#arma3_config
1 messages · Page 109 of 1
hi all ...i hope someon can help me with a hudge pb.
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]";```
any idea what I'm doing wrong trying to use animationsourcephase here as a condition check?
the old school approach works fine, and the statement works fine with animatesource
Does RHS have a different class inheritance system? Since my recoil replacement config doesn't work with the AKS74Us and AK-104 rifles.
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).
There is single inheritance system - there is no way to have custom one whatever it would mean
well, I'm main RHS dev 😛
Oh wow, I never knew that haha
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?
show your config and then I might tell you what is going on
Yep, no worries.
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.
did you used in game config viewer to check if your changes are applied?
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.
Actually, I forgot to mention something. My recoil presets work on folded AK104s and 74Us and Ns, but not while they're unfolded.
@livid heath possibly it does not like the absolute 0 check? Did you try with <0.5
Also is the source name correct?
@livid heath is it door type animation? Doors are using doorPhase
@full wagon so is it loading correct values in game when you are looking at them in config viewer?
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.
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.
Same for the other 74U I found.
did you tried to increase recoil values to see how it changes?
try to remove compensator from muzzle slot too
No I haven't, but I can do that and I tried that but I'll see how it goes.
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
The compensator thing idea didn't work however but I'll try the recoil value thing.
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'.".
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.
class FOLD; thats wrong
as for muzzle climb - it might be the way how engine works with short weapons
Although I hadn't had it there before this issue, I'll try taking that out though.
as for muzzle devices - yes, they are changing recoil and few more parameters
grips are on the other hand reducing inertia
scopes/bipods are increasing inertia (depending on their weight/size)
Ah okay, fair enough.
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.
Obviously there's a lot of factors for "realistic" recoil, just trying to get it close enough.
Especially with how the impulses work too.
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?
That could be a better way to do it potentially.
Yeah true and it could, but I feel it'd also be more compatible with muzzle devices though which could be nice.
thanks @hot pine will check it out
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
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.
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
I don't think so if you needed Vest_Camo_Base for the vests.
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.
If that makes sense?
yeah I get the inheritance rules, I'm used to C++, just not arma configs lol
Its okay haha
But yeah, you still likely need to put in a helmet camo base thing below the vest one.
See how it goes if you want.
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.
Oh sorry, my bad.
No worries. Always good to cover the bases 😛
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
It explains it pretty well too because there's literally no muzzle rise meaning that its not being utilised.
OH, yep lmao
Hahahaha
I'm so stupid xD
And actually @tranquil osprey, you know how to use the config browser when playing within the editor?
I realised that you could go to CfgWeapons within it to check your items for any errors in any fields for them.
Vaguely. Arma crashes when loading the addon though
Because at least for me, I made such a tiny but bad mistake lol
@tranquil osprey modelSides={TWest};
Oh true, sorry about that.
- There is missing [] next to array type parameter
- Are you sure you have macro which defines TWest?
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.
smh this is why I avoid using macros 😆
thats probably it. Thank you @hot pine
error was caused by point no 1
but I brought 2nd point just to make sure that you know how to use macros
@full wagon what are you packing the configs with?
I would strongly suggest pboProject as it should not let you pack with most of these typos
AddonBuilder in the Arma 3 tools @hearty sandal.
Oh I see lol, woops haha
I'll check out PboProject then lol
However, does that program tell you errors or only prevent the packing from occuring @hearty sandal?
it tells errors
its very strict
PMC wiki has simplest steps to set up the tools and P drive so that it works
Ah cool, that's nice.
And thanks.
But yeah, I saw that the PMC wiki has been more detailed iwth regards to modding too.
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?
@full wagon Have a read of our #rules and stop violating the profanity rule every other day
Sorry I forgot something @grand zinc, my bad.
I didn't mean to do that.
I read the rules, its that my memory isn't the best. Its fine if you don't understand, but that's why.
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.
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.
You okay @grand zinc? I meant to tell you why I might've forgot that.
I'm not trying to excuse myself if you thought that.
I think the point is already made. He will respond when he can
back to the config business
he just acted in the moderator role and pointed out where you made a mistake
Oh good, it sounded like he was very annoyed so at least I know now.
Yeah no problem.
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.
That didn't work, but I'll see if I inherited the wrong thing.
It didn't, but I'll take a look at the config thing to possibly trace what's changing its recoil.
@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.
ok
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
it's where i'd start
that's assumingyour camera is just memory points
if it's a physical model then you can just use that
So I am able to see the overlay in game,
and I moved the overlay out of view of my UAV_Optics_Gunner_wide_F.p3d class
That one doesn't render in the 'Wide' view, so I believe the model is working in my three UAV_Optics_Gunner models
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.
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?
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
sorry for interrupting i thought you already finished writing
No worries @spiral fiber
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)";
};
};
That is inside the config cpp that adds my custom faction to the game
I tried putting it inside the "CfgFactionClasses" but it didnt work either
The units do have the editorSubcategory = "EdSubcat_Chrysalis"; parameter
So... what am I doing wrong? Where is the CfgEditorSubcategories supposed to go?
Anyone know if it's possible to add a camera view to a vehicle?
@dire fox custom vehicle: yes, vehicle you have no model access: not properly
update the custom subcategory appears but I get an error on the main menu
no entry bin\config.bin/cfgvehicles/CfgEditorSubCategories.scope
did you put the cfgeditorsubcategories inside cfgvehicles?
well somewhere you have cfgeditorsucategories inside cfgvehicles
{
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 ```
but there is not cfgvehicles entry
should I just make a separate hpp for the Subcategories?
@hearty sandal
PBOmanager

i do use addon builder for the final build though






shrug
why
Im really new to the scene, thats what people have recommended me
meh
been working for me so far
well your mod
then again I only make simple retextures
Im tired of fighting pboManager people
you can do search on the chats here for pbomanager
so I should use PBO Project instead?
I would recommend it yeah
but it requries complete setup of the development environment
PMC wiki has steps to do tools install easily
including Mikeros toolset
not that it magically makes stuff work
but it might be able to point you a error you have somewhere in your addon structure/config
PMCwiki arma 3 tools install guide
gotcha
select the text, right click for google search.
@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.
Camera is usually a turret (periscope). You would probably find examples from the A3 vehicle configs
Thanks!
@hearty sandal I fixed it
I moved it to the config.cpp of the units instead and it worked so uhh yea
Arma 3 works in mysterious ways
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.
Ok how would I make it so people with this.
onHackedData = ""; onDifferentData = ""; onUnsignedData = "";
Get kicked?
In the server.cfg
by reverting that back to the default that was in your server.cfg at the start, which kicks people
@grand zinc I don’t know how to do so because I just use tadst server.cfg and here’s what I got
Is there a code I should put in
If so
Can you please tell me it?
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
Ok thanks
@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
Because I had an old pbo which was signed by my key
And I deleted it from server
But I can still use it
it should be enabled with verifySIg 2
there is also requireSameMods or smth like that, check wiki
Also thats #server_admins
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?
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?
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?
@near scaffold Not an expert here:
try to add this line to the dummy too:
hiddenSelections[] = {"camo"};
only the uniform has it
Doesn't show texture at all or doesn't show your texture? Did you checked in config viewer TUI_Uniform1_Dummy class ?
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?
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
And its okay you couldn't work that out, I still appreciate your help also.
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'.
Yes it is but those damage classes need to be configured in properly
any help would be great
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
Are your gunbeg and end points part of the turrets gun selection? (and only that animated selection)
yes
the "ball" selection is both the gunBeg and gunEnd points
and in the model config, the ball works with the base model selection
Have you compared to any vanilla turrets config that has laser designator in use?
I have looked at the uav and 64
What config value forced arma mans hands to hold onto the turet handles?
@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?
that does not work I think
simples way to do that is 2 different objects that you swap
one with turret, one without
hm but wheels after damage is hidden 😮
yes
you can hide the turret but it will still be on the vehicle via the config
just invisible
so it can still be accessed
unless you apply lot of scripting that checks no one gets into it
hmz
but i can lock the turret i think.. can you help me with hiding the turret? i try to test it
well you would want the hiding bone to be in between the "" and "turret" bones
then it will hide everything after it
"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
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?
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
alright news on the displaymain, it works, but it doesnt overwrite what is already there
Found my error
Any idea why AI wouldn't use a missile?
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.
i found my error too.
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?
this for a character?
Yeah
custom?
Inheriting from: Civilian_F
I can hastebin the CfgVehicles if that would make it easier?
Im not quite sure why youa re doing that when the default character already has those hitpoints as far as I can tell
[["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
leg_l is not a valid selection though
[["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 🤔
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
I guess the VR Man must be special then - as when using getAllHitPointsDamage they return quite different selections
So I should be able to inherit off the VR man with the hitpoints?
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
leg_l and leg_r are present in the default hitpoints?
Does anyone have an example config for hiddenSelections with clothing?
Which makes it more confusing 🤣
@hearty sandal I've not been able to find any that have hiddenselections, only making them from scratch.
this
Yeah I know, I have it. I just can't seem to find anything that includes hiddenSelections
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 😦
@wide vessel
Or at least, handleDamage doesn't get fired on the legs
from the example characters config
@wheat mural have you checked that your changes actually go through into the configs
Ah, thank you! I must be blind or looking in the wrong place
👓 are good investment.
Well I checked with getAllHitPointsDamage and it listed my extra selections there
Can't go to the eye-doctor, corona times ya know
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
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"]
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
interesting , pretty sure i pulled that code from a3 , but i must have been asleep , thanks!
also the units online system has been offline a lot lately
@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
it is what it is.
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?
yes, pretty sure it is.
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?
well its a thing that can issues in game as it says
yes, that's obvious! but any ideas why?
cannot you create variant without Land prefix?
mmm, i will try that, thx
question can one alter/change recoil of a vanilla weapon?
yep
Can I inherit from a Contact class with my own mod without causing players to see Contact DLC pop-ups?
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
@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)
Does anyone know how to reduce the size of a ORBAT Group module on the map?
@idle matrix how would one go about changing or altering the recoil of a vanilla weapon?
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?
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
class Rifle_Base_F;
class srifle_EBR_F: Rifle_Base_F
{
class WeaponSlotsInfo;
};```?
sweet thanks
Does anyone knows a Tool where you can Convert the Arsenal Export Item data to Character Configurations in Configs?
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
or by pressing the export button , that copies the info to your clipboard which you can paste where you need it
oh I got it
ooo wait , you want to load a soldier in arsenal and then create a soldier in config?
Shift+Ctrl+C
ah
Didnt knew there was a Hotkey
question recoil = "recoil_ebr"; can one replace the recoil of a rifle , say the ebr with the recoil of say recoil = "recoil_mx";?
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?
@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.
@hearty sandal we don't use servers only P2P hosted servers with members using the mod
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.
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).
I think thats not possible
@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
I dont think ammo usually makes that much different sound
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.
@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)
well Blanks are bit out of the normal scope of Arma
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?
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?
Ok, but not garage?
probably would require modified version of the garage. dont know how it works internally
ah ok
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
turretInfoType = "RscWeaponRangeArtilleryAuto";
I take it one cannot remove DLC requirements from an item when making a retexturing of something?
yy, that would be quite silly? 😄
🤦♂️
thanks HorribleGoat, works like a charm now https://i.imgur.com/tRpFdcg.jpg
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
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
Is there a way to manual fire from Pilot position of turrets?
nevermind, I entered down a few old lines of code and didn't see them
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? :/
got the config to work but it won't load my texture
gonna jump back in vc and stream if someone can help
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?
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).
Arma works poorly with lots of lights.
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
you can always test it ingame... apply the rsc info of rangefinder to your weapon and it shows your angle to horizon
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.
apparently i have broken the counter measures of the vanilla orca too
some mod might break it
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.
you are possibly breaking the weapon/ammo arrays or the eventhandlers
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.
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?
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 :/
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.
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.
no
ok, back to making a mod than 🤣
@mystic sandal I think you broke CM component in Components
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.
yes
they have a selection config entry
memory point should work
was asked here a few weeks back
https://github.com/acemod/ACE3/blob/master/addons/interaction/CfgVehicles.hpp#L43
here is the example that puts the ACE Man interaction onto pelvis
https://github.com/acemod/ACE3/blob/master/addons/interaction/CfgVehicles.hpp#L325 here is car
https://github.com/acemod/ACE3/blob/master/addons/interaction/CfgVehicles.hpp#L355 here shows how you should inherit
great, thank you. 🙂
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;'''
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
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?
@livid gyro can you perhaps explain a bit more what you mean by viewPilot asset?
@winter salmon probably such documentation will come in time.
@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.
are you yourself piloting it?
Yes
Im not 100% sure I understand what you are after but I think you cant do that
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
is this a custom UAV?
Yeah, but it's pretty close to the Darter
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
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?
yes
@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?
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?
You could check a recent 1.98 all in one config, to see if the new parameter is used anywhere
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...
usually we have changes for tickets that explain why and what. Not for this one though
I searched for a ticket as well, the closest feature request that I could find was this. https://feedback.bistudio.com/T63743
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)
thanks
@winter salmon https://community.bistudio.com/wiki/Arma_3_Damage_Enhancement you can basically use "simulation" param in vest config too now
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
thanks for the reply
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
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?
wee I get to make proper armor suits 😄
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
okay, thanks, that makes sense
{
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
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
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
put your whole config.cpp into pastebin and link here
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};
It does not work, it always lands in the same place at the edge of the map
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
It's work with my other map config
But if I leave it, my airport will be too big on the map
" 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.
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
The gmg fired from the minigun mempoint
I like this isSelected idea... if it works. LOL
Is it complicated?
not really
better yet: is there a working example to learn from?
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
is maxHoldsterValue related to pylons stuff/ because that's a lot of pasta.
at first glance it looks like i'd be making a new weapon - a gmg with the minigun as an alt fire mode?
ok
so that prevents them from being interchanged or mistaken or something?
yes
I'm kind of grasping the concept, but this is a little overwhelming. Gotta wrap my head around it.
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
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
oh that's good. Gonna try to figure this out now. Still not sure where to plop it.
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?
bay door I have looks silly if it opens up 180
no this is just opening up
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
that's what I was thinking, too
I wonder if it's possible to do a hide with the maxHoldsterValue. instead, and then if it would work.
how come?
how would hide make it work?
sure hide can be powered with it but I dont understand what you would hide
have two sets of the same vertices, but hide the one that's not in use.
50/50 could work
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.
Hide might really hide them or just scale them to 0,0,0
oic
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.
scope = 2
@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
{
};
yes
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?
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?
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.
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?
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 -_-
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'
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)
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
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 😉
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
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.
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?
are you not inheriting from something?
You see, thats what I want to know. If I have to inherit from something for a new magazine
it's probably a good idea
that way the only config entries you'll have to write down are the things you want changed
Thats good to know, so I could change class Custom_9x21_Mag to class Custom_9x21_Mag : 16Rnd_9x21_Mag ?
yes
though I believe no space before the :
so like class Custom_9x21_Mag: 16Rnd_9x21_Mag
Alright, will try it
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
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";
};
};
check out sample configs from Arma 3 samples for example of the inheritance tree
BI wiki also contains pages about that
here's a nifty wiki page about inheritance: https://community.bistudio.com/wiki/Class_Inheritance
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"; }; };
some things require the whole inheritance tree to work right. Cant remember exactly what it was though
only if you're changing child classes
they'll have to be defined in the previous class
which then will also need inheriting
that it was yes
Good to know, trying the mod now, no errors so far
no need for the entire inheritance tree though :p
Alright I definitely messed up somewhere, because it's not compatible with the weapon.
Atleast it shows up
weapons have magazine compatibility defined in them
Oh alright, so you're saying that I have to modify the weapon's config and add this magazine?
possibly
or if the weapon is configured with certain type of magazine well you need to make your magazine compatible with it
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"};
}
}
It's using magazineWell[] = {"Pistol_9x21"};
then your magazine should be compatible with that
Weird
hey guys does anyone know if
attendant = 1;
makes the unit an ACE3 medic?
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?
scopeArsenal is missing I think? @wide vessel
Thanks, I'll look into it 🙂
under scope add
scopeArsenal =2;
is it in CfgWeapons?
I put "WESTI_clothing_M92" in CfgWeapons
Anyone able to help?
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
@idle matrix Sorry, got help in CUP discord. It had to be in CfgWeapons and not CfgVehicles 🤦♂️
I did ask you if it was in CfgWeapons and you said it was :p
My B... got a new issue tho haha
https://pastebin.com/NxeBGGep Any ideas? Gives error ending in .scope...
what exactly is the error message?
Let me boot up and let ya know
@idle matrix http://prntscr.com/s1fqk8 this is the error
that looks like it might be an issue on CUP's side
Oh... How so?
well it says a CUP uniform class has the problem
you didn't accidentally mess with that class right?
It's a retexture using HiddenSelections, the piece of code someone retexturing a lot of CUP stuff gave me
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?
ah okay
Hmm.. Kinda annoyed at this by now, been working at it for so long haha
understandable
I asked in the CUP discord what could be wrong. They should "hopefully" get back to me on that haha
oh, here's a question for you, do you have requiredAddons filled in correctly under CfgPatches?
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
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
Yeah CUP is helping me out rn haha
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
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
Hit OK where?
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)
Possibly when I get on computer. I'm on mobile right now.
So as I've learned thusfar, UniformClass does not actually change the uniform the soldier spawns with visually
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.
I can try, though I get the feeling whatever error is here may be an unintended effect and not a detectable "error"
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
There's a selection box for code type at the end
@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
that I'm defining it here
welll this part at least belongs to the item class
ok
so I assumed youre trying to make an item here
so I shold be able to delete that and its ok?
I would scrap it all and start again
with the Sample config from the Arma 3 samples
I somewhat already did, theres not a lot of change made here
well this is a weird mashup of cfgweapons stuff and cfgvehicles stuff
I feel like the problem might be the item being defined as an indep uniform and I'm trying to apply it to CSAT
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
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...
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
hmm... ok
you can test it by giving your char some other uniform
and testing your uniform on some other vanilla char
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
did you remake the configs yet?
yea
if you do similar thing with vanilla units and uniforms what happens?
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
do you run Arma with error popups on?
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
calm down. and remember to respect the #rules no matter how frustrating it gets
take a break, do soemthing fun for a bit
Sorry, just losing my mind.
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?
well the samples contain configs that use hiddenselection textures
also the BIforums editing section has few topics about that
{
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 ? 😦
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
You're right, thx 😄
@hot pine So why does the drone go forward on its own? https://imgur.com/uKoLZo5
wrong suspension
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?
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.
Infantry are also "vehicles", so giving them a faction which also exists in a CfgFactionClasses class will do the job.
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.
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
Weapon part config:
https://pastebin.com/KVPZwXj6
what about ammo part?
Ammo part:
https://pastebin.com/0Lwjhmka
The inheritance from FIR weapon was just removed, but well... TOW isn't the problem here anyway.
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.
do you have proper cfgpatches?
what is the basic config for adding a new tent to the editor?
This is the CfgPatches:
https://pastebin.com/FFwn8GcX
try using
requiredAddons[] = {"A3_Data_F_Oldman_Loadorder", "FIR_AirWeaponSystem_US"};
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. 😩
anyone knows how to configure skids for afm for a Huey/Cobra? Or is the recommended path to put in fake wheels?
@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.
thanks!
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?
yes, they are relative to rtd_center
you can play with this to generate collision points
Actually, the BIWIKI says it's relative to Center of Gravity, here:
https://community.bistudio.com/wiki/Helicopter_Flight_Model_Config_(XML)#Ground_contacts
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?
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
Thanks, mate!
it converts all named selections to points
so obviously you need to have some selections
@hot pine thanks, but it asks for #include "std\lodNames.inc" - can you share that or is it somewhere hidden on P?
C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\ObjectBuilder\O2Scripts
ok
so I add 4 selections, skid_front_left, right, skid_aft_left, right and get the rtd coordinates out of it?
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
https://pastebin.com/ze2i2ATd and example output
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?
well, its somehow true
but once vehicle will go into simulation sleep, it will be no longer calculating collision
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.
thanks a lot for sharing this script, now onto the Unsung helo fleet 🙂
Good luck, TeTeT! You will need it 🙂
https://github.com/reyhard/o2scripts anyway, if someone wants to take a look at other scripts then here you go
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.
Damn it.
Any other way I could bypass this?
Perhaps spawning the missile when the gun fires?
Definitely not to mess with somebody.
you both need to have the same mod though
Yes I know
The mod is not only for this though
I was just bored and messed with the configs
@dense trellis you could bypass by creating submunition
so weapon fires regular bullet and 0.01s later it's transformed into missille
Thank you reyhard
and here are various missile concepts you can try with that submunition
https://pastebin.com/TV591kqk
Cluster autoseek missile submunition is quite fun to use 😛
Thank you
anyone, how to give targeting camera access for heli's co pilot?
btw, pilot also cant access to slingload camera 😅
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
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;";
};
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
my arsenal's script no longer works anyone have a cfg for one
["AmmoboxInit",[this,true]] call BIS_fnc_arsenal;
@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;
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
Quick question because I've forgotten how to do this; how do you change the reticle of a sniper optic?
New model/ change texture of the model https://community.bistudio.com/wiki/CfgWeapons_Config_Reference#modelOptics.3D.22.5B.p3d.5D.22
Is there any mod to put some sound on the bolt action?
Hello 😄
Im noob in mod making, but i need informations.
How to set inside config file the gunner sight ? To make a bit more realistic the bis one ( https://dev.arma3.com/assets/img/post/images/oprep_drones_2.jpg ) to a custom one.
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.
Shouldn't that be the default view, and then they switch to the gun optics with Right Click?
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
probably depends on animation? What happens if you use same gunnerAction="" as gunnerInAction="", is he moved?
How do I pass my own arguments into a function called with postinit, it seems to overwrite any arguments I pass
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?
Hey! So i'm currently doing a custom config is this the right place to ask for help?
Difficulty* my bad
yeah already done but some issues hehe thanks! 🙂
@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
class EventHandlers {
init = "[_this] spawn Librarian_fnc_InitLib;";
};
the function Librarian_fnc_InitLib has the tag postinit = 1;
right
they are seperate, different things
class Librarian
{
class myCategory
{
class InitLib
{
postinit = 1;
file = "Psyker_Pack\Scripts\Psykers\Init_Characters\InitLibrarian.sqf";
};
};
};
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
then why when I call that Librarian function do I get the params passed in by postInit
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
Ok that is what I was asking, is if I could add to that list of pre-defined parameters
it seems not
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
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
is the unit/object placed in editor?
Yes
just give it a variable name and use the variable in your script
no need to pass a parameter or fiddle with eventhandlers
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
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
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 ?
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
@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
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
k keep looking for it ! thx for helping
but I'd atleast say it somewhat relatively close by 😄
hope so^^ CfgVehicles is ... long.. too long
does ligne error take intended in count ?
indentation doesn't change lines
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 ?
Is there a function to get any person type unit not in a vehicle?
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
Would help me if anyone could give an example though. I'm really stuck here
Never worked with cba before
@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? 😄
@hot pine oh god ! thank you
on the AFM, all seem to work more or less, but the H-13 stays grounded until you go 95% throttle/collective: https://cdn.discordapp.com/attachments/309283909043224577/703239080556625980/20200424153833_1.jpg
inversely, the UH-1D takes off at 10%. Any ideas what to change in the config or xml config?
seems changing the rotor size is the easy way out, though it might call for more trouble down the road?
@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.
@dry carbon there is no such function so I guess are moving that character with model.cfg somehow
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.
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.
@dry carbon Are you sure you are still in same LOD?
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?
there is no gunnerOutAction
welp. that says a lot
Signs that you dun messed up: That's not even a function.
there is only gunnerAction = for turned out state and gunnerInAction, for turned in action
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!
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 ?
do you have Apex?
Yes I do
do note you will also need the put and throw default weapons there btw
I can give my guy any weapon I want... as long as the weapon isn't restricted content
Oh yeah I deleted that, thanks ^^
Yeah, and I also tried with some contact weapons
Same thing with outfits by the way
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
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 ?
I recall Arma Wiki has a page about cfgPatches
So I should add A3_Data_F_Tank_Loadorder as a requirement ?
yes
I added the addon, I'm starting the game right now
that should work if everything is correctly set up.
I did the test with a syndicate uniform, by adding characters_f_exp in the list, isn't it the good addon ?
you probably would have needed the weapon pbo
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 !
however the loadorder is far simpler to use
I'll make some researches about the order too, thanks for the advices 😉
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?
should be yes
Cool, i'll give it a go, just wanted to know if it wasn't a dead-end task before I started. thx. 😉
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
A3_Data_F_Enoch_Loadorder
or one of the chracter cfgPathces if you want load after characters/uniforms
I'm trying
I also have this in my rpt : A3_Data_F_Enoch_Loadorder
dont use all of them, that can probably mess it up
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*
So, I can't use this uniform for a bluefor unit ?
or if its contact uniform then you need contact loadorder
looks to me its enoch one
can you equip it in the arsenal?
Yes I can
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
Can I make a simple uniform that is based on the one I want to use ?
probably yes
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?
no
but thats a lot of lines
wth are you making?
might be wise to split that up a bit
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