#arma3_config

1 messages ยท Page 111 of 1

finite bronze
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Yeah, I thought of that but I'd like it so you don't have to spawn a special unit to drop the supply pods. Which is why I thought about the smoke grenade idea.

hearty sandal
#

you can use addaction script to add that action on any unit you want

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live in game

finite bronze
#

Is that something in the config.cpp or when the zeus adds it onto a unit?

paper path
#

someone familiar with adding like a "heated gas" effect when weapons fire? ik its a config line but im not sure where to go looking for it

vocal galleon
#

I need to put a headgear in the nightvision slot (not to occupy the helmet or glasses) would anyone have a config template that works?

paper path
#

another question, i have a non launcher style weapon, currently working properly etc etc. however, i dont want it to have the explosive value that the launchers have by default it seems. What i mean is, if i fire and strike something with my weapon is acts like ive fired a low powered rocket or similar. Id like it to just be non explosive

median zealot
#

One message removed from a suspended account.

#

One message removed from a suspended account.

buoyant oracle
#

Do duplicate classnames defined in a mod's 'config.cpp' override vanilla config? For defining music states for vanilla tracks for example

grand zinc
#

yes

buoyant oracle
#

Thanks, do i need track names? Or just the path?

grand zinc
#

path? names? explain

wintry tartan
#

What do you need and what do you want?

buoyant oracle
#

Ah, sorry

#

I meant in Cfgmusic

#

sound[] = { "\A3\music_f\Music\LeadTrack03_F.ogg", db + 0, 1.0 };

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If this would be in a mods config.cpp

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Would it be able to play

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Or do I have to account for different folder structure?

#

and do I need a track name

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Or can I just skip it

grand zinc
#

its a global/absolute path

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it doesn't care where your config is, it doesn't even know

buoyant oracle
#

Alright, so it's basically evaluated in the engine, from the arma root folder?

grand zinc
#

yes, no not really, you don't need to know how it works

buoyant oracle
#

So I am fine just leaving the path like that? That's all I need to know indeed ๐Ÿ˜„

grand zinc
#

ye

buoyant oracle
#

thanks, much appreciated

icy coral
#

is there a possibility to get the particle effect of the vehicle smokescreen ? i cant find it in any config, also not in the latest allinone config dump

hot pine
#

@icy coral it's scripted, search for "effectFired_something" functions

icy coral
#

thanks will take a look

gritty rune
#

a question on AFM tuning: When a helicopter steers left or right upon takeoff with just shift pressed (wind off), what to correct so it raises more or less straight? Or leave it as it is probably tail rotor torque effect? E.g. upon take off, should a Huey UH-1D raise straight and level, or steer a bit to the right?
has it to do with autoHoverCorrection[] = {4,3.3,0}; in the RotorLibHelicopterProperties or some other place?

mossy river
#

So in CfgAmmo im making a rocket. so i need a positive airFriction value. But this seems to make the rocket start traveling backwards once its velocity hits zero. Is there a better way to handle drag on a slow rocket?

hearty sandal
#

do you have a new model for it?

mossy river
#

No im using an existing model.

hearty sandal
#

are you inheriting from one of the vanilla rockets and changing only the stuff you need to change?

mossy river
#

Im inheriting from an addon rocket. Its supposed to travel very slow so should have a high arc.

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im adjusting airFriction and the thrust values

hearty sandal
#

if it travels slowly it will need very long burn time to keep it up

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is this a realistic weapon?

mossy river
#

Bazooka

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I mean drag should never make it go in reverse

hearty sandal
#

what kinds of speeds are you talking about?

#

you could perhaps derive something from the grenade launcher grenades parameters

mossy river
#

Ok ill try and look at that

hearty sandal
#

also again, whats a slow speed?

mossy river
#

But those are shotShell and i guess cant be used with launchers

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80-100

hearty sandal
#

m/s?

mossy river
#

Whatever arma uses in initSpeed and maxSpeed. i think m/s

hearty sandal
#

how about just normal rpgs properties?

mossy river
#

Tried those but its too flat

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i need it to fall faster but not go in reverse

hearty sandal
#

did you try same as rpg but just cut the init speed?

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and/or max speed

mossy river
#

Yes. cutting init speed just means it will hit 0vel faster and start going back

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at 100m/s and airFriction at 0.8 has the rocket going back at about 270m

hearty sandal
#

what rocket model are you using?

mossy river
#

Bazooka from Faces of War mod

hearty sandal
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so not vanilla?

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the ammo model I mean

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not the weapon

mossy river
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No its the ammo model from the mod

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mod

hearty sandal
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have you tried using vanilla model also?

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in case there is something wrong with the actuall ammo model

mossy river
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No i didnt think there could be anythin in the p3ds that affected drag

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ill try

hearty sandal
#

I've never seen a shot turn back so there could be

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how high are you aiming?

mossy river
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lol like B

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Ok setting airFriction and sideAirFriction to 0 fixed it

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apparently thats jsut how RV handles drag? By just putting a negative force on it independent of velocity???

hearty sandal
#

well as you may have noticed from vanilla rpgs etc they do work as intended

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I think you are just missing some parameter

mossy river
#

I tested the vanilla rpg and made it live forever. It eventually does start going backwards once it vel drops to zero.

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The thing im doing just travels slow enough that you notice it quicker

hearty sandal
#

is this only vanilla or ACE used also btw?

mossy river
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No ACE. Just CBA and the mod

ionic brook
#

When doing uniform reskins for an existing mod, can I inherit from that mod, or do I have to start from the top with "B_Soldier_F" or something similar?

patent tree
#

Hello, can someone tell me what is the base file to change the main menu? I've seen a lot of mods that have changed this home menu ๐Ÿค”

wintry tartan
#

In what terms? Change the entire screen or โ€œshowcaseโ€ screens?

patent tree
#

I saw that for the window screens there was only one that could be modified. Otherwise it would be for the background animation

wintry tartan
#

the window screens there was only one that could be modified
Technically false though...

So... you need what?

patent tree
#

From the base file that you have to modify to be able to change the background animation

patent tree
wintry tartan
#

You always can overwrite the config via other file

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That's how modding in Arma works

patent tree
#

All right, I'll look into it, thank you

vocal galleon
#

I need to put a headgear in the nightvision slot (not to occupy the helmet or glasses) would anyone have a config template that works?

hearty sandal
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The Arma3 samples had a example for that I recall.

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And you can always check up the Arma3 configs how the originals work.

vocal galleon
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havent found that in samples anyway

hearty sandal
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@vocal galleon

vocal galleon
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this p3d features config?

hearty sandal
#

no but since its there it also has a config in the sample config

vocal galleon
#

ty

restive veldt
#

is it possible to attach a camera to an object while having it focused on another object? camSetRelPos is relative to the target, which isn't what I'm looking for. Think like a car chase with a dash cam that follows the getaway vehicle, while in the cop car dash.

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attachTo?

hearty sandal
#

possibly

burnt vine
#

how do I call on the p3d for the Contact DLC's Advanced Modular Combat Helmet? I feel like I am probably making a stupid mistake here

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i have a nice texture ready but my config does not hold up

dull bolt
#

HiddenSelections only needs to be configured for every sections[] entry in the model.cfg right?

hearty sandal
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+the hiddenselections arrays in the objects config.cpp class

dull bolt
#

What I was trying to ask was is the hiddenSelections (in the config.cpp) explicitly in relation to sections[] array (in the model.cfg)?

hearty sandal
#

yes

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and well of course the model actually needs to have those selections

dull bolt
#

Alight, thanks for the verification. I took a year or two break from modding and am just trying to refresh my memory

grand zinc
#

@burnt vine you just inherit the original config class in your config. Make a new subclass with hiddenSelectionTextures

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if your config doesn't work while you expect it to work, you could just show it here

burnt vine
#

thank you!

zinc ether
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anyone know how to add the long range task force radio into a vehicle config?

lapis quail
#

tf_hasLRradio = 1;
tf_isolatedAmount = 0.65;
tf_range = 10000;
TFAR_hasIntercom = 1;
these 4 lines @zinc ether

zinc ether
#

thx friend

lapis quail
#

This is for vehicle config makers:
How do you edit the weapons on a vehicle without breaking the turret? I've looked at the cfg references on the bohemia wiki, but everytime I load into the game, it says bin\config.cpp\cfgVehicles\turret.scope is missing, and the turret does not work in game

zinc ether
#

are you inheriting the turret class?

lapis quail
#

Yeah, my code is essentially:
class NewTurret;
class Turrets : Turrets
{
class MainTurret: MainTurret
{
weapons[]= { "weapon I want to change"};
magazine[] = {"Magazines for the weapon"};
};
};

#

I'm working on an OPTRE-type addon, that would replace the guns of the AMV Marshall to cannons that are a bit better, as well as the Rooikat for it to have more ammo

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It was working last week, but since I added them to the cfgPatches - units thing, the new turrets don't work

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๐Ÿคทโ€โ™‚๏ธ I might figure it out eventually, but I'm not certain

zinc ether
#

did you put the addons in ur cfg patches

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of the weapon

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make sure you define the weapon in ur cfg patches weapons[] array

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so like if im using cup_minigun

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id want it to look like weapons[] = {cup_minigun};

lapis quail
#

Yeah yeah I did all that too

zinc ether
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and the turret isnt moving?

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or is it not shooting?

lapis quail
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Both, you don't even get into the gunner "seat" you kinda just float where the turret would be

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Alongside this, I have a Hornet that uses a new gun that I configed based on the 30mm Gau 8, and a set of flares that are from Arma itself, but the gun works and the flares do not

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Like vanilla flares should work, but they just don't fire

hearty sandal
#

Are you making new custom classes or trying to overwrite the vanilla ones?

lapis quail
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New custom classes

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Im inheriting the vanilla classes though

zinc ether
#

i dont believe it.. my damage textures were working perfectly last night now they just dont work

zinc ether
#

is arma 3 case sensitive when it comes to file paths?

lapis quail
#

Yes

grand zinc
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No. Depends

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usually not

zinc ether
#

What is the procedure when your rvmats arent showing up in-game? They were working fine yesterday. I repack the mod and now my boat is white.

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directory all seem to be fine

grand zinc
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check RPT for errors

zinc ether
#
Warning Message: Cannot load texture ab_st3_swcc\textures\m134_as.paa.
Warning Message: Cannot load texture ab_st3_swcc\textures\m134_smdi.paa.
Warning Message: Cannot load texture ab_st3_swcc\textures\m240_nohq.paa.
Warning Message: Cannot load texture ab_st3_swcc\textures\m240_as.paa.
Warning Message: Cannot load texture ab_st3_swcc\textures\m240_smdi.paa.
Warning Message: Cannot load texture ab_st3_swcc\textures\m240_ti_ca.paa.
grand zinc
#

sounds like the rvmat is being loaded

zinc ether
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using addon builder it works, using mikero it doesnt

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was using mikero last night and the textures were loading in just fine

grand zinc
#

pboprefix set correctly?

zinc ether
#

yup

paper path
#

you make them paas?

zinc ether
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the textures? of course

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mikero was working fine last night now it just wont pack my rvmats

sullen fulcrum
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Anyone know how to add inventory space to an object in configs? Just modelled an ammo can and I'd like to be able to store stuff in it.

paper path
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@sullen fulcrum, believe its "maximumLoad= X"

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least its that for vics

sullen fulcrum
#

tysm

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I believe that's probably it.

sullen fulcrum
#

I got a quick question about cfgAmmo, essentially I'm creating variations of the 14.5x114mm rounds, and I am wondering about the 'caliber' parameter:

Penetration depth in mm
velocity[m/s] * caliber * penetrability / 1000. Penetrability is a material property (for RHA steel it is 15, for concrete 80, for meat 250).

So I am assuming, if my round has a velocity of 1006 m/s, is 14.5x114mm I would do something like this:

caliber = "1006 * 15 * 15 / 1000"; // I just use the value I get from calculating that, but I put the whole thing so you can see what I meant

I'm not sure about the values of penetrability so I just used the one they gave.

strange egret
#

caliber has nothing to do with your diameter of the bullet

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15ยฒ would mean insane penetration

sullen fulcrum
#

Alright, so what kind of value should I input there?

strange egret
#

you look at the reallife penetration against steel. Then you calculate what caliber value you need to get the desired penetration

sullen fulcrum
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And then I input that rather than 15^2

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So if that value were to be 0.6 (example)

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It would look more like

1006 * 0.6 * 15 / 1000
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Correct?

strange egret
#

that would be the penetration in mm, yes.
in the config you use caliber = 0.6

sullen fulcrum
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I see, so I just set that value immediately as the float value of the parameter

strange egret
#

in your case its propably caliber=3 or slightly lower (iirc it was ~45mm RHA penetration)

sullen fulcrum
#

Alright, thanks for the help I'm gonna try to get the correct value now

plucky aurora
#

So the config maps the textures to a model, is there a list of models available somewhere ? because my textures are based off an arma 3 clothes texture and the textures are appearing incorrectly in game

wintry tartan
#

Available nowhere. You probably just fetched wrong texture

plucky aurora
#

Its the correct texture it just looks like its being displayed the wrong way round. Ill paste a imgur link one sec

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and I tried it with the default version and had the same results so am guessing its a problem with the config

wintry tartan
#
  1. What is your base uniform?
  2. What is your config?
  3. What is the base texture?
plucky aurora
#

I was changing the heli flight suit
Link to the config https://pastebin.com/Fhb5BWsZ
Sorry if am missing something obvious, struggling to find good quality tutorials on it and the documentation isn't the best

wintry tartan
#

You probably looking for model = "\A3\Characters_F\Common\coveralls.p3d"; instead

plucky aurora
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oh okay so the model has to reflect where the texture cam from not the faction

wintry tartan
#

Huh

plucky aurora
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I thought I would have to pick a blufor model when making a blufor unit

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asif that was the problem

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thank you very much

hearty sandal
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Each model has its own textures.

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There is a retexture basics guide and lot of discussion on the BI forums.

carmine cave
zinc ether
#

how do i make the mod i made spawn under blufor?

pallid snow
#

Do you mean how to make a unit show under bluefor?

zinc ether
#

yes

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factions[]=
{
"BLU_F"
};

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i think its this no?

pallid snow
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you need to setup a cfgFactionClasses

zinc ether
#

ok

pallid snow
#

and in your unit

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side = 1

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for west

zinc ether
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ah gotcha

pallid snow
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That way you'll get a custom faction under cfgFactionClasses and then it'll be under that side

pallid snow
#
//cfgFactionClasses
class B_Tag_CoolFaction {
    displayName = "My Cool Faction";
    side = 1;
    flag = "somepath.paa";
    icon = "somepath.paa";
    priority = 0;
};
#

if you wanna make factions and stuff quickly

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Alive has a system for that

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Called ORBAT creator

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Simplest way to make large factions quickly.

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There's tutorials online to help you make one/export one

zinc ether
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ah gotcha

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thanks curious

pallid snow
#

np ๐Ÿ‘

zinc ether
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@pallid snow if I wanted to put my mod under BLUFOR's NATO faction

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how would that be?

pallid snow
#

faction = "factionName"; in the cfgVehicles config

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So for NATO, faction = "BLU_F";

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oh I forgot to mention

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in my cfgFactionClasses example

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where I put VKN, thats whatever tag you use, don't use VKN as thats what I use for my mod ๐Ÿ™‚

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I updated it to Tag now

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If you don't have one, I would come up with one so all of your stuff you make is easily identifiable

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Can look at stuff but don't steal content ๐Ÿ˜„ Good luck, off to bed ๐Ÿ‘

zinc ether
#

ah gotcha

zinc ether
#

so my faction is BLU_F

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but it still shows it under civilian faction

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it is under NATO category though

carmine cave
#

oh ! thank's @lapis quail

nova sail
#

How do boats "decide" direction of their engine's thrust?
I made a small boat with outboard engine which can be rotated left/right (like the vanilla game's rubber dinghy), but i am struggling with the config to make the direction of thrust follow the rotation of the engine.

What i would expect:
If i rotate the engine all the way right (so it is perpendicular, pointing to the right), and i increase throtle, i would expect the boat to start turning left more or less in place, maybe drifting a bit towards the right, but turning.

What i get:
If i try the above, the boat remains still, it doesn't move at all.
Only if i turn the engine little less than all the way, so it is turned less than 90 degrees, then the boat tends to move forward VERY slowly, and it starts turning only after it gains some forward speed.

Can it be done the way i want, or is the boat simulation too simplified, not capable of what i want?

#

And another question:
How to delay the movement of the boat until certain amount of thrust has been achieved?
...so it doesn't start moving immediately when the engine was turned on, but only after the RPM get high enough for the engine to generate enough thrust.
I only found that if i set thrustDelay to something like 5, it will slow down the ship's acceleration (which still isn't wht i want, but at least its something), but it also slows down the rate at which you can rotate the engine, which makes the boat nearly uncontrollable.

zinc ether
#

it can be done.

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so you want the boat to slide?

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or lean?

nova sail
#

I want the boat's thrust vector follow where the engine is pointing.
So if i point the engine right, it will make hte boat rotate left, because the engine is located at the back and the boat center of gravity is before it.
Sure, it can slide a bit towards right, but the main point is turning to the opposite side than where the engine is pointed

zinc ether
#

then what youd do is

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reverse the angle values

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in your model.cfg of ur boat

nova sail
#

The game seems to simulate all boats as boats with fixed forward pointing engine where the steering is controlled by rudder - therefore, the boat needs to be at speed for the rudder can have any effect on the boat turning.

What i want, is a boat with outboard engine which can be turned left and right, more than 90', so there is no rudder and the direction the engine is turned controls the direction of the thrust.

#

You mean instead of:
angle0=1.5; angle1=-1.5;
i would do:
angle0=-1.5; angle1=1.5;
...and that will suddenly make the simulation work the way i want??? that makes no sense to me, but i'll try.

#

No, that just reversed the engine rotation, but has no effect on simulation.
I think you misunderstood what i meant.

hot pine
#

@nova sail do you have any real life video of what do you mean?

nova sail
#

@hot pine nope, i actually spent almost 2 hours looking for one on YT, but apparently nobody thought such thing is worth of making video about :-D
...maybe this comes close: https://www.youtube.com/watch?v=vc9DUvVw2jU

hot pine
#

so you want very short turning radius, right?

nova sail
#

hmm, kind of, maybe, it would probably be satisfactory.
I want the boat to turn without having to first achieve forward momentum.

hot pine
#

try reducing waterAngularDampingCoef = 3.0; to this value (or even lower) and then increase rudderForceCoef = 3.5;

#

engineShiftZ = 3.0; - defines where "engine" is placed, and its offset from center

#

with proper values you can achieve turning on spot

nova sail
#

i played with those values already, but so far no matter what i did, the bot always requires some forward/backward momentum before it can start turning.
But i did not try messing with waterAngularDampingCoef, that one eluded me, i will try more experiments.

pallid snow
#

@zinc ether one of the sides values are set to be civ not blufor

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1 is blufor

grand zinc
#

no

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yes... but.. not really

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its in a config, in a pbo that has to be loaded before any mod is loaded

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you cannot config replace it

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your config replacement would be loaded too late

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you could edit it, and fail all bisign checks, and you cannot have it download via workshop....... I ... think.. ๐Ÿค”

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I think its easier to just say "no you can't"

hot pine
#

afair you can still run mod which have pbos with same name

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I did something like that for running diag exe with stable arma - dta & bin pbos were in mod and they were successfully replaced

grand zinc
#

yes bin.pbo in mod I also remember working

#

searching for the number 288
Its not a number, its the number of names defined int he config

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Search in AIO config for "groupNameFormat"

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should be dta.pbo or dta/bin.pbo something like that

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number of groups, is the max that groupNameFormat can build from the given squad/platoon/company names

strong shuttle
#

Looks like it "just" needs additional Group, Platoon and Company names in CfgWorlds ๐Ÿค”
Although with access = 0 it can't be extended, so it probably need some magic magic to make it work without problems

grand zinc
#

Yes that. And yes as I said, you'd need to modify the pbo

hot pine
#

@jagged jasper What is your mod structure? Do you have that pbo in Dta folder?

limpid rock
#

can someone help me find the correct config file command for Chernarus? Much appreciated thank you
template = Exile.Altis; // Exile.Namalsk, cup_chernarus_A3

#

what command do I use to have cup_chernarus_A3 run on my server?

zinc ether
#

@zinc ether one of the sides values are set to be civ not blufor
@pallid snow but side is 1 which is BLUFOR

pallid snow
#

Then the unit inheriting is civilian and it's going off something there, it wont just randomly be going in there ๐Ÿ˜

grand zinc
#

Never seen CfgConvert make a mistake

hot pine
#

are there any errors in .rpt?

sullen fulcrum
#

class ItemCore;
class UniformItem;
class Uniform_Base: ItemCore
{
class ItemInfo;
};
class tono_hippieclothing: Uniform_Base
{
author = "tono";
scope = 2;
displayName = "[AG] Test Clothing";
picture = "\tono\icon.paa";
hiddenSelections[] = {""};
hiddenSelectionsTextures[] = {"tono\hippieclothing\data\hippie"};
nakedUniform = "";
model = "\tono\hippieclothing\hippieclothing.p3d";
class ItemInfo: UniformItem
{
uniformModel = "-";
uniformClass = "tono_hippieclothing";
Armor = 30;
containerClass = "Supply60";
mass = 30;
};
};

};

sullen fulcrum
#

its not showing up in game

sullen fulcrum
#

remove forward slashes

#
"\tono\hippieclothing\hippieclothing.p3d"

to

"tono\hippieclothing\hippieclothing.p3d"
#

etc etc

slim falcon
#

hi guys i want to create some editor categories, how would i place that so i easily can call it from all my pbo's?

limpid rock
strong shuttle
#

@limpid rock yes, our unit uses it (40 slot + TS) and we are happy about it.
Although I guess your question fits more in #server_admins

limpid rock
#

@strong shuttle could I ask you guys how you transfer the keys in the FTP folder?

narrow musk
#

is the possibility to modify pylons restricted to planes

wintry tartan
#

What do you mean?

zinc ether
#

how do we create custom weapon attachments?

zinc ether
#

tyyyyyy

wintry tartan
#

I believe this section is bit outdated though

limpid rock
#

could someone help me pick any chernarus map? I'm trying to find the right template please
CUP Terrains 2.0 is downloaded
template = Exile.Chernarus; // Exile.Namalsk, Exile.Chernarus

wintry tartan
#

Check configFile >> "CfgWorldList" there must contain the className you look for

pallid snow
#

I.e...

Class cfgEditorCategories {
Class myClass {
Display name = "my category";
};
};
#

On my phone so no indentation

wintry tartan
#
  Class myClass {
    displayName = "my category";
  };
};```Fixed for ya
pallid snow
#

Ty

#

I wish phones had a tab

#

Could probs find a keyboard to download that has one tbf

#

Also why was the message with the ping to him removed ๐Ÿค”๐Ÿค”

#

@slim falcon above is the answer to your question

nova sail
#

My aircraft starts with engine on and moving, even if there is no pilot in it.
And probably related to that: it just won't stop. I can accelerate, i can slow down, but i cannot bring it to stop ๐Ÿ˜„

#

What am i missing?

slim falcon
#

@pallid snow Okay, once the class in created in one config.cpp i can just call it with the classname, even from other pbo's?

pallid snow
#

Yes via editorSubcategory = "myClass";

#

in cfgVehicles

#

ifyou wanna be safe add the addon into cfgPatches so its loaded first

trim cypress
#

Hello people. I am trying to use the sideRadio command to call the voice lines already in the game (like the default responses "Low on ammo" or "Target that man". Does anyone know where the actual cfgRadio classes for all the ingame voices are defined? I would rather not define all the sounds again in my own configfile as they surely must already be defined somewhere for the game to use them.

mortal pumice
#

Hey guys, if i wanted to add a weapon attachment to the weapon im adding to the player in this statement, how would i do that?

#

statement = "this animate [""proxy_sp_1"", 1]; 0 = [player, ""OPTRE_M393_DMR"", 1] call BIS_fnc_addWeapon;";

#

Its in the config.cpp of my model and its a user action

mortal pumice
#

Figured it out

#

statement = "this animate [""proxy_sp_1"", 1]; 0 = [player, ""OPTRE_M393_DMR"", 1] call BIS_fnc_addWeapon; player addPrimaryWeaponItem ""OPTRE_m393_scope""";

zinc ether
#

can we have task force radio work off an object?

#

like a radio panel for instance?

strong shuttle
#

It's already possible to have a listen-only object (it's even a module in TFAR 1.0), and it should technically be possible to make any object a radio.
Although it will require some scripting to make it work.

zinc ether
#

hmm

#

scripting is not my strong suit haha

#

maybe a reference object in workshop might help

nova sail
#

is there some config property that could cause a pilot appear inside a plane?
I place the plane in the editor, i drag the pilot out and delete him, i start the scenario and suddenly the plane's engine is running and it has a pilot in.

strong shuttle
#

the editor has a checkbox at the bottom right which allows you to include a crew, if you uncheck that it will place an empty vehicle

nova sail
#

yeah, i know about that, my question is whether there is something in the config that may cause the behavior i desribed - that a pilot somehow appears even after i remove it.

strong shuttle
#

Vehicles normally have a crew in the configs, which are used by the editor to pre-fill them. However I've never seen empty vehicles being filled without a reason...

nova sail
#

It happens only with vehicles from which i remove the crew manually.
If i use that checkbox to place the plane without a crew, its fine, it remains empty.
But if i place another with crew and then remove the pilot, it somehow conjures up a pilot when i hit "play in SP".

...i am not trying to solve a problem of "how do i place empty vehicles", but i am trying to solve a problem "why the vehicle i created has the ability to conjure up a pilot if the pilot was removed".
It doesn't happen to any other vehicles, only to the plane i created.

strong shuttle
#

It happens only with vehicles from which i remove the crew manually.
If i use that checkbox to place the plane without a crew, its fine, it remains empty.
But if i place another with crew and then remove the pilot, it somehow conjures up a pilot when i hit "play in SP".
There's your problem and solution...

Manually removing a crew member obviously doesn't change how the mission is loading the vehicle (with crew)...
I haven't tested this, but I wouldn't be surprised if that would be the case.

nova sail
#

Manually removing a crew member obviously doesn't change how the mission is loading the vehicle (with crew)...
@strong shuttle Well, i think it has to, if this way you can remove crew from vehicles which were placed with a crew.

There's your problem and solution...
@strong shuttle You dont understand. Yes, if i had this weird problem, i can just solve it by placing the vehicle without a crew in the first place. But that is not the problem i am trying to solve. I made a vehicle which has this weird bug, and i need to fix this bug, otherwise the world will be full of confused ppl running around asking why that mod they just downloaded has this bug.

ionic brook
#

Hi, i'm creating a new veheicle based off an existing one, and I want to assign a specific texture to it. I can get the texture name from the vehicle arsenal, how do I assign this to a unit? I don't see a list of hiddenselections in the config viewer for this particular vehicle. Thanks.

zinc ether
#

using hiddenselectiontextures[] = "";

nova sail
#

I am unable to select texture via "Edit Vehicle Appearance..." in editor.
It does show the options and changes the texture on the preview model if i click on any of the options, but i cannot really select anything - the checkbox won't check and when i hit "OK" and it goes back to the editor, there is no change indeed.
Am i missing something in the config?

#

(maybe i should crarify: it works fine for everything, except the vehicle i made)

hot pine
#

@nova sail is it working in regular Virtual Garage?

fathom zenith
#

Guys, do you think if it would be possible to dynamically attach (put) magazines into vest pouches based on mags that unit has in inventory?

hearty sandal
#

No

mortal pumice
#

I remember seeing a working a working invisibility system for a mod recently, I.e when activated it makes the soldier mostly transparent and turns off eventually, anyone got any idea how it was done or know who made it?

ancient marsh
#

Guys, do you think if it would be possible to dynamically attach (put) magazines into vest pouches based on mags that unit has in inventory?
@fathom zenith yesn't. You could probably attachTo the magazine onto the vest onto predetermined positions on the body. But with most things ArmA it'd just look super janky cus attachTo doesn't follow rotation

#

or at least AFAIK

#

would ofc only work if you were to use only one type of weapon, or you'd have to make a texture/model for every single mag in the game ๐Ÿ™‚

hearty sandal
#

And that would work only on custom vests. So short answer is simply, no.

ancient marsh
#

OR you don't care about clipping/ front floating mags and you do that attachTo solution in onPlayerRespawn.sqf

hearty sandal
#

Is that really even an option

ancient marsh
#

Weeeeeelllll, you always gotta ask yourself how far down that rabbit hole you wanna go

fathom zenith
#

Alright, thx for the help

#

or put all mag models on the vest with invisible textures and hiddenselections, then apply the texture when the unit has the mags
@jagged jasper This might be a stupid question, but after that how do I check it? Because AFAIK there is nothing like if or switch in cfg files

#

I'm aware of that as I want to make custom gear addon

#

again, thanks for your help

nova sail
#

@nova sail is it working in regular Virtual Garage?
@hot pine i googled, but i am not sure what that is? some sort of script ppl use? a mod? i did find some "garage" function, kind of like arsenal, is that wht you mean?

wintry tartan
#

Open Arsenal from menu > There's two buttons on the top of the Arsenal screen, the right one is

nova sail
#

that menu is in editor or in some mission? i just dont see anything like that anywhere.
You do not mean wht i meant, the "Edit Vehicle Appearance..." option you get when you rightclick a vehicle in the editor?

wintry tartan
#

Main Menu I mean

nova sail
#

aaaaah, from the screen when yo ujust start the game and it wont go anywhere automtically yet? ๐Ÿ™‚ ok, sorry, mmt

#

Found it.
No, its the same thing - i can click on the texture options, they do show on the vehicle, but the checkbox doesn't get ticked.

#

Interestingly, i added an option to hide the door, and everytime i toggle it, the vehicle texture changes to randomly chosen texture.

#

I know rambling doesn't help, but omg, the documentation for this game is actually worse than what Bethesda has for Skyrim and Fallouts - and those aren't too great either.
Or is there some other place beside wiki and forums, where i can read this stuff, instead of spending days by trial and error and then asking in forums?
I started working on this 3 days ago, this is just crazy ๐Ÿ˜„

#

(and when i say 3 days, that means i haven't been doing nothing else except this and sleeping)

nova sail
#

yeah, i read that several times, it contains no information that would point me to what the problem is.

#

its probably some little piece of information that got omitted, because everybody thinks its widely known, or something like that ๐Ÿ™‚

wintry tartan
#

Well so, let me clarify your issue, you can't see your custom textures in Edit Vehicle Appearance from Eden Editor right?

nova sail
#

nono, i can see them, i only cannot select them, as in "chose them to be applied"
...if i click on the texture option, it does change the preview model, but the checkbox doesn't get ticked, and when i click "OK" to confirm the choice, it goes back to the editor and the texture remains the same.

wintry tartan
#

Hmm

#

Is the vehicle yours? Or something others like vanilla?

nova sail
#

it is a vehicle i made config for - a plane converted from Arma 2

#

OMG! I found it!

#

THE TEXTURE PATHS!

wintry tartan
#

Ahh, good to hear

nova sail
#

They must either contain complete filename including extension (ie. not just red_texture, but red_texture.paa), and/or they need to be absolute paths, starting with \ (ie. \a3\...\red_texture.paa).
...i doubt the starting slash is required, but probably the file extension.

wintry tartan
#

That's some kind of weirdo of Arma

nova sail
#

Like i said, a minor detail missing from the wiki. Its always like that ๐Ÿ˜„

wintry tartan
nova sail
#

yeah, i'll do that after i verify whether it requires the slash too, or just the extension.

#

thank you

hot pine
#

I guess extension is required and without it, string comparison fails

wintry tartan
slim falcon
#

I cant see where they should call eachother and go circular.
I only see 2 call 1

grand zinc
#

packed with mikeros tools?

slim falcon
#

Yeah

grand zinc
#

mikero modifies required addons

#

maybe it was so nice to add the circular dependency for you

slim falcon
#

But when i remove the required addons before paking, mikeros tells me that i have to have some required addons xD

grand zinc
#

well you probably require vanilla right?

zinc ether
#

When I'm trying to configure a short-range radio with TFR, the radio deletes itself after a few seconds in arsenal, anyone know the reason behind this? @grand zinc

grand zinc
#

TFR? Whats that?

sullen fulcrum
#

Task force radio

hearty sandal
#

you have a typo there.

#

or missing word

#

if you mean Task Force Arrowhead Radio, which is TFAR for short

grand zinc
#

OHHHH.. TFAR! I know that one.
I assume either using old TFAR with new ACE Arsenal or........ No further ideas.

hearty sandal
#

Well its a possiblity they mean that one. I cant be sure. Its like when them life ppls talk about life servers and Altis Life gets shortened to Altis.

grand zinc
#

I also heard about this thing called "Atlas Life" I think its a minimap mod

hearty sandal
#

๐Ÿคฏ

sullen fulcrum
#

@hearty sandal I believe, on the steam workshop atleast, TFAR just become TFR - I may be wrong though. As there used to be 2 mods, and now I can only find the one which is TFR- and mentions nothing about TFAR being the newer version. I think they just scrapped TFR sort of thing and now TFR is TFAR.

Again, may be wrong

#

in fact I'm sure I'm wrong but the whole TFR/TFAR scene is confusing and it's what I've understood from the description of the mod?

hearty sandal
#

there should be no confusion after this

sullen fulcrum
#

ah right, was looking at the wrong thing. thanks ๐Ÿ™‚

grand zinc
#

if you are recruting, why not post in the recruiting channel instead? ("instead" is hinting at removing this post from this channel before posting there)

narrow musk
#

I usually use TFR and TFAR to distinguish stable and dev

wide vessel
#

Found issue, dw

thorny spindle
#

hey i created a custom class in my config.cpp and now i want to select that class with configFile or missionConfigFile but it wasn't listed, do i miss something?

valid spruce
#

if you are recruting, why not post in the recruiting channel instead? ("instead" is hinting at removing this post from this channel before posting there)
@grand zinc

Yeah sorry ahah i will do it, i was thiking recruitment was for players teap

#

Team *

grand zinc
#

@thorny spindle your config have cfgpatches?

thorny spindle
#

No but does it work on server mod, its for the headless client?

#

oh i see there is a CfgPatches, but what exactly has to be in there?

lavish steeple
#

I'm having a couple of issues with my tank addon: I have set up the "pos driver" and "pos driver dir" in the memory LOD of my p3d, which is using the config from the sample test_tank_01. i have added two lines defining the memory points in the cfgvehicles. Yet, when i test it in eden, i cannot seem to be able to mount back in the driver seat after dismounting. I even tried working around with it by using ACE and trying a getin action, but all i achieved was the driver playing the getin animation 2 meters above the tank and falling down, hurting itself. Anyone has had any similar issues? Am i missing something?

zinc ether
#

how do markerlights work?

limpid rock
#

what is the Chernarus Autumn map command?

simple trout
#

Is there a way to automatically pull pictures of uniforms for the uniform preview pic?

maiden lodge
#

Anyone knows the name of the animation source of the gun barrel...??

#

like an artillery barrel you raise/lower

hearty sandal
#

theres no separate animation source for it I think

#

its just hte turret/gun sources

nimble sequoia
#

animationSourceBody and animationSourceGun in the Turret config @maiden lodge

hearty sandal
#

๐Ÿ‘†

#

same as any turret

nimble sequoia
strange egret
#

does anyone have a list of already available cargoturret gunneractions?

simple trout
#

Thanks apollo, I'll try it out

wide vessel
#

How do I find the addon name to put in "requiredAddons"?

Do they show some place, or do I have to find them by checking configs?

hearty sandal
#

it is the cfgPatches class of a config that is used

#

often it corresponds with the pbo name

#

but not always

wide vessel
#

Okay. Thank you ๐Ÿ™‚

#

So, for CUP there's like 100 of them? Or do I then just do "Core"?

hearty sandal
#

depends what you are using from them

#

core probably is not enough if you use something that is loaded after it

wide vessel
#

Okay. Thanks you.

wild rampart
#

Hello,
I have a problem with my config.cpp,
The CfgConvert task failed.
Config: some entries after EndOfFile.

wide vessel
#

most likely forgot to close something

#

if you use addon builder it will tell you where

wild rampart
wide vessel
#

Send your code in pastebin or similar, I can run it through syntax/lint for you

wild rampart
wide vessel
#

Takes a little, working on a mac with a VM -.-

hearty sandal
#

use pboProject if you want packing debug

#

why is your config in C: path

#

your tools and development environment are not set up correctly

wide vessel
#

hiddenSelection need square brackets like this:

hiddenSelections[] = ...

afaik

#

Same with hiddenSelectionTextures

still mauve
#

hiddenSelectionsTextures = {"LEOOX_SSSM\Data\tenue\polo_infchef.paa"};
};

wide vessel
#
hiddenSelectionsTextures[] = {"LEOOX_SSSM\Data\tenue\polo_infchef.paa"};
    };
still mauve
#

suddenly the correction ?

#

Because for me it is good

hearty sandal
#

are you also packing with addon builder?

wide vessel
#

He sent pic of using Addon Builder

still mauve
#

Yes @wild rampart use that

hearty sandal
#

ยฏ_(ใƒ„)_/ยฏ

wide vessel
#

Aren't the []'s needed? I have that for all of mine...

still mauve
#
hiddenSelectionsTextures[] = {"LEOOX_SSSM\Data\tenue\polo_infchef.paa"};
    };

@wide vessel you can make an example with that ?

wide vessel
#

Sorry I don't get what you're saying...

still mauve
#

I am french sorry

wide vessel
#

All good. What do you mean though?

still mauve
#

You can make an example with the Robin hiddenSelectionTextures

#

Because i donโ€™t see the mistakes

hearty sandal
#

hiddenSelectionsTextures[] = {"\a3\characters_f\heads\glasses\data\spectacles_brown_ca.paa"};

#

all arrays need the []

#

@still mauve if yours dont have them you should fix that

wide vessel
#

Okay. So he has

hiddenSelectionsTextures = ...

He needs:

hiddenSelectionsTextures[] = ...
#

So he has to add the [] to his file

#

Which none of them currently do (Can be fixed with a replace all easily)

still mauve
#

he is trying right now thanks a lot

wide vessel
#

Okay. Eliteness is refusing to run for me, so I can't actually run lint on it, but you should be fine with the other part.

wild rampart
strong shuttle
#

well, within the first 10 lines I already notice 3 issues with arrays

wild rampart
#

I am a beginner ๐Ÿ˜…

strong shuttle
#

all arrays in configs must have the format parameter[] = { "value" };

still mauve
#

Add that where ?

wide vessel
#

Ah,

units[]
weapons[]
requiredAddons[]

still mauve
#

we are really not competent

#

๐Ÿ˜‚๐Ÿคฆ

wide vessel
#

if it's in {} it has to have the [] after the parameter

hearty sandal
#

There are Arma 3 Samples on Steam

strong shuttle
#

and the wiki is full of examples

wide vessel
#

If you ask HorribleGoat you will know how many of my questions he's answered. It's a lot...

hearty sandal
#

I would recommend checking those out

wide vessel
#

Samples are good to look at, but if you don't know what exactly you're looking for it's too overwhelming.
Better off using Wiki, a lot more is explained and detailed there.

still mauve
#

He is trying

#

Itโ€™s so hard ๐Ÿคทโ€โ™‚๏ธ for noobs

wide vessel
#

Taken me two months to do my first couple of vehicles and uniforms... I know the struggle haha

#

Luckily I'm able to do 99% of it without errors now, still having issues with a few params tho

still mauve
#

there is a start to everything

#

mistakes are not regrettable

hearty sandal
#

๐Ÿ‘Œ

torn night
#

Im currently making a turret on a custom vehicle. Right now everything is functioning properly except the gunners POV remains fixed towards the front of the vehicle and will not follow the turret. I have the proxy weighted to the turret as the proxy itself does rotate but the POV remains fixed...anybody have any idea what might be causing this?

hearty sandal
#

viewpoint memorypoint weigthed to follow the turret?

torn night
#

thats correct

torn night
#

Also to clarify im not in the gunner sight, the gunners sight itself works just fine.

#

ill try posting a video shortly

hot pine
#

@torn night change usepip settings?

#

In turret config

torn night
#

How so? The problem was present before I set up the PIP

#

huh

#

i see, ill give it a shot after this finishes packing, thank you!

torn night
#

@hot pine That did it! Thank you so much I'd have never gotten that. I appreciate the help.

maiden lodge
#

animationSourceBody and animationSourceGun in the Turret config @maiden lodge
@nimble sequoia

thanks

lethal gale
#

Does anybody know where to find a list of all the exceptions available for when adding an action to the ace interaction menu

idle matrix
#

Hello, I was wondering if anyone knows how RHS' autoloader script for Russian tanks works, as I'm trying to disable it.

lapis quail
#

How can I correctly inherit the Rhino MGS's turret class? I'm configuring a new class of rhino with more ammo and a different gun, but any time I try to config the turret, it doesn't work. Here's my inheritance for the classes

class B_AFV_Wheeled_01_cannon_F
{
class Turrets
{
class MainTurret;
};
};
class RED_Rhino_MGS: B_AFV_Wheeled_01_Cannon_F
{
class Turrets: Turrets
{
class MainTurret: MainTurret
{
class Turrets: Turrets
{
class CommanderOptics: CommanderOptics
{
weapons[]={};
magazines[]={};
};
};
weapons[]={};
magazines[]= {};
};
};
};

#

I had to edit out a bunch of spaces that would've made it look neat and the ammo and weapons, those are easy to add in, but if I kept all the text the message would've gone over the character limit

#

Oh and I also tried:
class B_AFV_Wheeled_01_cannon_F
{
class Turrets
{
class MainTurret
{
class Turrets
{
class CommanderOptics;
};
};
};
};

sullen fulcrum
#

So i my unit is looking to switch our fixed with aircraft from the yax's super hornet mod to something that marine corps aviation actually operates. We came across Laroche's old F-35C mod, and we really like it. However the FIR AWS compat is completely broken. So changing the loadout in game is completely impossible, including the Ace interacts with a rearm truck. I'd like some help on making an entirely new Compat for this aircraft to make it usable, not only for us. But for other Units that want a carrier capable F-35 mod isnt a port from Arma 2 like every other mod

stone cove
#

we got a reskin of Mora apc which is AAF vehicle but we do use hiddenSelectionsMaterials and i noticed the wrecked model doesnt have damaged textures , is there a way to fix this? but still using modified rvmats?

runic mantle
#

anyone happen to know what config thing control wether you can or cant use weapons when turned out?

idle matrix
#

@stone cove It is unfortunately not possible to use hiddenSelectionsMaterials without breaking damaged or wounded textures.

stone cove
#

hmm that sucks ๐Ÿ˜ฆ

idle matrix
#

yeah blobcatsad

runic mantle
#

ok i did something

#

i can use weapons and binocs

#

but im sitting inside the tank still

#

now i just need to make him elevate a bit

wintry tartan
#

You can't elevate them

runic mantle
#

i mean move the character

#

upwards

wintry tartan
#

I mean you can't

runic mantle
#

wdym

#

i cant just like move the guy like 0.5m upwards into the air?

wintry tartan
#

You can't means you can't, unless you make a set of (elevated) animations

runic mantle
#

shouldnt it just use the same animations but move the model a bit higher?

wintry tartan
#

You can't since the model is binarized

runic mantle
#

i mean the relative positioning of the commander dude to the tank

wintry tartan
#

Suppose you used vehicle_turnout_1, I picked vehicle_passenger_stand_2 and works like a charm, except they're bit clipping

runic mantle
#

is that the T-100?

#

i used vehicle turnout_2

#

imma try what you said

#

is there some sort of quick preview feature?

wintry tartan
#

What preview?

runic mantle
#

previewing your mod

wintry tartan
#

No

#

Or, you can use this config:

{
    class LandVehicle;
    class Tank: LandVehicle
    {
        class NewTurret;
    };
    class Tank_F: Tank
    {
        class Turrets
        {
            class MainTurret: NewTurret
            {
                class ViewGunner;
                class Turrets
                {
                    class CommanderOptics;
                };
            };
        };
    };
    class MBT_02_base_F: Tank_F
    {
        class Turrets: Turrets
        {
            class MainTurret: MainTurret
            {
                class Turrets: Turrets
                {
                    class CommanderOptics: CommanderOptics
                    {
                        outGunnerMayFire=1;
                        isPersonTurret=1;
                        personTurretAction="vehicle_passenger_stand_2";
                    };
                };
                isPersonTurret=1;
                outGunnerMayFire=1;
                personTurretAction="vehicle_passenger_stand_2";
            };
        };
    };
};```
runic mantle
#

do i not need to copy the entire base config file?

wintry tartan
#

What do you mean

runic mantle
#

i just copied the base MBT_02 config file

#

and changed the ispersonturret

wintry tartan
#

Of course that will work, but never recommended

#

Will break everything after your MOD

runic mantle
#

wait so the config.bin can just be that

#

well CPP and then convert to .bin

wintry tartan
#

CfgPatches is required but yes

#

cpp works

#

Binarize cpp isn't always required

runic mantle
#

class CfgPatches { class CfgVehicles { class LandVehicle; class Tank: LandVehicle { class NewTurret; }; class Tank_F: Tank { class Turrets { class MainTurret: NewTurret { class ViewGunner; class Turrets { class CommanderOptics; }; }; }; }; class MBT_02_base_F: Tank_F { class Turrets: Turrets { class MainTurret: MainTurret { class Turrets: Turrets { class CommanderOptics: CommanderOptics { outGunnerMayFire=1; isPersonTurret=1; personTurretAction="vehicle_passenger_stand_2"; }; }; isPersonTurret=1; outGunnerMayFire=1; personTurretAction="vehicle_passenger_stand_2"; }; }; }; };

#

so that?

wintry tartan
#

notlikemeowThat's not how CfgPatches works

runic mantle
#

oh wait its a seperate file?

#

sry 4 braindead

wintry tartan
#
{
    class PLP_something //change to your original name
    {
        units[] = {};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = {"A3_Data_F_Oldman_Loadorder"}; //change if you need, I'm lazy so I always do this
    };
};

class CfgVehicles
{
    class LandVehicle;
    class Tank: LandVehicle
    {
        class NewTurret;
    };
    class Tank_F: Tank
    {
        class Turrets
        {
            class MainTurret: NewTurret
            {
                class ViewGunner;
                class Turrets
                {
                    class CommanderOptics;
                };
            };
        };
    };
    class MBT_02_base_F: Tank_F
    {
        class Turrets: Turrets
        {
            class MainTurret: MainTurret
            {
                class Turrets: Turrets
                {
                    class CommanderOptics: CommanderOptics
                    {
                        outGunnerMayFire=1;
                        isPersonTurret=1;
                        personTurretAction="vehicle_passenger_stand_2";
                    };
                };
                isPersonTurret=1;
                outGunnerMayFire=1;
                personTurretAction="vehicle_passenger_stand_2";
            };
        };
    };
};```
runic mantle
#

because im still inside the hull

#

evidently i did something wrong*

wintry tartan
#

Is there any way to configure a context menu item that only visible on a certain typeOf in Eden Editor?

pallid snow
#

Hi, i'm adding pylons to an aircraft and this seems to happen? https://imgur.com/a/utsdknf
I tried overriding existing config values

magazines[] = {"168Rnd_CMFlare_Chaff_Magazine"};
  weaponsGroup1 = "";
  weaponsGroup2 = "";
  weaponsGroup3 = "";
  weaponsGroup4 = "";
  weapons[] = {"CMFlareLauncher"};

but it doesn't seem to effect the actual model. My next guess is this is defined in another class right?

woven flax
#

With ACE is it possible to turn off cookoff in the vehicles config? I tried setting ace_cookoff_probability = 0
But im still having issues of it cooking off and sending munitions everywhere.

finite bronze
#

Hello, (model cfg question). I'm trying to get a helicopter rotor to spin like a Turbine (right now they're spinning like a coin flipping rather than a fan). I've tried a few things now but this is what i currently have (I was playing about with the angles so they'll be wrong). Any suggestions?

 source="rotorH";
selection="main rotor";
 axis="velka osa";
angle0="2 * 3.1415926536";
angle1=0; ```
hearty sandal
#

the animation system cant make turbine like speeds due to game framerate. Helicopter rotors have separate smudgy high speed spinning rotor that gets switched at certain speed

#

so for turbines it would likely have to be faked too

finite bronze
#

So would I just have to have give my turbine blade a rotation animation that would start up when you spawn the vehicle in/ turn engine on?

hearty sandal
#

to get it rotating, yes

#

to get it looking like super high speed, it likely needs some trickery like what the helicopter blades has

finite bronze
#

I don't mind the speed, just want them to start rotating, haha. Any idea what I would put in the config to start them rotating when the engines turn on?

hearty sandal
#

well rotorH should work

#

its the horizontal rotor animation source

finite bronze
#

Do I do this in the cpp or model cfg?

#

Sorry let me rephrase that (bad question on my end).

#

Should I keep the animation in the model CFG or make a new animation in the cpp and have it execute on engine start up?

hearty sandal
#

if you use game engine animation sources like the rotorH then it plays automatically when the game engine outputs that source

#

so model.cfg is enough

#

rotors turn on automatically but they are tied to the RPM/throttle

#

you could also have 2 set of turbine rotors

#

static and one that rotates constantly with "time" as its animation source

#

and then use rpm or rotorH or userAction to swap between those 2 with a hide animation

finite bronze
#

Okay, thanks for the advice ๐Ÿ˜„

hot pine
#

@pallid snow pylons are set in separate place

teal spindle
#

Hello, is there a tool or documentations that can be use to help me create a proper Physx for my vehicle. I tried Tom's Shop but it does not seem effective. Thank you in advance!

hearty sandal
#

most whats written about it is on the BI forums

#

other than that I don think there are any comprehensive guides for it

teal spindle
#

@hearty sandal Thank you for the quick reply, I tried that, but they are not very helpful, oh well, I'll keep playing with numbers ๐Ÿ™‚

hearty sandal
#

also whats Tom's shop?

teal spindle
#

Tom's Engine Shop, is a tool to come up with many of the Physx requirements

hearty sandal
#

ah. it might be able to give some sort of starting point I suppose

#

I recall someone using something similar on one related discussion on the forums

hearty sandal
#

well also the geometry and mass of the vehicle affect the driving properties so its not just about tweaking the numbers

#

the models itself has to be made correctly

teal spindle
#

Correct!

hearty sandal
#

but yeah that topic is probably the most indepth look into it you can find

teal spindle
#

I agree

runic mantle
#

`class CfgPatches
{
class TurnoutFix //change to your original name
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Data_F_Oldman_Loadorder"}; //change if you need, I'm lazy so I always do this
};
};

class CfgVehicles
{
class LandVehicle;
class Tank: LandVehicle
{
class NewTurret;
};
class Wheeled_APC_F: Tank
{
class Turrets
{
class MainTurret: NewTurret
{
class ViewGunner;
class Turrets
{
class CommanderOptics;
};
};
};
};
class AFV_Wheeled_01_base_up_F: Wheeled_APC_F
{
class Turrets: Turrets
{
class MainTurret: MainTurret
{
class Turrets: Turrets
{
class CommanderOptics: CommanderOptics
{
outGunnerMayFire=1;
isPersonTurret=1;
personTurretAction="vehicle_turnout_2";
minOutElev=-65;
maxOutElev=45;
initOutElev=0;
minOutTurn=-125;
maxOutTurn=125;
initOutTurn=0;
};
};
isPersonTurret=1;
outGunnerMayFire=1;
personTurretAction="vehicle_turnout_2";
minOutElev=-65;
maxOutElev=45;
initOutElev=0;
minOutTurn=-125;
maxOutTurn=125;
initOutTurn=0;
};
};
};
}; `

#

why does this only work for the gunner

#

but not for commander

runic mantle
#

it works for the gunner on both rhino variants

#

but only for the commander on the normal variant

#

weird

pallid snow
#

@hot pine My pylons and everything related work. My problem is that the original weapon there, in this case the rocket pods, don't disappear when you add a new pylon, I've tried removing everything related to weapons but they don't seem to be removed. I don't have access to the model.cfg, p3d etc. because its a 3rd party mod. Is it possible that this is defined here?

#

My pylon configuration is:

  class Components: Components {
    class TransportPylonsComponent {
      uiPicture="\VKN_Objects\Vehicles\EC135\pylonBackground.paa";
      class pylons {
        class LeftOuter {
          attachment = "PylonRack_12Rnd_missiles";
          hardpoints[] = {"DAR","DAGR","B_SHIEKER","UNI_SCALPEL","20MM_TWIN_CANNON","B_ASRRAM_EJECTOR"};
          priority = 1;
          UIposition[] = {0.05,0.4};
        };
        class LeftInner {
          attachment = "M134_minigun";
          hardpoints[] = {"DAR","DAGR","B_SHIEKER","UNI_SCALPEL","20MM_TWIN_CANNON","B_ASRRAM_EJECTOR"};
          priority = 2;
          UIposition[] = {0.05,0.2};
        };
        class RightOuter {
          attachment = "PylonRack_12Rnd_missiles";
          hardpoints[] = {"DAR","DAGR","B_SHIEKER","UNI_SCALPEL","20MM_TWIN_CANNON","B_ASRRAM_EJECTOR"};
          priority = 3;
          UIposition[] = {0.59,0.4};
          mirroredMissilePos = 1;
        };
        class RightInner {
          attachment = "M134_minigun";
          hardpoints[] = {"DAR","DAGR","B_SHIEKER","UNI_SCALPEL","20MM_TWIN_CANNON","B_ASRRAM_EJECTOR"};
          priority = 4;
          UIposition[] = {0.59,0.2};
          mirroredMissilePos = 2;
        };
      };
    };
  };
};

Although I don't think this is required. Unless i'm missing a value

#

Note: The settings are in a testing phase so I can get it working, rather than a final goal. I was going to edit to what I need later on.

hot pine
#

@pallid snow what 3rd party mod is it? I guess they might be hiding old non dynamic mesh (created pre Jets DLC pylons) somehow with animation

pallid snow
#

I have sent him a message but he left me on read ๐Ÿ˜…

wintry tartan
#

This MOD is illegal, you have to stop

pallid snow
#

How so?

wintry tartan
#

It's ripped

pallid snow
#

Great ๐Ÿ˜  How do you know?

wintry tartan
#

AFAIK it is. Give me a bit, I've a proof but I lost where it was

pallid snow
#

๐Ÿ‘

#

I was given permission to include it into my mod so I kinda need to see it so I got a backup reason to remove it

#

ffs I really liked this thing haha

#

his FB page shows lots of models, seems he does make some

#

But no offence to life servers but you can never be sure

wintry tartan
pallid snow
#

Yeah np

runic mantle
#

class CfgPatches
{
class TurnoutFix
{
units[]={};
weapons[]={};
requiredVersion=0.1;
requiredAddons[]=
{
"A3_Data_F_Oldman_Loadorder"
};
};
};
class CfgVehicles
{
class LandVehicle;
class Tank: LandVehicle
{
class NewTurret;
};
class Wheeled_APC_F: Tank
{
class Turrets
{
class MainTurret: NewTurret
{
class ViewGunner;
class Turrets
{
class CommanderOptics;
};
};
};
};
class AFV_Wheeled_01_base_F: Wheeled_APC_F
{
class Turrets: Turrets
{
class MainTurret: MainTurret
{
class Turrets: Turrets
{
class CommanderOptics: CommanderOptics
{
outGunnerMayFire=1;
isPersonTurret=1;
personTurretAction="vehicle_turnout_2";
minOutElev=-65;
maxOutElev=45;
initOutElev=0;
minOutTurn=-125;
maxOutTurn=125;
initOutTurn=0;
};
};
isPersonTurret=1;
outGunnerMayFire=1;
personTurretAction="vehicle_turnout_2";
minOutElev=-65;
maxOutElev=45;
initOutElev=0;
minOutTurn=-125;
maxOutTurn=125;
initOutTurn=0;
};
};
};
};

#

why does this only work for commander on the normal rhino

#

not on the Rhino UP

hot pine
#

@runic mantle Rhino UP is defining isPersonTuret = 0 again

runic mantle
#

where tho

#

i've looked but cant find

#

if i change "class AFV_Wheeled_01_base_F: Wheeled_APC_F" to class "AFV_Wheeled_01_up_base_F: Wheeled_APC_F" it only works for the gunner not the commander

hot pine
#
    class AFV_Wheeled_01_up_base_F: AFV_Wheeled_01_base_F
    {
    

        class Turrets: Turrets
        {
            class MainTurret: MainTurret
            {
                class Turrets: Turrets
                {
                    class CommanderOptics: CommanderOptics
                    {
                        isPersonTurret                 = false;
                        personTurretAction             = "vehicle_turnout_2";```
runic mantle
#

well shucks

finite bronze
#

Wondering is someone could shoot me a suggestion. I'm trying to limit the height of my helicopter to 100 meters. I used altFullForce and altNoForce but it can't take off ontop of mountains because of it. Anyone got any suggestions on what i could do instead?

runic mantle
#

class CfgVehicles
{
class LandVehicle;
class Tank: LandVehicle
{
class NewTurret;
};
class Wheeled_APC_F: Tank
{
class Turrets
{
class MainTurret: NewTurret
{
class ViewGunner;
class Turrets
{
class CommanderOptics;
};
};
};
};
class AFV_Wheeled_01_up_base_F: AFV_Wheeled_01_base_F
{

    class Turrets: Turrets
    {
        class MainTurret: MainTurret
        {
            class Turrets: Turrets
            {
                class CommanderOptics: CommanderOptics
                {
                    isPersonTurret=1
                    personTurretAction="vehicle_turnout_2";
                };
            };
            isPersonTurret=1;
            outGunnerMayFire=1;
            personTurretAction="vehicle_passenger_stand_2";
            minOutElev=-65;
            maxOutElev=45;
            initOutElev=0;
            minOutTurn=-125;
            maxOutTurn=125;
            initOutTurn=0;
        };
    };
};

};

#

this doesnt work, says "File E:\T100New\Config.cpp, line 32: /CfgVehicles.AFV_Wheeled_01_up_base_F: Undefined base class 'AFV_Wheeled_01_base_F'"

wintry tartan
#

AFV_Wheeled_01_base_F is missing so failed to inherit

runic mantle
#

i changed it

#

but the message is over 2000 chars

#

class CfgVehicles
{
class LandVehicle;
class Tank: LandVehicle
{
class NewTurret;
};
class Wheeled_APC_F: Tank
{
class Turrets
{
class MainTurret: NewTurret
{
class ViewGunner;
class Turrets
{
class CommanderOptics;
};
};
};
};

#
class AFV_Wheeled_01_base_F: Wheeled_APC_F
{
    class Turrets: Turrets
    {
        class MainTurret: MainTurret
        {
            class Turrets: Turrets
            {
                class CommanderOptics: CommanderOptics
                {
                    isPersonTurret=1
                    personTurretAction="vehicle_turnout_2";
                };
            };
            isPersonTurret=1;
            outGunnerMayFire=1;
            personTurretAction="vehicle_passenger_stand_2";
            minOutElev=-65;
            maxOutElev=45;
            initOutElev=0;
            minOutTurn=-125;
            maxOutTurn=125;
            initOutTurn=0;
                };
            };
            isPersonTurret=1;
            outGunnerMayFire=1;
            personTurretAction="vehicle_turnout_2";
            minOutElev=-65;
            maxOutElev=45;
            initOutElev=0;
            minOutTurn=-125;
            maxOutTurn=125;
            initOutTurn=0;
            
        };
    };
};
  class AFV_Wheeled_01_up_base_F: AFV_Wheeled_01_base_F
{
    class Turrets: Turrets
    {
        class MainTurret: MainTurret
        {
            class Turrets: Turrets
            {
                class CommanderOptics: CommanderOptics
                {
                    isPersonTurret=1
                    personTurretAction="vehicle_turnout_2";
                };
            };
            isPersonTurret=1;
            outGunnerMayFire=1;
            personTurretAction="vehicle_passenger_stand_2";
            minOutElev=-65;
            maxOutElev=45;
#
            initOutElev=0;
            minOutTurn=-125;
            maxOutTurn=125;
            initOutTurn=0;
        };
    };
};    

};

wintry tartan
#

Then?

runic mantle
#

seems to work

wintry tartan
#

Also not to use quote, use ```

runic mantle
#

lets me binarize it atleast

#
b
#

oh nice

#

now all of a sudden it wont let me binarize

#

The system cannot find the drive specified.
Config : some input after EndOfFile.
Error reading config file 'E:\T100New\config.cpp'
Press any key to continue . . .

sullen fulcrum
#

Could someone help me with mod signing?
I have signed them, and when loading the mod I get signed, but when entering the server it says that they are not signed, I have put the signature file in the keys folder as well

hot pine
#

@runic mantle you are missing a bracket somewhere

#

anyway, I would recommend using pastebin or similar for sharing code

sullen fulcrum
#

@hot pine can you help to sign mods?

hot pine
#

@sullen fulcrum I guess someone else could. Please avoid direct pinging people randomly

sullen fulcrum
#

I thought you would know

@sullen fulcrum I guess someone else could. Please avoid direct pinging people randomly
@hot pine

grand zinc
#

@sullen fulcrum
See #rules

  1. Please refrain from tagging Bohemia.net staff
    Yes, people know, but people probably don't have time for that
finite bronze
#

Is there a way to limit the altitude of an aircraft (say to 100 meters) but still have it so it can fly up mountains? Because right now I can limit the altFullForce but then it can't take off or fly on the mounts because it's too high.

sullen fulcrum
#

any idea of how to fix the compat for this? the service menu refuses to work entirely

hearty sandal
#

Compat with what? And you probably need to ask from whoever made the compat?

sullen fulcrum
#

hold on, the links are wrong

#

the FIR compat for laroche's F-35C mod

#

his profile is private and he's not updated it in more than a year

hearty sandal
#

Well without using the mods it is pretty much impossible to say whats wrong. You would need to either learn the stuff yourself or find someone who knows whats what and is interested in both of those mods.

sullen fulcrum
#

well that's why im here. lol

#

because idk anything about coding

pulsar shell
#

AWS how to by firewills

#

List of all the magazines.

runic mantle
#

when i try to addon build this it tells me cfgconvert task failed

#

anyone got a clue?

wintry tartan
#

Error says what?

runic mantle
#

cfgconvert faieled

#

Build failed. Result code=1
CfgConvert task failed.

#

not sure if that means there's some fault in the config file or not

wintry tartan
#

If you're running Arma 3, close it

runic mantle
#

i'm not :/

#

so im not sure why its failing

hot pine
#

@runic mantle check line 46 & 71

runic mantle
#

thx

#

imma do that

#

class CommanderOptics: CommanderOptics
{

71 isPersonTurret=1
personTurretAction="vehicle_turnout_2";
};

#

class CommanderOptics: CommanderOptics
{
isPersonTurret=1

46 personTurretAction="vehicle_turnout_2";
};

#

nothing looks out of the ordinary

wintry tartan
#

Missing ;

runic mantle
#

wait where

wintry tartan
#

46 and 71 as he said

runic mantle
#

behind the "1"?

#

yeah i see it now

#

still fails

#

uh

#

how do i open the logs?

#

it "works" if i try to binarize it but the pbo is empety

#

well it has a config.bin containing

class cfgMods
{
author="รยขรยพรยฒรยฐร‘โ‚ฌรยธร‘โ€ฐ รโ€˜รยฐร‘โ‚ฌรยปรยธ";
timepacked="1591179152";
};

hot pine
#

how is your mod structure looking like?

runic mantle
#

Root>addons>configg.cpp & .bin

hot pine
#

huh?

runic mantle
#

folder structure?

hot pine
#

why cpp & bin in same place?

runic mantle
#

not sure

#

doesnt work if i remove one or the other anyways :/

#

kinda confusing why it dont work

hearty sandal
#

What are you packing it with?

#

Also delete the bin.

surreal ferry
#

Hello ! I created a door my animation works but not my trigger. Can i send you my config?

hearty sandal
surreal ferry
#

My trigger name is correct ... my P3D and config

#

It can come from the fact that I have no geometry ?

#

Ok its just my geometry thanks anyway

hearty sandal
#

๐Ÿ‘Œ

runic mantle
#

@hearty sandal the arma tools addon builder

hearty sandal
#

I would recommend setting up the P drive and Tools with PMCwiki guides and using PBOProject

#

as AddonBuilder does not really give you much any debug information

runic mantle
#

got one of those links?

hearty sandal
#

not any faster than you googling it

runic mantle
#

this the right site?

hearty sandal
#

no

runic mantle
#

mikero's tools?

hearty sandal
#

PMCwiki Arma 3 tools setup

#

and no that wiki page is outdated

runic mantle
#

apparently the problem was that the file was named "configg" instead of "config"

#

i feel like i have about 0.5 brain cells rn

#

aaaaaaaaah

#

oh i see

#

" personTurretAction="vehicle_passenger_stand_2";"

#

should be

#

personTurretAction="vehicle_turnout_2";

#

i am genuinely a brainlet

sullen fulcrum
#

Could someone help me with mod signing?
I have signed them, and when loading the mod I get signed, but when entering the server it says that they are not signed, I have put the signature file in the keys folder as well

flint goblet
#

@sullen fulcrum when you sign a mod it generates a bikey, the bikey goes in your keys folder, bisign stays in the addons folder with the pbo.

sullen fulcrum
#

@flint goblet I have it in the keys folder

quick gorge
#

Does anyone know a way to have a mine 'explode' but without it being deleted after the explosion?

strong shuttle
#

use setDamage on the explosive to destroy it (aka explode), it will most likely be gone (since mines don't have a destruction model afaik), but the impact will remain

hot pine
#

@quick gorge use submunition

#

or script

quick gorge
#

I did some more digging and it looks like the training mine does exactly what I need, thanks for the help though ๐Ÿ™‚

#

Explodes, mine is still there after the 'explosion'

hot pine
#

yes, it's scripted though

quick gorge
#

Seeing you wrote it, would you recommend going that route or trying the submunition route?

hot pine
#

I wanted to to rewrite training mine to use both submunition & script but there were some unknowns which I didn't solve last time I checked

#

scripted would be fine as long as you are not planning to place 100 mines and then roll over with tank through such minefield

quick gorge
#

@hot pine
Seeing you've just done it though scripting for the training mine I'll follow your lead and go that route.
Thanks for the information and the help. ๐Ÿ™‚

hot pine
#

no problem, although I see that I still didn't convert that training mine to EH solution - instead particle effects are used

#
    class rhs_mine_msk40p_white_ammo: APERSMine_Range_Ammo
    {
        hit                        = 1;
        indirectHit                = 0;
        indirectHitRange        = 0;
        minimumSafeZone            = 0;
        minDamageForCamShakeHit    = 1.55;
        mineInconspicuousness    = 35;
        mineTrigger                = "rhs_msk40p_trigger";

        CraterEffects        = "IEDMineSmallLandCrater";
        explosionEffects    = "rhs_msk40p_effect";
        rhs_flare_type        = "rhs_mine_msk40p_white_flare";
        rhs_flare_used        = "rhs_mine_msk40p_white_used";
        rhs_flare_offset[]    = {0,0,0.35};

        CfgAmmo_CamShakeBallistic(0);
        CfgAmmo_CamShakeHit(0);

        model                = \rhsafrf\addons\rhs_weapons\mines\rhs_msk40p_white_e;
        mineModelDisabled    = \rhsafrf\addons\rhs_weapons\mines\rhs_msk40p_white_d;
        defaultMagazine        = rhs_mine_msk40p_white_mag;

        soundHit[] = {"\A3\Sounds_F\arsenal\explosives\mines\Explosion_tripwire_landmine",3.1622777,1,1500};

        SoundSetExplosion[] =
        {
            "TrainingMine_Exp_SoundSet",
            "TrainingMine_Report_SoundSet"
        };
        whistleDist = 8;
        cost = 200;
        class Eventhandlers: Eventhandlers
        {
            class RHS_FlareExplosion
            {
                AmmoHit = "_this remoteExec ['rhs_fnc_tripwireFlare_msk40p']";
            };
        };
    };```
#

take a look at this perhaps @quick gorge

#

with submunition approach you should be able to even retain original direction of mine (neither trip mine flare from RHS or training mine doesn't do that )

quick gorge
#

What is the performance impact of submunitions vs createVehicleLocal or createSimpleObject?
In the context of, if a mine is set of, the remains of that mine would say in the same position for the rest of the mission, the same as how the training mine works currently.

#

Would there be a major performance impact if one was used over the other? (Submunitions vs other. I already know that simple object is best)
I'd like the mine to stay after detonation but I don't want it to cause a massive performance impact by having physX simulation and other things like that.

sly plume
#

Hello everyone! Just getting a strange error with my new uniforms. Uniforms works good in local, but when I'm logged in inside a dedicated server, if I'm wearing those uniforms there is a chance that the new user see me without the texture. Here are some pics:

#

The quick solution is to drop the uniform and put it on again. The texture mix is done, but I really want to fix that texture bug. I will drop the hiddenSelections and HiddenTextures below

#

hiddenSelections[]= { "Camo", "Camo2", "Insignia" }; hiddenSelectionsTextures[]= { "VSM_AOR1\Data\VSM_ARD_AOR1_1.paa", "\VSM_AOR1\Data\basicbody_mcoe_co.paa" };

#

(This one is from the shirt uniform)

#

hiddenSelections[]= { "Camo1", "camo2", "Insignia" }; hiddenSelectionsTextures[]= { "VSM_AOR1\Data\VSM_AOR1_BDU.paa", "VSM_AOR1\Data\VSM_AOR1_1.paa" };

#

Code that creates the battle-dress uniform

#

Camo1 and Camo2 are used to pick the shirt and pants respectively in two different textures.

#

Anyone have encountered this bug before? Any fix known?

#

I suspect that when the user is loading the textures of other users already in the server, insignia loads before camo2 and camo2 gets stuck, because this bug is always with Camo2. Camo1 in both uniforms loads just fine.

hearty sandal
#

perhaps you are using wrong selection names

sly plume
#

perhaps you are using wrong selection names
@hearty sandal It is working good in local. That's what drive me crazy

hearty sandal
#

perhaps conflicting mods

#

was VSM one of the forbidden ones?

sly plume
#

was VSM one of the forbidden ones?
@hearty sandal What do you mean?

hearty sandal
#

mod that used forbidden content

sly plume
#

Forbidden content? Don't really know about that

hearty sandal
#

ยฏ_(ใƒ„)_/ยฏ

#

something about it sounds familiar

sly plume
#

I've look up about that in Google. It looks like stupid and non-sense drama. Mod is up and running. Let's see if we can fix this bug, it is quite strange tbh

timber inlet
#

Hey guys, I need some help. I'm trying to delete a single parameter from an inherited class for a weapon (Unsure if this is possible?). Quick and dirty example code, I know how I can delete an entire class (see: subclass) but not a single "line" per se. What I'm trying to achieve in this case is delete the "randomparam" line so that no value is carried forward into my new class.

Class weapon: other_weapon {
  displayname = "Something";
  randomparam = "name";
  delete SUBCLASS; 
};```
idle matrix
#

what if you just leave it empty?

#

like so Class other_weapon; Class weapon: other_weapon { displayname = "Something"; randomparam = ""; delete SUBCLASS; };

timber inlet
#

It doesn't seem to like that

#

It gave the same results in game as just leaving to be inherited normally

#

I can make it work by substituting my weapon class name in those slots, but it's functionality I don't require and it's an extra 15 or so lines per weapon

#

And effort... Trying to fix this in my base class so it's not carried into derivative ones

strange egret
#

what about just overwriting it via "class __MAGSWITCHCLASS {};" ?

idle matrix
#

I think he wants to get rid of the baseWeapon entry which isn't in that class

#

otherwise just deleting the magswitch class would also delete the entry he wants rid off and he wouldn't have this issue

timber inlet
#

Yeah the subclass is taken care of thankfully

#

Just left with the RHS grips and default weapon entries

#

This is inheriting from Toadies HK416 which offers support for RHS foregrips, I donโ€™t intend on doing the same so I want to remove all those parts of the config but retain inheritance especially re; sounds, firemodes and other weapon parameters

#

Option 2 is create my own base class inheriting off rifle_base_f and inherit the sounds through another method.

idle matrix
#

what if you do delete baseWeapon?

#

and the same for the other parameters

timber inlet
#

I gave that a shot, it gave different results to an empty string but not entirely working

#

Iโ€™ll have to play with it more in the morning, and open the weapon config in game to see what actually happened when I did that

idle matrix
#

what if you looked for the script or eventhandler that uses that parameter and delete that instead?

#

then it doesn't matter if the parameter is there or not

#

probably easier too

timber inlet
#

I was trying to avoid breaking the functionality in the other mods that do actually use it

idle matrix
#

no I mean in your specific base class

#

it has to inherit something that uses those parameters

timber inlet
#

Iโ€™m not totally sure about how to do that. I think truth be told I may have to bite the bullet and make my own base class instead of piggy back, if nothing else to refactor and generally tidy up my code

finite bronze
#

Just to make sure I'll do it correctly (with the amount of bad info out there) anyone got a reliable tutorial on how to add wrecked models for vehicles you make (and have them spawn in when the vehicle dies)?

plucky notch
#

I have a question of my own, I am trying to add object tracking to a turret (a.k.a using Ctrl-T you can lock the camera onto a vehicle, and it will automatically move the vehicle so it is always on the screen.) I know it is possible, I am looking for functionality exactly like the vanilla UAVs. I have tried to use stabilizedInAxes, but that just allows for compensation of movement, not tracking. I also didn't see anything exciting in the UAV's config using the splendid config viewer

lapis quail
#

You may want to look into the actual camera pods @plucky notch , maybe find the camera pod in the cfg weapons somewhere

plucky notch
#

Thank you! I will take a look around

plucky notch
#

Unfortunately I wasn't able to find the targeting pod information you mentioned, and I can't seem to get other information on it - at this rate I will probably end up implementing as a script.

Thank you for your help though!

plucky notch
#

@finite bronze I was wrong before, the way the mod I am working on does it is to use destrtype = "DestructWreck" from there I don't know. Maybe it's a LOD?

finite bronze
#

it's an LOD thing. You need to make a proxy for it.

#

I figured it out, all good.

wide vessel
#

Helicopters landing on water - Is it impossible in arma?

plucky notch
#

The RHS chinook does it if I remember correctly

wide vessel
#

Ah. Would that then be done through configs or some weird importing trick?

idle matrix
#

for the units array in CfgPatches, what exactly is supposed to go in there?

#

also, what exactly is it for anyway?

strong shuttle
idle matrix
#

so, everything that goes under CfgVehicles? even things like backpacks?

#

and that's not very clear on what it does IMO

strong shuttle
#

yes, all new classes in CfgVehicles

idle matrix
#

bit odd to call it units when backpacks apparently also go in there but okay

#

it's arma after all :p

strong shuttle
#

I would say it's still an artefact from OFP times

timber inlet
#

@wide vessel the CUP one does it too, at a very basic guess I would assume it has something to do with the buoyancy geometry LOD

#

There are also values that define at what point the vehicle starts to take damage from water. I cannot recall if these are config parameters or memory points

ornate cape
#

Just an question, I've been trying to figure out. Is it possible to add an

class EventHandler
{
  init="Code Here";
};

As I'm trying to add chemical properties to ammo upon them being fired from either AI, Player, or Zeus Modules.

hot pine
#

@ornate cape where do you want to add it?

ornate cape
#

What do you mean by that? @hot pine

wide vessel
#

How is advanced and simple flight model separated or recognized within the GenHeli600-DesktopSim.xml file?

hot pine
#

@ornate cape where do you want to write that code?

ornate cape
#

in the config.cpp

#

that execVM an sqf file that applies the script to the bullet upon it being created. @hot pine

hot pine
#

There is only fired eh

#

For cfgammo

#

With one small exception - mines

ornate cape
#

so fired would have the ammo execVM an sqf upon it being fired correct? @hot pine

hot pine
#

yes

#

it doesnt work with spawned ammo

ornate cape
#

so a zeus module that fires the ammo won't have it's properties?

hearty sandal
#

spawning is not same as firing

ornate cape
#

I'm aware but i'm unsure if the zeus module spawns or fires the ammo.

#

that is where I'm unaware of how that works

hearty sandal
#

I would say it spawns them

#

since firing would require character or vehicle to do the firing

ornate cape
#

fair

indigo sinew
#

Hi, so I want to retexture the NVGoggles. I have a texture for them, but I don't really know what to put into my config, could anyone please help me or give me any directions? Thank you.

hearty sandal
#

if they support hidden selections then you need to make a new item class that uses your textures on the hiddenselection textures array

#

the A3 samples have example config for them

indigo sinew
#

hmmm, ok lemme check

crisp sedge
#

so,

#

i made a mod

#

how do put in the preview images for my units

strong shuttle
novel lava
#

I'm trying to add a rocket pod/launcher to a tank and ive tried multiple of the memorypoint configs in the vehicle config itself and the turret and the rockets will always spawn instead at the tanks cannon barrel rather than the rocket launcher, is there something i'm missing? these are the entries ive tried so far:

        memoryPointLMissile = "T27_beg";
        memoryPointRMissile = "T27_beg";
        memoryPointLRocket = "T27_beg";
        memoryPointRRocket = "T27_beg";
        memoryPointMissile[] = {"T27_beg","T27_End"};
        memoryPointMissileDir[] = {"T27_beg","T27_End"};
#

mmm think I know why actually... cuz it's using shotSubmunition sim like the vanilla MLRS

olive lily
#

When making a custom inventory item and inheriting from InventoryItem_Base_F, what does type = represent?

grand zinc
#

its flags stuff ๐Ÿ™ƒ
For example inventory items with a specific type act as a first aid kit and add the scrollwheel action.
Others act as a mine detector and add the detector functionality

olive lily
#

Awesome, is there a list for them anywhere?

#

Also, having an issue when I add this item to my inventory it seems to add 25 of another item too... any idea on what setting ive screwed lol?

grand zinc
#

how do you add it? ยฏ_(ใƒ„)_/ยฏ

olive lily
#

defined within CfgVehicles.hpp as an addon

grand zinc
#

doesn't tell me how exactly

#

I mean how you add it to inventory

olive lily
#

ACE Arsenal sorry

grand zinc
#
Default       = 0,
Muzzle        = 101,
Optics        = 201,
Flashlight    = 301,
FirstAidKit   = 401,
NVG           = 602,    
Headgear      = 605,      
Map           = 608,
Compass       = 609,
Watch         = 610,
Radio         = 611,
GPS           = 612,
Para          = 613,
Scuba         = 604,
Goggles       = 603,           
HMD           = 616,
Binocular     = 617,
MineDetector  = 618,
Medikit       = 619,
Toolkit       = 620,
UavTerminal   = 621,

// uniform and vest items
Vest          = 701,
Uniform       = 801,   
Backpack      = 901,
#

I think bipod is missing there. ACE/CBA uses bipod as base, because it doesn't add any side effects like minedetector/medikit/toolkit/uavterminal

#

ACE Arsenal sorry
And you click the "+" button once but it adds 25??

#

of another item too
Oh another item? which item? More details please ๐Ÿ™ƒ

#

All the details if possible

olive lily
#

Yeah click the button once and it adds 1 of the item I selected and 25 ACE bandages

#
class CfgWeapons
{
    class ItemCore;
    class InventoryItem_Base_F;
    class MyITEM_TEST: ItemCore
    {
        author = "xxxx";
        scope = 2;
        scopeArsenal = 2;
        scopeCurator = 2;
        displayName = "My Item Test";
        model = "xxxx";
        picture = "xxxx";
        icon = "iconObject_circle";
        descriptionShort = "xxxxx";
        class ItemInfo: InventoryItem_Base_F
        {
                mass = 10;
                type = 401;
        };
    };
#

thats the config, nothing special.

grand zinc
#

type = 401;
FirstAidKit

#

ACE replaces vanilla FirstAidKits with the ACE medical items.

olive lily
#

Just testing the bipod config now.

#

Looks better now.. however obviously it shows up under the bipod section of the arsenal :/

grand zinc
#

Y... up.

#

if you are willing to require CBA

#

you could just use their baseItem class that I linked above

#

that will show up correctly (they have special handling detecting specifically that)

olive lily
#

Easy done, happy to roll with CBA

grand zinc
#

requiredAddons "cba_common" and then use the base class linked above and modify the rest of the properties

olive lily
#

Yeah that worked a treat, cheers mate!

indigo sinew
#

if they support hidden selections then you need to make a new item class that uses your textures on the hiddenselection textures array
@hearty sandal Uhhh, so I must say that I looked all thru the samples and I didn't find anything relating to NVGs. Don't get me wrong, they're part of a retexturing mod i'm making, so I know what a config is (altough bear in mind i'm new to this). What i really ment, was if i could just get their config, where i could only put my texture for them, or if i could find the original arma 3 config(s?) anywhere, since i need the original armour, piercing, etc.. values for my Uniforms, vests, backpacks and helmets

woven flax
#

Are bullet holes (the little black dots) configurable? Hunting through ammo configs I see no references to it.

wintry tartan
#

CfgCoreData perhaps?

indigo sinew
#

nvm just leave the nvgs away since they're not much of a problem rn. The thing is that i'm trying to put a logo for my mod. And i did a mod.cpp where i put all the logo name; picture; logoSmall; logo; logoOver; etc. With their respective paths, but for some reason it doesn't work. Does it come in the Addon folder which is made into a .pbo or before that? Or does it come in the .pbo and somehow called in the config?

strong shuttle
#

Which logo do you mean? The one shown at the main screen (bottom of page where all loaded mods are), or the icon next to objects in 3den and Arsenal?

hearty sandal
#

config for it as far as I know is pretty much same as the other headgear

#

for more elaborate example look into the game configs for the vanilla nvgs

indigo sinew
#

@strong shuttle I mean all 3 of them. The logo shown at the main screen where all mods are, the one in the arsenal and the one in the editor

#

https://gyazo.com/0e0c050338debfd754117fdac4c81dc4
in the mod.cpp:
name = "Romanian Armed Forces";
picture = "\Romanian_Armed_Forces\Images\picture.paa";
logoSmall = "\Romanian_Armed_Forces\Logos\logo_small.paa";
logo = "\Romanian_Armed_Forces\Logos\logo.paa";
logoOver = "\Romanian_Armed_Forces\Logos\logoOver.paa";
action = "";
tooltipOwned = "It's yours!";

// Color used for DLC stripes and backgrounds (RGBA)
dlcColor[] =
{
0.23,
0.39,
0.30,
1
};
// Overview text, displayed from the extension menu
overview = "Unleash your creativity! Here goes the long description of your mod.";
hideName = 0; // Hide the extension name
hidePicture = 0; // Hide the extension menu

#

and it doesn't work. Idk if i need something in config.cpp

#

or if it doesn't come in the addons.pbo, but before it

#

like @Mod>Addons>
mod.cpp
>addons.pbo

#

?

#

@hearty sandal thank you very much. Where are these things you have there in? I looked all over Arma 3 Samples (the steam thingy) and there weren't such things. Unless i have to extra install something..

hearty sandal
#

I dont knwo why yours would not have them

#

ยฏ_(ใƒ„)_/ยฏ

indigo sinew
#

hmm

#

like there's some stuff

#

but not quite

#

unless i'm doing something wrong

hearty sandal
#

I dont know what to tell you

indigo sinew
#

hmmm

#

ok so apparently i was looking in the wrong way

#

i managed to find these now

#

sorry my bad xD

hearty sandal
#

๐Ÿ™ˆ

strong shuttle
#

Don't you need to define your objects as DLC items to have them show an icon in 3den/Zeus/Arsenal?

indigo sinew
#

uhh

#

that's the thing, i don't really know,

#

is my only doc

strong shuttle
#

That's obvious, otherwise you wouldn't have asked ๐Ÿคฃ๐Ÿคฃ๐Ÿคฃ

indigo sinew
#

xD

#

if i'm saying things that are too dumb, i'm really sorry, but i'm a noob trying to figure things out

strong shuttle
#

If it was simple people would have given you an answer (or link to an answer) already ๐Ÿ˜‰

indigo sinew
#

hmmm

#

i'll see what happens if i put the mod.cpp outside of the addons.pbo

hearty sandal
indigo sinew
#

hmm

#

so it is outside the .pbo

#

thing is that i was also looking at another mod to see how they made it, but i legit didn't understand what had happened there

#

do i need to define or write something about the mod.cpp anywhere, or just put it outside the .pbo and define that logo paths?

hearty sandal
#

no it should be read from there

indigo sinew
#

hmm, ok. Lemme just try it real quick

indigo sinew
#

ok, so it actually works!

indigo sinew
#

thank you very much.

#

what does this do?
tooltipOwned = "It's yours!";

pallid snow
#

The tooltip when the player owns a DLC

#

@indigo sinew

indigo sinew
#

hmmm

#

ok

pallid snow
#

Sry its late ๐Ÿ˜„

indigo sinew
#

then what should i put there? I'm not making a dlc, just a mod

pallid snow
#

Thought I replied this morning

indigo sinew
#

np xD

pallid snow
#

Can ignore it

#

If i remb right the workshop overwrites it anyway

indigo sinew
#

oh, ok.

#

thank you

pallid snow
#

yw

#

To be safe add the name and all the logo/picture stuff

#

can ignore the rest tbh

indigo sinew
#

add... where?

#

you mean the stuff in the mod.cpp, or somewhere other than in the mod.cpp?

#

please be more precise as i'm new and i tend to get confused easily xD

novel lava
#

does anyone know if the old maverickweapon proxy stuff (used on planes, helicopters for bombs etc) is only limited to aircraft? i know about the pylon stuff

#

but want to know if maverickweapon works for tanks etc too

novel lava
#

ok nvm it only works for planes and helicopters, annoying

hearty sandal
#

You mean like making the missile fire from the position of the proxy?

strange egret
#

hm, for some reason i cant mount P-drive anymore (worked fine last time i used it some weeks ago)... anyone know what could be wrong? When i click the thingy in A3tools, it launches the a console that runs through stuff and closes immedietaly (too quick to see). Something is displayed yellow in the console.

hearty sandal
#

well running the mount and stuff from A3Tools is about 50/50 change it works or not

strange egret
#

was pretty reliable thus far (in that it mounted). I blame windows update...

hearty sandal
#

๐Ÿ˜„

#

well its every time the same thing. it just breaks at some point

#

I can recommend dedicated physical P drive

#

though my 512gb m2 is getting too small

long wagon
#

Would someone be able to assist with a uniform ground holder config? The uni shows up on my rifleman and in the arsenal, but it doesn't show up as a ground item, and it can't be unequipped or hold items - it essentially doesn't exist in the inventory space

#

I followed the guide on the wiki

idle matrix
#

did you make a CfgWeapons entry for it?

long wagon
#

Does it need a separate CfgWeapons entry (in this case no), or am I supposed to refer to the CfgWeapons entry used for the soldier in CfgVehicles (in this case yes)?

long wagon
#

Sounds like youre trying to reference a class that doesn't exist

#

did you define a class for groundtextur1?

strong shuttle
#

So you ripped something from a mod and now asking why it doesn't work? ๐Ÿค”

hearty sandal
#

E76 is broken mod.

frank harbor
hearty sandal
#

I recall you need a weapon version that has the attachements set up to be attached and then you put that on the character

#

there are plenty of characters in vanilla that have different attachements on their weapons

#

so it is possible

frank harbor
#

awesome thanks ill look into it

plucky notch
#

Hey, I am currenly stumped on something in CfgWeapons.

I was having the issue that the laser designator is firing out of the gun, which for most aircraft isn't a problem, but in the mod I am a developer for (AH-64D Apache) they are not always pointing at the same location.

I worked with a modeller to add two new memory points to act as the muzzle for the laser designator, namely "TADS_LRFD_Start" and "TADS_LRFD_End". I then built a new laser designator in CfgWeapons, which is the following:

class Laserdesignator_mounted;
class fza_Laserdesignator_mounted: Laserdesignator_mounted {
    irLaserPos = "TADS_LRFD_Start";
    irLaserEnd = "TADS_LRFD_End";
    muzzlePos = "TADS_LRFD_Start";
    muzzleEnd = "TADS_LRFD_End";
};

The laser still seems to be following the gun, and I am trying to work out how to change that. Has anyone had experience with a similar thing?

indigo sinew
#

Hi, does anybody know if the following (Huron, Huron (Unarmed) and Hellcat) support hiddenSelectionsTextures?
I tried retexturing them for my mod, and I checked everything like 10 times and I couldn't notice anything wrong, but they won't have my texture on them, only the default one. No errors or anything either. Does anybody know what the issue could be?

B_Heli_Transport_03_F
B_Heli_Transport_03_unarmed_F
I_Heli_light_03_dynamicLoadout_F

full wagon
#

Not sure sorry @indigo sinew.

#

However, any y'all know if there's a class which only includes uniforms; vests, and headgear? I want to automatically set sizes for all those things to improve another mod which creates a new armour modular armour system. Basically, it wouldn't make sense having an 8 pound vest without an armour plate technically in it.

hearty sandal
#

Class that does what? Where? The question does now quite make sense.

#

@full wagon

#

@indigo sinew you can use the get texture command or look into the particular vehicles config in the config viewer to find out

#

Or try the set object texture command

indigo sinew
#

Thanks, i'll look into it

full wagon
#

Sorry @hearty sandal, I meant to ask how I can change the mass of all uniforms, vests and headgear automatically.

hearty sandal
#

you cant

strong shuttle
#

You can override the configs, but you'll have to do it manually for each single item.

full wagon
#

All good @hearty sandal, and yeah exactly @strong shuttle.. I wish I could do that, but I suck at most repeatable tasks unfortunately. I already have a hard enough time functioning in real life because of mostly being unable to deal with missing comfort or feeling pain.

worn pewter
#

Is it possible to make config that will define which pbos of a mod will be loaded?

And can i place Addons into any subfolders in a mod? As far i read on wiki, i can do: mod_fo\addons\addon_fo.pbo\subMod_fo\addons\addon1_fo.pbo; but is it possible to achieve without double packing them?

grand zinc
#

Is it possible to make config that will define which pbos of a mod will be loaded?
When a config is read, all the pbo's are already loaded

#

And can i place Addons into any subfolders in a mod?
no
As far i read on wiki, i can do: mod_fo\addons\addon_fo.pbo\subMod_fo\addons\addon1_fo.pbo;
No you can't do that, where did you read that?

worn pewter
grand zinc
#

config files can be yes

#

but not pbo's

worn pewter
#

my fault

elfin fractal
#

Hello, can someone help me fixing my config please
"No entry 'bin\config.bin/RscDisplayMain/controls/GroupSingleplayer/Controls/Campaigns.type'."
I have no clue where it could come from

wintry tartan
#

Show us your config

paper path
#

Heyo folks. Q for you. I have two guns offset from the center of my vehicle. There any way to get the rounds to hit where the camera crosshairs are