot pine
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There is single inheritance system - there is no way to have custom one whatever it would mean

full wagon
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Ah al good @hot pine. However, you familiar with RHS configs?

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*all

hot pine
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well, I'm main RHS dev 😛

full wagon
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Oh wow, I never knew that haha

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But yeah, you know if something's up with the AKS74U and AK104 AKs? I can't seem to change their recoil presets and I also observed a bug where the rear sights on the AKS74U seem to also be look like they're made out of Bakelite if that could mean something?

hot pine
#

show your config and then I might tell you what is going on

full wagon
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Yep, no worries.

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Here it is. I know that the amount of class requirements defined in CfgWeapons aren't necessary also, just that I attempted to fix this bug through that.

hot pine
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did you used in game config viewer to check if your changes are applied?

full wagon
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I did a few times before with more mods enabled at least, the recoil presets were applied to the AKs I mentioned but I'll check again since I been testing this without mods aside from RHSAFRF and mine.

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Actually, I forgot to mention something. My recoil presets work on folded AK104s and 74Us and Ns, but not while they're unfolded.

hearty sandal
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@livid heath possibly it does not like the absolute 0 check? Did you try with <0.5

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Also is the source name correct?

hot pine
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@livid heath is it door type animation? Doors are using doorPhase

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@full wagon so is it loading correct values in game when you are looking at them in config viewer?

full wagon
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Sorry @hot pine, someone was talking to me and that I needed to go to the editor since the arsenal didn't have the config browser anymore in the pause menu.

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Okay; so for both the folded and unfolded AKS74UN at least, the recoil is technically applied @hot pine but its not being used in game for the unfolded version. There's no muzzle movement for it while shooting it.

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Same for the other 74U I found.

hot pine
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did you tried to increase recoil values to see how it changes?

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try to remove compensator from muzzle slot too

full wagon
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No I haven't, but I can do that and I tried that but I'll see how it goes.

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But just curious, do RHS grips and muzzle brakes or compensators change the recoil impulse in this game? I've been curious about that lol

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The compensator thing idea didn't work however but I'll try the recoil value thing.

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If this is relevant @hot pine, a small error came up after launching the game which says "No entry 'bin\config.bin/CfgWeapons/FOLD.scope'.".

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I found more about the problem. Muzzle movement while shooting is locked on these guns, I tried multiplying the values for the AKS74U family recoil preset by 10.

hot pine
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class FOLD; thats wrong

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as for muzzle climb - it might be the way how engine works with short weapons

full wagon
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Although I hadn't had it there before this issue, I'll try taking that out though.

hot pine
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as for muzzle devices - yes, they are changing recoil and few more parameters

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grips are on the other hand reducing inertia

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scopes/bipods are increasing inertia (depending on their weight/size)

full wagon
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Ah okay, fair enough.

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But as a potential alternative, is it possible to increase all temporary/permanent recoils at once without increasing the kick? Since scaling the recoil makes for too much kick when I achieve sufficent muzzle movement for the stance a guy the same size as the Arma characters.

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Obviously there's a lot of factors for "realistic" recoil, just trying to get it close enough.

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Especially with how the impulses work too.

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Actually @hot pine, it'd be possible to modify your mod's recoil classes within my config instead of replacing the guns' recoils with my classes yeah?

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That could be a better way to do it potentially.

hot pine
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yes, that would be option

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but I guess ak104 restrictions would still apply

full wagon
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Yeah true and it could, but I feel it'd also be more compatible with muzzle devices though which could be nice.

livid heath
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thanks @hot pine will check it out

tranquil osprey
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I need someone to tell me why I'm dumb 😆
I'm getting an undefined base class error for ItemCore in KOTI_BlueHelmII, but not KOTI_BlueHelmI.
The vests below ln208 are already working and tested. Only started breaking when I added the helms.
https://pastebin.com/ZTrRzY6N

full wagon
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I'm not entirely sure @tranquil osprey, but I feel that you forgot to put in a base class for helmets in the cfgWeapons class. You have Vest_Camo_Base : ItemCore but not an equivalent for helmets.

tranquil osprey
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they inherit from ItemCore, wouldn't that cover it? I did have that but still had the undefined error just for the base class instead of ItemCore

full wagon
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I don't think so if you needed Vest_Camo_Base for the vests.

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The ItemCore on the right of it just tells that Camo Base class where it came from instead of being used as a base class.

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If that makes sense?

tranquil osprey
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yeah I get the inheritance rules, I'm used to C++, just not arma configs lol

full wagon
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Its okay haha

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But yeah, you still likely need to put in a helmet camo base thing below the vest one.

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See how it goes if you want.

tranquil osprey
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Tried that, still having the same issue. The weird part is that it seems to be inheriting properly for KOTI_BlueHelmI, but not the second one.

full wagon
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Oh sorry, my bad.

tranquil osprey
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No worries. Always good to cover the bases 😛

full wagon
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But yeah, that sucks. However, I also find it odd because you referred the ItemCore correctly in both in conjunction with transferring the names right.

#

By the way @hot pine, I found out why the few short-barreled rifles aren't using my recoil system! There's a weird bug where at least the AK104 in the config viewer has 762x39MM_AK104_FAMILY;"; instead of 762x39MM_AK104_FAMILY; in the recoil field haha.. Its adding another ;" in front of my recoil thing lol

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It explains it pretty well too because there's literally no muzzle rise meaning that its not being utilised.

hot pine
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recoil = "762x39MM_AK104_FAMILY;"

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ah yea, you had typo

full wagon
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OH, yep lmao

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Hahahaha

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I'm so stupid xD

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And actually @tranquil osprey, you know how to use the config browser when playing within the editor?

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I realised that you could go to CfgWeapons within it to check your items for any errors in any fields for them.

tranquil osprey
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Vaguely. Arma crashes when loading the addon though

full wagon
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Because at least for me, I made such a tiny but bad mistake lol

hot pine
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@tranquil osprey modelSides={TWest};

full wagon
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Oh true, sorry about that.

hot pine
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  1. There is missing [] next to array type parameter
  2. Are you sure you have macro which defines TWest?
full wagon
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And the AKS74U thing seems coded correctly, but I can just make a script which increases recoil coefficient when using that gun as an alternative.

tranquil osprey
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smh this is why I avoid using macros 😆
thats probably it. Thank you @hot pine

hot pine
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error was caused by point no 1

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but I brought 2nd point just to make sure that you know how to use macros

hearty sandal
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@full wagon what are you packing the configs with?

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I would strongly suggest pboProject as it should not let you pack with most of these typos

full wagon
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AddonBuilder in the Arma 3 tools @hearty sandal.

hearty sandal
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ah

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that lets through almost anything 😄

full wagon
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Oh I see lol, woops haha

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I'll check out PboProject then lol

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However, does that program tell you errors or only prevent the packing from occuring @hearty sandal?

hearty sandal
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it tells errors

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its very strict

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PMC wiki has simplest steps to set up the tools and P drive so that it works

full wagon
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Ah cool, that's nice.

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And thanks.

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But yeah, I saw that the PMC wiki has been more detailed iwth regards to modding too.

tranquil osprey
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Yeah they're one of my most hated features in C family languages lol. I think I just used ints in the vest configs.
That fixed it. As an aside, what are the values for each side? i.e. west would be 0, east=1 etc?

grand zinc
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@full wagon Have a read of our #rules and stop violating the profanity rule every other day

full wagon
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Sorry I forgot something @grand zinc, my bad.

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I didn't mean to do that.

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I read the rules, its that my memory isn't the best. Its fine if you don't understand, but that's why.

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Or maybe its because it only talked about insulting remarks with profanity in brackets, so maybe it sounded like barring swearing only when its used in an offensive way if that makes sense.

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Because its not technically clear if its supposed to mean no swearing at all since swearing isn't always used to attack people with regards to "other derogatory remarks" which seems to mean insults which not all of swearing is.

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You okay @grand zinc? I meant to tell you why I might've forgot that.

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I'm not trying to excuse myself if you thought that.

hearty sandal
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I think the point is already made. He will respond when he can

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back to the config business

full wagon
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Oh sorry, I thought I angered him.

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I felt a bit bad also but I'll try to move on.

hearty sandal
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he just acted in the moderator role and pointed out where you made a mistake

full wagon
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Oh good, it sounded like he was very annoyed so at least I know now.

hearty sandal
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👍

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carry on.

full wagon
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Yeah no problem.

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However @hot pine, the AK104 is working just fine now and I found a potential cause for the AKS74U problem which was learning that the RHS AK74U AKs use a vanilla recoil preset which is in a class I didn't inherit from which I'm about to check.

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That didn't work, but I'll see if I inherited the wrong thing.

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It didn't, but I'll take a look at the config thing to possibly trace what's changing its recoil.

livid gyro
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@livid heath I'm just getting back around to trying to fix my camera now, and no I haven't yet fixed it. I'll try to figure out how to check if the camera can move in Bulldozer and report back.

livid heath
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ok

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you can just make a little white cross shape and assign it to your gun and another assigned toturret bones, t osee it al lworks

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it's where i'd start

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that's assumingyour camera is just memory points

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if it's a physical model then you can just use that

livid gyro
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So I am able to see the overlay in game,

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and I moved the overlay out of view of my UAV_Optics_Gunner_wide_F.p3d class

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That one doesn't render in the 'Wide' view, so I believe the model is working in my three UAV_Optics_Gunner models

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On my drone_model.p3d in game the animation does play when I try to move the turret camera, but the camera position itself does not change.

spiral fiber
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Hello, quick question.
I have a gun and an optic. The optics ironsight mode collides with the model.
Is it possible to make to edit the config of either the gun or the optic so the gun uses the gun's ironsight mode but the scopes scope mode?

livid gyro
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I also tried setting the elevation variables in the ViewPilot, ViewOptics, MainTurret, but none had any affect on the rendered video from the turret perspective

spiral fiber
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sorry for interrupting i thought you already finished writing

livid gyro
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No worries @spiral fiber

delicate cypress
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So... me again. Ive seen that its possible to add your own editor category. Ive checked the wiki but i still dont get it. I know I need to define the category but the game cant find it... what am I doing wrong?

{
    class EdSubcat_Chrysalis 
    {
        displayName = "Men (Chrysalis)";
    };
};
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That is inside the config cpp that adds my custom faction to the game

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I tried putting it inside the "CfgFactionClasses" but it didnt work either

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The units do have the editorSubcategory = "EdSubcat_Chrysalis"; parameter

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So... what am I doing wrong? Where is the CfgEditorSubcategories supposed to go?

dire fox
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Anyone know if it's possible to add a camera view to a vehicle?

hearty sandal
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@dire fox custom vehicle: yes, vehicle you have no model access: not properly

delicate cypress
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update the custom subcategory appears but I get an error on the main menu

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no entry bin\config.bin/cfgvehicles/CfgEditorSubCategories.scope

hearty sandal
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did you put the cfgeditorsubcategories inside cfgvehicles?

delicate cypress
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I dont have a CfgVehicles in the config.cpp

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it calls to other hpps

hearty sandal
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well somewhere you have cfgeditorsucategories inside cfgvehicles

delicate cypress
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{
    class SAS_Data
    {
        units[]={};
        weapons[]={};
        requiredVersion=0.1;
        requiredAddons[]={};
    };
};


class CfgEditorSubcategories
{
    class EdSubcat_Chrysalis // Category class, you point to it in editorSubcategory property
    {
        displayName = "Men (Chrysalis)"; // Name visible in the list
    };
};

class CfgFactionClasses
{
    class SAS_Forces_W
    { ....... etc ```
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but there is not cfgvehicles entry

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should I just make a separate hpp for the Subcategories?

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@hearty sandal

hearty sandal
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no that should not matter

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are you packing your addon with pboProject?

delicate cypress
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PBOmanager

hearty sandal
delicate cypress
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i do use addon builder for the final build though

hearty sandal
delicate cypress
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shrug

hearty sandal
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why

delicate cypress
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Im really new to the scene, thats what people have recommended me

hearty sandal
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meh

delicate cypress
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been working for me so far

hearty sandal
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well your mod

delicate cypress
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then again I only make simple retextures

hearty sandal
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Im tired of fighting pboManager people

delicate cypress
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this is a different story however

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is it that bad? lol

hearty sandal
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you can do search on the chats here for pbomanager

delicate cypress
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so I should use PBO Project instead?

hearty sandal
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I would recommend it yeah

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but it requries complete setup of the development environment

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PMC wiki has steps to do tools install easily

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including Mikeros toolset

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not that it magically makes stuff work

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but it might be able to point you a error you have somewhere in your addon structure/config

delicate cypress
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hm

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you got any links to the PMC wiki thing?

hearty sandal
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PMCwiki arma 3 tools install guide

delicate cypress
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gotcha

hearty sandal
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select the text, right click for google search.

dire fox
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@hearty sandal Would you be able to point me to something that shows how to add a camera to a custom vehicle? I'm new to this and struggling to use the right search terms, I think.

hearty sandal
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Camera is usually a turret (periscope). You would probably find examples from the A3 vehicle configs

dire fox
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Thanks!

delicate cypress
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@hearty sandal I fixed it

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I moved it to the config.cpp of the units instead and it worked so uhh yea

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Arma 3 works in mysterious ways

hearty sandal
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Well. Don't know what kind of setup you have for your configs so that might add to the mystery. Good thing you got it working now though.

rain sandal
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Ok how would I make it so people with this.

onHackedData = ""; onDifferentData = ""; onUnsignedData = "";

Get kicked?

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In the server.cfg

grand zinc
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by reverting that back to the default that was in your server.cfg at the start, which kicks people

rain sandal
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@grand zinc I don’t know how to do so because I just use tadst server.cfg and here’s what I got

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Is there a code I should put in

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If so

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Can you please tell me it?

grand zinc
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onUnsignedData = "kick (_this select 0)"; // unsigned data detected
onHackedData = "ban (_this select 0)"; // tampering of the signature detected
onDifferentData = ""; // data with a valid signature, but different version than the one present on server detected
these are the defaults

rain sandal
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Ok thanks

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@grand zinc Is there an option in the server.cfg which makes sure to be able to connect to the server you must have the mods as the server it’s self

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Because I had an old pbo which was signed by my key

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And I deleted it from server

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But I can still use it

grand zinc
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it should be enabled with verifySIg 2

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there is also requireSameMods or smth like that, check wiki

upper tangle
#

I think this is the right channel for my question.
This is using ACE 3 Fortify.
My unit is attempting to make a custom Fortify preset for missions on our server.
If we make the custom preset and include it in a Description.ext, is there any way to call an Admin function from the Init.sqf in order to set the Custom Preset on mission launch?

livid gyro
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Hi all, I'm still fighting with my camera woes. I've found that for my turret camera, I can adjust what sensors are availiable, the max and min zoom levels, etc, but I can't pan/tilt the camera or set the default angle. I'm pretty confused because some parts of the camera can actually be changed, but the elevation and rotation both seem stuck. Anybody have any ideas why this might be?

near scaffold
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class CfgPatches {
    class TUI_Uniform1_Component {
        author = "Tuiderru";
        units[] = {
            "TUI_Uniform1_Dummy",
            "TUI_Item_Uniform1"
        };
        weapons[] = {
            "TUI_Uniform1"
        };
        requiredVersion = 0.1;
        requiredAddons[] = {"A3_Data_F_Enoch_Loadorder"};
    };
};

class CfgWeapons {
    class Uniform_Base;
    class UniformItem;

    class TUI_Uniform1: Uniform_Base {
        author = "Tuiderru";
        scope = 2;
        displayName = "TEST";
        picture = "";
        model = "\A3\Characters_F\Common\Suitpacks\suitpack_universal_F.p3d";
        hiddenSelections[] = {"camo"};
        hiddenSelectionsTextures[] = {"TUITEST\Data\navy.paa"};

        class ItemInfo: UniformItem {
            uniformModel = "-";
            uniformClass = "TUI_Uniform1_Dummy";
            containerClass = "Supply40";
            mass = 40;
        };
    };
};


class CfgVehicles {
    class I_Soldier_base_F;
    class TUI_Uniform1_Dummy: I_Soldier_base_F {
        author = "Tuiderru";
        scope = 1;
        uniformClass = "TUI_Uniform1";
        hiddenSelectionsTextures[] = {"TUITEST\Data\navy.paa"};
        hiddenSelectionsMaterials[] = {""};
    };

    class Item_Base_F;
    class TUI_Item_Uniform1: Item_Base_F {
        author = "Tuiderru";
        scope = 2;
        scopeCurator = 2;
        displayName = "My Uniform";
        vehicleClass = "ItemsUniforms";
        editorCategory = "EdCat_Equipment";
        editorSubcategory = "EdSubcat_Uniforms";
        model = "\A3\Weapons_f\dummyweapon.p3d";

        class TransportItems {
            class _xx_TUI_Uniform1 {
                name = "TUI_Uniform1";
                count = 1;
            };
        };
    };
};

The uniform shows up in the arsenal but doesn't show the texture.
what's wrong with the config?

spiral fiber
#

@near scaffold Not an expert here:
try to add this line to the dummy too:
hiddenSelections[] = {"camo"};
only the uniform has it

hot pine
#

Doesn't show texture at all or doesn't show your texture? Did you checked in config viewer TUI_Uniform1_Dummy class ?

shrewd marsh
#

i am working on the 8 wheeled LAV but i have having a very hard time getting it to climb steep hills, just wondering how do people on here make their PhysX configs?

full wagon
#

I fixed the bug @hot pine, I found that I needed to modify the vanilla Katiba rifle's recoil since the unfolded AKS74Us are hard-wired on it haha

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And its okay you couldn't work that out, I still appreciate your help also.

junior bane
#

is it possible to configure more than 6 windows in vehicles with damage?
6 windows work

Arma says:
No entry 'bin\config.bin/CfgVehicles/A3s_SUV_Base/HitPoints/HitGlass7.name'.

hearty sandal
#

Yes it is but those damage classes need to be configured in properly

calm panther
#

any help would be great

hearty sandal
#

Is there a question?

#

@calm panther

calm panther
#

Sorry, message did not go through. The laser des on the FLIR does not follow the turret

#
            {
                gunnerCompartments="Compartment1";
                hasGunner=1;
                isCopilot=1;
                proxyIndex = 1;
                gunnerDoor="";
                body="base";
                gun="ball";
                animationSourceBody="flir_base_move";
                animationSourceGun="flir_ball_move";
                gunBeg="flir_end";
                gunEnd="flir_start";
                memoryPointGunnerOptics="flir_end";
                memoryPointGun="flir_start";
                stabilizedInAxes=3;
                laser=1;
                usepip=1;
                gunnerName="Co-Pilot";
                turretInfoType="RscOptics_UAV_gunner";
                weapons[]=
                {
                    "Laserdesignator_mounted"
                };
                magazines[]=
                {
                    "Laserbatteries"
                };
                soundServo[]=
                {
                    "",
                    0.0099999998,
                    1,
                    30
                };
                outGunnerMayFire=1;
                inGunnerMayFire=1;
                memoryPointsGetInGunner = "pos_copilot";
                memoryPointsGetInGunnerDir = "pos_copilot_dir";
                precisegetinout=1;
                gunnerAction="HH60G_Pilot_Pose";
                gunnerInAction="copilot_Heli_Light_02";
                gunnerGetInAction="copilot_Heli_Light_02_Enter";
                gunnerGetOutAction="copilot_Heli_Light_02_Exit";
                gunnerRightHandAnimName="stick_copilot";
                commanding=-1;
                LODTurnedOut=1100;
                LODTurnedIn=1100;
                minElev=-90;
                maxElev=10;
                initElev=-20;
                minTurn=-360;
                maxTurn=360;
                initTurn=0;
                primaryGunner=0;
                primaryObserver=0;
#

Camera moves and models moves but the laser is fixed

hearty sandal
#

Are your gunbeg and end points part of the turrets gun selection? (and only that animated selection)

calm panther
#

yes

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the "ball" selection is both the gunBeg and gunEnd points

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and in the model config, the ball works with the base model selection

hearty sandal
#

Have you compared to any vanilla turrets config that has laser designator in use?

calm panther
#

I have looked at the uav and 64

woven flax
#

What config value forced arma mans hands to hold onto the turet handles?

junior bane
#

@hearty sandal thx. worked now.
but i have trouble now in model.cfg with Vehicle and Turret. My Weapon is on the vehicle and the axis work. But i cant Hide the turret.

for example: My vehicle is Stage 0 and have no weapons (hide). You can upgrade ingame and after that is the Gun (Turret) unhidden
any idea?

hearty sandal
#

that does not work I think

#

simples way to do that is 2 different objects that you swap

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one with turret, one without

junior bane
#

hm but wheels after damage is hidden 😮

hearty sandal
#

yes

#

you can hide the turret but it will still be on the vehicle via the config

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just invisible

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so it can still be accessed

#

unless you apply lot of scripting that checks no one gets into it

junior bane
#

hmz

#

but i can lock the turret i think.. can you help me with hiding the turret? i try to test it

hearty sandal
#

well you would want the hiding bone to be in between the "" and "turret" bones

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then it will hide everything after it

junior bane
#
"flash", "",
"Hatch", "",
"Stage1" ,"Turret_Y", 
"Stage1", "Turret_X",
"gunnerview", ""

ist hiding but the source Turret_Y and Turret_X is lost
Turret_Y = MainTurret
Turret_X = MainGun

jolly glade
#

hey guys, is it possible to overwrite the default rscDisplayMain by
`class RscDisplayMain {
class DefaultDialog
{
idd = -1;
access = 0;
movingEnable = true;
onLoad = "hint str _this";
onUnload = "hint str _this";
enableSimulation = false;
controlsBackground[] =
{
//Background controls;
};
controls[] =
{
//Controls;
};
objects[] =
{
//Objects
};
};

};`

#

im just not sure if RscDisplayMain can be written to?

willow crane
#

Anyone has the config for a retexture of the aaf GA Carrier GL Rig? I have retextured the BLUFOR vests but I am not able to apply the texture to the INDEP vest and I don't know where to look for an example.

#

I don't know if this is the right channel to ask this

jolly glade
#

alright news on the displaymain, it works, but it doesnt overwrite what is already there

willow crane
#

Found my error

autumn crater
#

Any idea why AI wouldn't use a missile?

autumn crater
#

Specifically missiles of any kind from a plane. I have found enemy AI will use countermeasures when you begin locking on and use this to help test.

I’ve copied AI Fire modes from similar munitions and have tried inheriting from various vanilla weapons (the Scalpel, ASRAAM, and “RocketPod” for example) to no avail. The only pylon the AI will use are rocket pods that are essentially vanilla.

Knowing that enemy air will use counter measures when a lock on them begins, I can confirm that AI using AA missiles from the plane not only refuse to use them, but also do not even attempt to do so.

junior bane
#

i found my error too.

wheat mural
#

Afternoon all, I've been trying to make a base class with separate hitpoints for left arm, right arm, left leg, right leg, I've added them e.g ```cpp
class HitLeftLeg: HitLeftArm
{
armor = 1;
material = -1;
name = "leg_l";
passThrough = 1;
radius = 0.1;
explosionShielding = 1;
visual = "injury_legs";
minimalHit = 0.01;
};

#

When using getAllHitPointsDamage it appears fine, but in handleDamage the hitpoint is never triggered

#

Anyone have any ideas why it isn't working?

hearty sandal
#

this for a character?

wheat mural
#

Yeah

hearty sandal
#

custom?

wheat mural
#

Inheriting from: Civilian_F

#

I can hastebin the CfgVehicles if that would make it easier?

hearty sandal
#

Im not quite sure why youa re doing that when the default character already has those hitpoints as far as I can tell

wheat mural
#
[["hitface","hitneck","hithead","hitpelvis","hitabdomen","hitdiaphragm","hitchest","hitbody","hitarms","hithands","hitlegs","incapacitated"],
["face_hub","neck","head","pelvis","spine1","spine2","spine3","body","arms","hands","legs","body"],
[0,0,0,0,0,0,0,0,0,0,0,0]]
#

Base character has hitslegs and hitarms, not seperated

hearty sandal
#

leg_l is not a valid selection though

wheat mural
#
[["hitface","hitneck","hithead","hitpelvis","hitabdomen","hitdiaphragm","hitchest","hitbody","hand_l","hand_r","hitarms","hithands","leg_l","leg_r","hitlegs","incapacitated"],
["face_hub","neck","head","pelvis","spine1","spine2","spine3","body","hand_l","hand_r","arms","hands","leg_l","leg_r","legs","body"],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]]

VR man seems to use it though 🤔

hearty sandal
#

vr man might be special

#

at least the example character p3d does not contain it

#

so I would assume the other chracters dont have it

#

you would need to use existing selections that all of the character models have

wheat mural
#

I guess the VR Man must be special then - as when using getAllHitPointsDamage they return quite different selections

hearty sandal
#

likely yes

#

probably for the shot hit visualization it does

wheat mural
#

So I should be able to inherit off the VR man with the hitpoints?

hearty sandal
#

no

#

those only work on the VR man

#

or that is my educated guess

#

these as far as I know are the default hitpoints

#

and these the default firegeometry parts

wheat mural
#

leg_l and leg_r are present in the default hitpoints?

wide vessel
#

Does anyone have an example config for hiddenSelections with clothing?

hearty sandal
#

ah missed that yes

#

@wide vessel the Arma 3 samples on steam

wheat mural
#

Which makes it more confusing 🤣

wide vessel
#

@hearty sandal I've not been able to find any that have hiddenselections, only making them from scratch.

hearty sandal
#

this

wide vessel
#

Yeah I know, I have it. I just can't seem to find anything that includes hiddenSelections

wheat mural
#
class HitLeftArm
            {
                armor = 1;
                material = -1;
                name = "hand_l";
                passThrough = 1;
                radius = 0.1;
                explosionShielding = 1;
                visual = "injury_hands";
                minimalHit = 0.01;
            };
            class HitRightArm: HitLeftArm
            {
                name = "hand_r";
            };
            class HitLeftLeg: HitLeftArm
            {
                armor = 1;
                material = -1;
                name = "leg_l";
                passThrough = 1;
                radius = 0.1;
                explosionShielding = 1;
                visual = "injury_legs";
                minimalHit = 0.01;
            };
            class HitRightLeg: HitLeftLeg
            {
                name = "leg_r";
            };

The weird thing is, the left & right arm work fine, but not the legs 😦

hearty sandal
wheat mural
#

Or at least, handleDamage doesn't get fired on the legs

hearty sandal
#

from the example characters config

#

@wheat mural have you checked that your changes actually go through into the configs

wide vessel
#

Ah, thank you! I must be blind or looking in the wrong place

hearty sandal
#

👓 are good investment.

wheat mural
#

Well I checked with getAllHitPointsDamage and it listed my extra selections there

wide vessel
#

Can't go to the eye-doctor, corona times ya know

wheat mural
#

Everything seems fine 😦

#
16:02:03 [C Alpha 1-1:1 (Dom),"hand_r",0.003,C Alpha 1-1:1 (Dom),"mini_Grenade",11,C Alpha 1-1:1 (Dom),"hitrightarm"]
16:02:03 [C Alpha 1-1:1 (Dom),"head",0,C Alpha 1-1:1 (Dom),"",2,<NULL-object>,"hithead"]

From handleDamage, index 12 should be leftleg, but doesn't fire

wheat mural
#

So I remove both 'hand_r' and 'hand_l', and now it can do legs, it seems to be unable to go higher then index 11 🤔

#
16:51:44 [C Alpha 1-1:1 (Dom),"leg_r",0.003,C Alpha 1-1:1 (Dom),"mini_Grenade",11,C Alpha 1-1:1 (Dom),"hitrightleg"]
16:51:44 [C Alpha 1-1:1 (Dom),"head",0,C Alpha 1-1:1 (Dom),"",2,<NULL-object>,"hithead"]
nocturne verge
#
hiddenSelections[] = {"Camo","Insignia"};
        hiddenSelectionsTextures[] = {"Task_Force_461_Clan_mod_ArmA3\SANDF\Vest\data\SANDF_Chestrig.paa","Task_Force_461_Clan_mod_ArmA3\Insignias\data\Combat_Medic.paa"};
``` so unless I understand "Insignia" incorrectly and refers to ArmA 3 units (which doesnt display unit there either) why does this not work?
#

or do i have to use the class name specified under class CfgUnitInsignia

idle matrix
#

AFAIK vests don't have insignias

#

only uniforms

nocturne verge
#

interesting , pretty sure i pulled that code from a3 , but i must have been asleep , thanks!

hearty sandal
#

also the units online system has been offline a lot lately

nocturne verge
#

@hearty sandal have been noticing , annoying tbh , they should make it sothat you can still use the unit insignia until verification from server that you are no longer part

hearty sandal
#

it is what it is.

nocturne verge
#

that moment you almost ask help with coding then realize you made the ID10T Copy and paste mistake without renaming or replacing stuff -_- XD

#
hiddenSelections[] = {"Camo","Insignia"};
        hiddenSelectionsTextures[] = {"Task_Force_461_Clan_mod_ArmA3\SANDF\Vest\data\SANDF_Chestrig.paa","Task_Force_461_Clan_mod_ArmA3\Insignias\data\Combat_Medic.paa"};

lets say this was a uniform , would that insignia be the same area as the insignia in arsenal?

idle matrix
#

yes, pretty sure it is.

flint goblet
#

I'm adding a few more prop objects from Eden to my Exploding Objects mod, however the "old cistern trailer" is generating an error whenever I initially drag it onto a map. It does still work as the mod intends once the error message is closed. Any ideas?

hearty sandal
#

well its a thing that can issues in game as it says

flint goblet
#

yes, that's obvious! but any ideas why?

hot pine
#

cannot you create variant without Land prefix?

flint goblet
#

mmm, i will try that, thx

nocturne verge
#

question can one alter/change recoil of a vanilla weapon?

idle matrix
#

yep

vast parcel
#

Can I inherit from a Contact class with my own mod without causing players to see Contact DLC pop-ups?

junior bane
#

can i defined the max vehicle magazine count in my config? Which one is it? class cfgWeapons? cfgAmmo? my vehicle have only 100 shots. but not magazines

hot pine
#

@vast parcel models are triggering DLC restrictions so if you change model, then it's possible to inherit from Contact class without DLC pop ups

#

Props/Vegetation/Structures don't have any hard DLC restrictions though (it's bit obvious though, since props are not causing DLC popups)

cursive talon
#

Does anyone know how to reduce the size of a ORBAT Group module on the map?

nocturne verge
#

@idle matrix how would one go about changing or altering the recoil of a vanilla weapon?

nocturne verge
#

also i get the error bin\config.bin/CfgWeapons/WeaponSlotsInfo.scope


class TF461_mk18abr: srifle_EBR_F
    {
        author = "AntiAlligat3r";
        _generalMacro = "TF461_mk18abr";
        baseWeapon = "TF461_mk18abr";
        magazines[] = {"20Rnd_762x51_Mag"};
        magazineWell[] = {"M14_762x51"};
        magazineReloadTime=0;
        scope = 2;
        model = "\A3\weapons_F\LongRangeRifles\EBR\EBR_F.p3d";
        displayName = "(TF461) MK18B ABR [Nutria]";
        picture = "\A3\weapons_F\LongRangeRifles\EBR\Data\UI\gear_EBR_X_CA.paa";
        UiPicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa";
        hiddenSelections[] = {"camo1","camo2"};
        hiddenSelectionsTextures[] = {"Task_Force_461_Clan_mod_ArmA3\Rifles\MK18ABR\MK18B_ABR01_CO.paa","Task_Force_461_Clan_mod_ArmA3\Rifles\MK18ABR\MK18B_ABR02_CO.paa"};
        hiddenSelectionsMaterials[]=
        {
            "Task_Force_461_Clan_mod_ArmA3\Rifles\MK18ABR\MK18B_ABR01.rvmat","Task_Force_461_Clan_mod_ArmA3\Rifles\MK18ABR\MK18B_ABR02.rvmat"
        };
        class Library
        { 
            libTextDesc = "Following the footsteps of the MK18 ABR the MK18B ABR has better ergonomics and a completely reworked chamber allowing it to fire rounds with more powder exceding safty limits of the previous version";
        };
        descriptionShort = "This is better than the MK18 ABR";
        class WeaponSlotsInfo: WeaponSlotsInfo
        {
            mass = 150;
        };
        inertia = 0.65;
        aimTransitionSpeed = 0.75;
        dexterity = 1.6;
    };
#

can anyone tell me why i get this error?

grand zinc
#

its not in your config snippet

#

someone put a class WeaponSlotsInfo into CfgWeapons

nocturne verge
#

how would you declare class WeaponSLotsInfo then?

also this coding i got directly out of a3 and just modified it slightly , did not mess with inheritance

grand zinc
#

in the parent class that you're inheriting from

#

so srifle_EBR_F

nocturne verge
#
class Rifle_Base_F;
    class srifle_EBR_F: Rifle_Base_F
    {
        class WeaponSlotsInfo;
    };```?
grand zinc
#

yes

#

exactly

nocturne verge
#

sweet thanks

sand ocean
#

Does anyone knows a Tool where you can Convert the Arsenal Export Item data to Character Configurations in Configs?

grand zinc
#

Afaik you can just export config right from arsenal

#

there is a hotkey to press, ctrl/shift/alt while pressing export

#

or maybe that was a ace arsenal feature

nocturne verge
#

or by pressing the export button , that copies the info to your clipboard which you can paste where you need it

sand ocean
#

oh I got it

nocturne verge
#

ooo wait , you want to load a soldier in arsenal and then create a soldier in config?

sand ocean
#

Shift+Ctrl+C

nocturne verge
#

ah

sand ocean
#

Didnt knew there was a Hotkey

nocturne verge
#

question recoil = "recoil_ebr"; can one replace the recoil of a rifle , say the ebr with the recoil of say recoil = "recoil_mx";?

hearty sandal
#

yes

#

but do note that such changes wont be compatible with public servers

crisp socket
#

Hello, I would like to have face and facewear randomization for my units, If I put the configs in the base class do I need to redefine them in the new units pulling from the base class or do they automatically pull things from base class that are not redefined in their subclasses?

Also, can i apply this principle to all unit config writing? If I define stuff in the base class I dont need to rewrite them to the units based on base class yes?

mystic sandal
#

@crisp socket Still a Beginner myself, but having just read the class inheritance page of the community wiki I'm pretty sure thats how it should work.

nocturne verge
#

@hearty sandal we don't use servers only P2P hosted servers with members using the mod

mystic sandal
#

So I'm trying to create a variant of the orca wit a laser sensor. I've created a variant that inherits from O_Heli_Light_02_dynamicLoadout_F, uses the orca skin an belongs to Nato. The Wiki tells me to create the sensor in the components class of the cfgVehicles. The Wiki Page for the components class is empty. From the Vehicles in the Sample Content only the Plane has a components class. The comment there is also very helpful: "// class where various components can be defined and made available to the entity. Make sure you inherit from ". As the game tells me there is an undefined base class I'm guessing inheritance is actually the problem, but i don't really know what classes i need to declare to make this work.

To be honest I'm pretty confused by the structure of the orca's classes and should probably just find me a project where I know what I'm doing at least half the time, but if someone could give a hint at a solution or even just a direction for further research I'd really appreciate it.

finite bronze
#

Hello, wondering if anyone could help me. I've made a weapon with two different types of Ammo ( pretty standard stuff) but I was wondering if it was possible to have two different sounds when firing the different ammo types. For example, an electrical sound when firing an electric type ammo and machine gun sound when switched to firing machine gun ammo (these are just examples not looking for sound files on these).

hearty sandal
#

I think thats not possible

nocturne verge
#

@finite bronze you can change the sound between auto and semi , but ammo types I do not know. Dööööd maybe able to answer you better , but like HorribleGoat said , I don't think you can sadly

#

@finite bronze if i do however see something that you can use ill let you know

hearty sandal
#

I dont think ammo usually makes that much different sound

finite bronze
#

Yeah I've been looking into it, and thought this was the answer. Someone told me the contact DLC had blank ammo that sounded different but not sure how true that is as don't have contact DLC. It's only for a personal project anyway so is not the end of the world.

#

Thank you for info, regardless.

nocturne verge
#

@hearty sandal blanks and live ammo do sound different , especially on artillery (The army thought it would be nice to shoot some blanks at a parade they had 150m from my house)

hearty sandal
#

well Blanks are bit out of the normal scope of Arma

nocturne verge
#

modelSpecial = "a3\Weapons_F_Mark\MagazineProxies\mag_762x51_mk14_20rnd"; what is this?

#

and where do i find the textures\config for the new magazine system so i can actually have mags the colour i made them?

dry carbon
#

is it possible to force a vehicle of one category into another category, or to create a new category of vehicles? For example, could I create a "motorcycles" category to distinguish them from cars? If so, can it be done in the editor and the virtual garage?

hearty sandal
#

well you can define all the editor categories you want

#

and subcategories

dry carbon
#

Ok, but not garage?

hearty sandal
#

probably would require modified version of the garage. dont know how it works internally

dry carbon
#

ah ok

icy coral
#

Hey guys im importing a mortar at the Moment and i cant get rid of the data stuff in the sight. Does anyone have a guess how i could fix this? https://i.imgur.com/HSrRDu1.jpg

hearty sandal
#

turretInfoType = "RscWeaponRangeArtilleryAuto";

nocturne verge
#

I take it one cannot remove DLC requirements from an item when making a retexturing of something?

hot pine
#

yy, that would be quite silly? 😄

strange egret
#

🤦‍♂️

icy coral
soft pasture
#

is its possible to add a sensor display and sensors to a infantryman? i want to give all the infantrymen sensor displays and sensors thru datalink

#

or is it possible to add a sensor display to a item? instead of making new configs for all the infantrymen

sullen fulcrum
#

Could someone jump in vc? I'm trying to figure out a config, I'm packing my mod with addon builder and it looks like it's trying to use a config I deleted and giving me a build code error 1

#

gonna stream my screen

calm panther
#

Is there a way to manual fire from Pilot position of turrets?

sullen fulcrum
#

nevermind, I entered down a few old lines of code and didn't see them

peak turtle
#

Hello! Not sure if this is the right channel, but I'm having massive issues with packing my mod. Addon Builder kept throwing a packing error with no description, and pboProject kept saying files not found for all of the textures, local and A3 base game ones. I've tried changing the \ in the file paths to / and it built the mod just fine, and included all the textures in the PBOs, but the game doesn't recognise any of the files. Is this all because I'm not using P Drive? :/

sullen fulcrum
#

got the config to work but it won't load my texture

#

gonna jump back in vc and stream if someone can help

peak turtle
#

If I'm referencing a model from a different mod in my mod's config, do I really need the model in my P drive?

sullen fulcrum
#

Hmm.. so anyone who's played with CUP maps has probably experienced the annoying issue with 100 light sources not showing up until you get within 15m. To clearify I'm talking about zargabad or takistan where there's plenty of lights in every building. Changing light sources to ultra (which is value 16 iirc) in graphics settings didn't change much. I edited the config and changed it to 2.15 billion or something like that until arma just started crashing. Still all lights don't render even within a 250m radius.
Does anyone know how to "fix" this? Any ideas?

What I've tried:

//Try at your own risk changing graphic settings might cause hardware damage
class CfgVideoOptions 
{
    class DynamicLights 
    {
        class NoUse
        {
            text = "Might fry your pc idk";
            value = 1073741824;
            //2100000000 was max until I started crashing
        };
        class MaxNoticeDif
        {
            text = "Max";
            value = 40;
        };
    };
};

Up to 40 more lights start popping up for me but anything over it seems to have wacky effects sometimes even seeming to have opposite effect (IE less light sources).

hearty sandal
#

Arma works poorly with lots of lights.

sick zephyr
#

Heyo, I've used X3KJ's ballistic calculator and got 0.9deg angle correction on 1000 meters with simple 7,62x54 bullet. Does that make sense to you guys? For me it seems a bit too little

strange egret
#

you can always test it ingame... apply the rsc info of rangefinder to your weapon and it shows your angle to horizon

mystic sandal
#

Do dynamic loadouts affect Counter measures in any way? I'm changing the possible weapons of the Orca and for some reason this breaks the counter measures. They are still shown and i can change the firing mode, but actually launching won't work.

mystic sandal
#

apparently i have broken the counter measures of the vanilla orca too

hearty sandal
#

some mod might break it

mystic sandal
#

Well it's my mod, so much i know for sure. I'm not just changing the weapons, i'm changing what weapons you can actually use. Problem seems to be somewhere in my declaring of classes. Guess i still don't really understand class inheritance.

hearty sandal
#

you are possibly breaking the weapon/ammo arrays or the eventhandlers

mystic sandal
#

I don't think it's the weapon or magazine arrays, that was one of the first things i experimented with trying to fix this problem. I'll definitely look into the eventhandlers though, thank you.

pseudo ermine
#

gents, trying to make a "suppressor" that is compatible with vanilla weapons. having some issues on the config side. got it in game and all but it isn't usable by any weapons. buddy mentioned there is a whole spiel with suppressors and it requires a heavy work around. anybody any insight on that? i figured i could just inherit from existing suppressors and change the model, like normally when inheriting, but this one seems a bit more complex?

supple finch
#

Hello,
I have an issue with my building. I got this message "No entry 'model.cfg/CfgModels/House_04/Animations/door_1a_rot.begin"
I know I had this message some times ago and I fixed by just starting the cfg from zero but it doesn't help here :/
I copied / pasted another cfg that is working for another model, I replaced the skeleton and class names but I'm still getting this error and my doors axis is broken.
He detect every doors and handles (and locked versions).

My model.cfg and config.cpp :
https://controlc.com/a4f6321d
https://controlc.com/3f6728b2

Hope you can help me here, I don't have more ideas :/

livid gyro
#

Hi developers. Anybody here familiar with camera work? I'm wracking my brain trying to get switchCamera to go between the pilot and the gunner of a UAV. It seems that using "Internal" and "Gunner" point to the same camera. I also tried looking at each camera and using "cameraView" and both the driver and turret return "Gunner." Any help would be greatly apprecuated.

strong shuttle
#

I have a question regarding CfgVehicles in description.ext
The wiki says that it can only be used to create sound sources (as alternative for CfgSFX?), however I would like to know if it's also possible to create backpacks (which contain items) to be used in combination with CfgRespawnInventory, due to the problem that it only accepts the backpack classname which usually doesn't contain items.
I know that with mods it's possible to create filled backpacks and than attach them to a unit, but I would like to have everything in a mission pbo.

hearty sandal
#

no

strong shuttle
#

ok, back to making a mod than 🤣

hot pine
#

@mystic sandal I think you broke CM component in Components

zinc oak
#

anyone know if there is a way to specify the position of the ACE3 interaction point on a vehicle? I need to stop it floating way above the vehicle.

grand zinc
#

yes

#

they have a selection config entry

#

memory point should work

#

was asked here a few weeks back

zinc oak
#

great, thank you. 🙂

sly ledge
#

Hello i update my airport but AI land anywhere.
I shifted my waypoints higher (the layout is done)

'''ilsDirection[] =
{
1,0.080000,0
};
ilsPosition[] =
{
1157.92,1963.01
};
ilsTaxiIn[] = {1157.92,1962.82,1073.64,1962.82,921.912,1962.82,776.176,1962.82};
ilsTaxiOff[] = {776.176,1990.82,921.912,1990.82,1073.64,1990.82,1157.92,1962.82};
drawTaxiway = 0;'''

livid gyro
#

Is it possible to have a ViewPilot asset that doesn't point straight forward?

#

More specifically this is on a UAV with driverOpticsModel set as the UGV_01_Optics_Driver_F.p3d

winter salmon
#

SPOTREP-00093 https://dev.arma3.com/post/spotrep-00093 mentions a new simulation parameter for HitpointsProtectionInfo, but I don't see any documentation of the new feature on the BIWiki or the forum. Is someone able to document this feature, please?

hearty sandal
#

@livid gyro can you perhaps explain a bit more what you mean by viewPilot asset?

@winter salmon probably such documentation will come in time.

livid gyro
#

@hearty sandal I'm trying to adjust the angle that the pilot on a uav's first-person view is set to -- I want the camera to point down towards the ground from the pilot's perspective when the UAV is just hovering.

hearty sandal
#

are you yourself piloting it?

livid gyro
#

Yes

hearty sandal
#

Im not 100% sure I understand what you are after but I think you cant do that

livid gyro
#

What I have found is by adjusting the variables minFov = 0.25;
maxFov = 5;//1.25;
initFov,
visionMode

#

in ViewOptics, I can change parameters associated with the FOV, but I can't seem to change the parameters initAngleY, minAngleY

hearty sandal
#

is this a custom UAV?

livid gyro
#

Yeah, but it's pretty close to the Darter

hearty sandal
#

then I think you would need to actually animate those things to happen

#

the configs only set how far the the camera can turn if it has turning animations

livid gyro
#

Hm, I see - in order to actually move a camera asset, you need an animation? I'm ok with the camera not being able to move, I just need it to be angled down a little so it's easier to see under the UAV from a first-person perspective

#

Oh, so those initAngle parameters only matter if the camera has animations?

hearty sandal
#

yes

livid gyro
#

@hearty sandal THANK YOU

#

I have been fighting with this for a few days on and off!

grand zinc
#

@winter salmon Simulation entry can take a "armorname" which is by default pulled from the hit event..
Is that helpful? I guess it might be if you know the hitpoint stuff?

winter salmon
#

ah, thanks for the reply but it's still opaque to me. I will read more about it as long as there's enough existing documentation to piece things together

#

I should read about the hit event handler?

grand zinc
#

You could check a recent 1.98 all in one config, to see if the new parameter is used anywhere

winter salmon
#

okay I'll have a look. I was hopeful that something had changed as far as Bohemia documenting new features promptly, but I guess that I shouldn't get my hopes up about that...

grand zinc
#

usually we have changes for tickets that explain why and what. Not for this one though

winter salmon
grand zinc
#

lol, i opened that ticket, there is still a stored, never sent comment in the textbox from probably years ago

#

Need to ping reyhard about it tomorrow, Don't want to take chance of waking him up or smth 🙃 (HitpointsProtectionInfo, Simulation entry)

winter salmon
#

thanks

hot pine
#
class My_Vest: Vest_Camo_Base
{
    descriptionShort = "Armor Level 4";
    class ItemInfo: ItemInfo
    {
        class HitpointsProtectionInfo {
            class Neck {
                HitpointName = "HitNeck";
                armor = 15;
                PassThrough = 0.15;
                simulation = Armor_SLAT;
            };
        };
    };
};```
#

something along those lines

winter salmon
#

thanks for the reply

hot pine
#

no problem, one note though - armor simulations are only working if character itself is using armorComponent so none of the vanilla uniforms is using that

#

it was bit of R&D project for character damage model but I think in current form it might be quite useful for some SF mods

winter salmon
#

does this mean that FireGeometry can be made in vests in order to simulate penetration of ballistics more realistically? For example, pistol rounds wouldn't penetrate ceramic plates at all (and wouldn't contribute to overall damage), but higher caliber rounds would have a chance to penetrate?

hearty sandal
#

wee I get to make proper armor suits 😄

hot pine
#

no, it's not about fire geometry but yes, you could assign armorSimulation to pistol bullets and then, in armorSim define that this type of rounds is doing very little damage

winter salmon
#

okay, thanks, that makes sense

hot pine
#
{
    class VestSim_CeramicPlate
    {
        class PistolBullets // warHeadName
        {
            hit[] = {0,1};
            speed[] = {0,1};
        };
    };
};```
#

damage is calculated differently when armorComponent is used character hitpoints need to be redone

#

thats why it wasn't introduced on vanilla characters for instance

#

gtg so I hope rest is more or less clear

winter salmon
#

1000 armor on the body and legs, interesting. I see what you mean about science fiction mods. Okay, thanks for the info, have a good one

sly ledge
#

Hello i Have a problem with my airport, the AI land anywhere. Do you have a solution?
This is my code on config.cpp

        {
            1,0.080000,0
        };
        ilsPosition[] =
        {
            1157.92,1963.01
        };
        ilsTaxiIn[] = {1157.92,1962.82,1073.64,1962.82,921.912,1962.82,776.176,1962.82};
        ilsTaxiOff[] = {776.176,1990.82,921.912,1990.82,1073.64,1990.82,1157.92,1962.82};
        drawTaxiway = 0;

Thanks for your answers

hearty sandal
#

put your whole config.cpp into pastebin and link here

sly ledge
hearty sandal
#

off the top of my head cant spot anything that pops up as being wrong.

#

sorry

#

try replacing your lines with vanilla config lines

#

for example cpp ilsPosition[] = {14382.4, 15924.6}; ilsDirection[] = {-0.6947, 0.052336, -0.7193}; ilsTaxiOff[] = {14611.5, 16161.2, 15186.9, 16747.6, 15189.6, 16769.4, 15185.2, 16794.8, 15168.7, 16829.6, 15148, 16841.7, 15124.7, 16835.2, 14513.5, 16207.6}; ilsTaxiIn[] = {14513.5, 16207.6, 14212, 15898.5, 14204.6, 15877.1, 14217.1, 15860.3, 14255.8, 15838, 14283.8, 15834.9, 14307.4, 15845, 14359.5, 15900};

sly ledge
#

It does not work, it always lands in the same place at the edge of the map

hearty sandal
#

then there seems to be some other problem with your map

#

make sure you are actually editing the correct config

#

and you dont have some older version of the pbo loading up

#

also

#

is this point above sea level? / on ground

sly ledge
#

It's work with my other map config

#

But if I leave it, my airport will be too big on the map

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."

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

#

I finally got back to this and tried it on my heli as I had it on my tank - using gunBeg/gunEnd for the gmg (cannon on tank) and memoryPointGun[] for the minigun. The minigun started firing from about 3 meters above the turret axis.

hearty sandal
#

does the GMG fire from correct position?

#

perhaps the gun memorypoint is part of some wrong selection too

#

you could also animate the the gun points with isSelected to change between the guns

dry carbon
#

The gmg fired from the minigun mempoint

#

I like this isSelected idea... if it works. LOL

#

Is it complicated?

hearty sandal
#

not really

dry carbon
#

better yet: is there a working example to learn from?

hearty sandal
#

or perhaps maxHoldsterValue

#

that I can confirm to work with vehicles

#

isSelected im actually not 100% sure about

#

maxHoldsterValue is used in weaponbays etc on aircraft

#

so that when a missile is selected it opens the weapon bays

#

the weapons themselves have certain HoldsterValue set up on them and the animation is set to "play" at that value

dry carbon
#

is maxHoldsterValue related to pylons stuff/ because that's a lot of pasta.

hearty sandal
#

mm yeah I think its related to them too

#

since you can have pylons in bays too

dry carbon
#

at first glance it looks like i'd be making a new weapon - a gmg with the minigun as an alt fire mode?

hearty sandal
#

no you would have both of them

#

one could have holdster value of 10

dry carbon
#

ok

hearty sandal
#

and the other 2345

#

and then the animations in model.cfg would use those values

dry carbon
#

so that prevents them from being interchanged or mistaken or something?

hearty sandal
#

yes

dry carbon
#

I'm kind of grasping the concept, but this is a little overwhelming. Gotta wrap my head around it.

hearty sandal
#

A

#

Atually the Pylons and bays is a different system

#

they are not connected to the holdstervalue thing

#

            class MissileBay_R_01
            {
                type="rotation";
                source="maxHoldsterValue";
                selection="MissileBay_R_01";
                axis="MissileBay_R_01_Axis";
                animPeriod=1;
                minValue=0;
                maxValue=1;
                angle0="rad 0";
                angle1="rad +130";
                memory = 1;
            };
            ```
#

heres one of mine

#
    class LoDR_ATGMWM114_Launcher: missiles_DAGR
    {
        displayName = "WM-114 ATGM";
        magazines[] = {"LoDR_48Rnd_WM_114_missiles"};
        canLock = 2;
        weaponLockDelay = 1.5;
        missileLockCone = 8;
        WeaponLockSystem = 4;
        cmImmunity = 0.9;
        cursor = "EmptyCursor";
        cursorAim = "missile";
        showAimCursorInternal = 0;
        holdsterAnimValue = 1;
        magazineReloadTime = 4;
        aiRateOfFire = 10.0;
        aiRateOfFireDistance = 4000;
        lockAcquire = 1;
    };```
#

corresponding weapon class

dry carbon
#

It's probably simple, but I'm not sure what to do with all that. 😅

#

is this something that I can just plop into the turret class?

#

Going back to my heli... The first thing I thought when it didn't work is that tanks and helis probably allow different things going on.

#

for the turrets

hearty sandal
#

this should work

#

the A3 comanche had this working before pylons

dry carbon
#

oh that's good. Gonna try to figure this out now. Still not sure where to plop it.

hearty sandal
#

the top one is the vehicles model.cfg

#

the second one is cfgWeapons class

dry carbon
#

ok

#

A few curiosities here while I try to foresee what's going to happen while looking at the animation class. It appears that whatever is going to rotate will only rotate 130 degrees. Before I set this value to 180 for my animations, I wanted to ask if there's a benefit to doing 130?

hearty sandal
#

bay door I have looks silly if it opens up 180

dry carbon
#

Ohhhhhh

#

I was thinking it was swapping the choice between two missiles

hearty sandal
#

no this is just opening up

dry carbon
#

I'm not sure I'll need that part

#

but ti'

#

s cool for future reference

hearty sandal
#

well no its just an example how the holdster can be use

#

not exact solution

dry carbon
#

ah. ok

#

I am beginning to see another obstacle. The two weapons have different barrel lengths. The muzzle of one protrudes farther than the muzzle of the other

hearty sandal
#

you can use 1 translation animation

dry carbon
#

that's what I was thinking, too

dry carbon
#

I wonder if it's possible to do a hide with the maxHoldsterValue. instead, and then if it would work.

hearty sandal
#

how come?

#

how would hide make it work?

#

sure hide can be powered with it but I dont understand what you would hide

dry carbon
#

have two sets of the same vertices, but hide the one that's not in use.

hearty sandal
#

50/50 could work

dry carbon
#

since it's gunBeg/gunEnd that seem to be working right, there could be two of these, and only the non-hidden one would function - in theory.

hearty sandal
#

Hide might really hide them or just scale them to 0,0,0

dry carbon
#

oic

solar vine
#

where are muzzle item(s) typically found under what cfg? nvm found it

#

okay now that leads me to what field/setting controls if a item is visible in the arsenal or not? not meaning usage by side but if its visible in the vanilla VA or not.

hot pine
#

scope = 2

remote hatch
#

@grand zinc

Providied I included
A3_Functions_F_MP_Mark (The cfgPatches class of the revive system)
as a requiredAddon and then did the

class CfgFunctions
{
    class A3_Mark
    {
        tag="BIS"";
        class Revive
        {
xxxxxxxxxxx
#

Would I be able to overwrite particular functions by defining them and setting a new file= ?
class reenableRevive
{
};

grand zinc
#

yes

remote hatch
#

So that'd mean then if I called BIS_FNC_ReviveSOMELEMENT and i had overwritten that portion as described above, it'd use my version? even when its referenced in bohemia code?
The reason I ask is I want to add things to the BIS Revive system, just some fairly simple things and wanted to know if it was possible via overwrite as above.

I've got it all working how I want by using the same code but redefining it all so its in that actual mods folders itself. So its MyTag_FNC_ReviveSomeElement but ideally to cut down on code and keep things i've not edited from being duplicated it would be just overwritting existing things

#

Are both methods valid?
Is one faster than the other?

livid gyro
#

Quick question Devs: Anybody know if there is a way to change/limit the angles that can be traversed in Free Look (the look mode accessed via the NumPad)? At present it seems I can turn 90 degrees left and right, about 70 degrees down and 90 degrees vertical. Is there any way to change the limits?

livid gyro
#

I can also work with just getting the relative angle of where the player's rendered camera is looking, if anyone knows how to get that.

livid gyro
#

Update: I found I can use getCameraViewDirection to get the current angles, and it works for the freelook of the default player, but it doesn't work for the internal camera of a UAV. Any ideas?

nocturne verge
#

hey guys so I am getting this Picture equip\w\w_task_force_461_clan_mod_arma3\sandf\icons\headgear\icon_ech_plain_exppattern2000.paa.paa not found when i open my inventory after equipping a helmet from my mod picture="Task_Force_461_Clan_mod_ArmA3\SANDF\Icons\Headgear\icon_ECH_plain_ExpPattern2000.paa"; and that is the path defined to this "missing icon"
I have gone to the area i specified and its there spelt word for word

#

could anyone tell me why this is happing? the picture shows in Virual arsenal , and I only get this error when I open my inventory

#

UiPicture = "Task_Force_461_Clan_mod_ArmA3\SANDF\Icons\Headgear\icon_ECH_plain_ExpPattern2000.paa"; this didn't help either... I still get the sam error

#

okay so for somereason i needed to add \to the start of my path -_-

winter dune
#

hey guys, i'm really new to config setups but I'm trying to set up a new base infantryman and i'm having trouble with adding magazines to his loadout.

#

magazines[] = {
mag_6("CSW_FNC_30rnd_SS109_FMJ_mag","CSW_FNC_30rnd_SS109_FMJ_mag"),
mag_1(rhs_mag_m67)
};

#

I've got this and it just doesn't appear to add the magazines in-game outputting a 'No entry '.model'

strong shuttle
#
magazines[] = {mag_6(CSW_FNC_30rnd_SS109_FMJ_mag), rhs_mag_m67};

this should work (as long as you have the correct macro's set up)

winter dune
#

hm that seems to have fixed it. Would you be able to point out my issue? @strong shuttle. just to avoid making the same issue next time

#

i copied RHS' structure for most of my config

strong shuttle
#

The mag_X macro's, which you must have included somewhere, only accept one value, so the part with mag_6("value","value") would break.
And if you used the same mag_X macro's as I use, then mag_1 doesn't exists, which makes sense since you don't have to multiply by 1 😉

winter dune
#

cue pikachu face when i realize RHS was using a macro and that 'mag' isnt a BI function

#

I'm actually retarded. Thanks for pointing that out though!

#

I'll have to search up how to set up CBA macros

dense trellis
#

Hey, I'm completely new to arma 3 modding, I'm trying to create a new magazine for 9x21mm weapons, I have this script right now, and I don't know if its good or bad. Could not find a tutorial detailing how to make a custom magazine. Custom_9x21_Mag is basically copied from 16Rnd_9x21_Mag for now.

class CfgPatches
{
    class CSV_MyMagazineMod
    {
        ammo[] = {};
        units[] = {};
        weapons[] = {};
        requiredVersion = 1.98;
        requiredAddons[] = {"A3_Weapons_F","A3_Weapons_F_Acc","A3_Weapons_F_beta"};
    };
};

class CfgMagazines
{
    class CA_Magazine;
    class Custom_9x21_Mag
    {
        ammo = "B_9x21_Ball";
        author = "CSVolts";
        count = 16;
        descriptionShort = "Caliber: 9x21 mm<br />Rounds: 16<br />Used in: PDW2000, P07, ROOK-40";
        displayName = "9 mm 16Rnd Mag";
        displayNameShort = "";
        initSpeed = 410;
        mass = 6;
        maxLeadSpeed = 25;
        maxThrowHoldTime = 2;
        maxThrowIntensityCoef = 1.4;
        minThrowIntensityCoef = 0.3;
        model = "\A3\weapons_F\ammo\mag_univ.p3d";
        modelSpecial = "";
        nameSound = "magazine";
        picture = "\A3\weapons_f\data\ui\M_16Rnd_9x21_CA.paa";
        quickReload = 0;
        reloadAction = "";
        scope = 2;
        selectionFireAnim = "zasleh";
        simulation = "ProxyMagazines";
        tracersEvery = 0;
        type = 16;
        useAction = 0;
        useActionTitle = "";
        value = 1;
        weaponpoolavailable = 1;
        weight = 0;
    };
};
#

My only previous experience to modding arma 3 is a mod that adds units with custom loadouts, so the zeus can place units down quicker.

hearty sandal
#

There are very little in specific tutorials like that. Generally when you understand how the configs are put together and connect with each other you can put together any kind of an addon.

#

Anyways, looks about right so is there an error or something not working about it?

idle matrix
#

are you not inheriting from something?

dense trellis
#

You see, thats what I want to know. If I have to inherit from something for a new magazine

idle matrix
#

it's probably a good idea

#

that way the only config entries you'll have to write down are the things you want changed

dense trellis
#

Thats good to know, so I could change class Custom_9x21_Mag to class Custom_9x21_Mag : 16Rnd_9x21_Mag ?

idle matrix
#

yes

#

though I believe no space before the :

#

so like class Custom_9x21_Mag: 16Rnd_9x21_Mag

dense trellis
#

Alright, will try it

idle matrix
#

that way you'll ensure you get everything you need

#

just copying an existing class and editing some values won't likely work since that class is most likely inheriting from another class

#

and that class inherits from another class, etc

#

and you'll be missing all the inherited data

#

it's also a lot easier than tracking down everything you need and sticking it in one single class

dense trellis
#

I've got an undefined baseclass error for 16Rnd_9x21_Mag, though I am sure it exists. Any idea where I slipped up?

class CfgMagazines
{
    class CA_Magazine;
    class Custom_9x21_Mag: 16Rnd_9x21_Mag
    {
        ammo = "B_9x21_Ball";
        author = "CSVolts";
        count = 1698;
        descriptionShort = "Caliber: 9x21 mm<br />Rounds: 16<br />Used in: PDW2000, P07, ROOK-40";
        displayName = "Anomalous 9 mm 16Rnd Mag";
    };
};
hearty sandal
#

check out sample configs from Arma 3 samples for example of the inheritance tree

#

BI wiki also contains pages about that

idle matrix
#

and by undefined it means your config needs to have it mentioned

#

like you're doing with CA_Magazine

#

which as far as I can see isn't actually necessary

#

defining CA_Magazine that is

#

so what you'd do instead is this class CfgMagazines { class 16Rnd_9x21_Mag; class Custom_9x21_Mag: 16Rnd_9x21_Mag { ammo = "B_9x21_Ball"; author = "CSVolts"; count = 1698; descriptionShort = "Caliber: 9x21 mm<br />Rounds: 16<br />Used in: PDW2000, P07, ROOK-40"; displayName = "Anomalous 9 mm 16Rnd Mag"; }; };

hearty sandal
#

some things require the whole inheritance tree to work right. Cant remember exactly what it was though

idle matrix
#

only if you're changing child classes

#

they'll have to be defined in the previous class

#

which then will also need inheriting

hearty sandal
#

that it was yes

dense trellis
#

Good to know, trying the mod now, no errors so far

idle matrix
#

no need for the entire inheritance tree though :p

dense trellis
#

Alright I definitely messed up somewhere, because it's not compatible with the weapon.

#

Atleast it shows up

hearty sandal
#

weapons have magazine compatibility defined in them

dense trellis
#

Oh alright, so you're saying that I have to modify the weapon's config and add this magazine?

hearty sandal
#

possibly

#

or if the weapon is configured with certain type of magazine well you need to make your magazine compatible with it

dense trellis
#

I'm at hgun_P07_F, Could I add my magazine like this, or will this overwrite the whole class to only contain magazines[] ?

class CfgWeapons
{
    class hgun_P07_F {
        magazines[] = {"16Rnd_9x21_Mag","16Rnd_9x21_red_Mag","16Rnd_9x21_green_Mag","16Rnd_9x21_yellow_Mag","30Rnd_9x21_Mag","30Rnd_9x21_Red_Mag","30Rnd_9x21_Yellow_Mag","30Rnd_9x21_Green_Mag", "Custom_9x21_Mag"};
    }
}
hearty sandal
#

yeah

#

unfortunately its not using magazine well

dense trellis
#

It's using magazineWell[] = {"Pistol_9x21"};

hearty sandal
#

then your magazine should be compatible with that

dense trellis
#

Weird

winter dune
#

hey guys does anyone know if

attendant = 1;

makes the unit an ACE3 medic?

wide vessel
#
    class CUP_H_Ger_M92_Black;
    class WESTI_clothing_M92 : CUP_H_Ger_M92_Black {
        author = "WestDevs and Swat";
        displayName = "Forest M92 Helmet";
        side = TWest;
        scope = 2;
        faction = "VINNISH_FACTION";
        hiddenSelections[] = {"camo"};
        hiddenSelectionsTextures[] = {"\VDF\data\clothing\m92\fm92_co.paa"};
    };```
Anyone know why this doesn't show in arsenal?
winter dune
#

scopeArsenal is missing I think? @wide vessel

wide vessel
#

Thanks, I'll look into it 🙂

winter dune
#

under scope add

scopeArsenal =2;

wide vessel
#

Ahh, thank you!

#

Didn't work ;/

#

Still taking suggestions! 😄

idle matrix
#

is it in CfgWeapons?

wide vessel
#

I put "WESTI_clothing_M92" in CfgWeapons

wide vessel
#

Anyone able to help?

idle matrix
#

are you sure the displayname is unique?

#

no wait it'd still show up regardless

#

uuh, try removing the side and faction entries

#

those are about the only differences I can find compared to how I've got my headwear configs set up, and those work fine

wide vessel
#

@idle matrix Sorry, got help in CUP discord. It had to be in CfgWeapons and not CfgVehicles 🤦‍♂️

idle matrix
#

I did ask you if it was in CfgWeapons and you said it was :p

wide vessel
#

My B... got a new issue tho haha

idle matrix
#

what exactly is the error message?

wide vessel
#

Let me boot up and let ya know

idle matrix
#

that looks like it might be an issue on CUP's side

wide vessel
#

Oh... How so?

idle matrix
#

well it says a CUP uniform class has the problem

#

you didn't accidentally mess with that class right?

wide vessel
#

It's a retexture using HiddenSelections, the piece of code someone retexturing a lot of CUP stuff gave me

idle matrix
#

I see that in the pastebin, and if that's all correct, which it seems to be, then it's a CUP issue

#

also, as an aside, is it meant to be Vinnish? or did you mean Finnish?

wide vessel
#

It's Vinnish haha

#

It's a fictional faction of the Danish Military haha

idle matrix
#

ah okay

wide vessel
#

Hmm.. Kinda annoyed at this by now, been working at it for so long haha

idle matrix
#

understandable

wide vessel
#

I asked in the CUP discord what could be wrong. They should "hopefully" get back to me on that haha

idle matrix
#

oh, here's a question for you, do you have requiredAddons filled in correctly under CfgPatches?

wide vessel
#

Probably not... Not filled in at all, just load up what I need and launch the game... Wasn't an issue for helmets or vehicles

idle matrix
#

yeah you absolutely need requiredAddons set up correctly

#

it basically tells arma if your mod needs another mod to be loaded first

#

so if you try to inherit from a mod that is loaded after yours, bad things happen

wide vessel
#

Yeah CUP is helping me out rn haha

old gulch
#

Alright I'm running out of ideas here. Does anyone know how to edit the cfgvehicles in such a way to change the uniform on a soldier? At the moment I have them spawning in, and visually they LOOK like they have a CSAT uniform on, but mechanically they are naked. However, they are SUPPOSED to have a flight suit on.

#

and I have a couple of times gotten the uniform to show up on their person, but they visually appear to be naked instead of wearing it, even though mechanically they have it on

#

I managed to do it exactly 1 time, but I cant seem to duplicated it even by copying the code almost verbatum

old gulch
#

If I view them in Editor, they show up with the uniform on, and if i hit OK, no changes made, they equip it

#

but if I do not hit OK, they just return to 'wearing' the default CSAT uniform

#

wtf is going on here

hearty sandal
#

Hit OK where?

old gulch
#

on the virtual arsenal

#

virtual arsenal shows them correctly when you view them, but they arn't correct when they spawn (visually, they are ACTUALLY wearing the right stuff mechanically)

hearty sandal
#

Well you likely have a config mistake somewhere.

#

How was your addon packed?

old gulch
#

well, I assume so yes...

#

with addonbuilder?

#

coudl you be more specific?

hearty sandal
#

Possibly when I get on computer. I'm on mobile right now.

old gulch
#

So as I've learned thusfar, UniformClass does not actually change the uniform the soldier spawns with visually

hearty sandal
#

Addon builder creates working stuff only if you feed it absolute gold. So it does not check for any errors.

#

I would strongly suggest using mikeros tools and pboproject for debug on pack.

old gulch
#

I can try, though I get the feeling whatever error is here may be an unintended effect and not a detectable "error"

hearty sandal
#

CfgVehicles unit config sets the model (visual look) of a character. It has 2 parameters, nakeduniform and uniform which point to cfgweapons uniform items (what's in inventor/worn)
Now the inventory item uniform also has a uniform parameter that points to a cfgVehicles class that then actually dictates what the said uniform looks like when the uniform is worn.

#

To speed up the debug pastebin your configs.

#

And pls put it to show c++ colorcoding

old gulch
#

Uhh IDK how to do that last part

#

the color coding

hearty sandal
#

There's a selection box for code type at the end

old gulch
#

ah ok

hearty sandal
#

Tnx. I'll take a peek after breakfast.

#

Unless someone beats me to it.

hearty sandal
#

@old gulch seems like the problem starts from the fact that you have your cfgWeapons item uniform class inside your cfgVehicles class

#

and not the actual cfgWeapons class

#

so your uniform item does not exist

#

cfgWeapons and cfgVehicles are 2 lowes level main classes that contain different stuff

#

cfgWeapons contains all the items (weapon, uniforms, rest of wearable gear etc)

#

cfgVehicles all units, vehicles, buildings

#

so check the Arma 3 sample character again for reference

old gulch
#

The uniform item is drawn from another place

#

unless thats my problem?

hearty sandal
old gulch
#

that I'm defining it here

hearty sandal
#

welll this part at least belongs to the item class

old gulch
#

ok

hearty sandal
#

so I assumed youre trying to make an item here

old gulch
#

so I shold be able to delete that and its ok?

hearty sandal
#

I would scrap it all and start again

#

with the Sample config from the Arma 3 samples

old gulch
#

I somewhat already did, theres not a lot of change made here

hearty sandal
#

well this is a weird mashup of cfgweapons stuff and cfgvehicles stuff

old gulch
#

I feel like the problem might be the item being defined as an indep uniform and I'm trying to apply it to CSAT

hearty sandal
#

and I dont unfortunately have the time to go over it line by line

#

that is a possiblity too

#

you may need to define a opfor version of it

old gulch
#

its just weird that they have the uniform equipped, but its not actually appearing

#

Is there a way to just forceadduniform from the config itself?

#

cause I do nooot want to have to make duplicate uniforms for so many things...

hearty sandal
#

I mean

#

if you make it right

#

it uses the right uniform

#

that is as forced as it can be

#

I would first make the whole config correctly

#

and see if that works

#

then chase that idea

old gulch
#

hmm... ok

hearty sandal
#

you can test it by giving your char some other uniform

#

and testing your uniform on some other vanilla char

old gulch
#

lets see if switching gendarmeri to multicam works

#

No like, I cant change uniforms at all

#

literally just changed the uniform class for the gendarmeri to MCam, and he showed p naked

hearty sandal
#

did you remake the configs yet?

old gulch
#

yea

hearty sandal
#

if you do similar thing with vanilla units and uniforms what happens?

old gulch
#

thats what I just did

#

it just makes him show up naked

#

All I did was change uniformclass of the gendarmeri to U_B_CombatUniform_mcam

#

and he spawns mechanically wearing his Gendarmeri uniform, but visually being naked

#

this makes no sense

#

that tells me at the very least that this cant be a faction issue because they're both on the same side

hearty sandal
#

do you run Arma with error popups on?

old gulch
#

I dont know where this uniform keeps coming from or where its defined

#

yes

#

no errors appear

#

no

#

actually

#

he is naked mechanically

#

but visually appears to be wearing his uniform

#

that I did not define anywhere in his character

#

he's inheriting it from somewhere

#

and I cant seem to override it

#

oh this is driving me nuts. The Opfor version, which just basically draws off the Blufor version, whcih I have not touched, has textures broken on his uniform

#

but the blufor does not

#

Its has to be under model thats the only possible explanation.

#

Ok. Now its just messing with me. I just put down all four of them (the two opfor and two blufor, basically just mirrors of each other with the same baseclass)

#

two of them have the right uniform, one is naked, and the other is in his default

hearty sandal
#

calm down. and remember to respect the #rules no matter how frustrating it gets

#

take a break, do soemthing fun for a bit

old gulch
#

Sorry, just losing my mind.

wide vessel
#

I keep getting referred to the A3 Samples, however can't seem to find anything relating to retexturing uniforms... Does anyone know where I can find this?

hearty sandal
#

well the samples contain configs that use hiddenselection textures

#

also the BIforums editing section has few topics about that

charred sentinel
#
{
    class ProxyWeapon;
    class ProxyTMT_MAML_proxy: ProxyWeapon
    {
        model = "TMT\TMT_Drone\BayraktarTB2\TMT_MAML_proxy.p3d";
        simulation = "maverickweapon";
    };
};
class CfgAmmo
{
    class Bo_GBU12_LGB;
    class M_MAML_AT: Bo_GBU12_LGB
    {
        model = "TMT\TMT_Drone\BayraktarTB2\TMT_MAML_proxy.p3d";
        proxyShape = "TMT\TMT_Drone\BayraktarTB2\TMT_MAML_proxy.p3d";
    };
};
class CfgMagazines
{
    class VehicleMagazine;
    class 2Rnd_MAML_TMT: VehicleMagazine
    {
        scope = 2;
        displayName = "Roketsan MAM-L";
        displayNameShort = "Roketsan MAM-L";
        ammo = "M_MAML_AT";
        count = 2;
    };
};
class CfgWeapons
{
    class GBU12BombLauncher;
    class MAMLLauncher_TMT: GBU12BombLauncher
    {
        scope = 2;
        displayName = "Roketsan MAM-L";
        displayNameMagazine = "Roketsan MAM-L"";
        shortNameMagazine = "MAM-L";
        magazines[] = {"2Rnd_MAML_TMT"};
    };
};```
#

I define it as a bomb, but it acts like a rocket. What's the problem ? 😦

hot pine
#

all bombs are using rocket simulation

#

what you are missing is fact that your magazine is using some inherited initSpeed which is giving inital velocity to projectile

#

@charred sentinel add initSpeed = 0 to magazine and it should be fine

charred sentinel
#

You're right, thx 😄

hot pine
#

wrong suspension

gritty rune
#

trying to add AFM (Advanced Flight Model) to the Unsung helicopter fleet and finding that configs with simulation=helicopterX block the AFM from working. Any ideas why's that>

#

oh, there's helicopterrtd now?

willow summit
#

Hey guys, came in here to see if you could help me with a problem.

#

I've been working on retextures and unit creation. Recently figured out a way to get a custom faction in my mod. But the issue I've been stuck on is making infantry units. Vehicles were simple enough, all I had to do there was assign them to my custom faction. But I'm definitely missing something with the infantry units.

strong shuttle
#

Infantry are also "vehicles", so giving them a faction which also exists in a CfgFactionClasses class will do the job.

willow summit
#

Yeah, it turns out the issue was a big oversight from my tired self last night. While I'd believed I was working in CfgVehicles, I was actually in CfgWeapons. Big oof.

Now I've just got to get my custom uniforms and armor loading on this guy.

sullen fulcrum
#

I work on AH1 that has infinite ammo on some weapons (cannon, HYDRA pods) but also has TOW lunchers that works OK. The cannon is a part of gunner's turret while the other weapon uses Pylon settings. Could someone look at its CfgMagazines code, please?
https://pastebin.com/YjcTXbSm

hot pine
#

what about ammo part?

sullen fulcrum
#

I'm dumb when it comes to vehicle weapon configs. It's the first time I tried to create my own "missilebox" for a chopper. I used to use FIR or RHS dependency instead.

hot pine
#

do you have proper cfgpatches?

crisp socket
#

what is the basic config for adding a new tent to the editor?

sullen fulcrum
hot pine
#

try using
requiredAddons[] = {"A3_Data_F_Oldman_Loadorder", "FIR_AirWeaponSystem_US"};

sullen fulcrum
#

Thanks Reyhard. I just did it. Also, moved CfgAmmo/Magazine/Weapon below the CfgPatches section. The TOW luncher works perfectly, expends its missiles and follow the gunner's manual guidence. The cannon and HYDRA pods works but still have infinite ammo. No clue what's wrong with these... LintCheck shows no errors on any of above configs. It's a mystery for me and have a gut feelings that it must be something tiny that was overlooked by me. 😩

gritty rune
#

anyone knows how to configure skids for afm for a Huey/Cobra? Or is the recommended path to put in fake wheels?

sullen fulcrum
#

@gritty rune This is something that works for my AH1. You may just need to refine position of ground contacts.
https://pastebin.com/S6dcMbjY
Also, working with PhysX "fake" wheels won't bring real benefits unless you'd like to animate the skids that bend under a load, ie. on touchdown. I didn't bother to do so in my configs so far but must admit it may look nice.

gritty rune
#

thanks!

gritty rune
#

on those values for <MountStation x="-0.013" y="5.473" z="-1.178"/> - how to calculate the correct x, y, z? Are they in relation to rtd_center?

hot pine
#

yes, they are relative to rtd_center

sullen fulcrum
#

Anyway, notice the swapped Y,Z axes when compared to those from ObjectBuilder.

#

@hot pine, can you please explain how to use the file yuo've just uploaded please? Is it kind of script for OB?

hot pine
#

just run it in object builder when in memory LOD

#

it will create txt file next to it with all points converted to RTD xml

sullen fulcrum
#

Thanks, mate!

hot pine
#

it converts all named selections to points

#

so obviously you need to have some selections

gritty rune
#

@hot pine thanks, but it asks for #include "std\lodNames.inc" - can you share that or is it somewhere hidden on P?

hot pine
#

C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\ObjectBuilder\O2Scripts

gritty rune
#

ok

#

so I add 4 selections, skid_front_left, right, skid_aft_left, right and get the rtd coordinates out of it?

hot pine
#

yeah, make some LOD, put those 4 selections and copy your rtd_center from memory LOD

#

then script will take care of relation between your points and rtd center

sullen fulcrum
#

Nice

#

@hot pine, while we are at XML, do you know by any chance why the XML WIKI says this:
FGGroundContact200 implements a multibody dynamics based ground contact model. It supports inclined and moving surfaces (e.g. for ship deck landing).
Is that simply mistake or indeed the AFM supports "moving" surfaces like ship for instance?

hot pine
#

well, its somehow true

#

but once vehicle will go into simulation sleep, it will be no longer calculating collision

sullen fulcrum
#

well, I ment the possibility to land on a moving ship, I've been testing that but with no success. Is there any section within GroundContact200 that would prevent me from falling from a moving ship if I land there? Kind of "brake strenght" or "friction multiplier"?

#

It's entirely possible but with PhysX only, no AFM.

gritty rune
#

thanks a lot for sharing this script, now onto the Unsung helo fleet 🙂

sullen fulcrum
#

Good luck, TeTeT! You will need it 🙂

hot pine
sullen fulcrum
#

@hot pine hooooooly shiit, man! 😱

#

Surely, I do.

dense trellis
#

Hey guys, I've modified a pistol to shoot rockets, but its being held like a launcher, and fires upwards, any way I can bypass that?

#

I couldnt find the code to change anim if using missile ammo, so idk where to change that.

hearty sandal
#

you cant

#

missile ammo = it uses launcher animations

dense trellis
#

Damn it.

#

Any other way I could bypass this?

#

Perhaps spawning the missile when the gun fires?

hearty sandal
#

possibly.

#

why does it have to be a missile though

dense trellis
#

Definitely not to mess with somebody.

hearty sandal
#

you both need to have the same mod though

dense trellis
#

Yes I know

#

The mod is not only for this though

#

I was just bored and messed with the configs

hot pine
#

@dense trellis you could bypass by creating submunition

#

so weapon fires regular bullet and 0.01s later it's transformed into missille

dense trellis
#

Thank you reyhard

hot pine
#

Cluster autoseek missile submunition is quite fun to use 😛

dense trellis
#

Thank you

potent ridge
#

anyone, how to give targeting camera access for heli's co pilot?

#

btw, pilot also cant access to slingload camera 😅

delicate comet
#

how do i add zeroing to the base optic on my weapon?

#

discreteDistance[] = {100,300,400,500,600,70

#

i tried a simple class myWeapon : baseClass { discreteDistance[] = {100,300,400,500,600,70...

#

but that's not working

ashen coral
#

Hi,

I have made a custom ammobox mod, basically when you spawn the ammobox it already has a pre defined init in the cfgVehicles.hpp which allows you to access the ACE Arsenal (This is working) and also gives you an option to access the BIS Arsenal. The BIS Arsenal part is not working, I get no option to access the arsenal, I have tried multiple combinations but cannot get it to work. Any ideas? Code below for the init in the cfgVehicles.hpp file, the box is the B_supplyCrate_F.

{
init = "(_this select 0) call ace_arsenal_fnc_initBox; [ ""AmmoboxInit"", [ ammoBox, true, {(_this distance _target) < 10} ] ] call BIS_fnc_arsenal;";
};

restive veldt
#

What property needs to be established in CfgVehicles in order to make a unit show up in Zeus? I have a unit created that appears in editor but not in zeus. I thought it was scopeCurator = 2 but that doesn't seem to do it

crisp sedge
#

my arsenal's script no longer works anyone have a cfg for one
["AmmoboxInit",[this,true]] call BIS_fnc_arsenal;

strong shuttle
#

@restive veldt

// 2 = class is available in the editor; 1 = class is unavailable in the editor, but can be accessed via a macro; 0 = class is unavailable (and used for inheritance only).
scope = 2;
// 2 = class is available in Zeus; 0 = class is unavailable in Zeus.
scopeCurator = 2;
// 2 = class is available in the Virtual Arsenal; 0 = class is unavailable in the Virtual Arsenal.
scopeArsenal = 2;
restive veldt
#

I have all 3 set to 2 but they wouldn't show. However, I removed scopeCurator and now only have scope declared and that seems to have fixed it

cursive talon
#

Quick question because I've forgotten how to do this; how do you change the reticle of a sniper optic?

pseudo cedar
sullen fulcrum
#

Is there any mod to put some sound on the bolt action?

valid spruce
#

Hello 😄

dry carbon
#

Is there a magic number or parameter to control the position of a gunner that is turned out? I have a gunner in a turret, but he has to share the hatch with two other occupants. "Turned Out" for the gunner would mean he's not looking through the periscope, but he's still in his chair and can look around the interior. The engine likes to raise hi position so that he clips through the turret top, where there's no hatch.

somber wadi
#

Shouldn't that be the default view, and then they switch to the gun optics with Right Click?

dry carbon
#

It's all a matter of ambiance. AFAIK, there's no way to change his animation when focused in the periscope face cradle.

#

If I could do that, then I would just disable turn out for him.

#

When the other occupants are looking around the interior, I would prefer them to see if he is focused in the 'scope

pseudo cedar
#

probably depends on animation? What happens if you use same gunnerAction="" as gunnerInAction="", is he moved?

cloud orbit
#

How do I pass my own arguments into a function called with postinit, it seems to overwrite any arguments I pass

grand zinc
#

huh?
Did you mean #arma3_scripting or are you talking about something I don't understand?
More details? how are you doing it now? code snippets?

indigo folio
#

Hey! So i'm currently doing a custom config is this the right place to ask for help?

#

Difficulty* my bad

grand zinc
#

recommend reading the wiki page for it

indigo folio
#

yeah already done but some issues hehe thanks! 🙂

cloud orbit
#

@grand zinc I mean in a config when I set a function to postinit = 1; it automatically sets two params, I want to add to this list of params by passing another variable. When ever I do that it overrides the param send. One second I will get the code

grand zinc
#

pass how?

#

When ever I do
how

cloud orbit
#
class EventHandlers {
            init = "[_this] spawn Librarian_fnc_InitLib;";
        };
#

the function Librarian_fnc_InitLib has the tag postinit = 1;

grand zinc
#

that doesn't look like CfgFunctions postInit

#

thats a eventhandler

cloud orbit
#

right

grand zinc
#

they are seperate, different things

cloud orbit
#
class Librarian
    {
        class myCategory
        {
            class InitLib 
            { 
                postinit = 1;
                file = "Psyker_Pack\Scripts\Psykers\Init_Characters\InitLibrarian.sqf"; 
            };
        };
    };
grand zinc
#

eventhandlers and CfgFunctions postInit are unrelated to eachother

#

one does not know about the other

#

changing a thing in one, won't change it in the other

cloud orbit
#

then why when I call that Librarian function do I get the params passed in by postInit

grand zinc
#

because postInit specifies that you function should be called at postInit

#

with pre-defined parameters

#

you cannot change what parameters

#

they are predefined in the game

cloud orbit
#

Ok that is what I was asking, is if I could add to that list of pre-defined parameters

#

it seems not

grand zinc
#

no

#

I think you are trying to do something that doesn't make sense, what was the thing you originally wanted to do at the start.
That you now have ended up with eventhandlers and a postInit

cloud orbit
#

I want a function that is called after all objects are initialized and when the player has taken control of said unit and then pass that object to the script

grand zinc
#

is the unit/object placed in editor?

cloud orbit
#

Yes

grand zinc
#

just give it a variable name and use the variable in your script

#

no need to pass a parameter or fiddle with eventhandlers

cloud orbit
#

Was trying to avoid everytime someone wanted to use this unit they have to give it a variable name as when making missions it can be simple to miss

#

Wanted it to be simply place this unit in eden, check mark the abilities you want and then done

grand zinc
#

there are probably ways to do what you need. But config isn't it, neither is postInit parameters

#

Explain in detail what you wanna do in #arma3_scripting and someone will probably figure something out for you

safe blade
#

Hi ! Will need some help to be sure cause it's been 3 hours looking for some misstyping for nothing. I got this error :

line58 /CfgVehicules/: ';' encountered instead of '{'
Config : some input after EndOfFile.

13k+ lines is rough to check and I know... I should be more serious about it, but maybe there is something i'm missing or maybe some recurent placement to look at ?

grand zinc
#

CfgVehicules
The class is supposed to be called CfgVehicles

#

it looks like you are missing a { at that place where it says that

#

and no need to check 13k+ lines when it already tells you the error is close to line 58

safe blade
#

@grand zinc allright ! gonne dig further that way, thx (and screw french for misspell vehicles :p )

#

class Plane_Base_F: Plane
{
class AnimationSources;
class HitPoints: HitPoints
{
class HitHull;
};
class Components;
class ViewPilot;
};

#

those are 54 to 63 lanes

grand zinc
#

think you need to look further around

#

it says its in CfgVehicles, not in CfgVehicles/Plane_Base_F
Not sure if that can be trusted tho

safe blade
#

k keep looking for it ! thx for helping

grand zinc
#

but I'd atleast say it somewhat relatively close by 😄

safe blade
#

hope so^^ CfgVehicles is ... long.. too long

#

does ligne error take intended in count ?

grand zinc
#

indentation doesn't change lines

safe blade
#

class AMF_RAFALE_M_EJECTION_SEAT_01_F: Ejection_Seat_Base_F;
class AMF_RAFALE_M_CANOPY_01_F: Plane_Canopy_Base_F;
class AMF_RAFALE_M_WRECK_01_F: PlaneWreck;

it's something in there ! Am I blind ?

livid gyro
#

Is there a function to get any person type unit not in a vehicle?

willow crane
#

How can I set a keybind for my mod? So that people can change the key they want to use in controls - configure mods. Is it with CBA? Could anyone give me an example to see how is done?

#

Ok, so I'm an idiot, I found the CBA documentation and I see how its supposed to be done

willow crane
#

Would help me if anyone could give an example though. I'm really stuck here

#

Never worked with cba before

hot pine
#

@safe blade class AMF_RAFALE_M_EJECTION_SEAT_01_F: Ejection_Seat_Base_F; class AMF_RAFALE_M_CANOPY_01_F: Plane_Canopy_Base_F; class AMF_RAFALE_M_WRECK_01_F: PlaneWreck; such inheritance is invalid - you cannot use ; - no idea where did you get idea to use it like that? 😄

safe blade
#

@hot pine oh god ! thank you

gritty rune
#

inversely, the UH-1D takes off at 10%. Any ideas what to change in the config or xml config?

gritty rune
#

seems changing the rotor size is the easy way out, though it might call for more trouble down the road?

dry carbon
#

@pseudo cedar when I do that, it's like disabling the turn out function. However, his face is still positioned in the cradle, which looks weird when using freelook or head tracking. I created a pose to make him lean slightly back, but when I set this pose (or any pose) for turn out, it raises him up a certain height. I was wondering what that height number might be so I can neutralize it in the animation itself.

#

I suspect it's a standard number used for all wheeled vehicle and tank turrets, or something like that.

hot pine
#

@dry carbon there is no such function so I guess are moving that character with model.cfg somehow

dry carbon
#

I would have thought so, too, but both my in/out positions are in the same world origin location. The "Out" (gunnerAction) definitely raises without any extra settings, afaict.

livid gyro
#

Any ideas why a addEventHandler["Killed" ...] won't activate in a Multiplayer game, if it seems to be working fine in Single Player? I also tried adding the same function calls via addMPEventHandler, but that didn't immediately work.

hot pine
#

@dry carbon Are you sure you are still in same LOD?

dry carbon
#

It was not a LOD problem, but I did just now solve it. I had forgotten to declare the states in the class manactions. Sorting it out was compounded by attempting to use gunnerAction for turned in and gunnerOutAction for turned out. Even when i realized I was doing this, something got botched, and having other positions inherit from the same source really added to my confusion.

#

Am I crazy or is it slightly different with aircraft?

hot pine
#

there is no gunnerOutAction

dry carbon
#

welp. that says a lot

somber wadi
#

Signs that you dun messed up: That's not even a function.

hot pine
#

there is only gunnerAction = for turned out state and gunnerInAction, for turned in action

dry carbon
#

ok well they were dropped in my most recent build, so that's why it's working now. I must have been assuming something, since turned in is generally the needed position to operate a turret.

#

... that is, an interior turret, and IRL

#

The turret is improved with the seating worked out a little, and on step closer to working right. Thanks, gents!

woven python
#

Hey everyone,
I'm creating a simple faction mod for my unit. We want to use base game content to create some fictional factions to play with, but without having to load custom stuff every time we spawn an enemy
So it's working, I have a functional pbo, I can load the mod spawn the units and everything, BUT, I can't use any restricted DLC content on these units, for example, I can't give an AK-12 (Apex content) to one of my men. Does one of you know what I'm missing ?

hearty sandal
#

do you have Apex?

woven python
#

Yes I do

hearty sandal
#

how are you trying to add the weapon?

#

in the config?

woven python
#

weapons[] = {"arifle_AK12_F"};

#

Yep, is the config.cpp with this line

hearty sandal
#

do note you will also need the put and throw default weapons there btw

woven python
#

I can give my guy any weapon I want... as long as the weapon isn't restricted content

#

Oh yeah I deleted that, thanks ^^

hearty sandal
#

that seems to be valid classname for the weapon

#

so it should work

woven python
#

Yeah, and I also tried with some contact weapons

#

Same thing with outfits by the way

hearty sandal
#

have you configured your cfgPatches requiredAddons with latest loadorder as requirement?

#

A3_Data_F_Tank_Loadorder should probably work

#

this way your configs are loaded after everything else

woven python
#

I tried, by adding Apex content but it didn't work
On that point I'm not sure I did the work like I was supposed to, have you got any resources to teach me how to properly do it ?

hearty sandal
#

I recall Arma Wiki has a page about cfgPatches

woven python
#

So I should add A3_Data_F_Tank_Loadorder as a requirement ?

hearty sandal
#

yes

woven python
#

I added the addon, I'm starting the game right now

hearty sandal
#

did you pack the mod? 😄

#

also what are you packing the pbo with?

woven python
#

Yes I did x)

#

I'm using the addon builder from arma 3 tools

hearty sandal
#

that should work if everything is correctly set up.

woven python
#

Perfect !

#

This work, so I don't know why it failed when I added the apex addon

hearty sandal
#

possibly it was not the correct one

#

or there was a typo

#

¯_(ツ)_/¯

woven python
#

I did the test with a syndicate uniform, by adding characters_f_exp in the list, isn't it the good addon ?

hearty sandal
#

you probably would have needed the weapon pbo

woven python
#

So I retried to load this addon and the outfit isn't working, so now I know it's the wring addon, I'll work on that 😉
Thanks for the help !

hearty sandal
#

however the loadorder is far simpler to use

woven python
#

I'll make some researches about the order too, thanks for the advices 😉

flint goblet
#

When configuring new units is it possible to add an eventhandler to their config? I'd like to create renegade units using the addRating or sideEnemy command so they inherit that behaviour by default when placed in the Editor. There's a small section about adding eventhandlers in the Characters/Gear Encoding Guide, makes me think it's possible?

hearty sandal
#

should be yes

flint goblet
#

Cool, i'll give it a go, just wanted to know if it wasn't a dead-end task before I started. thx. 😉

woven python
#

Little question related to my last problem, what is the addon dependency for the Contact content ? No way to equip U_I_E_Uniform_01_tanktop_F by now :(

#

I tried characters_f_enoch and data_f_enoch

hearty sandal
#

A3_Data_F_Enoch_Loadorder

#

or one of the chracter cfgPathces if you want load after characters/uniforms

woven python
#

I'm trying
I also have this in my rpt : A3_Data_F_Enoch_Loadorder

hearty sandal
#

dont use all of them, that can probably mess it up

woven python
#

23:50:53 ERROR: Switch uniform! Uniform is not supported by soldier
23:50:53 Uniform U_I_E_Uniform_01_tanktop_F is not allowed for soldier class FNZ_rifleman*

hearty sandal
#

sime uniforms have limited sides

#

perhaps its that

woven python
#

So, I can't use this uniform for a bluefor unit ?

hearty sandal
#

or if its contact uniform then you need contact loadorder

#

looks to me its enoch one

#

can you equip it in the arsenal?

woven python
#

Yes I can

hearty sandal
#

but from that error yes it seems you cant use it on blufor

#

you will need to make a blufor version config for that

#

or make that unit independent and when you use it, switch its side

woven python
#

Can I make a simple uniform that is based on the one I want to use ?

hearty sandal
#

probably yes

sullen fulcrum
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Is there like... a limit of code in a config? For example I currently have a config with 78k lines, will stuff stop working after a certain point?

hearty sandal
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no

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but thats a lot of lines

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wth are you making?

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might be wise to split that up a bit

sullen fulcrum
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its just a lighting mod, last time I made an individual lighting mod for each map but this time I want to keep all of it in one config. right now 2 terrains are not accepting the new lighting so it got me concerned

hearty sandal
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oof that can be a lot of trouble

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that kind of stuff is likely to mess up at least environment effects

sullen fulcrum
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not really

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everything is going great currently

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haven't heard a single complaint from the subscribers