#arma3_config

1 messages ยท Page 110 of 1

sullen fulcrum
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I think there is just something up with those two terrains

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those two terrains are at around 70-73k' lines

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last terrain is at 76 to 78

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but last terrain is working

hearty sandal
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ยฏ_(ใƒ„)_/ยฏ

sullen fulcrum
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indeed ๐Ÿ˜„

hearty sandal
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id cut it into more easier to manage split .hpp files and

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also its possible your required addons are not right and your updated configs dont actually load after the actual terrains

sullen fulcrum
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hmm

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so thing is the mod doesn't have any required addons

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it doesn't require anything

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and it doesn't have any hpp files

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the whole mod works with a single .bin config

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but the load after part got me concerned, how can I ensure it always loads last?

hearty sandal
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cfgPatches requiredAddons

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and .bin?

sullen fulcrum
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yeah

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config.bin it is

hearty sandal
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.cpp is the unbinarized format

sullen fulcrum
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yes

hearty sandal
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you one of those pboManager users?

sullen fulcrum
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yes

hearty sandal
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ah

sullen fulcrum
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I know how to use arma 3 tools lol

hearty sandal
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ok

sullen fulcrum
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so how do I make the mod load last?

hearty sandal
sullen fulcrum
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so I just put the desired addon into the requiredAddons list

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and the addon loads last

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easy as that?

hearty sandal
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yes

sullen fulcrum
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wow

hearty sandal
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cfgPatches has a wiki page

sullen fulcrum
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ok thanks

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but whats wrong with pbomanager users : (

hearty sandal
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its not proper pbo tool

sullen fulcrum
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do I use mikero's stuff instead?

hearty sandal
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despite what the name says

sullen fulcrum
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I've been using pbomanager for a long time

hearty sandal
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I would, but its up to you.

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I've stopped fighting the windmills

sullen fulcrum
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ok I will give it a shot

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thanks

hearty sandal
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it might be useful for you or it might give you boatload of errors

sullen fulcrum
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ok

hearty sandal
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also you might want to make sure the terrains you are editing allow derivative work.

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config patch is pretty non invasive but I think it might still count as a derivative

sullen fulcrum
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so some addons just don't get modified by third party configs?

hearty sandal
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Its late a clock and cant remember exactly how that all goes right now. But could be worth to find out.

sullen fulcrum
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ok

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thanks for the help today

hearty sandal
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np, good luck

stiff thistle
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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.

stiff thistle
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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

stoic lily
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@grand zinc @hard chasm might interest you

stiff thistle
hard chasm
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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.

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there is no such thing as >> in the config language. it is only present in sqf statements

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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.

stiff thistle
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i'm told the main release is packed with pboproject

hard chasm
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k, it would normally detect a non binarazible config and tell you.

stiff thistle
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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.

hard chasm
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exactly

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however....

stiff thistle
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not that it is the end of the world, easy solution is to just not rapify, but the why is what im questioning

hard chasm
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certain sqf commands cannot be known until game load time. An example would be GetVersion

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even if it were binarised beforehand, it would make no sense to do so.

stiff thistle
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>> 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.

hot pine
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@stiff thistle did you tried to rapify and unrap config and then compare it original, non rapified config?

hard chasm
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^good idea

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the only thing i can think of here Connor is my tools did not binarise it correctly.

stiff thistle
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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.

hard chasm
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there is no practical difference between cpp and bin from the engine perspective.

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re above, no, i do not use cfgConvert because it gets (some) array[]= wrong and makes a mess of the += syntax

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you can always pm me with the config and i can glance over it to see if anything is odd

stiff thistle
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rap -> unrap vs original, only difference is the indentation, but im sure that makes no difference while rapified.

hard chasm
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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

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when cpp is present, it probably uses that.

grand zinc
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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

hard chasm
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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.

grand zinc
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there is no actual .bin file

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even not in memory

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the .bin is the serialized representation of the in-memory

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master config yes, master config.bin no

hard chasm
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well. i use the word bin simply to point out that it's a binarised representation of all configs in all addons

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conceptually. it's one single bin 'file', used for instance when you go searching inside it via the game gui

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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.

grand zinc
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hat it's a binarised representation
it not though

hard chasm
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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)

junior bane
hearty sandal
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you would just have to animate it to a very very large animation phase

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engine sources ignore user input

junior bane
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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.

hearty sandal
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no you just use 1 animateSource command with high enough value so that it plays as long as you want it to play

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loop type animation plays once from 0-1 naturally

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but if you set it to animate to value 10

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it will repeat 10 times

junior bane
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ahh i understand it now. thx Horrible ๐Ÿ™‚

hearty sandal
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set it to animate to 10000000

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and it will play for long time

junior bane
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yeah. i return the values mit animationphase and i see the value goes into the neverlands ๐Ÿ˜„

sudden fulcrum
narrow musk
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does canShootInWater = 1; work for vehicle turrets?

wide vessel
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http://prntscr.com/s6a555

    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.
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This is in CfgWeapons btw, I have a basic character set up in the CfgVehicles section

idle matrix
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@wide vessel you need to declare the class you inherit from

junior bane
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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?

wide vessel
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@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?

idle matrix
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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.

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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

wide vessel
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Oh okay. What would be the easiest way to find those?

idle matrix
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I guess getting an All-in-One config and Ctrl+F :p

wide vessel
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Well... Is there a way to find that for CUP? ๐Ÿ˜„

idle matrix
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You could probably ask in their discord for the appropriate classes

paper path
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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
hearty sandal
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what type of ammo its using?

paper path
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MG style

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by default its using 127x99 ammo. B_127x99_ball is the base

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that style worked for another model of mine that works properly. although its using different ammo

hearty sandal
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possibly the weapon needs to be set up to use the gun points instead of turret points

paper path
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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

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ive just been headdesking last few days over this. without a solution

hearty sandal
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in the weapon config itself there is a turretWeapon parameter or something like that

paper path
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doesnt look like it

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i went through the entire hierarchy tree for the base of my MG weapon

paper path
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from what i looked up, you use the turretWeapon when your looking at a vehicle to get the weapons on it though.

hearty sandal
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cant remeber what exactly it was called

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but I think there is a parameter that defines if the weapon uses the gunbeg gunend points or the memorypoint array

paper path
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from what i looked at the tank, the main gun uses the gunbeg/end points, then the MG gun uses the mempoingun

junior bane
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is there a function to return the class "markerlights" or "reflector" from vehicle?

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or spawn it over Class UserAction? (activate)

idle matrix
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Does anyone know how to make it so you can move your head while in a static turret?

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I don't mean freelook I mean moving your head side to side and backwards and forwards n stuff

hot pine
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ctrl + numpad
ctrl + pg up/down ? @idle matrix

digital knot
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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 :

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?

idle matrix
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@hot pine except all the statics I tried don't have that configured

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and I was wondering how you configure it

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it's not possible on the M2 that Old Man added for example

hot pine
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@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
        };```
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add it to turret and bang, it will be working

junior bane
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@hearty sandal you mean that or? animate ['Siren_2',10000000, 0.01]; the animation stopped at 1 ๐Ÿ˜ฎ

hearty sandal
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probably depends on how your animation is set up

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ยฏ_(ใƒ„)_/ยฏ

idle matrix
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ah, yeah that helps a lot reyhard, thanks

junior bane
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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?

idle matrix
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also that reminds me, I think a bunch of turrets have initangleX set to 5 when it should be 0

junior bane
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i test again ๐Ÿ˜ฎ

strange egret
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on tanks? maybe on purpose (if driver wants to look out hatch, turret has to swivel sideways a bit in a couple tanks)

idle matrix
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no I mean handheld stuff like the M2 on the offroad

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it makes you look up a bit from where the gun is actually pointing

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to clarify I mean initangleX in the ViewPilot class

strange egret
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ah, i see

idle matrix
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the gun is aimed at the hangar as evident by the tracers

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but the view is pointed upwards

rancid lotus
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Is it possible to make a foreach loop using PreProcessor commands in a config file?

grand zinc
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no

pallid snow
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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?

grand zinc
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what documentation were you looking for?

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There is probably no link because there is no written documentation

pallid snow
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How to use it for one of our gun models, I've literally just started looking into it

grand zinc
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You can learn from the examples

pallid snow
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Awesome thank you!

pseudo cedar
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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

nocturne verge
#
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?
strong shuttle
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the config looks fine (assuming CfgFaces and CfgHeads are used correctly)

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So I guess it's an issue with the file paths. Sometimes Arma requires a \ in front of a path, and sometimes not.

woven python
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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
  };
};
stable sandal
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iirc \ at the start is for addon path and without is for mission path

woven python
#

Am I missing something ?

strong shuttle
woven python
#

Oh thanks, I wasn't using the right config T.T
Will these lines work in Zeus mod ?

strong shuttle
#

yes, it will work in 3den and Zeus (and mods which use the same configs)

woven python
#

Perfect, thanks you

rapid wing
#

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";
hot pine
#

@rapid wing check laws of war de mining charge

rapid wing
#

thanks, will look now

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@hot pine sorry but do you know where abouts that would be located, I cant find a LOW folder?

hot pine
#

Orange

rapid wing
#

thank you

hot pine
#

I would recommend though using all in one config dumps

rapid wing
#

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

woven flax
#

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

rough hatch
#

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" }; }; };

junior bane
hearty sandal
#

DayZ car?

viral rapids
#

Looks like the old Volha from A2

teal spindle
#

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

hearty sandal
#

you probably have typo somewhere in there if it worked before

#

try to trace what you changed last time

junior bane
#

arma 2 car

woven flax
#

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

hearty sandal
#

in theory I see no reason why it would not

nocturne verge
#
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?

junior bane
#

define tex[] = {}; go into defaulthead_a3 and look "name" or try to delete it

sullen fulcrum
#

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

strong shuttle
#

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.

sullen fulcrum
#

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

strong shuttle
#

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 ๐Ÿคฃ

sullen fulcrum
#

Ahhhhhhhhhh, I see I have a lot of code spelunking to do and try to figure out how to slap it on a helmet ๐Ÿ˜„

nocturne verge
#
#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
hot pine
#

remove slash from last line

grand zinc
#

class ##NAME##:
huh?
class NAME:

displayName = ##DISPNAME##;
HUUH?!
displayName = DISPNAME;

hiddenSelectionsTextures[] = {##TEX##};
Ok... Why are you plastering ## everywhere where it doesn't belong?

idle matrix
#

I think it's just placeholder stuff

grand zinc
#

No

#

is a preprocessor tool

idle matrix
#

oh

grand zinc
#

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

woven flax
#

When using an explosive, what controls how bad a unit will ragdoll? Im trying to send a unit flying when hit with something

hearty sandal
#

my guess would be just the amount of damage it makes if anything

woven flax
#

Do we know what explosionForceCoef does?

hot pine
#

@grand zinc using ## is not causing any harm though

#
  • it highlights quite clearly what is a macro, and what is just a random string
delicate comet
#

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;
};
grand zinc
#

well do you want to modify hitpoints?

delicate comet
#

no, but since the ace update they are no longer inheriting correctly (i think)

#

hitboxes are all broken, shooting head registers chest etc

grand zinc
#

Can't find the problem with a pseudo example

delicate comet
#
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

grand zinc
#
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?

delicate comet
#

i edited it, i had copied it mid me randomly testing stuff

grand zinc
#

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?

delicate comet
#

yeah

grand zinc
#

class EventHandlers; not sure if that works in a new class.
Its for saying "this already exists here"

delicate comet
#

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

delicate comet
#
    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;
            };
grand zinc
#

it already adds it to all the base types

delicate comet
#

i wont paste the whole thing because its quite long but

grand zinc
#

Ofc.. all but SoldierWB

delicate comet
#

yeah optre doesn't inherit off of a base class

grand zinc
#

doesn't inherit off of a base class
yes it does

delicate comet
#

oh

#

im dumb

#

i had assumed since it defines all the way down to class Land;

#

that it didnt

#

didnt realise soldierWB was base

grand zinc
delicate comet
#

optre's not my mod, i cant edit that

#

my mod inherits from optre

grand zinc
#

you can edit it in your mod

delicate comet
#

what i dont understand is, optre's hitpoints are working fine

grand zinc
#

but sure you can also add the hitpoints inside your mod

#

not sure if/how hitpoints do inherit though

delicate comet
#

thats why i was trying the inherit thing

grand zinc
#

you'd need to check that in the orig config that you are inheriting from

delicate comet
#

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

grand zinc
#

so then HitPoints: HitPoints is definitely correct?

delicate comet
#
    {
#
        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

grand zinc
#

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;
};

delicate comet
#

thats what i was thinking

#

if i didnt want to change hitFace etc

#

do i need to specify them?

grand zinc
#

if you don't want to changethem then leave them out

delicate comet
#

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 rooThinking

#

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?

grand zinc
#

class HitNeck: HitFace; no thats syntax error

#

You either inherit with class body, or you don't inherit

steep pawn
#

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?

desert terrace
steep pawn
#

Ignore me forgot my sounds[] part

hot pine
#

@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

steep pawn
#

I said above I fixed it now, I was confused because StandardSound was in there just not the Sounds[] section

hot pine
#

Ah sorry, missed this one

slate locust
#

@desert terrace what more could you want to know, I guess they're just pretty "simple"

#

and fast

desert terrace
#

Iโ€™ve seen something like verticalOffset and other properties. I would like to know what they are doing.

delicate comet
#

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

hot pine
#

@delicate comet that is a sign that your addon has broken inheritance

delicate comet
#

oh wait, this class doesnt actually have hit head

#

yeah i know

hot pine
#

you can delete all that hitpoints thing

#

and make dependency on addon that exist/is correctly configured

grand zinc
#

check ingame config browser if everything looks like you expect it to

delicate comet
#

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

hot pine
#

I guess OPTRE doesn't have proper requiredAddons

#

and ACE probably updated their load order to require oldman

delicate comet
#

optre doesn't require ace

hot pine
#

so OPTRE loads before ACE

#

can you show cfgPatches of V_FZ_Core ?

delicate comet
#

neither does FZ

desert terrace
#

and ACE probably updated their load order to require oldman

Yeah, we did

delicate comet
#

is that what the issue is?

grand zinc
#

Your code is on github?? Why don't you link that instead of posting pseudocode here?

delicate comet
#

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

grand zinc
delicate comet
#

thats what im currently trying to build right now

#

is that newline.. the issue?

grand zinc
#

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

delicate comet
#

oh wait

#

...why doesnt zulu require optre...

#

if thats the issue so help me

grand zinc
#

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

delicate comet
#

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

desert terrace
delicate comet
#

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

#

:/

ionic birch
#

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?

glossy scarab
#

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".

hot pine
#

@delicate comet perhaps OPTRE has broken inheritance? In this case, it would be quite tricky to fix it from your side

delicate comet
#

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

hot pine
#

@delicate comet did you checked finally the config viewer?

delicate comet
#

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

grand zinc
#

Why do you class EventHandlers; when you never use EventHandlers?

delicate comet
#

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?

grand zinc
#

being there or not shouldn't make a difference

delicate comet
#

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 rooCry

glossy scarab
#

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

shy matrix
#

Hi everyone! Can i add my custom parameters in weapon and vest configs?

grand zinc
#

sure

#

You can add whatever config entries you want. As long as their names match the required syntax

shy matrix
#

@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.

gritty rune
#

@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.

shy matrix
#

@gritty rune oh, thanks. I dont mind about that

glossy scarab
#

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.

grand zinc
#

both

#

it will throw a warning if dependency is not there

glossy scarab
#

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?

grand zinc
#

I think so yes

soft pasture
#

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?

sullen fulcrum
#

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

soft pasture
#

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

glossy scarab
#

the rhs uniforms have the same class
@sullen fulcrum are you modding an existing class, or creating your own?

sullen fulcrum
#

creating mine

glossy scarab
#

did you define the base uniform?

class Uniform_Base;
class Uniform_mle194752: Uniform_Base
{};
sullen fulcrum
#

ok thanks

#

i had but it had a diferent name lol

#

thank u Shapiro,Klavan,Knowles and Walsh of memes

torn dew
#

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?

hot pine
#

@torn dew I made binox only ffv anim set so I think it would be doable

soft pasture
#

anyone have any idea with my issue?

torn dew
#

@hot pine how did you do it? just leave actions empty other than binocs?

torn dew
#

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?

torn dew
#

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

torn dew
#

even taking the sample heli ffv that works doesn't work for me? changed the source and everything

hot pine
#

I did that config before samples came out so it should be easier to do it right now

hot pine
#

as for two animations no, it's not possible to do it via engine

#

you can script that though

glossy scarab
#

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.

safe blade
#

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 โ€‹โ€‹what I'm doing wrong or what to correct, I'm interested =)

(ps: I also followed the wiki formulas to the letter, however)

hot pine
#

@safe blade how many wheels do you have?

safe blade
#

3

hot pine
#

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

safe blade
#

rear wheels don't seems to steering

hot pine
#

how do you know? ๐Ÿ˜„ You don't have physx diag

safe blade
#

visualy at least xD

#

oh god

hot pine
#

after I found out that issue I started doing something like this

glossy scarab
#

Reyhard, are you suggesting that your single wheel at the front of a plane acts as two wheels on an axel in the Physx?

safe blade
#

fake wheels ... hmm

hot pine
#

@glossy scarab no, if you have one wheel with steering = true, then engine will apply steering to next wheel on the list nevertheless

safe blade
#

i'm gonna check that right now :p

#

adding "class Wheel_1_fake: Wheel_front {};"

hot pine
#

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 ๐Ÿ™ˆ

safe blade
#

^^

#

oh damned !

#

obvious problem ^^

hot pine
#

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

safe blade
#

ok, thk for that but actually it's more rear damp anoying me. let me show you

glossy scarab
#

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.

hot pine
#

it seems to me that Center of Mass is too high

#

probably also because of extended suspension

#

front has also too high sprung mass

safe blade
hot pine
#

move center of mass little bit to the back

#

you might also increase springStrength on rear axle

safe blade
#

๐Ÿ‘ k, lunch time, gonna eat and test it out after that, i'll keep you in touch

#

Thank you @glossy scarab @hot pine

hardy crow
#

@wintry tartan do you know anything about this at all by chance?

carmine cave
#

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?

pallid mulch
#

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

lethal cliff
#

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

idle matrix
#

nope

grave steppe
#

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.
    };
};
strong shuttle
#

@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 0โ€“10, then 10โ€“250 with an increment of 10, then 300, 350, 380, 400, 420, 440, 450, 480, and 500.

grave steppe
#

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

pallid snow
#

Can someone point me in the direction for adjusting the firing model for say, an armed helicopter?

hearty sandal
#

Firing model? @pallid snow

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?

hearty sandal
#

No

#

Are we talking about the game hud cursor crosshair

#

Picture of the issue could help

pallid snow
#

Yeah was making one ha

#

I mean the aircraft hud is off too

#

but if atleast one is on target that'll do

hearty sandal
#

Possibly the hud element positions need to be adjusted.

pallid snow
#

Any pointers in the right direction?

hearty sandal
#

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

pallid snow
#

Ah right, well useful to know that thanks!

hot pine
#

@strong shuttle your tip about removing quotes is completely wrong. There is no such thing as providing something "as class"

#

all params are strings

strong shuttle
hot pine
#

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

whole night
#

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.

frank harbor
#

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.

hearty sandal
#

have you set up P drive and the development tools?

frank harbor
#

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

hearty sandal
#

so your file is in P:\RnefHelis\RNEF_Heli_1_CO.paa

frank harbor
#

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"

hearty sandal
#

well all that is likely the cause of your problems

frank harbor
#

how so exactly? I couldnt find any decent help online about how to package the files so how exactly should it be done?

hearty sandal
#

in simplest form you would just use pack a P:\YourTag_folder\ that contains data\yourtexture.file

#

all that my_addons@foldernamestuff is unnecessary

frank harbor
#

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?

hearty sandal
#

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

frank harbor
#

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

hearty sandal
#

still have the pboPrefix there?

frank harbor
#

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

hearty sandal
#

you could give Mikeros tools a try too. PMC wiki has steps to setup stuff with them

frank harbor
#

awesome ill take a look into getting them setup

frank harbor
#

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

hearty sandal
#

๐Ÿ‘

soft pasture
#

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

sacred dirge
#

Does anyone what the different values mean for renderQuality for PiP are

torn coral
#

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

stoic lily
#

@whole night from a brief look your config looks OK. did you verify your changes via config browser or config dump?

whole night
#

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

stoic lily
#

not familiar with A3 vanilla units - is there units that support the higher radar range? in case its an engine limitation

whole night
#

The Blackwasp as a radar range of 16km so I don't think it's an engine limitation

hot pine
#

notice in which scope VehicleSystemsDisplayManagerComponentLeft is located

whole night
#

Ah, it's outside SensorsManagerComponent but inside Components?

whole night
#

That fixed it, thank you, Reyhard and Kju, for your guy's help!

dusk nebula
#

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
#

yes

dusk nebula
#

@glossy scarab How exactly do I do that? I tried to implement it for an hour but haven't succeeded...

glossy scarab
#

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

dusk nebula
#

@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))

glossy scarab
#

and what do you want to change it to?

dusk nebula
#

@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...

glossy scarab
#
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.

dusk nebula
#

@glossy scarab Thank you very much. PS: Just to be sure, I put that into the description.ext, right?

glossy scarab
glossy scarab
#

@dusk nebula are you creating a mission, or are you trying to edit the assets a prexisting mission calls upon?

dusk nebula
#

@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.

glossy scarab
#

Are you doing this in the 3den?

dusk nebula
#

@glossy scarab I think so. I am using the normal Arma 3 Editor...

finite bronze
#

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?

rain sandal
#

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

strong shuttle
#

other than rebuilding a terrain which isn't yours?

rain sandal
#

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

strong shuttle
#

then you were told wrong...

rain sandal
#

And that

#

And I tried every way to contact ChelseaBoyC18 to ask for permission I even sent a friend request on steam

strong shuttle
#

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...
rain sandal
#

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

strong shuttle
#

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

rain sandal
#

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

strong shuttle
#

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

rain sandal
#

it means you can look at the source and learn from it
@strong shuttle

#

I'd rather do this

#

But I appreciate your concern

trim saffron
#

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"
    };
};```
hearty sandal
#

@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.

safe blade
#

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

hearty sandal
#

possibly weight distribution is off

soft pasture
#

@whole night can sensors or sensor components be added to a veh via script?

whole night
#

I don't think so.

soft pasture
#

dam so if i want to change sensors on a vech i have to create a separate config? for each one?

wintry tartan
#

You don't need to make multiple configs to apply those changes to multiple planes, but you can

safe blade
#

@hearty sandal what do you mean by that? Should I empty some parts of my plane?

soft pasture
#

@wintry tartan how would you make a config that applies across multiple models?

wintry tartan
#
{
  class Base;
  class Plane_A: Base {/*something*/};
  class Plane_B: Base {/*something*/};
  class Plane_C: Base {/*something*/};
};```
hearty sandal
#

@safe blade no, but the center of geometry lod mass affects how the plane behaves.

safe blade
dry carbon
#

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.

glossy scarab
#

@safe blade does your Rafale rely on AWS?

safe blade
#

@glossy scarab sorry French inside. Don't really understand what you mean "AWS"

glossy scarab
#

That answers the question. ๐Ÿ™‚

safe blade
#

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)

glossy scarab
#

Yeah, AWS is a weapon mod. Adds different bombs and missles. I dislike it since my favourite plane mods are dependent on it.

safe blade
#

@glossy scarab ah alright. So no, no AWS atm

safe blade
#

Any idea? I suppose I have to trick the total weight in LOD matching the vanilla planes.

dry carbon
#

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.

hearty sandal
#

probs physX spring strength vs the overall mass of the vehicle

foggy lagoon
#

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?

valid acorn
#

with a custom Attribute Categories is there way to have it down the bottom, under the sensors tab?

grand creek
#

Why do snakes inherit from "Man"? What sense does it make? :D
Here are its parents: ["Animal_Base_F","Animal","Man","Land","AllVehicles","All"]

grand zinc
#

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

grand creek
#

yeah that's what I thought as well ๐Ÿ˜„ still funny

hearty sandal
#

All buildings, props, etc are "vehicles" too

pulsar shell
#

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

grand zinc
pulsar shell
#

I thought that was for the project only. Iโ€™ll 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 . Iโ€™m assuming Iโ€™m doing something wrong

grand zinc
#

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 ๐Ÿ˜„

pulsar shell
#

Yeah I see in config viewer the setting are getting over written just not showing in game after the first one , what Iโ€™ve 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 PBOโ€™s

grand zinc
#

yeah particle effects are cached.
But mergeConfigFiles clears some caches, apparently not that one. Theres a reason we needed that editor ๐Ÿ˜„

pulsar shell
#

Thanks , I thought I had the wrong set up . I should have probably choose rvmats

hot pine
#

@pulsar shell unfortunately merging of particles with diag merge is only possible with internal exe

pulsar shell
#

Thanks

pulsar shell
#

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"```
sullen fulcrum
#

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

somber cloak
#

look up hiddenSelections on the Bohemia wiki

#

it should have everything you need to grasp it

safe blade
#

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 ๐Ÿ™‚ 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 ??

safe blade
#

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.

hearty sandal
#

๐Ÿ‘

sullen fulcrum
#

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

regal gate
sullen fulcrum
#
  • I changed the name to fn_init.sqf
  • I used -serverMod until 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
regal gate
#

and in the servermod dir, another directory to mimic a pbo file

#

not config.cpp directly (afaik)

sullen fulcrum
#

Tried, doesn't work.

regal gate
#

I can't help you any more on my side ยฏ_(ใƒ„)_/ยฏ

#

let's wait for the experts

sullen fulcrum
#

ok, thank you

#
  • STILL NEED BEGINNER HELP ABOVE *
sullen fulcrum
#

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

wintry tartan
#

If you just wanted to retexture, there's no need to redefine models if you're inheriting the original class properly

sullen fulcrum
#

so i just need to put the class?

wintry tartan
#

Depends on what you're doing

#

I don't understand what you're meaning put the class

sullen fulcrum
#

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

flint goblet
#

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.

wintry tartan
#

Reducing health is possible via EHs, but I don't know is possible with just a config

flint goblet
#

Thanks. ^^ Maybe an EH within the config might work, I'll try that first. ๐Ÿ™‚

nocturne verge
#

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)

spiral fiber
#

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

strong shuttle
spiral fiber
#

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 ๐Ÿ˜„

#

@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 โค๏ธ

#

i needed the init call in the eventhandlers class

sacred dirge
#
    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?

sullen fulcrum
#

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;

wide vessel
#

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 ๐Ÿ™‚

hearty sandal
#

the effects can be complex and timed like that yes

wide vessel
#

Okay. Do I make a new effect, that the "explosionEffects" then pulls from to use my effect instead of the default ones provided?

hearty sandal
#

I would guess so yes,

#

or multiple effects that are chained together

wide vessel
#

Okay. Thank you!
Do you by chance know a better alternative to Splendid Config Viewer (the ingame one)?

wintry tartan
#

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

wide vessel
#

Call that in debug with your addon installed?

wintry tartan
#

Yes

hearty sandal
#

I just use the all in one config dump

wintry tartan
#

That's an option also

wide vessel
#

I'll try his out, might be good ๐Ÿ˜‰

#

So if it doesn't show ANY of the configs, and throws an error, is that an issue?

wintry tartan
#

You're using mine right now?

wide vessel
#

Yeah, trying to

wintry tartan
#

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

wide vessel
#

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

wintry tartan
#
[here's to edit to search][ button ]```
wide vessel
#

Is it meant to throw an error?

#

Can't search, throws errors.

pure dove
#

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;
    };
};```
pulsar shell
#

Isnโ€™t the last line supposed to have .pd3 at the end ?

#

Well the model line

wintry tartan
#

It's p3d, and no, AFAIK

pure dove
#

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.

wintry tartan
#

Can somebody explain how configFile >> "CfgHeads" >> "DefaultHead_A3" >> "Wounds" >> "mat" works? I wanted to make my own fix config to apply โ€œsickโ€ effects from Old Man, but I've no idea how it works and how to mod it properly

wintry tartan
wintry tartan
#

Never mind. I think I figured out... I'm testing my thing

wide vessel
#

Does anyone know how to enable the editing of configs while game is open using diagnostics exe?

hearty sandal
#

merge config was its name perhaps

wide vessel
#

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?

grand zinc
#

yes

wide vessel
#

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?

grand zinc
#

It usually shows a |#| at where the error is

#

for what you are telling me now it could be both

wide vessel
#

Okay. It doesn't have a # anywhere though?

grand zinc
#

can you copy paste or screenshot the actual error message?

wide vessel
#

There ya go

#

That's all i get ๐Ÿ˜ฆ

grand zinc
#

There is no # anywhere huh?

wide vessel
#

Am I blind as a brick?

grand zinc
wide vessel
#

Okay, I am blind as a brick lmao

grand zinc
#

that means the script command does not exist. Are you sure that you are running actual diag binary?

wide vessel
#

I'm running dev version of arma, do I need to run it with the diag exe?

grand zinc
#

yes

#

diag only works in diag exe

wide vessel
#

Ah, my bad. I apologize for stupidity :/

grand zinc
#

dev branch is just a normal retail build, without any extras. Besides the additional diag binary

wide vessel
#

Okay. And I can just select mods by choosing them in the normal launcher and launching using the diag exe?

grand zinc
#

I think so

#

if you can get the launcher to use diag exe then yes

wide vessel
#

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...

tough cliff
#

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
{

};
idle matrix
tough cliff
#

Which appears to work without overwriting baseclasses or throwing errors

wintry tartan
#

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!

vital phoenix
#

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

pure dove
#

Does the weapons load in to begin with?

vital phoenix
#

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

pure dove
#

My best geuss would be to look how 3CB has set up the weapons.

dull bolt
#

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
distant quail
#

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.

hearty sandal
#

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

distant quail
#

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.

paper path
#

Anyone familiar with what the config line is to add landing gear to helicopters or which vanilla heli i could look at by chance?

vital phoenix
#

got my issue sorted it was different names over teh vanilla ones, spent some time looking at the config viewer

hot pine
#

@dull bolt your lights are most likely part of camo selection

dull bolt
#

Alright so I got it sorted. The non-emissive lights had an rvmat that was also emissive without my knowledge.

magic hollow
fallen bane
#

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

hearty sandal
#

ballistic config entry?

fallen bane
#

The config values for the projectile

hearty sandal
#

you can check Arma configs in the in game config viewer too

fallen bane
#

Airfriction, weight, etc

#

I have 10gb free currently, would need to remove a lot to reinstall A3

hearty sandal
#

or get one of thosde all-in-one config dump files on the forums

fallen bane
#

Oh thanks, searching that I think Ive found what i need

#

Yep, thanks a ton @hearty sandal!

hearty sandal
#

๐Ÿ‘Œ

distant quail
#

Thanks allot @magic hollow chuckapproved

livid heath
#
                    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

hot pine
#

yes, it can be used freely

#

there is also LODOpticsIn/Out

livid heath
#

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?

hot pine
#

it doesn't matter

livid heath
#

wow

#

polycount craziness time ๐Ÿ˜„

#

thanks Reyhard, really reassuring!

hot pine
#

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

livid heath
#

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?

hot pine
#

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

livid heath
#

ok thank you ๐Ÿ™‚

mossy river
#

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 {

hot pine
#

@mossy river it's RPG26 -it's listed in parents

grave steppe
#

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

sacred dirge
#

Anyone have any ideas why a copilot seat on a plane wouldnt be able to see roll by the pilot?

hot pine
#

@grave steppe what did you use as base of your parachute model?

grave steppe
#

A2 sample models

stoic lily
#

is church still valid class named property?

hot pine
#

I think so? You will get ding dong every 15 minutes

gritty rune
#

is it possible to suppress the dust effects of a car class vehicle completely?

hearty sandal
#

Yes

mossy river
#

Im trying to patch a base arma class. How do i find what requiredaddons i should have in the CfgPatches?

pure dove
gritty rune
#

thanks, setting leftDustEffect and rightDustEffect to empty string worked

dull bolt
#

is the compartmentsLights class limited to a specific simulation class? I noticed no carx sim classes utilize it

hot pine
#

@dull bolt afair Marshal is CarX

dull bolt
#

Yeah, I thought I only found search results for air and heavy armor vehicles. Marshal has the compartmentsLights class too

hot pine
#

I'm also using successfully on helicopters and airplanes

dull bolt
#

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.

hot pine
#

be sure that you have compartments setup correctly

#

driverCompartments = 1; for instance I had to add it to helicopter to get compartment lights working

zinc ether
#

anyone know why my config isnt reading my model.cfg properly

woven flax
#

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?

strange egret
#

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'

woven flax
#

Pointing the gun and staring.

#

Radar has it on sensors

strange egret
#

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?

hearty sandal
#

is the AI firemode set up to fire that far

#

Is it direct fire weapon/missile/artillery weapon?

strange egret
#

ah yes ai firemode

woven flax
#

@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;```
hearty sandal
#

AI might have hard limits on how for it can see too

woven flax
#

Hm, how do missiles fire so far then? wouldnt they be out of the view of the AI?

strange egret
#
        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

woven flax
#

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;
        };```
hearty sandal
#

your max range there is 4250

woven flax
#

Yes, i have about 4 more

hearty sandal
#

perhaps test with only 1

#

also can the weapon actually fire that far?

woven flax
#

Now i did try forcing it with

strange egret
#

you have propability 1 everywhere - not sure if that can interfere or not

hearty sandal
#

possbily

woven flax
#

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?

strange egret
#

i wish i would know...

hearty sandal
#

does your AI track the target at all?

strange egret
#

yes, said so

#

but im not convinced the weapon pointing is enough indication for the unit to know enough about this target to shoot

woven flax
#

Yes it tracks and follows

hearty sandal
#

at that distance it might just not have a firing solution

woven flax
#

Stand by, let me try as a player to engage that far out

hearty sandal
#

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

strange egret
#

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

hearty sandal
#

Also it could be the radar gives it "a target" but theres no confirmation its enemy

#

so it tracks but does not fire

strange egret
#

^this

woven flax
#

Hmm, what would allow it to detect PID further out?

strange egret
#

if the target would shoot at it^^

#

-> instant knowledge

woven flax
#

XD Well the problem is, this is an AA platform

strange egret
#

become the target yourself and see what happens if you shoot very close to the platforms position in an aircraft

woven flax
#

Looks like your correct, they dont know if its pid or not

#

and looks like even the FCS cant get a solution

hearty sandal
#

you may need a radar/sensor network

woven flax
#

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

hearty sandal
#

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

woven flax
#

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

woven flax
#

okay so, it wasnt. But the FCS will recognize the target now.

strange egret
#

your radar just needs MOAR POWER

woven flax
#

@strange egret Are you being serious or just kidding about that?

strange egret
#

im joking

woven flax
#

Lol ok

woven flax
#

@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

hearty sandal
#

๐Ÿ‘ pewpewpew

dull bolt
#

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
hearty sandal
#

no each variant has to be child of the door if you want the it to move with the door

dull bolt
#

I feared that might be the only solution Was hoping to find a less labourous solution. Thanks for the verification.

tough cliff
#

Does anyone here happen to know if MPTemplates in CfgMissions actually does anything?

#

In Arma 3

strong shuttle
#

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.

tough cliff
#

If that is the case I'll just assume that it won't work for dedicated server

strong shuttle
#

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.

tough cliff
#

I was sort of hoping it could possibly be something that could be used to create missions that apply to all terrains

strong shuttle
#

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

tough cliff
#

interesting

dull bolt
#

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

lilac finch
#

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

mossy river
#

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

dull bolt
#

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

sacred dirge
#

anyone got any ideas why a the TAD ctab would show up for the pilot and gunner and not the copilot?

dull bolt
#

I think you're in the wrong txt channel

teal spindle
#

Hello, anyone know how to calculate MOUNTSTATION for ground contacts in Helicopter RTD XML?

#

The xyz coordinate that is

zinc ether
#

anyone know what the gunnerAction for standing FFV?

teal spindle
#

@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

zinc ether
#

asesome

#

thanks

#

do you know ones where they're kneeling down

teal spindle
#

try "vehicle_passenger_stand_1" and "vehicle_passenger_stand_3" might work to

zinc ether
#

and holding on to a railing?

teal spindle
#

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?

teal spindle
#

@hot pine thank you very much, I will read and try to make sense of it. Iโ€™ve been trying to figure this out for a while for my Chinook, thanks again!

teal spindle
#

@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.

gritty rune
#

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?

strange egret
#

propably... unless there is a good specific reason, i wouldnt use anything else than supershader or multimaterial on buildings/vehicles

gritty rune
#

yes, that was the root cause, I replaced all NormalMap with Super and the error goes away. Drawback is, everything is black now

strange egret
#

my guess - for ambient shadow map - dont use black default value, use white

gritty rune
#

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

#

the super shader uses 7 stages, or?

#

nohq being one of them

strange egret
#

yeah, its not fully defined

#

use a vanilla rvmat as base and adjust from there

gritty rune
#

22 rvmats to go, he ho, he ho

#

hmm, with super shader I need a SMDI? or can I procedurally generate one for now?

rough hatch
#

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

hearty sandal
#

what about what you have does not feel right?

rough hatch
#

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

icy coral
#

is there a vanilla option to code ammo in a way that it explodes 5 seconds after impact ?

strange egret
#

timetolive should do

hot pine
#

@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!

teal spindle
#

@hot pine thank you very much, the only question I still have. Is the xyz cord of CoG actual or in reference to RTD?

hot pine
#

define CoG actual

#

because I'm not sure what you are talking about

teal spindle
#

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

hot pine
#

RTD XML is relative to RTD center memory point

teal spindle
#

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 Iโ€™m asking ๐Ÿ˜‰

#

The I enter the xyz relative to RTD in xml

hot pine
#

I don't understand what you are writing

teal spindle
#

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

hot pine
#

EVERYTHING in XML is relative to RTD center

teal spindle
#

Perfect, now itโ€™s clear ๐Ÿ˜‰ and thank you for your patience my friend ๐Ÿ˜Š

hot pine
#

np

teal spindle
#

Since Iโ€™m making a Chinook, Iโ€™ll use your example above for the RTD position, unless you think I should place closer to the rotor shaft center.

finite bronze
#

anyone got an example of a config for a misc item?

hearty sandal
#

whats a misc item?

finite bronze
#

For example, the banana, haha.

hearty sandal
#

Probs easiest would be to get the all in one config dump and do a search for it

finite bronze
#

No worries, I'll have a look through the A3 files.

hearty sandal
#

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

finite bronze
#

okay, I got it, will look through, thanks.

finite bronze
#

Okay, figured it out, thanks. ๐Ÿ˜„

hot pine
finite bronze
#

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.

hearty sandal
#

ah so you did not want the smoke effect just something to happpen when it blows.

#

that would be killed eventhandler I think

finite bronze
#

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.

hearty sandal
#

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