#arma3_config
1 messages ยท Page 110 of 1
those two terrains are at around 70-73k' lines
last terrain is at 76 to 78
but last terrain is working
ยฏ_(ใ)_/ยฏ
indeed ๐
id cut it into more easier to manage split .hpp files and
also its possible your required addons are not right and your updated configs dont actually load after the actual terrains
hmm
so thing is the mod doesn't have any required addons
it doesn't require anything
and it doesn't have any hpp files
the whole mod works with a single .bin config
but the load after part got me concerned, how can I ensure it always loads last?
.cpp is the unbinarized format
yes
you one of those pboManager users?
yes
I know how to use arma 3 tools lol
ok
so how do I make the mod load last?
so I just put the desired addon into the requiredAddons list
and the addon loads last
easy as that?
yes
wow
cfgPatches has a wiki page
its not proper pbo tool
do I use mikero's stuff instead?
despite what the name says
I've been using pbomanager for a long time
it might be useful for you or it might give you boatload of errors
ok
also you might want to make sure the terrains you are editing allow derivative work.
config patch is pretty non invasive but I think it might still count as a derivative
so some addons just don't get modified by third party configs?
Its late a clock and cant remember exactly how that all goes right now. But could be worth to find out.
np, good luck
is it common knowledge that rapified configs are slower to access ingame and I just havent heard about it, or is it not usually the case?
I am working on optimizing a mod where it takes ~80 seconds to iterate through ~27,500 classes to build an array. Thing is, in my test build, it only took ~2 seconds to complete the same task. The only difference between the main release and my test build was that my configs weren't rapified.
Just adding onto this โ๏ธ did a little digging to see exactly what was taking so long for the rapified config, it turns out it was the >> command.
Rapified execution time: ~40 ยตs
Plain text execution time: ~450 ns
@grand zinc @hard chasm might interest you
turns out about 6600 made it over 1ms
https://i.imgur.com/suH6KaO.png
the bis engine does not use plain text configs. it immediately converts it to the binary equivalent and merges it into all the other binary configs to produce a master config.BIN. The only lag here is during game (not mission) load time.
there is no such thing as >> in the config language. it is only present in sqf statements
my guess is you are actually unable to binarise beforehand due to the nature of the sqf statement(s) itself, OR, you're using a bad tool to do so, and it gets it wrong.
i'm told the main release is packed with pboproject
k, it would normally detect a non binarazible config and tell you.
the config is rapified in the pbo though. this is where my confusion is coming from because i dont understand why a rapified config would be any different to a plain text config after the game has loaded it.
not that it is the end of the world, easy solution is to just not rapify, but the why is what im questioning
certain sqf commands cannot be known until game load time. An example would be GetVersion
even if it were binarised beforehand, it would make no sense to do so.
>> is being used in an sqf script. I'll amend my statement and say all config commands seem to take longer. The issue is when running a script in game, accessing config locations from the rapified config are taking longer than if the config was plain text in the pbo.
@stiff thistle did you tried to rapify and unrap config and then compare it original, non rapified config?
^good idea
the only thing i can think of here Connor is my tools did not binarise it correctly.
just getting a comparison now. Does your tool go through arma 3 tools? cause i tried it with cfgconvert as well and got the same result.
there is no practical difference between cpp and bin from the engine perspective.
re above, no, i do not use cfgConvert because it gets (some) array[]= wrong and makes a mess of the += syntax
you can always pm me with the config and i can glance over it to see if anything is odd
rap -> unrap vs original, only difference is the indentation, but im sure that makes no difference while rapified.
well, for some time, mission.SQMs could not be binarised at all, if in an addon.pbo . The sqf parser only worked on text. It might be that the same sqf parser converts bin back to text in order>>to>find>>it
when cpp is present, it probably uses that.
Makes no sense. There is no master config.bin as mikero said.
Both binarized and unbinarized are parsed into the exact same internal engine representation. Besides the source filename it doesn't even know whether it came from bin or cpp
So a speed difference doesn't sound logical.
There are however some config paths like CfgVehicles that are indexed/hashmapped, whereas other lesser used paths are linearly-searched. But again nothing to do with source file format, thats just the search path
There is no master config.bin as mikero said.
the 'master' config.bin is the accumulation of bin\config.bin with all addons added to it.
there is no actual .bin file
even not in memory
the .bin is the serialized representation of the in-memory
master config yes, master config.bin no
well. i use the word bin simply to point out that it's a binarised representation of all configs in all addons
conceptually. it's one single bin 'file', used for instance when you go searching inside it via the game gui
yes, there are hash indexes, and they're also used as a table to reference the physical pbo too, but as an accessing scheme, it's one 'file', which is the source of all those rpt errors while it's being constructed.
hat it's a binarised representation
it not though
ok, if it were'nt binarised for use by the engine, there'd be no reason for all the complaints about typos an missing classes in a faulty config.cpp posted in the rpt. It's the reason why required addons is important. It needs to add to what it already knows, otherwise it can only make assumptions what/where a class extern; actually is.
doesn't matter if i use 'file' or 'memory' it's a single constructed blob (with hash as appopriate)
can i do a vehicle animationsource with loop and controlled bei User?
I have a siren on my vehicle and when activated it should run in a loop through 360
https://cdn.discordapp.com/attachments/294232104265449472/703936608998785084/unknown.png
https://cdn.discordapp.com/attachments/294232104265449472/703936658894225429/unknown.png
in this picture run the siren not even
i test it with Source "Clockminute" but this ignored the User controll.
you would just have to animate it to a very very large animation phase
engine sources ignore user input
okay =/
is this mybe better as script with a while?
My idea was, i do the siren slowly run (maybe 2sec for 360ยฐ) and then stop the animation after that starts again.
no you just use 1 animateSource command with high enough value so that it plays as long as you want it to play
loop type animation plays once from 0-1 naturally
but if you set it to animate to value 10
it will repeat 10 times
ahh i understand it now. thx Horrible ๐
yeah. i return the values mit animationphase and i see the value goes into the neverlands ๐
how to do this config (model), I only have id.p3d
https://media.discordapp.net/attachments/703982735873671258/703982798175862884/unknown.png for the model to work https://i.imgur.com/TuXRnHu.png D
does canShootInWater = 1; work for vehicle turrets?
class U_B_soldier_new: Uniform_Base
{
author = "WestDevs and Swat";
scope = 2;
displayName = "Test BDUes";
picture = "";
model = "\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d";
hiddenSelectionsTextures[]={"camo1","camo2","camo3","camo4"};
hiddenSelectionsTextures[]=
{
"\VDF\data\clothing\uub\uubd_co.paa",
"\VDF\data\clothing\uub\uubd_co.paa",
"\VDF\data\clothing\uub\uubd_co.paa",
"\VDF\data\clothing\uub\uubd_co.paa"
};
class ItemInfo: UniformItem
{
uniformModel = "-";
uniformClass = "WESTI_clothing_UUBD_base";
containerClass = Supply40;
mass = 40;
};
};```
Anyone know what the "Uniform_Base" is supposed to be? Is that a custom name, or does it have to point to an external uniform? (I'm trying to retexture "CUP_U_B_BDUv2_DCU_US")
The link at the top, is the screenshot of the error I get.
This is in CfgWeapons btw, I have a basic character set up in the CfgVehicles section
easiest way to create Sirenlights for a police car for all players? I think i cant do it over vehicle class Reflectors.... lightpoint is every local?
@idle matrix Okay. But what class am I trying to inherit from?
I know external things have to be declared, however I'm simply asking what that is pointing toward - Is it pointing to a character, or a another uniform? If it's a new uniform, then do I have to decalre "Uniform_Base" as an external?
So the way uniforms work in arma is, the CfgWeapons entry is the actual item you have in your inventory and what you see on the ground when dropping it. The CfgVehicles entry is the visual aspect, the model and textures, what you see when you wear it.
So if for example you are retexturing the AAF uniform, you inherit from the two classes that together make up the AAF uniform's config
Oh okay. What would be the easiest way to find those?
I guess getting an All-in-One config and Ctrl+F :p
Well... Is there a way to find that for CUP? ๐
You could probably ask in their discord for the appropriate classes
gunBeg = "barrel_beg";
gunEnd = "barrel_end";
memoryPointGun[] = {"barrel_beg"};
``` thats what i need in my turret config for getting rounds to actually use the barrel memory points right? both points are in my mem lod, and both are apart of the group that moves when my turret moves
what type of ammo its using?
MG style
by default its using 127x99 ammo. B_127x99_ball is the base
that style worked for another model of mine that works properly. although its using different ammo
possibly the weapon needs to be set up to use the gun points instead of turret points
whats the difference? i looked at a config for a base turret, and the only difference between the two, is the vanilla turret doenst have gunBeg and gunEnd
ive just been headdesking last few days over this. without a solution
in the weapon config itself there is a turretWeapon parameter or something like that
doesnt look like it
i went through the entire hierarchy tree for the base of my MG weapon
from what i looked up, you use the turretWeapon when your looking at a vehicle to get the weapons on it though.
cant remeber what exactly it was called
but I think there is a parameter that defines if the weapon uses the gunbeg gunend points or the memorypoint array
from what i looked at the tank, the main gun uses the gunbeg/end points, then the MG gun uses the mempoingun
is there a function to return the class "markerlights" or "reflector" from vehicle?
or spawn it over Class UserAction? (activate)
Does anyone know how to make it so you can move your head while in a static turret?
I don't mean freelook I mean moving your head side to side and backwards and forwards n stuff
ctrl + numpad
ctrl + pg up/down ? @idle matrix
Guys im makking a faction does anyone know how to remove the fact that in the RHS mods some vehicles will have multiple crewman types beside the "generic" crewman so what happens is that while a couple of crew members will show up from my mod but there is always a crew commander wearing the Russian gear from RHS :
?
@hot pine except all the statics I tried don't have that configured
and I was wondering how you configure it
it's not possible on the M2 that Old Man added for example
@idle matrix yeayea, I was just asking if you mean that feature
#define FOV_NORMAL 0.75
#define FOV_WIDE 0.9
#define VIEW_FOV(fovinit) \
initFov = fovinit; minFov = 0.25; maxFov = 1.25;
#define VIEW_6DOF_DEFAULT_TRANSLATION \
minMoveX = -0.2; maxMoveX = 0.2; \
minMoveY = -0.1; maxMoveY = 0.1; \
minMoveZ = -0.1; maxMoveZ = 0.2;
#define VIEW_6DOF_LIMITED_TRANSLATION \
minMoveX = -0.075; maxMoveX = 0.075; \
minMoveY = -0.075; maxMoveY = 0.075; \
minMoveZ = -0.075; maxMoveZ = 0.1;
#define VIEW_6DOF_DEFAULT_ROTATION \
minAngleX = -65; maxAngleX = 85; \
minAngleY = -150; maxAngleY = 150;
#define VIEW_6DOF_DEFAULT \
initAngleX = 0; initAngleY = 0; \
VIEW_6DOF_DEFAULT_ROTATION \
VIEW_6DOF_DEFAULT_TRANSLATION
class ViewPilot: ViewPilot
{
initAngleX = -0.0; initAngleY = 0;
VIEW_FOV(FOV_WIDE)
VIEW_6DOF_DEFAULT_ROTATION
VIEW_6DOF_LIMITED_TRANSLATION
};```
add it to turret and bang, it will be working
@hearty sandal you mean that or? animate ['Siren_2',10000000, 0.01]; the animation stopped at 1 ๐ฎ
ah, yeah that helps a lot reyhard, thanks
hmm is weird...
model.cfg
class Siren
{
type="rotationY";
source="User";
selection="Lamp_Red";
axis="Lamp_Red_axis";
memory=1;
minValue=0.000000;
maxValue=1;
angle0=0;
angle1=-360;
SourceAdress= "Loop";
};
i tested many things... the angle=-360 ist similar to the maxvalue and the speed..
config.cpp
class Siren
{
source = User;
initPhase = 0;
animPeriod = 1;
sound = "";
};
when i change the animPeriod, the anim is slowly. any idea?
also that reminds me, I think a bunch of turrets have initangleX set to 5 when it should be 0
i test again ๐ฎ
on tanks? maybe on purpose (if driver wants to look out hatch, turret has to swivel sideways a bit in a couple tanks)
no I mean handheld stuff like the M2 on the offroad
it makes you look up a bit from where the gun is actually pointing
to clarify I mean initangleX in the ViewPilot class
ah, i see
here, a screenshot of what I mean https://cdn.discordapp.com/attachments/378346813834657794/704390420955660358/107410_20200427195502_1.png
the gun is aimed at the hangar as evident by the tracers
but the view is pointed upwards
Is it possible to make a foreach loop using PreProcessor commands in a config file?
no
Hey tried to look at the CBA documentation of joint rails but on the github wiki theres no link, is it being edited or am I in the wrong place?
what documentation were you looking for?
There is probably no link because there is no written documentation
How to use it for one of our gun models, I've literally just started looking into it
You can learn from the examples
https://github.com/CBATeam/CBA_A3/tree/master/addons/jr
https://github.com/CBATeam/CBA_A3/blob/master/addons/jr/CfgWeapons.hpp#L30
Just make your slot inherit from the asdg one
https://github.com/CBATeam/CBA_A3/blob/master/addons/jr/jr_classes.hpp here are all of them
Awesome thank you!
Guys im makking a faction does anyone know how to remove the fact that in the RHS mods some vehicles will have multiple crewman types beside the "generic" crewman so what happens is that while a couple of crew members will show up from my mod but there is always a crew commander wearing the Russian gear from RHS :
@digital knot probably a gunnerType= declared in a turret, maybe in a parent class from your vehicle
class WhiteHead_15_Brown
{
class Default
{
author = "AntiAlligat3r";
displayname = "Tjom 1 [Brown]";
head = "TF461_Brown";
texture = "Task_Force_461_Clan_mod_ArmA3\Heads\data\Brown\m_white_15_Brown_co.paa";
material = "Task_Force_461_Clan_mod_ArmA3\Heads\data\m_white_15_Brown.rvmat";
materialWounded1 = "A3\Characters_F\Heads\Data\m_White_01_injury.rvmat";
materialWounded2 = "A3\Characters_F\Heads\Data\m_White_01_injury.rvmat";
textureHL = "Task_Force_461_Clan_mod_ArmA3\Heads\data\Brown\hl_white_bald_Brown_co.paa";
materialHL = "Task_Force_461_Clan_mod_ArmA3\Heads\data\hl_white_bald_muscular_Brown.rvmat";
textureHL2 = "Task_Force_461_Clan_mod_ArmA3\Heads\data\Brown\hl_white_bald_Brown_co.paa";
materialHL2 = "Task_Force_461_Clan_mod_ArmA3\Heads\data\hl_white_bald_muscular_Brown.rvmat";
};
class WhiteHead_15_Brown : Default {};
};
``` can anyone tell me why the head shows in arsenal , but the texture is default (the base vanilla head) and not the camouflaged one?
the config looks fine (assuming CfgFaces and CfgHeads are used correctly)
So I guess it's an issue with the file paths. Sometimes Arma requires a \ in front of a path, and sometimes not.
Hey everyone, I'm trying to create a faction mod, but I can't create ร subfaction
Here's my config :
class CfgFactionClasses
{
class fucz_units
{
//displayName
//author
//priority
//side
};
};
class CfgVehicleClasses
{
class FUCZ_M
{
displayName = "Militia";
};
};
class CfgVehicles
{
class I_G_Soldier_base_F;
class FUCZ_M_rifle : I_G_Soldier_base_F
{
//Things
faction = "fucz_units";
vehicleClass = "FUCZ_M";
//Things
};
};
iirc \ at the start is for addon path and without is for mission path
Am I missing something ?
@woven python check this biki page: https://community.bistudio.com/wiki/Eden_Editor:_Object_Categorization#Object
Oh thanks, I wasn't using the right config T.T
Will these lines work in Zeus mod ?
yes, it will work in 3den and Zeus (and mods which use the same configs)
Perfect, thanks you
hello wonderful community, I was hoping someone might be able to enlighten me on something impact effects related.
I'm making my own cfgAmmo explosion particle effects, these are all derived from the config lines CraterEffects and ExplosionEffects, however I can't find anything which determines the 2D impacts 'crater'/burnt ground texture applied on explosion, nor where its size is defined. I'm refering to the krater.p3d.
Digging through the f_data default config values it seems as though it automatically sets it based on if the ammo is inherited from either shellcore or bulletcore..
Does anyone know how to define which crater effect is used for each cfgAmmo round?
in f_data:
class CfgCoreData
{
craterShell="A3\data_f\krater.p3d";
craterBullet="A3\data_f\krater_po_kulce.p3d";
@rapid wing check laws of war de mining charge
thanks, will look now
@hot pine sorry but do you know where abouts that would be located, I cant find a LOW folder?
Orange
thank you
I would recommend though using all in one config dumps
I'm not sure how to do that or what it means
ok so it's essentially just:
craterShape="\a3\Data_f_orange\data\krater_maly";
ill have to experiment with different sizes then
thanks for the info
oh while I'm here still, has anyone been able to attach animated particles to other particles via cfgCloudlets? I can attach single textures but I have an animated flare billboard and have yet to be able to attach it to other particles
Does arma's aircraft bay system also work for a turreted weapon?
Trying to make it where if a weapon is not in use the turret will retract
I'm having a weird issue with textureSources, they don't seem to be working quite right, in VG the texture selections don't have any checkboxes like they do on other vehicles and when I click export, it doesn't contain the BIS_fnc_initVehicle function, which also leads to the other textures not being properly selectable in eden, it just resets to the default when I close the edit appearance menu https://i.imgur.com/RmW0TOs.png
is there something that a config is supposed to have other than just the textureSources block to make it work?
that part in the config looks something like this class textureSources { class camo { displayName="Camo"; author=""; textures[]= { "addonpath\data\texture1_co" }; }; class olive { displayName="Olive"; author=""; textures[]= { "addonpath\data\texture2_co" }; }; class un { displayName="UN"; author=""; textures[]= { "addonpath\data\texture3_co" }; }; };
sooo... its not finish, but its ok
https://www.youtube.com/watch?v=u5-NL4NSFaI ๐
DayZ car?
Looks like the old Volha from A2
Help! my Helicopter has scopecurator set to 2; it has a crew, but it will no longer spawn with crew and added components in editor - components only appear once in game!
Parents:
class Air;
class Helicopter: Air
{
class Turrets;
class HitPoints;
};
class Helicopter_Base_F: Helicopter
{
class HitPoints: HitPoints
{
class HitGlass1;
class HitGlass2;
class HitGlass3;
class HitGlass4;
class HitGlass5;
class HitGlass6;
class HitMissiles;
class HitHull;
class HitEngine;
class HitAvionics;
class HitVRotor;
class HitHRotor;
};
class Turrets: Turrets
{
class MainTurret;
};
class Components;
};
class Helicopter_Base_H: Helicopter_Base_F
{
class Turrets: Turrets
{
class CopilotTurret;
};
class AnimationSources;
class Eventhandlers;
class Viewoptics;
class ViewPilot;
class RotorLibHelicopterProperties;
class CargoTurret;
class Reflectors
{
class Right;
};
};
class tfc_bell_412_base: Helicopter_Base_H
class tfc_heli_ch146430: tfc_ch146_armed_base
{
scope = 2;
scopeCurator = 2;
side = 1;
...
I have tfc_ch146_armed in between that just not posted
you probably have typo somewhere in there if it worked before
try to trace what you changed last time
arma 2 car
Does arma's aircraft bay system also work for a turreted weapon?
Trying to make it where if a weapon is not in use the turret will retract
in theory I see no reason why it would not
class CfgFaces
{
class Default
{
class Custom;
};
class WhiteHead_15_Brown
{
class Default
{
author = "AntiAlligat3r";
displayname = "Tjom 1 [Brown]";
head = "TF461_Brown";
texture = "\Task_Force_461_Clan_mod_ArmA3\Heads\data\Brown\m_white_15_Brown_co.paa";
material = "\Task_Force_461_Clan_mod_ArmA3\Heads\data\m_white_15_Brown.rvmat";
//materialWounded1 = "A3\Characters_F\Heads\Data\m_White_01_injury.rvmat";
//materialWounded2 = "A3\Characters_F\Heads\Data\m_White_01_injury.rvmat";
textureHL = "\Task_Force_461_Clan_mod_ArmA3\Heads\data\Brown\hl_white_bald_Brown_co.paa";
materialHL = "\Task_Force_461_Clan_mod_ArmA3\Heads\data\hl_white_bald_muscular_Brown.rvmat";
textureHL2 = "\Task_Force_461_Clan_mod_ArmA3\Heads\data\Brown\hl_white_bald_Brown_co.paa";
materialHL2 = "\Task_Force_461_Clan_mod_ArmA3\Heads\data\hl_white_bald_muscular_Brown.rvmat";
};
class WhiteHead_15_Brown : Default {};
};
};
class CfgHeads
{
class DefaultHead_A3;
class TF461_Brown: DefaultHead_A3
{
model = "\A3\Characters_F\Heads\m_white_01";
class Wounds
{
tex[] = {};
mat[] = {"\Task_Force_461_Clan_mod_ArmA3\Heads\data\m_white_15_Brown.rvmat","A3\characters_f\heads\data\m_white_01_injury.rvmat","A3\characters_f\heads\data\m_white_01_injury.rvmat"};
};
};
};
custom face is not showing , what did i do wrong?
define tex[] = {}; go into defaulthead_a3 and look "name" or try to delete it
No idea if this is the correct channel, but, does anyone know how to set-up an overlay for headgear, not for glasses. I know I can use ACE for glasses, but their script only works for CfgGlasses. I want to apply an overlay for headgear, for example the Alytn helmet with the visor down
ACE Goggles only sets a post-processing effect on the screen, nothing more, and can easily be added to headgear as well.
To add an overlay (like NVG's have) you can add a custom overlay with RscTitles and some EH's to add/remove the overlay when putting the helmet on/off.
So it is possible, I presume there's no tutorial or anything of this sort for this type of config editing, as this is my first time dealing with RscTitles, and anything outside of texture/faction/unit/vehicle configs
It's a combination of #arma3_gui and #arma3_scripting, but afaik there's no real tutorial on making this kind of stuff.
And I could also be wrong and been doing wrong myself as well ๐คฃ
Ahhhhhhhhhh, I see I have a lot of code spelunking to do and try to figure out how to slap it on a helmet ๐
#define UNIFORMCRYEG3(NAME,DISPNAME,PIC,TEX,SOLDIER) \
class ##NAME##: Uniform_Base \
{ \
author = "AntiAlligat3r"; \
scope = 2; \
displayName = ##DISPNAME##; \
picture = ##PIC##; \
model = "\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; \
hiddenSelections[] = {"camo"}; \
hiddenSelectionsTextures[] = {##TEX##}; \
hiddenSelectionsMaterials[]= {"Task_Force_461_Clan_mod_ArmA3\SANDF\Uniforms\data\SANDF_Crye_G3.RVMAT"}; \
\
class ItemInfo: UniformItem \
{ \
uniformModel = "-"; \
uniformClass = ##SOLDIER##; \
containerClass = "Supply70"; \
mass = 35; \
}; \
};\
```Why when i try to call this using ```UNIFORMCRYEG3(SANDF_Operator,"(TF461) Crye G3 [S2000]","\Task_Force_461_Clan_mod_ArmA3\SANDF\Icons\Uniforms\icon_B_Uniform_Pattern2000.paa","Task_Force_461_Clan_mod_ArmA3\SANDF\Uniforms\data\Standard\SANDF_Crye_G3.paa","SANDF_Operator_F");```
it doesn't work
remove slash from last line
class ##NAME##:
huh?
class NAME:
displayName = ##DISPNAME##;
HUUH?!
displayName = DISPNAME;
hiddenSelectionsTextures[] = {##TEX##};
Ok... Why are you plastering ## everywhere where it doesn't belong?
I think it's just placeholder stuff
oh
you need it when combining macro parameters together in a way where a seperator is needed
#define test(A,B) A:B no problem
#define test(A,B) A_B problem, doesn't resolve macro because there is no A_B parameter
#define test(A,B) A##_##B all fine now, because A and B are valid parameters
#define test(A,B) A##:##B wat? the ## isn't needed here, : isn't even part of a parameter name and there cannot be a mixup here
When using an explosive, what controls how bad a unit will ragdoll? Im trying to send a unit flying when hit with something
my guess would be just the amount of damage it makes if anything
Do we know what explosionForceCoef does?
@grand zinc using ## is not causing any harm though
- it highlights quite clearly what is a macro, and what is just a random string
so, after the last ace update, some kind of inheritance issue has broken the hitboxes on my armour
i inherit from a base mod which seems to be configured correctly, so i assume inheritance has broken
at the moment, i'm just doing:
class BaseClass;
class MyBaseClass : BaseClass
{
class EventHandlers;
};
i dont really understand the whole inheriting subclasses thing
do i need like..
class BaseClass
{
class HitPoints;
};
class MyBaseClass : BaseClass
{
class HitPoints : HitPoints {};
class EventHandlers;
};
well do you want to modify hitpoints?
no, but since the ace update they are no longer inheriting correctly (i think)
hitboxes are all broken, shooting head registers chest etc
Can't find the problem with a pseudo example
class CfgVehicles
{
// Uniforms (Textures)
class OPTRE_UNSC_Army_Soldier_WDL;
class VES_BDU_V_Base: OPTRE_UNSC_Army_Soldier_WDL
{
class EventHandlers;
};
class VES_BDU_V_Evolved: VES_BDU_V_Base
{
scope=1;
model="\OPTRE_UNSC_Units\Army\uniform";
hiddenSelections[]={"camo","camo2","insignia","clan",/*"A_BaseLeg",*/"A_SlimLeg"};
hiddenSelectionsTextures[]={"V_FZ_Armor\Data\Uniforms\V_BDU_Evolved_CO","V_FZ_Armor\Data\Uniforms\V_BDU_Evolved_CO"};
uniformclass="VES_BDU_Evolved";
};
here's an example uniform
that, since the last update, has broken hitboxes
class OPTRE_UNSC_Army_Soldier_WDL
{
};
Wrong. Where's its parent? Why do you define the body if you don't need anything from the body?
i edited it, i had copied it mid me randomly testing stuff
Why do you want to inherit hitpoints if you don't modify it, there is no reason to inherit smth that you don't need
VES_BDU_V_Base is that your own?
yeah
class EventHandlers; not sure if that works in a new class.
Its for saying "this already exists here"
from the ace people, i got this medical macrohttps://github.com/acemod/ACE3/blob/master/addons/medical_engine/script_macros_config.hpp
they suggested putting this in, however
class OPTRE_UNSC_Soldier_Base: SoldierWB
{
class HitPoints: HitPoints
{
class HitFace
{
armor = 1;
material = -1;
name = "face_hub";
passThrough = 0.1;
radius = 0.08;
explosionShielding = 0.1;
minimalHit = 0.01;
};
it already adds it to all the base types
i wont paste the whole thing because its quite long but
Ofc.. all but SoldierWB
yeah optre doesn't inherit off of a base class
doesn't inherit off of a base class
yes it does
oh
im dumb
i had assumed since it defines all the way down to class Land;
that it didnt
didnt realise soldierWB was base
https://github.com/acemod/ACE3/blob/master/addons/medical_engine/CfgVehicles.hpp#L39
just do the same then
with OPTRE_UNSC_Soldier_Base and WB instead of EB
you can edit it in your mod
what i dont understand is, optre's hitpoints are working fine
but sure you can also add the hitpoints inside your mod
not sure if/how hitpoints do inherit though
thats why i was trying the inherit thing
you'd need to check that in the orig config that you are inheriting from
i think hitpoint inheritance broke in the ace update
at least for my stuff
that OPTRE example i pasted is the origional config that im inheriting from
so then HitPoints: HitPoints is definitely correct?
{
class HitPoints: HitPoints
{
class HitFace
{
armor = 1;
material = -1;
name = "face_hub";
passThrough = 0.1;
radius = 0.08;
explosionShielding = 0.1;
minimalHit = 0.01;
};
yeah
it both looks it, and it works in game
class OPTRE_UNSC_Army_Soldier_WDL {
class HitPoints;
};
class VES_BDU_V_Base: OPTRE_UNSC_Army_Soldier_WDL
{
class HitPoints: HitPoints
{
class HitFace
{...
};};
class EventHandlers;
};
thats what i was thinking
if i didnt want to change hitFace etc
do i need to specify them?
if you don't want to changethem then leave them out
yeah i just want to make sure i'm properly inheriting them
class OPTRE_UNSC_Army_Soldier_WDL
{
class HitPoints;
};
class VES_BDU_V_Base: OPTRE_UNSC_Army_Soldier_WDL
{
class EventHandlers;
class HitPoints : HitPoints
{
};
};
lets see if this fixes
well, that didnt work
shooting the legs does nothing, shooting the arm hits the chest
shooting the head hits the arm
i think im going to have to put the ace macro in 
the problem is this mod isnt dependent on ace, so im not sure if i can use that
maybe its fine? it'll just define the ace hitpoints if ace is loaded?
maybe i need like:
class HitPoints
{
class HitFace;
class HitNeck: HitFace;
class HitHead: HitNeck;
class HitPelvis;
...
in the same way i'm "redefining" the hitpoints class im inheriting, do i also need to redefine all the subclasses of that?
class HitNeck: HitFace; no thats syntax error
You either inherit with class body, or you don't inherit
So I've got the above in a weapon config, yet when I go in-game it's throwing out an error saying no entry in StandardSound?
Is there more info about Simple Object configuration than that:
https://community.bistudio.com/wiki/Arma_3_Simple_Objects ?
Ignore me forgot my sounds[] part
@delicate comet I would rather make sure that you have correct cfgpatches
Did you checked also if config is correct with config viewer?
@steep pawn that error is saying what you are missing in config
You are missing exactly that thing which is mentioned by that error
I said above I fixed it now, I was confused because StandardSound was in there just not the Sounds[] section
Ah sorry, missed this one
@desert terrace what more could you want to know, I guess they're just pretty "simple"
and fast
Iโve seen something like verticalOffset and other properties. I would like to know what they are doing.
oh, sorry, i'm pretty bad at pesdo code
class OPTRE_UNSC_Army_Soldier_WDL
{
class HitPoints
{
class HitFace;
class HitNeck;
class HitHead;
class HitPelvis;
class HitAbdomen;
class HitDiaphragm;
class HitChest;
class HitBody;
class HitArms;
class HitHands;
class HitLegs;
class HitLeftArm;
class HitRightArm;
class HitLeftLeg;
class HitRightLeg;
};
};
class VES_BDU_V_Base: OPTRE_UNSC_Army_Soldier_WDL
{
class EventHandlers;
class HitPoints : HitPoints
{
class HitFace : HitFace {};
class HitNeck : HitNeck {};
class HitHead : HitHead {};
class HitPelvis : HitPelvis {};
class HitAbdomen : HitAbdomen {};
class HitDiaphragm : HitDiaphragm {};
class HitChest : HitChest {};
class HitBody : HitBody {};
class HitArms : HitArms {};
class HitHands : HitHands {};
class HitLegs : HitLegs {};
class HitLeftArm : HitLeftArm {};
class HitRightArm : HitRightArm {};
class HitLeftLeg : HitLeftLeg {};
class HitRightLeg : HitRightLeg {};
};
};
this is what im currently trying
and to not flood this chat with code too much, here's my cfgPatches
this issue of hitboxes being incorrect only started happening after an ace update
we made no change to our mod in that time
though im getting to the point where i just want to abandon the inheritance from OPTRE and just define everything, base off of some base arma class
i just want the balance to be the same as optre :( all we actually do is a bunch of nice high quality retexturing for the armour and uniforms
uh oh no entry HitPoints/HitFace.name
that didnt work
@delicate comet that is a sign that your addon has broken inheritance
you can delete all that hitpoints thing
and make dependency on addon that exist/is correctly configured
check ingame config browser if everything looks like you expect it to
so the issue is, currently, in the worshop version, it looks like this
class OPTRE_UNSC_Army_Soldier_WDL;
class VES_BDU_V_Base: OPTRE_UNSC_Army_Soldier_WDL
{
class EventHandlers;
};
and since the ace update, the hitboxes broke, shooting the head hits the chest
etc
I guess OPTRE doesn't have proper requiredAddons
and ACE probably updated their load order to require oldman
optre doesn't require ace
and ACE probably updated their load order to require oldman
Yeah, we did
is that what the issue is?
Your code is on github?? Why don't you link that instead of posting pseudocode here?
the code i've been posting is stuff im testing
pseudo code i've been posting is me thinking before typing in vscode
im sorry
that code block i posted isnt on github
V_FZ_Core requires nothing
V_FZ_Units requires only core, and thus also basically nothing.
Then you try to inherit B_Soldier_base_F, but that doesn't exist yet, you require it but never listed it in requiredAddons
which newline? Config doesn't care about linebreaks
you should list all of vanilla (oldman loadorder) in your requiredAddons when you require vanilla stuff
Like when you come into a gas station, and ask the guy there "please fill it up with diesel" but you never even brought a car to be filled up
i didnt even consider
that optre wasnt a required addon
and this was a load order issue

where do i find the oldman loadorder?
like the actual classnames i need to put in required addons
okay i've put A3_Data_F_Oldman_Loadorder", "A3_Data_F_Mod_Loadorder into V_FZ_Core and OPTRE_UNSC_Units_Army into V_FZ_Armor (the class that the optre uniform im trying to inherit from is in)
and i've removed all the hitbox inherit stuff i was trying
nope, shot in the head still hits arm
:/
Does anyone know if it's possible to have the vest have attachments in the same way a weapon has a scope that can be switched in the arsenal?
First time making a CfgPatch file. I want to map the other airfields on the Lingor map to omprove their functionality with the AI. To get to the place i need to, this is the location in the config: configfile >> "CfgWorlds" >> "lingor3" >> "SecondaryAirports"
To create the CfgPatch, I don't want to overwrite the existing "sargentas" airfield. But to navigate to the "SecondaryAirports" config, should my CfgPatches look something like this;
class CfgWorlds
{
Class Lingor3
{
Class SecondaryAiports
{
Class MyAdditionToSecondaryAiports
{}}}}
Also - Side note. If this is not the correct palce to place this let me know. thanks
In addition to the above, if I can figure this out, I intend to remap the the taxiways on airfields across popular maps and release it as a mod. since there isn't much literature on this other than "dynamic airports exist".
@delicate comet perhaps OPTRE has broken inheritance? In this case, it would be quite tricky to fix it from your side
whats really strange, is optre itself is fine
the exact uniform we're inheriting off of has no issues
we've tried a whole bunch of troubleshooting, now looking at making ace a dependency and instead of inheriting from optre inherit from base arma and define everything ourselves
@delicate comet did you checked finally the config viewer?
here is the config viewer
it does appear to have all of the hitPoints stuff
heres the code for what i screenshotted looking at in the config viewer
Why do you class EventHandlers; when you never use EventHandlers?
i personally have no idea, i can only assume it comes from a heavy amount of superstition surrounded around arma cfg'ing
im just a maintainer trying to fix this mod i didnt write it from scratch ^.^
commy did say that event handlers probably wouldn't cause this, i could try removing that line though if you think it could cause an issue?
being there or not shouldn't make a difference
on both the version currently on github, my local branch with the small required addons change, and also on the workshop version which is about a month out of date, ever since the ace update hitboxes have been broken, by that i mean shooting someone in the head registers in the left arm, shooting the legs appears to do nothing
to sum it up
what i dont get is, everything had been going fine for like 3-4 months
then without us doing anything its the ace update that breaks it for just our mod
im not saying its not our mod thats wrong
but i at least thought we were doing something right 
Could it be that a single classname changed? I know a lot of mods broke when dynamic loadout classnames started to be featured in addons
Hi everyone! Can i add my custom parameters in weapon and vest configs?
sure
You can add whatever config entries you want. As long as their names match the required syntax
@grand zinc thanks. I try to make utility for rewriting armor parameters of vests in different addons, used together. And want to save my custom sorting params in configuration files.
@shy matrix you need to ensure your config changes are loaded after the default config, so you need to use the requiredAddons[] array in CfgPatches to load the default/original configs first.
@gritty rune oh, thanks. I dont mind about that
I have a question, does requiredAddons[]= make those addons dependencies, or does it just tell the engine to load those before your addon?
For example, my addon is designed to mod a bunch of terrains, but i don't want it to break if not all the terrains are present.
Thanks, in that case would it be best to make individual addon's for each terrain, rather than trying to mod them all from a single addon?
I think so yes
why would cause a wire guided missle to only not work if a player is in the veh? but work all the time if a player is not inside?
i am working on a retexture mod based on a rhs model when i enter the game it gives me a class error, i dont understand since the rhs uniforms have the same class
class Uniform_mle194752: Uniform_Base
the issue I am having is if a player is inside the veh, the Missile will spin out of control and hit the ground when the gunner is commanded to fire
but when the player leaves the veh. the missle works fine
i have checked the config, and even swapped the missle ammo for other wire guided missles
and it still does it
i have checked the missle cfg itself, i have checked the veh config. combed thru them for the past 2 days
and nothing stands out as being the issues
i have changed values, substituted other vehs values
and it still does the same dam thing
as long as a player is in the veh, the missle will not wire guide. the AI is looking at the enemy veh, its aiming at him
but the missle is out of control
the player can take the gunners seat and wire guide the missle in
the rhs uniforms have the same class
@sullen fulcrum are you modding an existing class, or creating your own?
creating mine
did you define the base uniform?
class Uniform_Base;
class Uniform_mle194752: Uniform_Base
{};
ok thanks
i had but it had a diferent name lol
thank u Shapiro,Klavan,Knowles and Walsh of memes
Is it possible to make ffv so only a pistol can be used. If I used the ffv sample and took out the rifle actions would that work?
@torn dew I made binox only ffv anim set so I think it would be doable
anyone have any idea with my issue?
@hot pine how did you do it? just leave actions empty other than binocs?
also is it possible to have ffv animationsource tied to two animations? it would be on or the other being 1
currently doing it by checking for either animations using sqf and having a third animationsource but surely there's a better way?
nevermind, the animation source phase is 0 but ffv is still enabled? Here's my turret class Turrets: Turrets { class CargoTurret_01: CargoTurret { gunnerInAction="passenger_inside_2"; gunnerName="$STR_A3_TURRETS_CARGOTURRET_R1"; memoryPointsGetInGunner="pos cargoFR"; memoryPointsGetInGunnerDir="pos cargoFR dir"; gunnerCompartments="Compartment1"; proxyIndex=1; isPersonTurret=2; forceHideGunner=true; canHideGunner=1; LODTurnedIn=1200; LODOpticsIn=1200; LODTurnedOut=-1; outGunnerMayFire=1; inGunnerMayFire=1; allowLauncherIn=0; allowLauncherOut=1; enabledByAnimationSource = "driveBySource"; class dynamicViewLimits { }; class TurnIn { limitsArrayTop[]= { {10,50}, {14,0}, //centre y,x {14,-25} }; limitsArrayBottom[]= { {-3.5,45}, {-7.5,0}, //centre {-9,-25} }; turnOffset=0; }; }; };
if i set ispersonturret=1 and inGunnerMayFire=0; then the guns stay holstered but can fire lol
even taking the sample heli ffv that works doesn't work for me? changed the source and everything
@torn dew notice what I did with PrimaryWeapon
I did that config before samples came out so it should be easier to do it right now
as for two animations no, it's not possible to do it via engine
you can script that though
If anyone is interested, it is posible to add secondary airports to a terrain using a config. I am planning to release an addon with remapped taxiways for maps that are a bit dodgey with AI taxiways. Does anyone know where I should incite requests for Taxiway remaps so i can create a list? I was planning on doing some of the more mainstream maps. Mainly because the Malden airfield was annoying me, but I am looking at some community made maps too like Lingor/Dingor.
Hello, I'm coming to you to ask for your help. Subject: aircraft suspensions =).
My suspensions are working ... let's say almost correctly, only problem, at low speed when I turn left or right my rear axle compresses and rolls the plane over. Total mass of the LOD Gรฉo: 10196 - center of gravity centered in the middle of the aircraft and downwards at the level of the rear axle.
dampingRate = 0.5 Front: sprungMass = 2549; springStrength = 84950; springDamperRate = 7357;
rear axle:
sprungMass = 3825.5; springStrength = 95587.5; springDamperRate = 9561;
If someone has an idea of โโwhat I'm doing wrong or what to correct, I'm interested =)
(ps: I also followed the wiki formulas to the letter, however)
@safe blade how many wheels do you have?
3
please not that PhysX allows only pair of steering wheels
so even if you specify that only first wheel is rotating, it will apply rotation to 2 wheels
rear wheels don't seems to steering
how do you know? ๐ You don't have physx diag
Reyhard, are you suggesting that your single wheel at the front of a plane acts as two wheels on an axel in the Physx?
fake wheels ... hmm
@glossy scarab no, if you have one wheel with steering = true, then engine will apply steering to next wheel on the list nevertheless
let me quickly show you how it looks like when that fake wheel is commented out
that reminds me that some of the vanilla aircrafts are still missing fake wheel fix ๐
of course, after adding that fake wheel you have to divide sprung mass on front wheel by 2
since you will have actually 2 wheels supporting front of the plane
From the video it looks like the collision for those back wheels is not wide enough. They are clipping through the floor when you turn.
it seems to me that Center of Mass is too high
probably also because of extended suspension
front has also too high sprung mass
move center of mass little bit to the back
you might also increase springStrength on rear axle
๐ k, lunch time, gonna eat and test it out after that, i'll keep you in touch
Thank you @glossy scarab @hot pine
@wintry tartan do you know anything about this at all by chance?
Hello everyone, I would like to know if one of you made an ir pointer on an on-board weapon (helicopter) and if not .. how would you do?
quick question, does anyone know if the controls inside of UserActionGroups are hardcoded, I want to add a new section with custom key binds but cant seem to figure it out
is their a value for cfgWeapons that allows you to modify the volume/density of an object without changing the mass? i.e. make something really heavy while not taking up any room in the inventory
nope
Can anyone help me to understand why some of my vests are not able to have items placed in them? There is like no containerClass. The issue is that the code is the same for each vest. Just a specific one doesn't work.
I have even tried defining the Supply value in the config like so:
class cfgVehicles
{
class ContainerSupply;
class Supply60: ContainerSupply // The class name does not really matter, but for clarity, it should be SupplyXX, where XX is the desired capacity value.
{
maximumLoad = 60; // Replace XX with the desired capacity value.
};
class Supply350: ContainerSupply // The class name does not really matter, but for clarity, it should be SupplyXX, where XX is the desired capacity value.
{
maximumLoad = 350; // Replace XX with the desired capacity value.
};
};
@grave steppe don't set the containerClass as a string, but as a classname
class Steriopol_AOR1: ItemCore {
class ItemInfo: VestItem {
containerClass = Supply350; // <-- no quotes
};
};
Oh... and:
The classes for various capacity are already defined in the game config, so in most cases, SupplyXX can be used with XX replaced by the desired capacity value. The defined capacities are 0โ10, then 10โ250 with an increment of 10, then 300, 350, 380, 400, 420, 440, 450, 480, and 500.
I saw that they were already defined. I placed it just in case.
Strange how the rest of the vests work when they are set as a string
Can someone point me in the direction for adjusting the firing model for say, an armed helicopter?
Firing model? @pallid snow
Knew it was the wrong word Ha.
I've got a custom armed helicopter but the cross hair is off where the machine guns are pointing, need to adjust it up slightly.
Model.cfg I presume?
No
Are we talking about the game hud cursor crosshair
Picture of the issue could help
Yeah was making one ha
I mean the aircraft hud is off too
but if atleast one is on target that'll do
Possibly the hud element positions need to be adjusted.
Any pointers in the right direction?
Off the top of my head not much no, sorry. The game UI crosshair is calculated from the weapons gun memorypoints to infinity and it does not stop on ground. So the more offset and angle between the viewdirection and gun have the more it will distort
Ah right, well useful to know that thanks!
@strong shuttle your tip about removing quotes is completely wrong. There is no such thing as providing something "as class"
all params are strings
all examples are without quotes (eg. https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide#Vest_configuration) which is the only thing different from his config...
containerClass = Supply350; -> this will be converted to containerClass = "Supply350"; unless Supply350 would be a macro
I would check first if everything is looking ok in configviewer
Hello, I've trying to make config edits for a heli mod but, I'm running into some issues. I'm attempting to increase the range of its radar and increase how far out the sensor can zoom. I've increased radar's range and increased its FOV but the sensor will not zoom out past 4km. Changing sub-modes switches the sensor range between 2km and 4km only.
I have looked at the wikis related to sensors and custom info and haven't found any information about this issue. The VehicleSystemsDisplayManagerLeft and VehicleSystemsDisplayManagerRight classes were pulled from Plane_Fighter_04's config.
Here's my config: https://sqfbin.com/oxofodebipehixejohax
Here's the original cfgVehicles: https://sqfbin.com/godamafegujiwipeqahu
Here's sensors.hpp: https://sqfbin.com/anomolawutupokayotat
I am loading my config as a separate mod and not modifying the original config.
On a side note, the default classes were producing an error No entry defaultConfigName.side which is the reason they are commented out.
Hey all was wondering if anyone here could help me out or atleast point me in the right direction, ive been working on making a reskin for the vanilla little bird and got close but hit a wall. so far I can get the heli to show up in its own tab and i can place it down in game but its missing the textures im trying to add and throws me the texture not found error even though im pointing to the correct file in the config. heres my config so far: https://sqfbin.com/horehazusetavejinogo, this is my first time trying something like this so if anyone knows a decent tutorial for this kind of thing would be appreciated or if anyone can just point out if ive messed up the config.
have you set up P drive and the development tools?
yeah ive got my p drive set up and i use the dev tools from steam, ive been using the addon builder from it to pack the pbo
so your file is in P:\RnefHelis\RNEF_Heli_1_CO.paa
the .paa is in P:\my_addons\@RnefMod\Data\"paa is here" but when i pack it it adds a prefix to it making it \Data\RnefHelis\ ".paa here"
well all that is likely the cause of your problems
how so exactly? I couldnt find any decent help online about how to package the files so how exactly should it be done?
in simplest form you would just use pack a P:\YourTag_folder\ that contains data\yourtexture.file
all that my_addons@foldernamestuff is unnecessary
so essentially just remove the prefix and all unnecessary files, would i still need to have an addons folder to hold it all? eg "mod name"\Addons\Tag folder\Data?
well the folder structure can be just about anything you want. I done personally see any reasont to have unnecessary folders in the structure.
for example compare to the unpacked A3 data
ok so i cut down the file path on the p: to now just be p:\RnefHelis(config is now in here)\Data\.paa is here but when i package it it includes a second \RnefHelis folder. Ive changed the file path to the .paa in the config to now just be \Data\.paa and it still seems to throw the same error
still have the pboPrefix there?
nah ive removed the addon prefix from addon builder
it seems to be taking the source directory and making it into a prefix for it causing the second \Rnefhelis folder
you could give Mikeros tools a try too. PMC wiki has steps to setup stuff with them
awesome ill take a look into getting them setup
alright so i got pboproject set up and its already helped me sort some errors out but even that is giving me the error that it cant find the .paa file
ok nevermind i managed to fix that too, thanks for the help @hearty sandal
๐
anyone have any idea why a vech turret would "shake its head" when ordered to fire a missle at a enemy veh?
I tell it to target the enemy veh, the gunner does. I tell him to fire, the turret "shakes its head" and then no longer targets the enemy veh
Does anyone what the different values mean for renderQuality for PiP are
I have a custom faction that I have made, however, upon using it for the first time today I am having the issue that when a Zeus operator places any of the units before a player loads into the server the units appear to be uniform'less (uniform, plate carrier, backpacks, etc) I have fixed this issue in the past but dont remember what I did
@whole night from a brief look your config looks OK. did you verify your changes via config browser or config dump?
I'm not quite sure how to verify them/do a config dumb so no. Visually, the radar FOV in-game changed from it's default to 180 degrees so I assume at least part of it is working
not familiar with A3 vanilla units - is there units that support the higher radar range? in case its an engine limitation
The Blackwasp as a radar range of 16km so I don't think it's an engine limitation
@whole night
notice in which scope VehicleSystemsDisplayManagerComponentLeft is located
Ah, it's outside SensorsManagerComponent but inside Components?
That fixed it, thank you, Reyhard and Kju, for your guy's help!
Is it possible to change the default loadout of dynamic loadout vehicles with the CfgVehicles in the Config.cpp so that if someone calls in said vehicle in warlords it comes with the changed loadout?
@glossy scarab How exactly do I do that? I tried to implement it for an hour but haven't succeeded...
What are you actually trying to do? I might be able to help if i knew more about which vehicle you are trying to change
@glossy scarab B_Plane_Fighter_01_F (F/A-181 Black Wasp II) and B_Plane_Fighter_01_Cluster_F (F/A-181 Black Wasp II (Cluster))
and what do you want to change it to?
@glossy scarab I may misunderstand you but I don't want to change it TO something, I just want to change their loadouts within the boundaries of the dynamic loadout.
@glossy scarab If you would like me to I could DM you the details on which missile/bomb I would like to have on which pylon...
class CfgVehicles
{
class B_Plane_Fighter_01_F
{
class Components
{
class TransportPylonsComponent
{
class Presets
{
class Default
{
attachment[] = {"PylonRack_Missile_AMRAAM_D_x1","PylonRack_Missile_AMRAAM_D_x1","PylonRack_Missile_AGM_02_x2","PylonRack_Missile_AGM_02_x2","PylonMissile_Missile_BIM9X_x1","PylonMissile_Missile_BIM9X_x1","PylonMissile_Missile_AMRAAM_D_INT_x1","PylonMissile_Missile_AMRAAM_D_INT_x1","","","PylonMissile_Bomb_GBU12_x1","PylonMissile_Bomb_GBU12_x1"};
};
};
};
};
};
};
That is the default class, Assuming warlords is set up to use the default class. It is porbably easier for you to change the mission file to refelect the loadout you want to have. There are a number of presets and you can create your own.
@glossy scarab Thank you very much. PS: Just to be sure, I put that into the description.ext, right?
I would ask that question in #arma3_scenario as I am not sure.
@dusk nebula are you creating a mission, or are you trying to edit the assets a prexisting mission calls upon?
@glossy scarab I am creating a Warlords mission so I guess it's a bit of both. What I am trying to achieve is that when players call in a Black Wasp it autometically comes with the changed loadout.
Are you doing this in the 3den?
@glossy scarab I think so. I am using the normal Arma 3 Editor...
Another question (just so I don't spend hours down the wrong track). I want to make a class based off of a plane to get altitude meters and for it to pick up speed when falling. Now I know how to do this but what I want to do is give it almost no plane simulation. I want it to drop straight down 90 degrees without its nose pointing down when it turns engines off when it's hovering (rather than glide down with the noise at at a 45 degrees angle). Any suggestions?
Hi all can someone tell me if this config is ok?
lemme upload to sqf bin 1 sce
sec
There you go
Can someone let me know if its fine
other than rebuilding a terrain which isn't yours?
Is it true if the creator of an asset or a map isn't around for two or more years you are allowed use or change his or her model/map
That's what I was told
then you were told wrong...
And that
And I tried every way to contact ChelseaBoyC18 to ask for permission I even sent a friend request on steam
It's not allowed to release anything you don't have explicit permission for.
And if you would read the contents of that topic:
Ihr dรผrft die Map / Sourcefiles nicht reuploaden oder weitergeben (Download nur รผber mein Link gestattet) !
- Die zwei Autoren (ChelseaBoyC18, IC3G4M3R) dรผrfen nicht entfernt werden !
- Mit dieser Karte darf in keiner Form Geld verdient werden.
It's not allowed to share the terrain or source...
Ur not allowed share the terrain or source? Then why'd they upload the source? I haven't given anyone the source. And by not sharing the terrain do they mean like no allowed make it a mod and give it out to play on servers etc
Open Source doesn't mean free, or "do with it whatever you want"
it means you can look at the source and learn from it
Thats basically what I'm doing. I haven't shared it with anyone or put it in any modpacks or any of that.... I was going to put it in modpacks and make a server for fun but thats not likely unless I get permission.. I have only started learning terrain development
So basically
I've done nothing wrong
Thanks for your help
I would just suggest to follow the PMC guide if you want to learn how to make terrains, instead of using work from others and learn it the wrong way
it means you can look at the source and learn from it
@strong shuttle
I'd rather do this
But I appreciate your concern
I am attempting to edit the magazine size for the .338 machine gun and give it a 12.7mm magazine option. I have hit the limit of what I can troubleshoot myself and from the limited information I've found outside the bistudio sections for it.
{
class Default;
class 130Rnd_338_Mag;
class 150Rnd_338_Mag: 130Rnd_338_Mag
{
displayName="150Rnd Mag"
};
class 200Rnd_338_Mag: 130Rnd_338_Mag
{
displayName="200Rnd Mag"
};
class 130Rnd_127x99_Mag: 200Rnd_127x99_mag
{
displayName="130Rnd 12.7mm Mag"
};
class 200Rnd_127x99_Mag: 200Rnd_127x99_mag
{
displayName="200Rnd 12.7mm Mag"
};
};```
@rain sandal I would not use such terrains as learning material
It is quite likely poorly made and full of mistakes
all relelased source materials so far and especially the life map types are total waste of time
and it makes helping you very frustrating and apalling to do so you may end up not receiving help when you need it.
Hello everyone ! Again I come to ask for your help. Still on my Rafale integration project, I have some concerns about understanding the flight model ... Even based on vanilla planes, the result is at least ... random. My LOD mass is 10196 so almost like a BlackWasp however here is what happens to me when I try to calibrate the device for AI. What should I play to tweak that? The envelopeCoef? The ThrustCoef? And why the hell doesn't my plane line up properly to land on the plane?
(don't dwell on the landing hook yet ^^ it's planned)
thank for further help :p
possibly weight distribution is off
@whole night can sensors or sensor components be added to a veh via script?
I don't think so.
dam so if i want to change sensors on a vech i have to create a separate config? for each one?
You don't need to make multiple configs to apply those changes to multiple planes, but you can
@hearty sandal what do you mean by that? Should I empty some parts of my plane?
@wintry tartan how would you make a config that applies across multiple models?
{
class Base;
class Plane_A: Base {/*something*/};
class Plane_B: Base {/*something*/};
class Plane_C: Base {/*something*/};
};```
@safe blade no, but the center of geometry lod mass affects how the plane behaves.
@hearty sandal https://ibb.co/k9WVZc1 here's mine
In a tank, is it possible to have the Commander have controls of the mainturret and maingun, while having two other cupolas/aux turrets...
OR...
getting rid of the Commander position all together, and just having three gunners?
I'm trying the 3 gunners only method, presently, but it's forcing a commander spot into the vehicle.
@safe blade does your Rafale rely on AWS?
@glossy scarab sorry French inside. Don't really understand what you mean "AWS"
That answers the question. ๐
I use black wasp II config as a base of work and Grippen as fly model base. But I try to adjust them for having the real weight of the rafale (10196 kg empty)
Yeah, AWS is a weapon mod. Adds different bombs and missles. I dislike it since my favourite plane mods are dependent on it.
@glossy scarab ah alright. So no, no AWS atm
Any idea? I suppose I have to trick the total weight in LOD matching the vanilla planes.
What parameters affect how much a tank hugs the terrain? I have two tanks with nearly the same mass. One launches off of berms and hilltops, but the other hugs uneven ground tightly. One major difference is the latter has twice as many wheels as the former. I'd like to find a balance between these extremes.
probs physX spring strength vs the overall mass of the vehicle
I have a question, I think it fits here.
I'm trying to add a smoke screen onto a transport helo so it can cover its position while its on the ground. I'm doing this in the init field of the helo, both in the editor and in game. (Preplaced helicopters, as well zeus spawned while I'm playing with my group)
I've added the smoke launcher onto the helicopter using this:
this addMagazineTurret["SmokeLauncherMag", [-1]];
this addMagazineTurret["SmokeLauncherMag", [-1]];
this addWeaponTurret["SmokeLauncher", [-1]];
That ostensibly gives me 2 magazines of 2 smoke rounds each, but that only lets me use one magazine, and as soon as I get to the second magazine, the counter goes red. I assume means it's stuck reloading or similar.
Is there a workaround for that, or am I stuck with only the 2 rounds of smoke?
with a custom Attribute Categories is there way to have it down the bottom, under the sensors tab?
Why do snakes inherit from "Man"? What sense does it make? :D
Here are its parents: ["Animal_Base_F","Animal","Man","Land","AllVehicles","All"]
A "Man" is a unit that has AI and can move around by itself
As do.. Animals
Its a functional thing, not a Name thing
yeah that's what I thought as well ๐ still funny
All buildings, props, etc are "vehicles" too
is the a guide or something for merging configs ?
I'm using arma3diag_x64.exe editing cfgCloudlets , SmokeShellWhite
when using diag_mergeConfigFile I can see the values are getting overwritten in config viewer, however only the first edit works in game even with a mission restart.
what I have resorted to is testing in game making changes, re launching the game , going back in the editor diag_mergeConfigFile then seeing the results. rinse and repeat
You are working on a CDLC project that has access to a live particle editor that doesn't require restarts and applies changes instantly ๐
https://discordapp.com/channels/332646763548639243/560020684030476299/629080942568275979 <-
I thought that was for the project only. Iโll give it a try
I am trying to learn how to edit configs on the fly/mission restart , the white smoke is just what I chose for the day.
As of now I have to restart the game, not the mission . Iโm assuming Iโm doing something wrong
Nah you can use it for whatever, I made it to be used. Just not publicly released for now
different things require different kinds of reloads.
mergeConfigFile tries to reload many configs, but some things are cached and require a unload/reload for which a mission restart is usually sufficient
particle effects should be easy. Weapons and Vehicles not as, but still doable.
some UI's might be problematic.. The game just wasn't designed for on-the-fly config reloading ๐
Yeah I see in config viewer the setting are getting over written just not showing in game after the first one , what Iโve found out if I load in , merge configs throw a smoke it works. Make a change merge configs then restart the mission. its not changing as it only works the first time before I throw the smoke after that I have to close the game. Still way better than making 20 PBOโs
yeah particle effects are cached.
But mergeConfigFiles clears some caches, apparently not that one. Theres a reason we needed that editor ๐
Thanks , I thought I had the wrong set up . I should have probably choose rvmats
@pulsar shell unfortunately merging of particles with diag merge is only possible with internal exe
Thanks
Next Question for dev I can load right in the editor but for diag it doesn't seem to be working
start arma3diag_x64.exe "C:\Users\Michael\Documents\Arma 3 - Other Profiles\Michael\missions\Smoke.VR\mission.sqm"```
Hey can anyone help me, what do i need in a config for the retexture of a plane and helicopter, i am having problems finding that on the internet and other mods configs
look up hiddenSelections on the Bohemia wiki
it should have everything you need to grasp it
hey ! me again, I guess my secret purpose is to found all bugs integrating my rafale .... well there it is again : thank to @gritty rune I succeed understood what was wrong with my tailhook and now AI and User are able to use it correctly ๐ Joy !
But another issue surprise me when I tried driving landing on stratis airport... when plane reach speed 0 , it's impossible to move anymore. Wheels are spinning, damper are damping, plane landing is correct but that ! Occured when just spawn the plane and so speed = 0 too. My MOI are set between 8 for front and 10 for rear. If I'm landing but don't completly stop the plane I'm still able to drive it correcty. Is there any kind of handbrake or something ??
https://youtu.be/44oqlwdS7ko here with video ๐
thank to @gritty rune again ! problem fixed !
for any wanted to know : my thrustcoef first number was 0, so it has not enough power for moving the wheel at the start.
๐
Hi config makers.
I'm having a beginners issue.
I'm trying to initialize an addon (with preInit) but it just won't initialize.
The printing does not print to the server RPT :\.
init.sqf
"Testing" call BIS_fnc_log;
diag_log "Testing";
config.cpp
class CfgFunctions {
class skr {
class main1 {
file = "\servermod";
class init {
preInit = 1;
};
};
};
};
Structure:
%ARMA%/servermod
%ARMA%/servermod/config.cpp
%ARMA%/servermod/fn_init.sqf
- file should be named
fn_init.sqfas per documentation -mod=targets a mod directory containing mod files- in order to use a non-pbo mod, one should use
-filePatchingflag (https://community.bistudio.com/wiki/Arma_3_Startup_Parameters#Developer_Options)
- I changed the name to
fn_init.sqf - I used
-serverModuntil now. I just tried-mod, doesn't work. - I already have that on the commandline.
"C:\Program Files (x86)\Steam\steamapps\common\Arma 3\arma3server.exe" -port=2302 "-config=C:\Program Files (x86)\Steam\steamapps\common\Arma 3\TADST\default\TADST_config.cfg" "-cfg=C:\Program Files (x86)\Steam\steamapps\common\Arma 3\TADST\default\TADST_basic.cfg" "-profiles=C:\Program Files (x86)\Steam\steamapps\common\Arma 3\TADST\default" -name=default -filePatching "-mod=servermod" -autoInit
and in the servermod dir, another directory to mimic a pbo file
not config.cpp directly (afaik)
Tried, doesn't work.
i need help i made a retexture of the vannila polo
but the model part doesnt work idk if i am puting the wrong path
i saw the config from other mods that retexture the polo and shorts uniform but they dont have the model part
If you just wanted to retexture, there's no need to redefine models if you're inheriting the original class properly
so i just need to put the class?
class Linho_UPA_Soldado: M47_Portugal_Soldado { _generalMacro = "B_Soldier_F"; scope = 1; displayName = "Linen Shirt"; nakedUniform = "U_BasicBody"; uniformClass = "Linen_Shirt_Uniform"; model = "\A3\Expansion\addons\characters_f_exp\Syndikat\Data\I_C_Soldier_Bandit_1_F.p3d"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\Uniforms\Textures\linen_Shirt_co.paa"}; };
ignore the weird apex path
Is it possible to configure new units with reduced health, so that when you open up their Attributes in Eden their health/ammo setting is, for example, 50%
Possibly engine limited as there is no reference for such a thing in the Encoding Guide.
Reducing health is possible via EHs, but I don't know is possible with just a config
Thanks. ^^ Maybe an EH within the config might work, I'll try that first. ๐
can anyone remember what the coding is to create a backpack in 3den? (like have it as an entity which you can select from the lists of entities and have it part of your cfgvehicles coding)
Hello, so i made custom isnignia-s for our group. I also made them into flags which are listed under the flags menu.
I want these flags to show up in the achilles menu where you can attach flags to the vic-s, but its not there.
I've been searching for over an hour and i cant seem to find anything, so im either really bad, or this is not something people try a lot
Achilles has a strange way to find flags...
https://github.com/ArmaAchilles/Achilles/blob/1ee2c3d9ff6bed718fc7d5382cc93cfc4474ecbf/%40AresModAchillesExpansion/addons/functions_f_achilles/functions/features/fn_changeAccessoires.sqf#L58
In short; you need to make actual flag objects (in CfgVehicles) where the classname contains the word "Flag" and is then using the content of the init event handler to get the file path.
So, i got as far to inherit the altis flag, and have my flag spawnable both as a flagpole and on vics but it still has the Altis flag on.
at least its slowly getting together ๐
@strong shuttle ty
class Flag_Altis_F;
class Flag_Autawa: Flag_Altis_F
{
scope=2;
displayName="Flag (Playground test)";
hiddenSelections[] = {"Camo_1"};
hiddenSelectionsTextures[] = {"\Playground_aux\Addons\autawa.paa"};
editorPreview = "\Playground_aux\Addons\autawa.paa";
init = "(_this select 0) setFlagTexture '\Playground_aux\Addons\autawa.paa'";
};
this is what i have so far
the hiddenselections part i already knwo is wrong, so its getting removed.
Im pretty enw to this so i dunno how to have it call that init script
Problem Solved
class Flag_Altis_F;
class Flag_Autawa: Flag_Altis_F
{
scope=2;
displayName="Flag (Playground test)";
editorPreview = "\Playground_aux\Addons\autawa.paa";
class EventHandlers{
init = "(_this select 0) setFlagTexture '\Playground_aux\Addons\autawa.paa'";
}
};
Thanks for the help โค๏ธ
i needed the init call in the eventhandlers class
VTOLRollInfluence = 6.0;
VTOLPitchInfluence = 3.0;```
This is under the plane name and then under plane base f idk why it is not working anyone got any ideas?
I'm trying to use config.cpp in an addon, but I can't seem to get the function invoked from init.sqf
config.cpp
class CfgFunctions
{
class BFArma
{
tag = "BFA"
class Player
{
file = "\bfarma_server\functions\player";
class playerconnected {} // BFA_fnc_PlayerConnected
}
}
};
function located in bfarma_server\functions\player\fn_playerconnected.sqf
invoked using call BFA_fnc_playerconnected;
Hey!
Looking for some advice on grenades.
In Star Wars, a grenade called the Thermal Imploder is seen used a few times. Due to "explosionEffects" string in CfgAmmo, is it possible to make this "double" explosion effect, or does the explosionEffects not allow for editing of the explosion?
Hope someone is able to answer ๐
the effects can be complex and timed like that yes
Okay. Do I make a new effect, that the "explosionEffects" then pulls from to use my effect instead of the default ones provided?
Okay. Thank you!
Do you by chance know a better alternative to Splendid Config Viewer (the ingame one)?
Advertise time POLPOX's Base Functions have better Config Viewer, call PLP_fnc_configViewer to launch cough. I honestly stopped to use the vanilla one after I develop mine
And yes
Call that in debug with your addon installed?
Yes
I just use the all in one config dump
That's an option also
I'll try his out, might be good ๐
So if it doesn't show ANY of the configs, and throws an error, is that an issue?
You're using mine right now?
Yeah, trying to
There's two edit bars on the top of the screen, and second one is the search bar. Write some words to search, instead of complicated commands
The window pops up when I call it, however accompanied by an error sound and a bunch of text on my screen aswell as an orange "warning" at the top of the editor
http://prntscr.com/se6gok there ya go
[here's to edit to search][ button ]```
I have a bit of a wierd issue, my rid_tripWire_segment class is properly displaying my model in the Eden editor and has worked properly in-game aswell, but now, with this config, it shows in-game as the "mine_AP_tripwire" model.
class CfgVehicles
{
class MineBase;
class rid_tripWire_base: MineBase
{
author = "Walthzer/Shark";
mapSize=3.0599999;
editorPreview="";
scope=2;
ammo="rid_tripWire_Ammo";
displayName = "RID Network Tripwire APERS variant";
icon="iconExplosiveAP";
picture="\A3\Weapons_F\Data\clear_empty.paa";
model="\A3\Weapons_F\explosives\mine_AP_tripwire";
};
class rid_tripWire_segment: rid_tripWire_base
{
displayName = "RID Network Tripwire";
model = "WASHM\Tripwire\rid_tripwire";
mapSize=1;
};
};```
It's p3d, and no, AFAIK
No, it doesn't, it does the same thing either way.
I do believe i'm stupid, the model has to be defined in the CfgAmmo aswell as the CfgVehicles.
Can somebody explain how configFile >> "CfgHeads" >> "DefaultHead_A3" >> "Wounds" >> "mat" works? I wanted to make my own fix config to apply โsickโ effects from Old Man, but I've no idea how it works and how to mod it properly
https://community.bistudio.com/wiki/Face_Wound_Textures
https://community.bistudio.com/wiki/ArmA_3_Replacement_Config_Tutorial
Found these articles but honestly not helpful...
Never mind. I think I figured out... I'm testing my thing
Does anyone know how to enable the editing of configs while game is open using diagnostics exe?
merge config was its name perhaps
Okay. Do I just type that in to debug and use the path to where I have the config file, and it will just auto-override?
yes
Alright, thanks
If this:
diag_mergeConfigFile ["C:\Users\mathi\Desktop\jobs\Hispania\VDF\config.cpp"]
returns with 'diag_mergeConfigFile ["C:\Users\mathi\Desktop\jobs\Hispania\V...' Error missing ;
Does that mean it's the config that has an error, or the command I'm typing?
It usually shows a |#| at where the error is
for what you are telling me now it could be both
Okay. It doesn't have a # anywhere though?
can you copy paste or screenshot the actual error message?
There is no # anywhere huh?
Am I blind as a brick?
Okay, I am blind as a brick lmao
that means the script command does not exist. Are you sure that you are running actual diag binary?
I'm running dev version of arma, do I need to run it with the diag exe?
Ah, my bad. I apologize for stupidity :/
dev branch is just a normal retail build, without any extras. Besides the additional diag binary
Okay. And I can just select mods by choosing them in the normal launcher and launching using the diag exe?
it's loading all of my mods...
Hmm... How would I load just the mods I need? the diag seems to load the mods I had selected when I downloaded the diag and changed from normal to development...
So working on a config patch here, how do I change properties several subclasses down, while preserving inheritance?
I've got a situation similar to here
class baseClass;
class class1: baseclass {
class class2 {
class class3 {
thingIWantToChange = x;
thingiwanttopreserve = y;
};
};
};
class myClass: class1
{
};
here, this should help https://community.bistudio.com/wiki/Class_Inheritance
Yeah I resolved it with the help of some others, the end result was this: https://pastebin.com/fsKExeSS
Which appears to work without overwriting baseclasses or throwing errors
Tweak requiredAddons[] in CfgPatches
copyToClipboard (("true" configClasses (configFile >> "CfgPatches") apply {configName _x}) joinString endl)```Try this to find every Patches in order
configSourceAddonList is the way to find out what config is involved in a config, in this case flare
I know this is a dumb solution but I always make the latest official Patch entry into requiredAddons[]
Like, requiredAddons[] = {"A3_Data_F_Oldman_Loadorder"};if you write like this, most of the configs could be overwritten. As A3_Data_F_Oldman_Loadorder is an official Patch and loaded as the latest Patch
Maybe. Now time to make an ACE compat file!
hello , so i'm making a config for the milsim unit im in , and i just can't get the weapon to load in with attachments would someone be able to help ?
here's the code at the moment
https://pastebin.com/Wj6Z8Fds
Does the weapons load in to begin with?
yeh the weapon loads in but with no attachments
looking into it it might be that 3CB have named the attachment slots differently but not 100% on that one
My best geuss would be to look how 3CB has set up the weapons.
Guys, I'm stuck on getting tail lights to work for my vehicle. I've named the selections in the p3d and I included
selectionBrakeLights = "brzdove svetlo"; //brake lights
selectionBackLights = "zadni svetlo"; //tail lights
```in my config, and added
"zadni svetlo", //rear light
"brzdove svetlo", //brake light
I hope that this is the correct room for my problem:
I want to write a mod which converts VME PLA (China faction mod) from Independent to RedFor. I have absolutely no experience with modding and little to none experience with SQF. I am willingly to learn.
Is there some knowledge base/wikis descriping the basic steps in
- moving faction setting for a mod
- writing a basic mod (especially config file)
Thanks for any help.
this would be the correct place yes. And what you want to do is fairly simple but for use in editor, is it absolutely necessary as you can change sides of units while making a mission too
We are hosting a publicserver with patrol ops. Therefore we need the chinese as a opfor faction for the script itself and not for the editor in terms of a pre built/zeus mission.
Anyone familiar with what the config line is to add landing gear to helicopters or which vanilla heli i could look at by chance?
got my issue sorted it was different names over teh vanilla ones, spent some time looking at the config viewer
@dull bolt your lights are most likely part of camo selection
Alright so I got it sorted. The non-emissive lights had an rvmat that was also emissive without my knowledge.
@distant quail this should be useful https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide
Not sure where to ask this but can someone send me the ballistic config entry for the RPG (PG-7V)
I dont have the space to install arma 3/setup p drive
ballistic config entry?
The config values for the projectile
you can check Arma configs in the in game config viewer too
Airfriction, weight, etc
I have 10gb free currently, would need to remove a lot to reinstall A3
or get one of thosde all-in-one config dump files on the forums
Oh thanks, searching that I think Ive found what i need
Yep, thanks a ton @hearty sandal!
๐
Thanks allot @magic hollow 
LODTurnedIn = 1201;
LODTurnedOut = 1200;
can this be used freely? i.e. can a gunner proxy in a gun cupola designated as mainturret be using this instead of viewgunner lod? any known issues?
i'm asking to keep up polycount in viewgunner stations for multi-turret vehicles
wondering about shadow, AI behaviour, character skeleton animation etc
for example if we put a cannon class gunner in a cargo lod as a cargo or commander proxy...
will it work without issue?
it doesn't matter
if you are doing i.e. View Cargo 0, 1,2 etc, then don't forget about View Cargo - Geom 0,1,2 (if occluders are used) or shadow LODs
ah, so do we need additional shadowvolumes and geometries for each of those ?
not a problem to create, just trying to understand requirement
ah seen - shadowvolume - view cargo 0
and viewpilot geometry etc
i thought that shadowvolume - viewpilot didnt work?
shadowvolume - viewpilot doesn't work
but view cargo 0-xxx is working
if it's not present, it should switch to some other LOD - don't remember which one
so it's not always necessary to have it
ok thank you ๐
When doing config replacement how do you find the base class?
The parents of the ammo im trying to edit show:
How do i know which to use?
Would it be class rhs_rpg7v2_og7v: RocketBase {
or class rhs_rpg7v2_og7v: RocketCore {
@mossy river it's RPG26 -it's listed in parents
Can someone help me out. I am making a custom parachute model and backpack and for some reason the parachute explodes on touching the ground. The default parachutes don't do this. Other than that it all works fine config entry below:
class Hi5Ram_Parachute_Chute_Grey: Steerable_Parachute_F
{
author = "Natan Brody";
scope = 1;
displayName = "Hi5 RAM Parachute";
model = "\DEVGRU_RedSquadron_Parachute\Hi5Ram_Parachute_Chute.p3d";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"DEVGRU_RedSquadron_Parachute\data\Hi5\Parachute_grey_ca.paa"};
picture = "DEVGRU_RedSquadron_Equipment\UI\UI_ca.paa";
};
class Hi5Ram_Parachute_Pack_Grey: B_Parachute
{
author = "Natan Brody";
scope = 2;
scopeCurator = 2;
scopeArsenal = 2;
displayName = "Hi5 RAM Parachute (Grey)";
model = "\DEVGRU_RedSquadron_Parachute\Hi5Ram_Parachute_Pack.p3d";
ParachuteClass = "Hi5Ram_Parachute_Chute_Grey";
descriptionShort = "Parachute Backpack";
picture = "DEVGRU_RedSquadron_Equipment\UI\UI_ca.paa";
mass = 325;
};
Most of the values are taken from the default chutes
Anyone have any ideas why a copilot seat on a plane wouldnt be able to see roll by the pilot?
@grave steppe what did you use as base of your parachute model?
A2 sample models
is church still valid class named property?
not listed in https://community.bistudio.com/wiki/Named_Properties
I think so? You will get ding dong every 15 minutes
is it possible to suppress the dust effects of a car class vehicle completely?
Yes
Im trying to patch a base arma class. How do i find what requiredaddons i should have in the CfgPatches?
@mossy river Take a look at this:
https://community.bistudio.com/wiki/configSourceAddonList
thanks, setting leftDustEffect and rightDustEffect to empty string worked
is the compartmentsLights class limited to a specific simulation class? I noticed no carx sim classes utilize it
@dull bolt afair Marshal is CarX
Yeah, I thought I only found search results for air and heavy armor vehicles. Marshal has the compartmentsLights class too
I'm also using successfully on helicopters and airplanes
I've basically copied the first two lights from the marshal and stuck them in my vehicle's config (and added the memory points) but I just can't seem to see the lights. Once I know they're there I'll start modifying the values to suit my needs.
EDIT: So they're there, just not really all that bright. I'll mess with the intensity values.
be sure that you have compartments setup correctly
driverCompartments = 1; for instance I had to add it to helicopter to get compartment lights working
anyone know why my config isnt reading my model.cfg properly
If a weapon has a range of 8k, and an AI is aware of the target due to sensors. What other reasons may there be for AI not engaging?
cost, and/or threat of the target? How do you determine that the AI is "aware" of the target ?
there are different levels of 'awareness'
hm... im no expert on this, so i can only co-guess. If its not cost or threat, then there could also be some kind of maximum engagement range for whatever weapon that is
at what range does it engage?
is the AI firemode set up to fire that far
Is it direct fire weapon/missile/artillery weapon?
ah yes ai firemode
@strange egret 3.4k ish. I have multiple fire modes from 5m - 8000m
@hearty sandal This is a derivative of autocannon_35mm so its a direct fire weapon. I have the the following stats on it as well.
initSpeed = 1500;
FCSMaxLeadSpeed = 900;```
AI might have hard limits on how for it can see too
Hm, how do missiles fire so far then? wouldnt they be out of the view of the AI?
showToPlayer=0;
aiRateOfFire=6; aiRateOfFireDistance=50;
minRange=0; minRangeProbab=0.34999999;
midRange=500; midRangeProbab=0.77999997;
maxRange=1000; maxRangeProbab=0.039999999;
aiDispersionCoefX=6; aiDispersionCoefY=6;
this is what you need to adjust
/ make firemodes for AI with the appropriate range if there are none
autocannon 35 doesnt shoot up to 8km
Correct, for example...
class far: close
{
burst = 12;
aiRateOfFire = 3;
aiRateOfFireDistance = 1500;
minRange = 3000;
minRangeProbab = 1;
midRange = 3400;
midRangeProbab = 1;
maxRange = 3500;
maxRangeProbab = 1;
dispersion = 0.03;
};
class farasheck: close
{
burst = 12;
aiRateOfFire = 3;
aiRateOfFireDistance = 1500;
minRange = 3501;
minRangeProbab = 1;
midRange = 4000;
midRangeProbab = 1;
maxRange = 4250;
maxRangeProbab = 1;
dispersion = 0.04;
};```
your max range there is 4250
Yes, i have about 4 more
Now i did try forcing it with
you have propability 1 everywhere - not sure if that can interfere or not
possbily
Do we know how that actually works?
I understand its the chance of firing, but is it chance a single check and it never does it again, or is it chance per time fired?
i wish i would know...
does your AI track the target at all?
yes, said so
but im not convinced the weapon pointing is enough indication for the unit to know enough about this target to shoot
Yes it tracks and follows
at that distance it might just not have a firing solution
Stand by, let me try as a player to engage that far out
there are also the different force fire script commands that can be run
and also a command to check if the AI knows the tartget
depending on the weapon and target movement, the shot might also take so long, that the lead point for direct fire weapon is way out of range
Also it could be the radar gives it "a target" but theres no confirmation its enemy
so it tracks but does not fire
^this
Hmm, what would allow it to detect PID further out?
XD Well the problem is, this is an AA platform
become the target yourself and see what happens if you shoot very close to the platforms position in an aircraft
https://community.bistudio.com/wiki/targetKnowledge this gives the most detailed info
Looks like your correct, they dont know if its pid or not
and looks like even the FCS cant get a solution
you may need a radar/sensor network
well the sensors on this thing reach out to 16k currently
Target is 8, shouldnt need a network for that
I think its something with the weapon
what type of sesonr is it?
does it have visual senors that would see that far so it could confirm what it sees
the network would not be for radar but for the target confirmation
but its using a basic SensorTemplateActiveRadar
{
class SensorsManagerComponent
{
class Components
{
class ActiveRadarSensorComponent: SensorTemplateActiveRadar
{
class AirTarget
{
minRange = 9000;
maxRange = 9000;
objectDistanceLimitCoef = -1;
viewDistanceLimitCoef = -1;
};
class GroundTarget
{
minRange = 6000;
maxRange = 6000;
objectDistanceLimitCoef = -1;
viewDistanceLimitCoef = -1;
};
typeRecognitionDistance = 6000;
angleRangeHorizontal = 360;
angleRangeVertical = 100;
aimDown = -45;
maxTrackableSpeed = 694.444;
};
class DataLinkSensorComponent: SensorTemplateDataLink
{
};
};
};
};```
-.- its typeRecognitionDistance isnt it
okay so, it wasnt. But the FCS will recognize the target now.
your radar just needs MOAR POWER
@strange egret Are you being serious or just kidding about that?
im joking
Lol ok
@strange egret @hearty sandal Fixed, so it was a combo of me not having typeRecognitionDistance high enough
And I forgot to include my new firemodes in
modes[] = {"player","close","short","medium","far"};
Once i fixed those issues, it now shoots at 7k
๐ pewpewpew
So I have some mirrors on my vehicle model that are a part of a hide animation, and also child bones of the vehicle's doors. When the unhide animation is active, the mirrors won't move with the doors at all. Is it possible to do what I'm trying to do here?
the skeleton sort of looks like this
"mirror_l","Door_L", //mirrors won't animate with door
"mirror_r","Door_R", //mirrors won't animate with door
"mirror_01","", //mirrors left and right varient 1
"mirror_02","", //mirrors left and right varient 2
"mirror_03","", //mirrors left and right varient 3
no each variant has to be child of the door if you want the it to move with the door
I feared that might be the only solution Was hoping to find a less labourous solution. Thanks for the verification.
Does anyone here happen to know if MPTemplates in CfgMissions actually does anything?
In Arma 3
not sure if it's still used (similar to Templates) in Arma 3, although technically it should
if I understand the wiki correctly, it allows you to define a template mission for either SP (Templates) or MP (MPTemplates) which can not be started directly from the missions list, but only in 3den or in the server mission list for editing.
If that is the case I'll just assume that it won't work for dedicated server
that would make sense, since you can't use the editor on a server
templates only make sense if a mod maker includes default templates (hence the name) for MP missions as a starting base for new missions.
I was sort of hoping it could possibly be something that could be used to create missions that apply to all terrains
I did notice a template variable in mission classes (which seems to be used instead of the directory variable), although Arma 3 only uses that for Campaigns so I don't know if that would work for regular missions.
for example:
class CfgMissions {
class Campaigns {
class EastWind {
class Campaign {
class MissionDefault {};
class Missions {
class A_in: MissionDefault {
template = "A_in.Stratis";
};
};
};
};
};
};
although it also has a lot of other classes embedded which seem to include objectives, units, markers, etc. though other ways
hmm... seems that only works with campaigns... so that it can stay on the same terrain while changing everything on it
https://community.bistudio.com/wiki/Campaign_Description.ext#Missions
interesting
in the turrets class, is memoryPointsGetInGunnerDir necessary for the action to be visible? I'm using isPersonTurret = 2; for the action to be visible from the outside but I'm not seeing it
so im trying to let a copilot of a helicopter to turn out and use his personal weapon. so far he can turn out but he still has the laser from the camera pod instead of his own gun. i feel like its something stupid that im missing but i cant figure it out
Is it possible to have sights that adjust based on what round you have loaded? So you can have different rounds with different ballistics but keep zero
So I think I might need a push in the right direction here for my compartment lights.
{
class Comp1
{
class Light1
{
color[] = {10,10,10};
ambient[] = {1,1,1};
intensity = 1;
size = 1;
useFlare = true;
flareSize = 1.0;
flareMaxDistance = 0.1;
dayLight = false;
blinking = 0;
class Attenuation
{
start = 0;
constant = 0;
linear = 1;
quadratic = 70;
hardLimitStart = 0.15;
hardLimitEnd = 1.15;
};
point = "light_interior1";
};
class Light2: Light1
{
point = "light_interior2";
color[] = {10,10,10};
ambient[] = {1,1,1};
intensity = 1.0;
};
};
};
with an intensity of 1.0, the effect is hardly noticible
anyone got any ideas why a the TAD ctab would show up for the pilot and gunner and not the copilot?
I think you're in the wrong txt channel
Hello, anyone know how to calculate MOUNTSTATION for ground contacts in Helicopter RTD XML?
The xyz coordinate that is
anyone know what the gunnerAction for standing FFV?
@zinc ether yes, I'll give it to you in a few seconds, it's in my LAV6
@zinc ether This one works: vehicle_passenger_stand_2
try "vehicle_passenger_stand_1" and "vehicle_passenger_stand_3" might work to
and holding on to a railing?
lol, I une this one for the sentry hatches in my LAV6
Still looking for anyone who knows how to calculate MOUNTSTATION xyz coordinate for ground contacts in Helicopter RTD XML?
@hot pine thank you very much, I will read and try to make sense of it. Iโve been trying to figure this out for a while for my Chinook, thanks again!
@hot pine I got the RTD mountstation xyz working with the script... thank you. is the RTD suppose to be inserted in Center of Gravity xyz or the coord in Geometry lod of actual CofG? thank you in advance my friend.
The Nimitz spams this on diag exe: Info: Irradiance map used - shaders with irradiance maps are obsolete Unfortunately I cannot find irradiance anywhere in the rvmats mentioned. Anyone happens to know which rvmat is using irradiance?
this one maybe? https://community.bistudio.com/wiki/Material_-_Normal_map it's used several times in Nimitz
propably... unless there is a good specific reason, i wouldnt use anything else than supershader or multimaterial on buildings/vehicles
yes, that was the root cause, I replaced all NormalMap with Super and the error goes away. Drawback is, everything is black now
my guess - for ambient shadow map - dont use black default value, use white
thanks, let's take a look at those rvmats
hmm, they are all called _nohq.rvmat and only contain one stage, pointing to a nohq texture
example is here: https://pastebin.ubuntu.com/p/fDtJr32RYW/
the super shader uses 7 stages, or?
nohq being one of them
22 rvmats to go, he ho, he ho
hmm, with super shader I need a SMDI? or can I procedurally generate one for now?
would anyone happen to perhaps have an existing good ammo config for .30 carbine?
I attempted it but it doesn't feel right
or is there some amm config calculator that would tell me what values to use in the config based on some real statistics? the things I have to set in the config are weird and hard to get right
what about what you have does not feel right?
after some testing, it seems like it loses speed too fast
it loses more than half of its speed just 1 second after firing
assuming that "speed" is returns feet per second on projectiles, it goes from 2185 when fired to ~820 one second after
none of the other ammo I tried loses it that fast, not even vanilla 9mm or .45
this is the ammo config I have ```class FP_30carbine_ball: B_45ACP_Ball
{
airFriction=-0.00130094;
caliber=1.2;
hit=7;
typicalSpeed=607;
cartridge = "FxCartridge_9mm";
};
I'm honestly not even sure what those values actually mean, I think I was just kinda eyballing to put it somewhere between something like 9mm and 5.56 when I wrote that
is there a vanilla option to code ammo in a way that it explodes 5 seconds after impact ?
timetolive should do
@teal spindle rtd_center can be basically anywhere you wish but if you are using vanilla RTD xmls then it's good to have it in similar place - otherwise all information in RTD xml would be invalid
CH-67 is the wildest one I've seen. Rest of helicopters usually have it closer to i.e. engine. It's almost never in same place as CoG
Also note, RTD_Center needs to be placed in memory LOD - I just copy pasted it to geometry only for showcase purposes!
@hot pine thank you very much, the only question I still have. Is the xyz cord of CoG actual or in reference to RTD?
I.e. I take cord of it from the Point property or I use the script
Do I call it something and add it to the RTD script? Or just take its actual coord from the O2 quadrant
RTD XML is relative to RTD center memory point
Ok, so CoG into the XML I still need to reverse the yz coords
Can I take the CoG from the Geometry, and run it through the script is basically what Iโm asking ๐
The I enter the xyz relative to RTD in xml
I don't understand what you are writing
Sorry
At top of xml it has a xyz coord for the CoG
Is that coord relative to RTD (would have to use your script to get it) or do I just select the CoG, press Shift+E and use that coord
EVERYTHING in XML is relative to RTD center
Perfect, now itโs clear ๐ and thank you for your patience my friend ๐
np
Since Iโm making a Chinook, Iโll use your example above for the RTD position, unless you think I should place closer to the rotor shaft center.
anyone got an example of a config for a misc item?
whats a misc item?
For example, the banana, haha.
Probs easiest would be to get the all in one config dump and do a search for it
No worries, I'll have a look through the A3 files.
all-in-one config dump makes that easier
since its literally all of the configs that are running at the time of creation put together
okay, I got it, will look through, thanks.
Okay, figured it out, thanks. ๐
Here you can find a list of download links for config templates that you can use for your Art of War entries. Prop (Prop Category) config.cpp cfgPatches.hpp Facewear (Accessory Category) model.cfg config.cpp Headgear (Accessory Category) model.cfg config.cpp cfgPatches.hpp cfg...
Thanks for the info i'll add that to my bookmarks.
BTW, does anyone know to get my custom smoke grenades to trigger a sqf? Basically I want it that where the Smoke Grenade class has a thing that when you throw it, it triggers a sqf that looks for the grenade position and then does something. The SQF I'll deal with but I can not figure out how to get the SQF to trigger from the grenade like I would by making an action while sat in a vehicle or playing a certain class.
ah so you did not want the smoke effect just something to happpen when it blows.
that would be killed eventhandler I think
Either this or I'd like an item you can get from the arsenal that when you have in your inventory gives you an action to trigger a sqf, haha
either is fine. I'm basically trying to make a homing beacon for a supply pod.
latter would be user action tied to the character that checks its inventory and if an desired item is there it shows you the action
