#arma3_config
1 messages ยท Page 114 of 1
hold up, upload my full addon / my pbo to imgur?
don't slay me, https://drive.google.com/file/d/1tKw2EWUtFrjuFj3ai46xry3WGzq20yaz/view?usp=sharing that's the .pbo
I now get an error from PboProject stating <rebuilding units[]= and friends>...P:\Baltic Union\Addons\uniforms\config.cpp: config.cpp uses external classes but has no RequiredAddons to say where they are. P:\Baltic Union\Addons\uniforms\config.cpp: config.cpp uses external classes but has no RequiredAddons to say where they are.
replace
"A3_Characters_F" with "A3_Data_F_Oldman_Loadorder"
still same error
it is not good idea to have spaces in folder names
reckon thats my issue?
and is pboproject ok to use, since i use it for my static animations and it works fine with pbos
or with gear should i be packing it etcc
it is what you should be using yes
if it tells there is a problem, then there is a problem
you can untick the pboProject setting for rebuilding required addons
did that still same error
then your config is poopy
tried fixing it
now it shows a different error
says i've a truncated file
In File P:\Baltic_Union\Addons\uniforms\config.cpp: circa Line 29 EOF encountered
In File P:\Baltic_Union\Addons\uniforms\config.cpp: circa Line 29 EOF encountered
you are not opening and closing classes {}; correcly then
yes
Id recommend you start formatting the config better
yeah im just trying to copy templates from the bi website
so you have it easier to see what is where
that is no good
you actually need to understand what you are doing
there's my issue
goat on the topic of poopy configs
class CfgPatches
{
class Myaddon
{
// List of units defined in this "PBO"
units[]={};
weapons[]=
{
"vests_cbr_co_V_PlateCarrier1_coyote"
};
requiredVersion=0.1;
requiredAddons[]=
{
"A3_Data_F_Oldman_Loadorder"
};
};
};
class CfgWeapons
{
class V_PlateCarrier1_blk;
class vests_cbr_co_V_PlateCarrier1_coyote: V_PlateCarrier1_blk
{
author = "BFO Team";
scope = 2;
displayName = "Carrier Lite (Coyote)";
hiddenSelectionsTextures[]=
{
"Tanoan_vest\Data\vests_cbr_co.paa"
};
};
};
can you see if anything is wrong here
https://community.bistudio.com/wiki/Class_Inheritance @covert magnet maybe this will help a bit
@jolly igloo does it give any errors?
nope
it's not loading it seems
I got it as a local mod it loads, main menu says loaded but the vest does not show in VA
V_PlateCarrier1_blk is not vanilla thing is it?
My thing is a reskin of the vanilla carrier lite
I'm not sure about V_PlateCarrier1_blk tho
seems like it is
check the ingame config viewer if its there
also what did you pack the pbo with?
PBO Manager
{
class Baltic_Union
{
units[] = {""};
weapons[] = {""};
};
};
class CfgWeapons
{
class Default;
class ItemCore: Default{};
class InventoryItem_Base_F;
class VestItem: ItemCore
{
class ItemInfo;
};
class Vest_Camo_Base;
class Tshirt_black: ItemCore
{
author = "Splendid Modder";
scope = 2;
displayName = "New Uniform";
picture = "\Baltic_Union\Addons\uniforms\textures\tshirt_black_co.paa";
model = "\Baltic_Union\Addons\uniforms\models\shirt.p3d";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"\Baltic_Union\Addons\uniforms\textures\g3_lower_blk.paa"};
};
};
class cfgMods
{
author = "Dave";
};
I've tried changing it up still giving me errors about required addons
could it be an issue with one of the models i am using?
looking at what you posted
did you get the entire code pasted?
seeing as requiredaddons is not in the box above
class CfgPatches
{
class Baltic_Union
{
units[] = {""};
weapons[] = {""};
requiredVersion=0.1;
requiredAddons[]=
{
"A3_Data_F_Oldman_Loadorder"
};
};
class CfgWeapons
{
class Default;
class ItemCore: Default{};
class InventoryItem_Base_F;
class VestItem: ItemCore
{
class ItemInfo;
};
class Vest_Camo_Base;
class Tshirt_black: ItemCore
{
author = "Dave
";
scope = 2;
displayName = "New Uniform";
picture = "\Baltic_Union\Addons\uniforms\textures\tshirt_black_co.paa";
model = "\Baltic_Union\Addons\uniforms\models\shirt.p3d";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"\Baltic_Union\Addons\uniforms\textures\g3_lower_blk.paa"};
};
};
Alri i got a new error file, ima go fix the issues as it shows a phat amount of the,
also you should really tag_ prefix all your files
bunch of missing files
someone else makes a shirt.p3d and poop hits the fan fast
yeah im just testing things making sure it all works fine
i think i found my issue
nope
i got an idea for a screenshot campaign type thing
so i wanna add camo on already existing things for my pics
His is a reskin of the vanilla
Worn Combat Fatigues (Kerry) / Guerilla Outfit
mine ain't
was it not a shirt and crygen3 pants?
i have a bunch of models and textures i've searched through to find ones i like
so it scans my whole folder
idk how to explain it
well idk the modles are linked to textures that are from the orignial mod
you dont repack models from other mods
๐
you use the models with the original path from the original mod
and that mod goes into the required addons
so it is loaded before your mod
and then your mod can use its files in game
@jolly igloo can you spot the error? ๐
did you make this p3d?
nope
then you have no business in packing it into your mod
tru
start over.
yeah i guess ill just use the vanilla ones
what's the syntax for soundIncommingMissile[] in cfgVechicles?
took an example from the arma 3 configs:
soundIncommingMissile[] = {"\A3\Sounds_F\vehicles\air\noises\alarm_locked_by_missile_1",0.31622776,1.0};
the first value is a string path, the second might be volume(?) and third pitch(?)
if anyone knows, can they let me know
I'm trying to write a config for a object that i want to be destructible if shot at, but I can't find a good class to inherit from. As I also what the object to be static and not move at all.
its like a meter long cable, pretty thin. and iirc physx is the lovely collision engine we have, then no. collision with the object is not required.
theres a class static if I recall right
I recommend getting the All In One config to browse through
Id wager class House would work as well
Going to take a look at the house class and see how the smoll AR2 uav has the destruction set up. iirc it takes a single bullet to take them out.
Thanks for the help!
small amount of armor should do the trick
Could someone help me with the airFriction calculation? I realize that it is accel / speed^2 but I am not sure what value I am meant to use for acceleration. To calculate the acceleration I use the formula (MV ^ 2) / (2 * BarrelLength) which gives me the acceleration in m/s^2, is this what I am meant to put in accel or am I meant to use some other formula or process?
IIRC it is how much the bullet it decelerating once leaving the barrel (-ve acceleration, hence airFriction values are -ve also)
If you have a doppler velocity/range chart for a round, I think it's something like a = (v^2 - V^2) / (2s)
Thank you, I'll research the matter further.
PuFu told me to ask you for help @hard chasm
Trying to open ProProject - get this error
giberish@giberish@giberish could not be located in the dynamic link library DePbo64.dll
I have downloaded & installed DePbo's latest version from your website, and Im able to open everything else but PboProject it seems
During the process of making a layers.cfg file, I stumbled across this strange error. At first, I thought it was just the computer having a hard time finding the P: drive, so I unmounted it and remounted it. That didnt work so I restarted my computer and tried mounting it agai...
this might help
also always provide full error message
Question regarding landmines. Exactly what are they classed as when they are armed and place, and fired? Is it possible for example to add a event handler to track when they are triggered?
Nope via EH AFAIK, sadly. Track if it existed (isNull) every each frame is the way
Wait, mineActive script I think?
No EH can track when it pops either I'm guessing?
Or does the mine actually "Fire" per say when it gets triggered
@undone quiver only via config & ammoHit EH
Hello,
I try to create the French SCALP missile which should behave (at Arma scale)
like the Cruise missile of the VLS except for a few details:
The missile must fall (more or less flat) from its pylon then slowly descend by activating its engines at an altitude of 30/50 meters to move towards its target while following the terrain.
https://www.youtube.com/watch?v=AZY-Qwh1RZU
I managed to accomplish the last details but as shown in the video the missile once dropped suddenly falls before readjusting. ( initTime = 1.5; trackOversteer = 1.2; airFriction = 0.65; sideAirFriction = 0.55;)
I tried to pair the two flight models (by creating my own model from class Direct) "Cruise" and "LoalAltitude" but apparently are incompatible and the missile falls like a GBU without cruising.
Someone would have any idea ?
@kindred viper it is as the 'orrible goat suggested. One way or the other, you have a mismatch between the dll and it's exe (in this case pboPro). Only you would know which of these have not been downloaded correctly. A key to deciphering what lego block fits where is:
any_1.2.3.4.installer.exe is
1.2 is the version of the 'any'.exe (which other exes used to check they can use it too)
and
3.4 is the minimum dll this exe requires to run at all
Morning, I just wanted to say thanks for help and that I felt and still do feel sorta blind, appreciate the help ๐
@safe blade you probably need to stage it with submunitions.
@hearty sandal Hi thank you for answer. What do you mean by that ? The problem is that it falls much too fast and head down first instead of having the speed of the plane and hovering while falling to its cruising altitude
The falling stage might need different handling than the cruise mode so that could be solved with submunitions.
Or you need to adjust the init speed of it perhaps
@ horribleGoat & @ mikero - thank you for the help, it seems I indeed had a faulty install, reinatalling all of the tools fixed it
@safe blade does it have geometry LOD with mass? Might also consider increasing size of its boundary in Geo LOD. I believe with BI bombs they create a cube ~12x12x12 meters in the Geometry and press D to delete faces, so only memory points remain. And it has some effect on the gliding stability of bombs and missiles
@hearty sandal gonna check if it fit better asap, thx for the tips @untold temple yes it has geometry LOD with mass.
hmmm not a bad Idea, gonna look for GeoLOD on GBU instead of CruiseMissiles you think ?
The first stage could possibly be a bomb yes and the second stage a submunition missile
If I understand well, I should make a missile sub with the same model for both main and sub, and sub with Cruise flight model ?
(sorry french inside)
Yes that's how it could work
ok thx i'll give it a try
well I kinda have a small Problem with a config for my weapons they dont really have recoil at all and I have no clue how to fix that Problem the wiki dosnt really help either ...
there are selection of recoil classes you can use or you can make your own
is it possible to have grenade which has magazine ? Like a stack of grenades in one item. Because I was adding a flare which you can throw but as soon it has "count = x" in cfgMagazine I cant throw it anymore
another quick question can I also mask the arms for the Static animation because the char currently breaks his hands ?
Hey back again, is there a config template site/libary or are you guys just good at doing this stuff?
I need a config for a reskin of the NATO MTP Combat Fatigues
copy & paste original config, change values you need to change, remove stuff which needs to be the same, add changes which are inherited, and you're done ๐คทโโ๏ธ
@hearty sandal hey, i'm back, i tested your way and nope, missile still fall when drop faster than light and at the target launch another missile which go straight forward and not on the target.
Any way to modify flightmodel to tweak init/first phase or add some ?
if it drops too fast there is something wrong
Modding Arma is the greatest "guess what" game i've ever played :p
Today we tried to update the mod by adding weapons.
And there was such a problem. We uploaded it to the server and got an error: "1:30:46 Warning Message: No entry 'bin \ config.bin / CfgPatches / Vost_Spec_Weps.units".
Later I decided to double-check and it turned out that the weapon does not work in the editor, more precisely, I cannot run the script.
With all this, in the ace arsenal, the weapon works.
something is wrong with the cfgPatches class of the weapon pbo most likely.
is the pbo packed with PboProject?
What does pbo project mean?
MakePBO.exe ?
I think I couldn't do something without the P drive))
Since you have it setup you should just download the tools on this page. https://pmc.editing.wiki/doku.php?id=arma3๐ ๏ธsetup-p-drive
The site does not work (
Pboproject will help tell you the errors your making when you pack.
Ok hold on phone is being dumb
Should be first page in the search
how are you packing the pbo now?
I was able to make the form with a simple addon builder)
Can pylon presets specify the turret to which that magazine belongs?
@small temple you don't need p drive even when using pboproject
It is useful to follow common development procedures though.
following procedures for sake of following them is not necessary I think
Makes it easier to debug imo. But sure not necessary when one knows what they are doing.
pboproject makes sure to tell me i dont know what im doing. thats why I like it so much now ๐คฃ
anyone know how to get rid of this in the .rpt
Duplicate HitPoint name 'HitTurret' in 'insert vehicle classname here' Duplicate HitPoint name 'HitGun' in 'insert vehicle classname here'
I have hitpoints for the turret and gun defined in the .p3d and config.cpp
I am inheriting from APC_Tracked_01_base_F. Inheriting and redefining the hitpoints on the turret / gun
looks good in the config viewer in game - i.e. one MainTurret with the Hit Points I've defined
and yet I still get the error about duplication
I then ran:
getAllHitPointsDamage vehicle player;
and it returned
[["hithull","hitengine","hitfuel","hitltrack","hitrtrack","hitglass1","hitglass2","hitturret","hitgun","hitturret","hitgun","hitturret","hitgun","#lights_front_left","#lights_front_right"],["hull","motor","fuel","track_l","track_r","glass1","glass2","hit_main_turret","hit_main_gun","hit_main_turret","hit_main_gun","hit_main_turret","hit_main_gun","lights_front_left","lights_front_right"],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]]
showing three hitturret / hitgun but only one pair actually damages the vehicle turret and gun when you set the damage to 1 on them. The other two do nothing.
any suggestions would be a great help. ๐
Two days later and minutes after posting that in here, I figured it out. Custom FFV inheriting from MainTurret instead of CargoTurret meaning it was also inheriting the HitPoints. Two days of pulling the wrong turret apart and the .p3d. The joys of arma modding. ๐
๐ ๐
i don't know pnoproject refuses to work
Procedure entry point ?? CStringU @@ QEAAPEB_WPEB_W @ Z not found in DLL C: \ Program Files (x86) \ Mikero \ DePboTools \ bin \ pboProject.exe
error
Hi All - Is there a way to refresh a mod config during run time?
trying to work on a hud without having to package the addon and reload the client every time
99% sure the answer is no @pure rock . If it was possible, I'd be veeeery interested in how it's done ^^
Lol didn't think so. Thanks for the feedback. Will make a mental note to follow up if I ever come across a way
@pure rock diag_mergeConfigFile when using diag exe from devbranch
@hot pine Thank you very much!
Exactly what I needed
Does anyone have a template config for weapons, with all the lines, please?
@hearty sandal hi, I tried your way (creating a submunition for my SCALP) but the child ammo didn't inherit of the parent's target so it is not following the flight "cruise" mode instead is going straight forward the target (with the good parameter) so, not following the terrain at cruise altitude. Still thank you for the idea.
@small temple
i don't know pnoproject refuses to work
download and install ALL the exes. My tools are lego blocks which all fit together and talk to each other. When there's updates and fixes for config.cpp and it's freinds, the rapify 'lego block' gets updated. NOT, a 2 gig download of all that hasn't changed
Goat clad to say, I figured it out, thanks for sending me that guide :)
turns out if you actually read it carefully you figure things out ๐
I got it too works now
Morning... is it still possible like in the good old OFP days that the possibility is there that soldiers can hide bodies or is this in Arma 3 deactivated?
like as example canDeactivateMines = 1; / canHideBodies = 1; ?
- I need to know what this is: weaponPoolAvailable = 1; what is it doing its as example on Helmet's configuration
Hey there. Was wondering if anyone's encountered this before.
Having an issue where the units we made will not use AA launchers to fire at air targets. They just use their rifle instead. The units use the vanilla Titan AA launcher and they have missiles. Threat values are set to prioritize air and the air vehicle has a high cost
So not sure why the AI engages with a rifle instead of the launcher. If you take their rifle away they just stand there looking at the helicopter
Is it possible to make new subcategories specific only to a certain faction, which is also created new?
well you cant restrict them
Eg, the bold would be specific to the faction and not available to the other factions/categories:
Heroes
- Greenshirts
- Tanks
- Cars
Villains
- Blueshirts
- Tanks
- Cars
but if that factions units are set into that subcategory then they will appear only in there
ok so class CfgEditorCategories is a parameter within the faction class?
oic, so you are saying on a per-asset basis they should be assigned to the faction and subcat
yes
which means that someone unawares could come in later (like a future me) and mess it all up
if you create your stuff with proper modtag_ prefixes it is unlikely
truth
when creating a new subcat do I need to also declare it in cfgPatches?
I haven't found any example of this, but it looks like I tried making subcats with the older method, cfgVehicleClasses, but nothing took hold. I'm just hypothesizing that maybe the cfgPatches is the key
I have a bit of a Question yesterday I started my 3rd Weapon and just Copied all the Configs etc other and just Redid the P3D an Animations changed everything that needed to be Changed in the Config but now suddeldy my Custom Reload Animation dosnt work anymore does anyone have a clue what that could be? I tried read through both configs my old an the current one a million times but cant find anything wrong with it .
do they all use same animation
well do you mean all the weapons or what exactly
all your 3 custom weapons
no every Gun has a Custom Animation
and do any of the custom animations work?
yes all other Custom Animations work
the Problem is when I reload the Weapon ingame it just Reloads instantly
sounds like the rtm is broken
hmm I tried exporting it 2 times wierd
well let me redo the Frames in Blender
do you run Arma with error messages on?
no i dont think so
that would be the starting point then
to see if it complains for missing files
do you pack your pbo with pboProject
oh well I fixed all of them
yes I pack with pboProject
no errors there
and neither ingame I am a bit tierd and I do have errors to show ingame enabled iam a idiot sometimes xD
do you have all rtms in same folder?
yes and a model.cfg is also there
is the weapons magazine reload time 0?
no I changed that
to 4.20 the lenght of the Animation
ok just made new RTM Keyframes but that didnt Change anything
Horrible Goat do you have a problem with me sending you the Config maybe I have overseen something ?
no time, got to go to sleep. put it in pastebin and link here.
ok I think I just figured someting out one of my other Weapons somehow has the Animation of the Gun that dosnt work lol
but the Config in that Weapon dosnt have anything leading to that Animation
WTF
sounds like you need to go to bed and come back fresh tomorrow ๐
I just FIxed it
@hearty sandal Thank you! I had this link, but was skeptical of it telling the whole story.
Anybody knows if it's possible to mission (description.ext) config to inherit from main game config?
no
unless im wrong
id assume you have already tried it and it did not work?
perhaps if you tell what is it that you are trying to achieve it is easier to answer.
negative, no work
Ok. I know it doesn't work but I wondered if there's some magic preprocessor command to indicate which config I want to look for the class in
Thanks
general pondering. If a mission has a couple of people in the Zeus role, would it be possible to make an icon appear above the head of, or change the colour of the AI unit when it is being controlled by a Zeus? I.e. it would allow one Zeus to see that a unit is being remotely controlled? Do any XML icons belonging to the Zeus player profile automatically transfer to the controlled unit?
I'm kind of terrible at navigating the configs. I need to find the camera position and direction of the A164-Wipeout (the one that pops up with ctrl-right click). Can anyone help me?
Hello all ! long time no see (joke...), any idea of : how set a priority order on the weapon list ? (I mean, top right player HUD, order the list of weapon to put some at the end etc...)
Hi. I'm looking for a good mfd tutorial if anyone could advise me.
@safe blade https://community.bistudio.com/wiki/A3_MFD_config_reference
There's this page, aside from that perhaps reverse engineering a mod...
Study this mod https://steamcommunity.com/sharedfiles/filedetails/?id=312724602
dunno if theres is need to go into any mods files. The game data contains all the same info
Although as someone who basically made a HUD that replicates MFD, MFD are complex. Good luck with that ๐
@wild nebula definitly got to look at this, thanks, chinese mod activated
I would definitely not recommend to use HMDs MOD for learning since it doesn't use macros at all and they are quite crucial for keeping your workflow efficient
I also shared somewhere on BiF forums Adobe Illustrator script to export vector points to MFD coordinates
@hot pine Nice, thank you a lot !
Hello, I've just implemented MagazineWells to my weapon config and it is now accepting the appropriate magazines.
However, the magazine model remain the same, how to implement a working magazine proxy model?
How do I replace hardcoded magazine to a MAGAZINESLOT proxy in a binarized p3d without object builder?
For educational purpose I tried to convert the binarized .p3d files to editable MLOD format and load it up on object builder which works but the geometry is quite messed up. I replaced the existing hardcoded magazine selection with the MAGAZINESLOT proxy and the magazine model works perfectly in game, however the weapon model geometry is all over the place due to debinarization.
Is there any way to fix the magazine model compatibility issues for this weapon without access to the source p3d?
You cannot
Thanks for the clarification
Hi, I'm looking to make the IDAP and other non-usable objects, be able to have an inventory. I was wondering how this could be done. I understand the basic inheritance of classes and looking for advice. Thanks
@ me if you have anything for me.
I have some custom weapons but the fire rate seems to be resetting when you change weapons (goes back to its default when you change to a pistol then back) - any common causes?
Seems pretty normal since you would safety the weapon before slinging/holstering it IRL. So when you switch back it would go to the first selector position first
But for QOL - a way to stop it from doing so?
In the same way you can enable burst or auto, could you perhaps disable others?
@pallid snow have only 1 fire mode? Or make the one you use most the default one
https://github.com/56curious/VKN_Official_Mod/issues/2
I was looking into this but it seems its on all guns so I closed it
Anyone got anything for me relating to my query? https://discordapp.com/channels/105462288051380224/122121444703338496/740743448767758457
Pickup-able cardboard boxes?
in theory you can create new "ammoboxes" that use the model of different objects @grand root
I want to make the IDAP crates have an inventory
Assuming I need to make a mod config to make this work but I can't find anything
in theory you can create new "ammoboxes" that use the model of different objects @grand root
@hearty sandal that might work.. any links for that?
dont think any specific ammobox tutorial exists. Its just basic config work.
How do I disable/remove radar from a vehicle that has it in the config?
I've sucessfully removed the radar pannels on the botleft & botright of the screen, but I am unable to remove/figure out how to remove the "Radar On" & "Radar Off" scroll wheel button
So far everything I've tried either returns nothing, or a load of errors
Disregard all of that ^ after 5 hours of nothign I find solution right after asking)))
[14:31] reyhard: I also shared somewhere on BiF forums Adobe Illustrator script to export vector points to MFD coordinates
For whom need that I found them
https://forums.bohemia.net/forums/topic/202958-jets-hud-improvements/?page=5&tab=comments#comment-3184331
https://github.com/elcontraption/illustrator-point-exporter
thanks a lot again
I have modified version of that script so it outputs data closer to what arma expects
@hot pine oh ? any link ?
xD
windows search for "exporter.js" ๐ Can't have that many
If its the same thing
whenever you found it, poke me ๐
https://pastebin.com/gd1673mE end result is somewhat close to it
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
omg, I'll got a sh*t lot of work ahead of me : /
it's output of my script
scale_img is basically resolution of your project in illustrator converted to 0-1 space
hmm
MFD on the right shows how it looks in game
nice work !
i've got the Rafale to work on
take care of my child right now but i'm gonna dive into it as soon as is asleep
all advise and help are very appreciate (french inside :p)
https://ibb.co/Tk0L4gZ here my first work
does the script take groups of layers or only one by one ?
and I named them all, does it take name back for the code ?
Not sure where to ask this... about CI.
Some mods have CI, I've seen in the past CircleCi, others use Travis. Any general recomendation?
I used to have CircleCI working, but the keys and security stopped working (probrably expired) and I have no idea how to set it up again, even worse now that they are changing the interface of it.
I'm gonna try set up Travis like ACEmod team uses
I'm running appveyor, as thats windows and allows me to run full Arma 3 tools and run full binarization, all TFAR release builds come from there directly.
Not sure if Travis now offers Windows too?
Hi, how does one make a custom soldier class having a weapon with attachments?
IIRC you gotta make a custom weapon class that has those attachments
and then give that custom soldier class that custom weapon class
hmm okay, I see. Thanks
How do I replace hardcoded magazine to a MAGAZINESLOT proxy in a binarized p3d without object builder?
For educational purpose I tried to convert the binarized .p3d files to editable MLOD format and load it up on object builder which works but the geometry is quite messed up. I replaced the existing hardcoded magazine selection with the MAGAZINESLOT proxy and the magazine model works perfectly in game, however the weapon model geometry is all over the place due to debinarization.
Is there any way to fix the magazine model compatibility issues for this weapon without access to the source p3d?
@rare osprey
You cannot
@untold temple
Hello, I have a follow up question. I have successfully implemented magazine proxy to my weapon and it works well with all the animation. However, this is only true while in third person. When in first person, the default magazine model is always shown instead of the correct magazine being currently used. Can you help troubleshoot this problem? Thanks
do you have the proxy in the first person lod
how do I check for this?
Is 1st person LOD View-Pilot LOD?
yes
yes
@hearty sandal
I've corrected the default magazine in first person lod by creating magslot proxy, now the correct magazine currently being used is shown correctly in game both first and third person view but the magazine hide during reload animation doesn't show so the magazine proxy model stays static. What could be the problem?
@grand root I successfully added an Inventory to all A3 camping tents by adding this to the tents base class config maximumLoad=1000; transportMaxWeapons=10; transportMaxMagazines=50; transportMaxBackpacks=5; transportAmmo=0; transportRepair=0; transportFuel=0; supplyRadius=1.5; I'm guessing you could do something similar for IDAP objects too.
@rare osprey the proxy is not part of tha magazine hiding animation
for further basic animation information please refer to the BI wikis animation pages and the Arma 3 samples
@grand root I successfully added an Inventory to all A3 camping tents by adding this to the tents base class config
maximumLoad=1000; transportMaxWeapons=10; transportMaxMagazines=50; transportMaxBackpacks=5; transportAmmo=0; transportRepair=0; transportFuel=0; supplyRadius=1.5;I'm guessing you could do something similar for IDAP objects too.
@flint goblet NICE THANKS
Does anyone have any idea why my plane won't takeoff it flies fine but can't get off the ground (posted in model makers as well but it could be either so posting here as well) https://youtu.be/4bHx624jkQU
Hi, everyone. Iโve had a problem recently that I canโt solve. The helicopter I am currently working on has suddenly gone into levitation mode and this is in advanced mode. Could someone help me?
hey, is there a way to make synchronizedObjects show all modules connected to an object? Like a config value that makes it visible to any other objects or something (through synchronizedObjects).
I got a custom module that can see the same type of module with synchronizedObjects, but I can't see the module from any objects.
(I know some of what I just wrote might be alot of rambling mixed non-sense, sorry in advance)
Do AI have the ability to take command of manual fire and pilot cameras? I ask, because I have some 1-man aircrafts that require the pilot to activate manual fire on the main gun and use pilot camera to move/aim it. Being set up as a gunner turret and a pilot camera is the only way the pilot camera will aim it, but AI don't seem to be able to use it.
I think for AI to use it you need to set up fake AI into the turret
like the UAV gunner
Will they also use the pilot camera?
I can maybe add a laser pointer or something to make it necessary. I just don't know exactly what config parameters and situations motivate them.
perhaps you need a hidden AI turret that mimics the same behaviour
Worth a trial, yeah.
Hi there, I'm looking for a way to disable people wearing NVG's with certain headgear. I'm wondering if this is possible to do this with the subItems config value (eg an NVGoggle with no NVG), I'd rather not have to script it if avoidable
yes that could work
hmm, it "technically" works, but instead of removing the option it just removes the headgear when putting the nvg on... might have to rethink this one
ah
then that Im not sure if you can disable
at that point it starts to be user responsibility
I guess it's going to come down to do I want users walking around with NVG's floating infront of caps or their forehead
dont give them nvgs?
not an option at the moment, need to update our kit selection method first.
then may need to script it
or possibly give the nvgs only after they are out of the area you want them to keep caps on
nah, scripting would be the way to go. It's not for an individual scenario and needs to be flexible since NVG's are a core part of the kit
hey guys, i dont remember, how can i adjust the player camera height inside a vehicle?
wasn't it something like posY in viewpilot ?
however i do not find any documentation
that is model and proxy related I think
i dont think so, i once did a tweak to it
but cannot figgure out how i did it back then ๐ข
Inside a vehicle is done by a memory point
You can change the values for the exterior in the config
hi all, i still have the problem of my helicopter levitating in advanced flight mode only. Does anyone have an idea? https://ibb.co/Ksbbzhx ..
in normal mode the vehicle is on the ground. when switching to advanced mode it jumps upwards
is there a way to remove entries from a class? I mean, if I'm adding a class that inherits from another class, can I somehow remove some entry in that new class that the original class has set? by entries I mean the things that are set to just values, not entire sub-classes, for example cameraDir
Just define it again as you want it?
Delete only works on sub-classed doesn't it?
And I can't define it again, it has to be undefined in this case
That's the issue
add a helper config (eg. MyConfig : MyConfig_ MyConfig_ : BaseConfig { delete DoNotWantThis; }
not sure if it works though ... never worked with delete, but from my understanding, that should work
inherited members can't be deleted, only overwritten
I am confused, completely rebuilt my addon with weapons.
18:16:15 Roles assigned.
18:16:15 Reading mission ...
18:16:38 No entry 'bin\config.bin/CfgPatches/Vost_Spec_Weps.units'.
Every cfgPatches subclass require units array defined. If it has no units, simply put units[] = {}; into it.
Heyo I was looking through the samples and I can't find a config example for wheeled apc's? (Gorgon,Marshall etc.)
there are no APC sample. APC itself is car class vehicle with a turret like the tank sample has
for more accurate config I suggest making/getting the "all in one config" file which you can easily search through for all configs
I am trying to play โBS-free Altisโ server but I keep getting โerror:creating weapon rhs_weap_mk40_sraw with scope+privateโ message. I trying to switch servers and it will give me the same error message but with a different gun. Any idea whats wrong?
and its every server
I've been trying to use the pylon bay doors and haven't been able to figure out how to get the bay source to work. Everything is set up correct in the model.cfg cause i switched the source and it worked fine. I assume I'm missing something but I'm not sure what. config: https://pastebin.com/NyiPnMws model:https://pastebin.com/0gWk6Fm9
@carmine cave yop do you still got your helicopter levitating ? is it only in advance model ? is the basic work correctly ?
hi @safe blade effectively the problem still remains only in the advanced flight model
and does it fly correctly even if it's floating on start ?
yes @safe blade
@carmine cave are AFM contact points correctly defined in XML?
yes ..
and how did you created them?
i've copy them from another heli ..
and redefined them properly
but if you have another solution .. i'll take it ๐
I would say that you did something wrong during "redefinition"
how did you calculated offset for instance?
Anyone know if there's a way to make a weapon not reloadable? So it comes with a single magazine in it but you can't reload a new one
@hot pine in a previous version the vehicle was functional. I had to add functionalities (in the p3d model) and since then I have the problem. I have tried removing these features without success
And how did you calculated offset?
I think he did not, he adjust them from another model
yes @safe blade exactly .. adjusting them from another model
I don't know how to, but maybe you could recalculate them as @hot pine suggest. But don't know how myself
And how the adjustment process was looking like? It seems you haven't done anything with it actually (beside copy pasting it)
the vehicle was fully fonctionnal before the last modifications. I tried to remove them to return to the initial state but without success
Is that yours addon?
#arma3_config message take a look here, I guess rtd_center is missing or xml is really messed up
ok thx i'll do this
@hot pine
that was it .. a big thank you to you
I'm not good at this config thing but it's giving the following error: ````File tanoan_trucks\config.cpp, line 0: Zamak_tanoan_retexture_1: Undefined base class `I_Truck_02_transport_Fยด
class Zamak_tanoan_retexture_1: I_Truck_02_transport_F {
//_generalMacro = C_SUV_01_F;
scope = 2;
author = "BFO Team";
displayName = "Zamak";
side = 1; // 0 = Opfor, 1 = Blufor, 2 = Independent, 3 = Civilian
faction = "B_Tanoa"; //Your Faction
vehicleclass = "Vehicles"; //Unit Group, this is the line that tells the game where you can find this vehicle. Example: Air, Armored, Infantry.
typicalCargo[] = {"B_Tanoa_Crewman_01"};
crew = "B_Tanoa_Crewman_01";
preferRoads = true;
hiddenSelections[] = {"Camo1","Camo2"};
hiddenSelectionsTextures[] = {"Tanoan_Trucks\Data\Zamak_tanoan.paa","Tanoan_Trucks\Data\Zamak_tanoan_covered.paa"};
availableForSupportTypes[] = {"Transport"};
};
You have undefined base class `I_Truck_02_transport_Fยด
@jolly igloo
You are missing
class [insert classname]
somewhere
Are you using pbomanager
@jolly igloo
And are you having any other errors in game
1, I'm using Filebank and BankRev? (The ones in the arma 3 tools pack)
2. nope no other errors
- why
where do these weird methods come from
at least if you use the arma tools use the addon builder
I wasnt even aware of that method
but preferably use pboProject if you want to catch errors before you put them into game
I mean you have been on this server for long time. You must have seen it being the suggested method of building pbos
it comes up almost daily
Over pboproject? I must have some bad attention to detail cause i only remember seeing pboproject being recommended ๐
?
For file and bank rev? Unless im mistaken as to what they do
no those are note really ever mentined
:( poor file and bank rev
I used to use PBO Manager but a friend dm'd me and told me to use those 2.
at least your friend was right in not using pboManager
but on the others not so much
Strong general suggestion for everyone is to follow the discussion on the makers channels even if your particular problem is not being discussed
Lot of useful info goes through here
but @jolly igloo pboProject would be very useful for you right now as it catches a lot of config and filepathing related problems
Id be spending a great deal of time figuring out what im messing up without pboproject tbh
I cant believe I used to use pbomanager๐ป
@hot pine for the helis ..
what method do you use to position the trains in relation to the rtd_center? do you have a tool?
Omg .. @hot pine I owe you so much !! ๐
@hot pine @grand zinc can you tell if adding FX classes (cfgCloudlets) to PreloadConfig could be useful? (in general while play or for FX mods like Effects 3mitter)
it seems BI added in OFP the common ones, but seems there werent updated to reflect the current set
ref: https://discordapp.com/channels/105462288051380224/122121444703338496/252866885509578752 (also weird that cfgAmmo has no fastFind for allSubentries vs cfgMgazines, cfgWeapons and cfgVehicles)
also (frequent) sound classes may be relevant to add? (in OFP they added CfgSFX/Church)
plus same for PreloadTextures basically
Hey, anyone know if there's a way to make a weapon not be able to reload? So it has one fixed magazine and it can't be changed.
hello everyone, first I can't thank you enough for your help, you all got my gratitude, second : before I go deep into the wild is it possible to display the map and/or the radar (those showns up with displaymanagercomponent)? And if not, is it possible to do a simple radar with on mfd ? anyone did try this before ?
Hey guys, I've been directed here to ask if there is any way of disabling a specific environment sound for a specific duration. E.G. remove the sounds of birds and insects from the forest for a spooky event.
I have been trying to find ways for the last 2 days and all that really seemed somewhat promising was making my own soundpacks and overruling the default soundpack for the environment types.
So, that is the context... Is the any method anyone can think of that does not involves me jumping out of the window or perhaps some sort of guide / explaination on how to pull this off.
My apologies if this question does not belongs here, as I've said I have been redirected and I frankly have no clue what config making actually is about ๐
Or would this question be better posted in #arma3_audio ?
My guess would be #arma3_scenario as the question is in regards to a mission, but they might redirect you ๐คท
haha, it's something rather unique I am asking so it'll be weird if i got a straight solution ๐ I'm still not entirely sure if I want to do this to myself given I've already spend 2 days searching for a way to get this working ๐ Thanks for the answer though! get's me at the very least one step closer to my goal
@safe blade yes, there is a way to do it. Tech is not completed though so that's why there is little to none documentation
you can take a look at RHS AH64, F22, A29 or vehicles with BFT for instance (Stryker, MATV, M1151, etc)
So I copied over the sample scope config, pasted it in, changed some values and PBO'd it with pboProject (to make sure there were no missing files or errors), and now it doesn't show up in-game. How would I be able to debug this?
there's nothing special I need to do to add it to virtual arsenal right?
well, you need add it to compatible scopes array
uhhh?
Yeah my config looks similar
#include "basicDefines_A3.hpp"
#include "CfgPatches.hpp"
class cfgWeapons
{
class ItemCore;
class InventoryItem_Base_F;
class InventoryOpticsItem_Base_F;
class THIRD_Dcl_110: ItemCore
{
displayName="DCL-110";
author="[3rdID] J.Drake";
picture="\DCL-110\THIRD_optics\data\uipicture_ca.paa";
model = "\DCL-110\THIRD_optics\data\dcl_110";
scope = 2;
descriptionShort = "Test DCL-110";
weaponInfoType = "RscWeaponZeroing";
class ItemInfo: InventoryOpticsItem_Base_F
{
mass = 8;
opticType = 1;
optics = true;
modelOptics="";
class OpticsModes
{
class THIRD_Dcl_110_Collimator
{
opticsID = 1;
useModelOptics = false;
opticsPPEffects[]={""};
opticsFlare = false;
opticsDisablePeripherialVision = false;
opticsZoomMin=0.375;
opticsZoomMax=1;
opticsZoomInit=0.75;
memoryPointCamera = "eye";
visionMode[] = {};
distanceZoomMin=300;
distanceZoomMax=300;
};
};
};
inertia = 0.1;
};
};```
the "soundname" in configs for animate doors etc. is spawning in the middle of the object, the memorypoints or the model selection?
@oak slate reyhard's talking about weapons needing your attachment in their compatibleItems[] array, or you need to make it use CBA and Joint Rails
o
Attachments will only go on weapons they are declared compatible with
Then Joint Rails is the best solution
Is that automatically part of CBA?
Yeah
class CfgAnimationSourceSounds
{
class GenericDoorsSound
{
class DoorMovement
{
loop=0;
terminate=1;
trigger="(phase factor[0.05,0.10]) * (phase factor[0.95,0.9])";
sound0[]=
{
"A3\Sounds_F\environment\structures\doors\GenericDoors\squeak1",
1,
1,
20
};
sound1[]=
{
"A3\Sounds_F\environment\structures\doors\GenericDoors\squeak2",
1,
1,
20
};
sound2[]=
{
"A3\Sounds_F\environment\structures\doors\GenericDoors\squeak3",
1,
1,
20
};
sound3[]=
{
"A3\Sounds_F\environment\structures\doors\GenericDoors\squeak4",
1,
1,
20
};
sound[]=
{
"sound0",
0.25,
"sound1",
0.25,
"sound2",
0.25,
"sound3",
0.25
};
};
class OpenTheDoor
{
loop=0;
terminate=0;
trigger="direction * (phase factor[0.01,0.02])";
sound0[]=
{
"A3\Sounds_F\environment\structures\doors\GenericDoors\knob1",
1,
1,
20
};
sound[]=
{
"sound0",
1
};
};
Is trigger = the position of sound in the model?
what ist terminate??
1,1,20 ? Range? speed? volume?
Anyone knows what the points doing?
ok, thx @hot pine
but, my all my sounds are in the middle of the object... not at the door. you know where is the problem?
soundPosition is defined in animationSource
class AnimationSources
{
class door_01_rotation
{
source = User; // "user" = custom source = not controlled by some engine value
initPhase = 0; // Initial value of animations based on this source
animPeriod = 1.5; // Coefficient for duration of change of this animation
sound = "MetalDoor"; /// Selects sound class from CfgAnimationSourceSounds that is going to be used for sounds of door_s
};
};
in the config. cpp?
yeah, but the "metalDoor" sound is not on the door. Is in the middle of the building. but not on the door^^
soundPosition is defined in animationSources
samples are quite outdated tbh
a littlebit
guys when im retexturing a uniform do you know wether or not its possible to apply a random texture out of a list for more diversityy?
You can add a small script to the init of an unit (similar to random headgear) for textures.
the fia script one you mean?
ok so i figured it kinda out but how do i add the script into the config so it loads automatically?
@fiery junco there is an example in the wiki encoding guide, you would add something like this to your config class EventHandlers: EventHandlers { init = "if (local (_this select 0)) then {[(_this select 0), [], []] call BIS_enableRandomization;};"; };
Oh thank you very much
so im trying to make a restricted ace arsenal and found this command [_box, ["item1", "item2", "itemN"]] call ace_arsenal_fnc_removeVirtualItems but where do i put it ?
into what ever the arsenal is on i think
is it possible to make a config that replaces a terrain's satellite layers, ground textures and clutter objects without access to the terrain's source folders and files?
if possible I want to do it for altis + stratis
no
sad face
ยฏ_(ใ)_/ยฏ
do helicopters in Arma 3 support the "turn out" or "turn in" action such as cars/armored vehicles
my idea was to make a door gun on a swing arm in the middle of the cargo door swing to the inside of the cabin when the door closes so its not sticking through the closed door
How can I add an image as background to the main menu? like Faces of War does
Well, the idea is to replace the one that Faces of War added
you create a config addon that replaces how the main menu is drawn
yeah, but whats the class to override?
no idea on that. Id advice checking out the vanilla configs
TruckHorn2GMG_40mm```
Anybody know what this is?
My first guess is this for commander overides in tanks and such, but I wasn't sure..
Isn't somewhere where somebody made a mess of writing the weapons[] array for a vehicle is it? weapons[] = {TruckHorn2GMG_40mm}; instead of weapons[] = {TruckHorn2, GMG_40mm};
@ionic warren config browser, extracting FoW configs - best start with some standalone main menu replacement mods on workshop to understand the basics
hello, anybody knows if its possible to change shotgun pellet spread ive managed to only find some info for A2 and that doesnt work
Is it using submunitions? Would be submunitionConeAngle in the cfgammo class if it is using that instead of the old A2 shotgun simulation
im trying to use the shotgunbase class but i could try submunitions
That's what BI's shotguns are using now I believe C class B_12Gauge_Pellets_Submunition: BulletBase { cost = 1; hit = 20; simulationStep = 0.0001; cartridge = ""; submunitionAmmo = "B_12Gauge_Pellets_Submunition_Deploy"; submunitionConeType[] = {"poissondisc", 18}; submunitionConeAngle = 0.8; triggerSpeedCoef[] = {0.85, 1}; triggerTime = 0.001; }; class B_12Gauge_HD_Pellets_Submunition: B_12Gauge_Pellets_Submunition { submunitionConeAngle = 1.3; };
Monkey is correct, the old way with simulation = can still be used but it's not as good as the new sub-munition model
Another added benefit with submunitions method is that they're not limited to only 9 pellets per shell
That, and it actually gets effected by gravity ๐
ok thanks a lot
i tried going thru vanilla configs but could find this
Ideally it would be possible to apply a modifier to the spread in the weapon (like we can with initspeed) so you could have different spreads for shotguns of different barrel-lengths or choke, while using the same mags
You can I belive
class MuzzleCoef
{
dispersionCoef = 1.0f;
artilleryDispersionCoef = 1.0f;
fireLightCoef = 0.1f;
recoilCoef = 1.0f;
recoilProneCoef = 1.0f;
minRangeCoef = 1.0f; minRangeProbabCoef = 1.0f;
midRangeCoef = 1.0f; midRangeProbabCoef = 1.0f;
maxRangeCoef = 1.0f; maxRangeProbabCoef = 1.0f;
};```
In theory you could make muzzle attachments that adjust it
Think that only applies to the initial shell, not the spread of the submunitions coming from it
So you can have more/less angular deviation from the boresight, but the submunitions will still spread at the same cone from that point onwards
Would be nice, but then I guess you would also get weird effects with non-shotgun weapons that have dispersion but also also fire submunitions (e.g Hydra/FFAR warheads)
True
arma 2 related
getting tons of these spammed in logs when starting buldozer
ca\structures\misc\misc_gcontainer_big\misc_gcontainer_big.p3d: house, config class missing
ca\structures\ind_sawmill\ind_timbers.p3d: house, config class missing
ca\structures\ind_sawmill\ind_timbers.p3d: house, config class missing
ca\buildings2\shed_small\shed_w01.p3d: house, config class missing
ca\structures\nav_boathouse\nav_boathouse_piert.p3d: house, config class missing
p drive should be setup correctly, any ideas?
buldozer does nothing with configs
odd that it would give such input
probably does not matter in buldozer use
well it freezes after trying to load these objects
so about 10k lines or more of these spammed
then freezes
it works with a small sample map without objects
perhaps the setup is not correct then
i used mikero tools to create P: and manually unpacked bin.pbo to P:\bin, core.pbo to P:\core and placed P:\dta\product.bin
and if i go looking for these configs they are where they should be and they are unbinarized
you should use the Arma2/OA exe as buldozer
i do
are your launch parameters right?
buldozer.exe -window -buldozer -addons=ArmaAddons.txt
with ArmaAddons.txt as following
addons[] =
{
"ca\", "ca\data\", "ca\buildings\", "ca\misc\", "ca\buildings2\", "ca\roads2\"
};
I dont think youre supposed to run addon there
well i tried without addons, getting same result
-buldozer -window -exThreads=0 -mod= -noAsserts -nologs -profiles=P:\Buldozer -cfg=P:\Buldozer\Buldozer.cfg -name=Buldozer this is what I have for A3
that just changes cfg and log location etc
okay adding -exThreads=0 removes the freezing and it now loads
log spam about missing config persists, but since buldozer loads i guess they dont matter
thanks for the tip
With model.cfg is it possible to have a half speed entry? Aka trying to make a meter go at half the value of its parent
trying to work on the physx on an mrap, but its just leaning to hard into the turns so that the inside wheels are taking off, tried multiple spring setups are there other values u can tweak to stop this ?
@woven flax double the maxValue parameter
@icy coral lower center of mass?
will try this and then comeback here
Unless you want to script it
its not the a3 mrap goat
lowering the center of mass helped, thanks
I have a question regarding turret optics. How does one define an OpticIn as controllable? (Ie. The co-pilot seat of the wildcat). Is there a specific value that needs to be set or is it based off the memoryPoint being rotatable?
thank you, maybe there are more!
thank you, maybe there are more!
@copper basinits like an easter egg hunt, and I recommend using the search function in the upper right corner of the discord client and using the search line
from: ironkoldo#1426to find the remaining 2 misplaced messages
May I left only two? ๐ข
only 1
Quick question, anyway to make a weapon fire a realy fast number of bursts but take a long time to prepare the next bursts?
afaik only by making it change magazines inbetween
you have the reload part which is time between ammo and reload magazine for magazine change
Possible to script it I think. reyhard did some cooldown script for the cannon on our MiG-29
Thanks, I'll look to it.
fired evenhandler and that one reloadspeed command possibly
IIRC it uses the fired eventhandler, and if certain conditions are exceeded, it switches the gun to a hidden "safety" muzzle for a period of time so that the player can't fire
uu thats nice idea
could i bug someone about getting slingloading to work properly?
ive looked at the sample heli, and im not sure what im doing wrong
Hello, I'm attempting to get a flashlight item that is attachable to weapons in-game to work.
The issue I'm having is making it compatible with rifles. e.g. the ability to attach the item to the rail of a rifle. The item does not show up under the rail tab in the arsenal. The weapon I'm using to test it is the MX (arifle_MX_F). I think it has something to do with the PointerSlot class in CfgWeapons but I'm not sure what I need to do to make it work.
Any help would be appreciated.
CfgPatches.hpp : https://pastebin.com/qQNzWcyU
CfgWeapons.hpp : https://pastebin.com/eA2V7ecp
config.cpp : https://pastebin.com/eA2V7ecp
fixed my sling loading not working. not im curious why my vehicles arnt showing up in SLA
Hello, I'm attempting to get a flashlight item...
Small update : When I launch with ACE3 loaded and go into the ACE arsenal I am able to add the item into the player's uniform and it is under the rail attachments tab.
https://imgur.com/a/We7QlEa
I recall each weapon has compatible attachmentns defined in their config maybe.
I looked at the MX config and it appears the compatible pointer attachments is inherited from PointerSlot. PointerSlot is defined in weapons_f > config.cpp.
class SlotInfo;
class CowsSlot: SlotInfo
{
linkProxy="\A3\data_f\proxies\weapon_slots\TOP";
displayName="$STR_A3_CowsSlot0";
compatibleItems[]=
{
"optic_Nightstalker",
"optic_tws",
"optic_tws_mg",
"optic_NVS",
"optic_DMS",
"optic_LRPS",
"optic_SOS",
"optic_MRCO",
"optic_Arco",
"optic_aco",
"optic_ACO_grn",
"optic_aco_smg",
"optic_ACO_grn_smg",
"optic_hamr",
"optic_Holosight",
"optic_Holosight_smg"
};
iconPicture="\A3\Weapons_F\Data\UI\attachment_top.paa";
iconPinpoint="Bottom";
};
class MuzzleSlot: SlotInfo
{
linkProxy="\A3\data_f\proxies\weapon_slots\MUZZLE";
displayName="$str_a3_cfgweapons_abr_base_f_weaponslotsinfo_muzzleslot0";
compatibleItems[]={};
iconPicture="\A3\Weapons_F\Data\UI\attachment_muzzle.paa";
iconPinpoint="Center";
};
class PointerSlot: SlotInfo
{
linkProxy="\A3\data_f\proxies\weapon_slots\SIDE";
displayName="$STR_A3_PointerSlot0";
compatibleItems[]=
{
"acc_flashlight",
"acc_pointer_IR"
};
iconPicture="\A3\Weapons_F\Data\UI\attachment_side.paa";
iconPinpoint="Center";
};
Shouldn't these lines in my CfgWeapons add my flashlight to that array?
class SlotInfo;
class PointerSlot: SlotInfo {
conpatibleItems[] += {"PDT_acc_ir_flashlight"};
};
I looked at how the ACE mod adds their green laser pointer and they have the same thing in their CfgWeapons (ACE3 > addons > laserpointer > CfgWeapons)
https://github.com/acemod/ACE3/blob/c8bb046d3182957654145d754a7672c2242690a0/addons/laserpointer/CfgWeapons.hpp#L2-L4
No, that would have to be inside the MX rifle's class. ACE are probably using CBA Joint Rails to add their attachments to weapons
That's exactly what I was missing. I added CfgJointRails and it worked.
Thank you da12thMonkey and HorribleGoat.
Is there any way to override config section which is already defined in other mod(CfgActions in my case) ? I have the mod which unintentionally turned off most of user actions (heal soldier, rearm, take weapon etc) through show=0; property. Since the mod's author is long gone so there is no chance for update, i want to make a fix for it.
This is what i'm currently doing and it doesn't work (for some reason, load order doesn't matter and problematic mod always loads before my fix mod):
class CfgActions
{
class None;
class Rearm: None
{
show=1;
};
class Heal: None
{
show=1;
};
class HealSoldier: None
{
show=1;
};
class FirstAid: None
{
show=1;
};
class TakeMagazine: None
{
show=1;
};
class TakeWeapon: None
{
show=1;
};
};
requiredAddons his cfgPatches class
thank you, your solution worked for me 
Anyone know if its possible to replace the artillery shell sound with a custom one?
https://community.bistudio.com/wiki/CfgAmmo_Config_Reference#whistleOnFire
soundFakeFall[] = {"soundFakeFall0",0.25,"soundFakeFall1",0.25,"soundFakeFall2",0.25,"soundFakeFall3",0.25};
soundFakeFall0[] = {"a3\Sounds_F\weapons\falling_bomb\fall_01",3.16228,1,1000};
soundFakeFall1[] = {"a3\Sounds_F\weapons\falling_bomb\fall_02",3.16228,1,1000};
soundFakeFall2[] = {"a3\Sounds_F\weapons\falling_bomb\fall_03",3.16228,1,1000};
soundFakeFall3[] = {"a3\Sounds_F\weapons\falling_bomb\fall_04",3.16228,1,1000};
Is what it appears to be
Hey, anyone know which values go into a weapon destroying a vehicle? Trying to work on this machine gun. Got the caliber and damage set. I understand caliber and velocity work together for penetration. But it seems that no matter what the penetration is, at a certain 'hit' value there is no damage applied to the vehicle but then if you raise the hit value just slightly it instantly shreds the vehicle.
combination of projectile speed, calibre and hit value I believe
I would recommend using one of the vanilla bullets and weapons as a config base and then adjust that
Thanks for the response. Yeah I've been trying that. But no matter how much I alter the caliber/velocity values it doesn't make a difference until the point it just overpens. And with hit value, at 57.44 it does 0 damage. While at 57.45 it deletes the vehicle in 5 seconds
vanilla vehicle?
perhpas you have some other mods enabled that mess it up
do you have clean test environment where only your weapon addons are present?
what kind of vehicle are we talking about?
Good Afternoon All, I am working on making a Zeus Module Addon and for some reason when I create the basic module it wont appear in Zeus but only Eden. This is the config I am currently using, does anyone have any idea what I have done wrong?
{
class Test_Zeus
{
units[] = {"TestModule"};
requiredVersion = 1.0;
requiredAddons[] = {"A3_Modules_F"};
};
};
class CfgFactionClasses
{
class NO_CATEGORY;
class Test_ZeusModules: NO_CATEGORY
{
displayName = "Test Zeus";
};
};
class CfgVehicles
{
class Logic;
class Module_F: Logic
{
class AttributesBase
{
class Default;
class Edit; // Default edit box (i.e., text input field)
class Combo; // Default combo box (i.e., drop-down menu)
class Checkbox; // Default checkbox (returned value is Bool)
class CheckboxNumber; // Default checkbox (returned value is Number)
class ModuleDescription; // Module description
class Units; // Selection of units on which the module is applied
};
// Description base classes, for more information see below
class ModuleDescription
{
class AnyBrain;
};
};
class TestModule: Module_F
{
scope = 2;
scopecurator = 2;
displayName = "Test"; // Name displayed in the menu
icon = "-"; // Map icon. Delete this entry to use the default icon
category = "Test_ZeusModules";
};
};
@hearty sandal It's a custom weapon and a vanilla vehicle. don't have other mods that would be affecting it.
@hot pine Trying it on the CSAT Marid APC
The goal here essentially is to make a handheld sci-fi Vulcan minigun ๐
ok so what is the fire rate
1800RPM, set to 0.033 for the reloadtime
Depends also if the vehicle has the Threat (Soft, Armor, Air values to 1,1,0 or 1 ,1,1 that AI will attack with the MGun
its not the question yet @winter rain ๐ hes still adjusting the damage
Yeah this wouldn't even be used by AI really
I got an example of my vulcan cannon, titan cannon (its as mGun ^^) and laser turret cause these are using also mGun core, and they work for tanks. But im at work right now
Well my concern is that it either doesn't work at all or works too well ๐
And I can't tweak a middle ground
Whats with the AP cannon of the Mrap or how its called
As mentioned before, at 57.44 hit I can keep firing until the cows come home an I will do 0 damage. At 57.45 damage it will delete the vehicle in 5 seconds
Tried playing around with caliber an initspeed values
But they seem to do nothing at all until it just overpens the vehicle
Sorry not sure what you mean by that question?
ok so what kind of bullet do you want it to be?
@echo ingot
since its a handheld weapon i doubt its 20mm
or larger
so how do you want it to perform
and also pastebin your ammo config
would you try using just vanilla 50 cal bullet on it?
hit=57.45;
caliber=8;
indirectHit=0;
indirectHitRange=0;
warheadName="";
submunitionAmmo="";
submunitionDirectionType="SubmunitionModelDirection";
submunitionInitSpeed=0;
submunitionParentSpeedCoef=0;
submunitionInitialOffset[]={0,0,-0.2};
triggerOnImpact=1;
deleteParentWhenTriggered=0;
explosive=0.2;
cost=100;
airFriction=0.075000003;
sideAirFriction=0.075000003;
maxSpeed=140;
initTime=0;
thrustTime=0.1;
thrust=100;
fuseDistance=10;
CraterEffects="";
explosionEffects="";
effectsMissileInit="";
effectsMissile="EmptyEffect";
simulationStep=0.02;
airLock=0;
aiAmmoUsageFlags="128 + 512";
irLock=0;
timeToLive=10;
maneuvrability=0;
allowAgainstInfantry=1;
soundHit1[]=
Well I said 50 cal but that's not really accurate. Basically want it to be able to kill an engine of an APC
But even the GM6 Lynx can't penetrate that
I would start by using lynx AP shot as base
Hmm actually I've not looked at the AP round.
It's a lot of tinkering between a .338 sniper round and a 40mm badger AP shell ๐
I think you need to scratch this
start with the lynx AP
and make your shot inherit from that
Yeah loading up the editor to see the config on that
do you have P drive set up?
P drive?
...I do ๐
๐
๐ฅ
where did you pick that idea up?
im genuinely interested who spreads this stuff
k so its probably not the issue but it does not produce proper pbo
Oh no I just use the addon builder to make a pbo
but you dont have a P drive?
to be fair, there aren't any good modding tutorials out there which explain proper dev environments ๐คทโโ๏ธ
theres 2
...yeah I don't know what this P drive even is. I might have it? But I doubt it
Apparently work drive is replacing p drive? ๐ค
?
...trying to figure out what you're talking about
use the guide in the link above
while the main doc is for terrains, the dev environment is the same
and P drive in a nutshell is a virtual (or physical partition) drive that represenets the root of the game engines file structure
so when you create stuff it paths correctly in game
@winter rain can you also show weapon config?
or perhaps even whole config?
it seems like multiply parameter is being used
Never had issues with things not pathing correctly? Not quite sure why a separate partition would be needed
well dont do it then.
But this whole unpacking thing to avoid going through config viewer looks useful
whatever works for you
Sorry I'm not trying to be facetious or anything. Just trying to understand
@winter rain can you also show weapon config?
@hot pine
When im home from work I can do, im at phone right now and dont have a P drive on it ๐
And yes thats what im talking about to use AP ammo. You can trick out some kind of weapon configurations, i used as example for the GDI Titan (its a configured Tank) a mGun core but acts like a 120mm tankgun ๐.
Trying to mount this drive but the tool ignores my arguments and just puts mounts it from C drive ๐
with the .bat in the guide?
Work drive CLI has options for parameters
Parameters:
/Mount [source]: Mount the work drive
so thats a no for the guide? ๐
cant help you with that. I dont use the Arma tools stuff. they work bit wonky
which is why in the guide there is simpler alternate method
Well the guide says to use depreciated options...which are fairly poorly documented. Anyway I got that part working, it was just failing because I ended the path properly with a \
what is deprecated in the guide?
Mapdisk for example
no
the guide is 100% correct
But im not gonna fight you about that. Had enough of that
Don't mean to fight. Just relaying what the readme file left by Bohemia says
Anyway, everything is being unpacked onto a work drive now. This will be very helpful. Thank you ๐
yes the best method for modding is not to use the BI tools
They tend to work, after some convincing
Also Mikeros is a licensed software to the best of my knowledge?
there is free version
the collective experience of modders here has proven that the simple method in the guide written by experienced community makers is the easiest and simplest method of getting a P drive set up
and Mikeros tools have proven to be far better
this because the packing tool pboProject actualy gives you debug information of the stuff you pack
addon builder does not care what you feed it, it just packs it
Mikeros tools freeversion can be obtained from the same place its sold
What's the downside of the free version
bit older, less debug stuff
Mikero updates free version to current sub build always if there is a bug or error in it
it is also basis of ability for most of us to debug anything anyone else does
as it establishes that your work is free of most common types of errors
and we can quite safely skip going through every bit of your process
Sounds convenient, and pretty high level
you want to make working mods right?
Sure, baby steps though
Id make the first step from the easy and proven setup direction then.
and next to install the tool that actually can help you build error free addons
I can sense many past frustrations there
ยฏ_(ใ)_/ยฏ
Going through the configs, revealed some interesting things. The Lynx AP round is actually more powerful than the one I have
But I guess the Lynx doesn't fire 30 rounds per second
how can i include a HPP in my description.ext ?
is it
Include ".hpp"
#include "filename.ext"
cheers
Hello, I am trying to make some custom attributes functions that you can enable and disable within the ArmA 3s Senario Attributes Section. I've got the value for the attribute to save inside the mission SQM. Now I want to run a script to check if this Attribute is Enabled Or Disabled, however I haven't been able to find any that works, I've tried to use the "get3DENMissionAttribute" and this doesn't seem to work outside of eden. I'm just wondering if anyone has any experience with this or would know any way I can retrieve this value inside a script.
Question regarding the darter. When it picks up infantry targets, and puts a lock on them. What sort of lock does that count as? IR? Radar? ect
@wind birch better ask in #arma3_scripting or contact directly someone with 3DEN mods (h-, R3vo, etc)
So I assume, just doing some testing with the darter it's a combo of those two that enable them to target humans.
Or is there a specific flag within visual that allows it?
nvm think I found the answer.
visualTarget = 1;```
Maybe not, so looks like visualTarget = 1; only starts at the tank classes. Legacy is IRTarget. Which is zero for troops.
So what would be the consequences of enabling visualTarget = 1; for man units?
Like I can see maybe the PMLC being able to cheese lock, but so far visuals seem pretty limited range.
Good Afternoon All, I am working on making a Zeus Module Addon and for some reason when I create the basic module it wont appear in Zeus but only Eden. This is the config I am currently using, does anyone have any idea what I have done wrong?
class CfgPatches
{
class Test_Zeus
{
units[] = {"TestModule"};
requiredVersion = 1.0;
requiredAddons[] = {"A3_Modules_F"};
};
};
class CfgFactionClasses
{
class NO_CATEGORY;
class Test_ZeusModules: NO_CATEGORY
{
displayName = "Test Zeus";
};
};
class CfgVehicles
{
class Logic;
class Module_F: Logic
{
class AttributesBase
{
class Default;
class Edit; // Default edit box (i.e., text input field)
class Combo; // Default combo box (i.e., drop-down menu)
class Checkbox; // Default checkbox (returned value is Bool)
class CheckboxNumber; // Default checkbox (returned value is Number)
class ModuleDescription; // Module description
class Units; // Selection of units on which the module is applied
};
// Description base classes, for more information see below
class ModuleDescription
{
class AnyBrain;
};
};
class TestModule: Module_F
{
scope = 2;
scopecurator = 2;
displayName = "Test"; // Name displayed in the menu
icon = "-"; // Map icon. Delete this entry to use the default icon
category = "Test_ZeusModules";
};
};
A bit of a debate question here: What would be the best way to make a laser beam weapon without dropping the FPS of everyone by too much. I'm talking about a laser beam weapon that would fire a burst for about 3-5 seconds with what would look like a consistent laser beam coming out of it.
E.g. A similar effect to firing a phaser from Star Trek.
@echo trench use 3 ` to write code
so it looks like
this for code
instead of plain text
Also hey guys I'm back with issues regarding a zamak config, I tried reading it up but I must just be mistunderstanding the wiki on this, anyway here's the config.cpp
class CfgPatches
{
class MyAddonTanoanTrucks
{ requiredAddons[]=
{
"A3_Data_F_Oldman_Loadorder"
};
};
};
class I_Truck_02_transport_F;
class Zamak_tanoan_retexture_1: I_Truck_02_transport_F {
//_generalMacro = C_SUV_01_F;
scope = 2;
author = "BFO Team";
displayName = "Zamak [Transport]";
side = 1; // 0 = Opfor, 1 = Blufor, 2 = Independent, 3 = Civilian
faction = "BLU_F"; //Your Faction
vehicleclass = "Vehicles"; //Unit Group, this is the line that tells the game where you can find this vehicle. Example: Air, Armored, Infantry.
typicalCargo[] = {"B_Soldier_F"};
crew = "B_crew_F";
preferRoads = true;
hiddenSelections[] = {"Camo1","Camo2"};
hiddenSelectionsTextures[] = {"Tanoan_Trucks\Data\Zamak_tanoan.paa","Tanoan_Trucks\Data\Zamak_tanoan_covered.paa"};
availableForSupportTypes[] = {"Transport"};
};
- where is your CfgVehicles class?
preferRoads = true;won't work, since configs don't have booleans- did you test it and did you get errors? which you should, because it's broken...
@finite bronze mp compatibility is a bit tricky on that.
I have some ideas but have not had chance to test them properly yet.
Yeah, I've got some ideas as well. I think it will require a full day of just pure experiments.
Or a month.. ๐
is there any way I can stop the Unit Logos showing on uniforms?
Do I just remove "Insignia" from my Config, and will that stop all of the insignias from coming up, including the ones from armaunits?
class Object_09_ShotLaser_Ammo_F: Object_09_Laser_Ammo_Base_F
{
simulation = shotLaser;
model = "\a3\Contact_F\Experimental\Weapons\Data\tracer_red";
hit = 185;
minTimeToLive = 0.5;
timetolive = 2;
EffectFly = "EnergyBeam";
};``` there is laser tech in game but its super buggy and limited (hurts only characters)
still, it was quite funny to find remnants of original futura game:D
Thanks for the info. I find it fascinating though, would be interesting if someone could figure out a nice balance. Worth experimenting.
ah, and that beam is limited to 100m if I remember correctly
ouch.
Ye the default one is a bit limited
The one I've made works on vehicles semi well. Visibility at distance is still a bit of an problem.
Man portable one is more tricky
So far have not managed to make model cfg powered animations to work on characters. I remember hearing they could work but have not figurer that out yet.
I remember a cool Star Trek mod like 5 years ago had some laser beam weapons. But I don't think it ever came out.
So I have been trying to figure out why my Zeus Module will not appear in the Zeus Interface, I've done a few re-writes and I am still struggling to find the answer to why it wont appear. This is my code: https://pastebin.com/6ewB2J4a
How do you pack it as pbo?
Just standard Pbo Manager as its quick, should I try packing it with PboProject?
No not appearing still even with it being packed by PboProject
I am still unsure on how to fix this issue, anyone got any suggestions on who I can contact etc?
pbo manager is not proper tool to pack pbos
I've repacked with PboProject and it is still having the issue occur
the speed you are looking for is the thing that ruins your work
so pboProject gives no errors?
have you compared you config to any module that works in zeus?
I've done re-writes of it comparing them to base modules for example from ZENs pack and no errors are being created just for some reason not appearing in zeus
So not going to lie, I am probably forgetting something but nothing which springs to mind immediately
if you copypaste a zeus module class and change its classname and display name does that show up?
I'll do a copy of a ZEN's base one again and see if I can get it to appear
No I cant get one to appear, that is the overall config I wrote
class EODS_Zeus_Module {
weapons[] = {};
requiredVersion = 0.1;
author = "Welshy";
version = 1.0.0;
units[] = {"EODS_Module_Base"};
requiredAddons[] = {"A3_UI_F","A3_UI_F_Curator","A3_Functions_F","A3_Functions_F_Curator","A3_Modules_F","A3_Modules_F_Curator","A3_Modules_F_Bootcamp_Misc",};
};
};
class CfgFactionClasses
{
class NO_CATEGORY;
class EODS_ZEUS : NO_CATEGORY {
displayName = "EODS Zeus";
};
};
class CfgVehicles {
class Logic;
class Module_F : Logic {
class ArgumentsBaseUnits {
class Units;
};
class ModuleDescription {
class AnyPlayer;
class AnyBrain;
class EmptyDetector;
};
};
class EODS_Module_Base : Module_F
{
author = "Test";
category = "Effects";
function = "";
scope = 1;
scopeCurator = 2;
};
};
};
I can't see what the issue is
@echo trench a lintcheck will tell you have a trailing comma in line 8 of your config. (you need to lose the comma after "A3_Modules_F_Bootcamp_Misc")
actually even removing the comma there is still an error in your config line 45 (extraneous character. Expected class, define, or varname.) @echo trench
In a three-turret vehicle set up, is it possible without scripting to have missiles on the 2nd and 3rd turrets, each with four missiles? Can this be done with aircraft, tanks/cars, and boats? If so, will the missiles be able to animate their launches from their respective initial position, or will they have to share a launch position?
bo
missile proxies work only on primary gunner
well possibly the pylon systems could be used here
ah... ok That's good to know
In my tests, I've already been able to select the missiles and "spend" four of them, but there is no launch or launch animations. It leaves a crater in the ground wherever the vehicle is.
each turret sould fire the missiles from its own fire points
I haven't had luck with pylons. My brain gets mushy when thinking of the spaghetti entanglements of that code
the old missiles launching from proxies worked only on primary gunner
but I think pylons should work for all turrets (maybe)
ok... so back to pylons (yay)
you need to get the strainer and wash the spaghetti
LOLz
I think I have one in the drawer... let me czech real quick...
actually, pylon code is a little back and forthy, but being new it's at least not requiring a translator
@hearty sandal Since we're talking pylons are we limited to just aircraft? I'm hoping to apply this to ground and water vehicles, first.
Works on ground vehicles for sure
Hey all I am trying to set up a functions library but for some reason the functions are not executing. Any help will be great, here is my code!
class EODS_Zeus_Module {
weapons[] = {};
requiredVersion = 0.1;
author = "Welshy";
version = 1.0.0;
units[] = {"EODS_Module_Base"};
requiredAddons[] = {"A3_UI_F","A3_UI_F_Curator","A3_Functions_F","A3_Functions_F_Curator","A3_Modules_F","A3_Modules_F_Curator","A3_Modules_F_Bootcamp_Misc"};
};
};
class CfgFactionClasses
{
class NO_CATEGORY;
class EODS_ZEUS : NO_CATEGORY {
displayName = "EODS Zeus";
};
};
class CfgFunctions
{
class EODS
{
class Zeus
{
//file = "EODS_Zeus\functions";
class Test{file = "EODS_Zeus\functions\EODS_Zeus.sqf";};
};
};
};
class CfgVehicles
{
class Logic;
class Module_F : Logic {
class ArgumentsBaseUnits {
class Units;
};
class ModuleDescription {
class AnyPlayer;
class AnyBrain;
class EmptyDetector;
};
};
class EODS_Module_Base : Module_F
{
author = "Welshy";
displayName = "Test";
category = "EODS_ZEUS";
function = "fnc_Test";
scope = 1;
scopeCurator = 2;
isGlobal = 1;
};
};
I'm having an issue where item UI pictures are displaying in the arsenal but not in the inventory
picture = "\M4A5_Troy\tex\ui\m4_14_ca.paa";
Remove first slash
Ah damn, really? I just went around and made sure all the slashes were there because someone told they all need the slash haha
It's that or other thing around :D
Other option is that game is trying to do icon overlay variant. Exact error that you get should give you a hint what is happening
try with diag.exe
are you sure you are not running game with noLogs or something like that? Can you show your .rpt maybe?
17:03:46 Warning Message: Picture equip\w\w_acwp_glock\tex\ui\g19_s_ca.paa.paa not found
Had to restart with logs
Getting this error after removing the \ at the start
17:03:56 Warning Message: Picture equip\w\w_m4a5_troy\tex\ui\m4_mstu_ca.paa.paa not found
Replaced the \ and it's still freaking out at me... Might just leave it for now, this is obviously a bigger issue than I thought and is gonna take longer to solve than I expected
Thought it would be a quick and easy "Change this line" and done lol
and after adding back the slash?
actually slash should be there so I'm now more leaning towards overlay icons
Added back the slash on all accounts, still occuring. Trying out this overlay thing now
17:58:59 Warning Message: Picture \m4a5_troy\tex\ui\m4_t_ca.paa not found
17:58:59 Warning Message: Picture \acwp_glock\tex\ui\g19_s_ca.paa not found
17:58:59 Warning Message: Picture \m4a5_troy\tex\ui\m4_t_ca.paa not found
17:58:59 Warning Message: Picture \acwp_glock\tex\ui\g19_s_ca.paa not found
17:58:59 Warning Message: Picture \m4a5_troy\tex\ui\m4_t_ca.paa not found
17:58:59 Warning Message: Picture \acwp_glock\tex\ui\g19_s_ca.paa not found
17:58:59 Warning Message: Picture \m4a5_troy\tex\ui\m4_x_ca.paa not found
17:58:59 Warning Message: Picture \acwp_glock\tex\ui\g19_s_ca.paa not found
17:59:00 Warning Message: Picture \m4a5_troy\tex\ui\m4_x_ca.paa not found
17:59:00 Warning Message: Picture \acwp_glock\tex\ui\g19_s_ca.paa not found
17:59:00 Warning Message: Picture \m4a5_troy\tex\ui\m4_x_ca.paa not found
17:59:00 Warning Message: Picture \acwp_glock\tex\ui\g19_s_ca.paa not found
17:59:00 Warning Message: Picture \m4a5_troy\tex\ui\m4_x_ca.paa not found
17:59:00 Warning Message: Picture \acwp_glock\tex\ui\g19_s_ca.paa not found
17:59:02 Warning Message: Picture \m4a5_troy\tex\ui\m4_x_ca.paa not found
17:59:02 Warning Message: Picture \acwp_glock\tex\ui\g19_s_ca.paa not found```
The same error, but now also has a slash hahaha
{
mass = 71.6;
class CowsSlot : asdg_OpticRail1913
{
iconPosition[] = { 0.5, 0.35 };
iconScale = 0.2;
};
class PointerSlot : asdg_FrontSideRail
{
iconPosition[] = { 0.20, 0.45 };
iconScale = 0.25;
};
class MuzzleSlot : asdg_MuzzleSlot_556
{
iconPosition[] = {0.0, 0.45}; // position of the slot icon inside of the weapon icon, relative to top-left corner in {right, down} format
iconScale = 0.2; // scale of icon described in iconPicture
iconPicture = "\A3\Weapons_F\Data\UI\attachment_muzzle.paa"; // icon for selected slot
iconPinpoint = "Center";
};
class UnderBarrelSlot : asdg_UnderSlot
{
};
};```
I tried adding this to my weaponslots thing for the base class, no changes noted in game
I also tried adding/removing accessories with all/some/none accessories
Still no inventory icon ๐ฆ
Ah yeah
Picture equip\w\w_m4a5_troy\tex\ui\m4_mstu_ca.paa.paa not found
Picture \m4a5_troy\tex\ui\m4_t_ca.paa not found
Alrighty, what do you think is the best way around this? I assume making duplicate UI pics would work but that sounds clunky
I don't remember if asdg_FrontSideRail has iconPicture & pinpoint defined but most likely you are missing it
underbarrel is missing those param at all
hi gents!
I have a tiny issue trying to have an addon sound path within a macro:
"@a3\path\to\##DIR##\##FILE##.ogg"
but of course, if I quote all this it comes out as is,
and if I don't quote it it comes out as "any". is there a fancier, working way to do what I want?
I did the following and it seems to be working, but is there a better way?
__EVAL("@a3\path\to\" + #DIR + "\" + #ID + ".ogg")
@a3\path\to\##DIR##\##FILE##.ogg ? ๐
cfgConvert/rapify will put it automatically into quotes
it's in a description.ext :p
if I don't quote it it comes out as "any"
unfortunately
#define QUOTE(var) #var
#define DOUBLES(var1,var2) var1##_##var2#define SPEECH(I) \ class lib_m1_speech_##I \ { \ name = speech_##I;\ sound[] = {QUOTE(DOUBLES(@ww2\missions_s\campaigns\ForTheMotherland_s\EN\mission_intro\Rus_m1,I.ogg)),1,1,100}; \ titles[] = {0,$STR_LIB_missions_lib_campaign_missions_LIB_intro_SA_CAMP_Panovo_LIB_dub_##I}; \ }; \ class lib_ru_m1_speech_##I \ { \ name = speech_##I;\ sound[] = {QUOTE(DOUBLES(@ww2\missions_s\campaigns\ForTheMotherland_s\RU\mission_intro\Rus_m1,I.ogg)),1,1,100}; \ titles[] = {0,$STR_LIB_missions_lib_campaign_missions_LIB_intro_SA_CAMP_Panovo_LIB_dub_##I}; \ };
with
SPEECH(4)
(my code bracket key broke..)
ouch xD
@regal gate macros inside "" are not resolved, but '' works
'@a3\path\to\DIR\FILE.ogg'
yoiu shouldn't need the ##
maybe FILE##.ogg but not the others
oh! okay, thanks ๐
that's a negative. it converts it to "'@a3\path\to\translatedDIR\translatedFile.ogg'" (note the " ' ' ")
(anyway, I got it to work with __EVALโฆ)
you wouldn't put eval around that then
what do you have in config to cause that.. because what I posted does work if you do it right.
right now it's
__EVAL("@a3\dubbing_f_epc\showcase_fixedwings\" + #DIR + "\showcase_fixedwings_" + #ID + ".ogg")
I tried
'@a3\dubbing_f_epc\showcase_fixedwings\DIR\showcase_fixedwings_##ID.ogg'
```and it didn't work
the values are replaced, but it does a double-quoting
I don't know if string concat works in config ๐คทโโ๏ธ
๐ค
soโฆ?
ยฏ_(ใ)_/ยฏ

and if I write just that (without any quotes)
@a3\dubbing_f_epc\showcase_fixedwings\DIR\showcase_fixedwings_##ID.ogg
``` it returns "any"
"any"
getArray (path >> to >> sound) ["any", 1, 1]
wat
I'm good at magic
are you still using __EVAL??
nope, not at all
wtf. I can't see how that can happen without eval
and no error shown on Eden loading
I can provide cheap QA services and find tons of weird quirks it appears ๐
With #define STR(ARG), how do I get it to expand to displayName = "text ARG text";
#define QUOTE(x) #x
#define STR(ARG) QUOTE(text ARG text)
I was over complicating it with concat and stuff
@regal gate did you try the macro combo i posted?
I haven't used QUOTE yet, I went on other issues the mission had
But I might switch to that, as it seems maybe "lighter" than an EVAL
Still thanks ๐ will keep you posted
I want to remove the spread of weapons, what lines do I need to edit?
So i made a retexture mod with a beret and insignia's
For the insignia in the arsenal our mod logo shows up
for the beret there is no mod modlogo
I was reading a little bit and it said something about putting your mod as a DLC is that right ?
no, mod cant be a dlc
how did you set up the insignia?
if its unit insignia, those only work on uniforms
the insignia's i made a mod off country flag an name of the player or do you want to see the config ?
Didn't you overwrite vanilla Beret?
@wintry tartan
i got beret from P drive copy and paste then retextured it
@hearty sandal
the logo of my mod is in the mod.cpp
or do i need to do a extra line in the config.cpp to let the logo appear for the beret
Both answers didn't answer our questions... Just pastebin your config
oh im sorry that i didnt understand the questions then
oh @wintry tartan @hearty sandal i found what i have done wrong i forgot to change the class of the beret it was still on vanilla
๐ค
wait noโฆ now it keeps ##
RHA
Eval it will be.
I know how quote works :u
Anybody have advice on packing a ACE related addon without packing entire ACE? It seems like there is soo many #Includes there is no way to properly pack your mod without just copying over half of ACE.
clone the ACE sources to P Drive
Will the tools be smart enough to fix that though? considering they use x\ as their root folder (Still don't understand why Mikero's system backtracks that far for folder paths).
IE if I have our Enhanced_Trenches mod in one folder, and ACE sitting in P drive as well.
P:\x\cba
P:\z\ace
there's even a script to setup symlinks and stuff:
"ace\tools\setup.py"
Interesting I'll take a look. Thank you.
git clone git@github.com:acemod/ACE3.git
cd ACE3
python tools\setup.py
and you should be done.
(Still don't understand why Mikero's system backtracks that far for folder paths)
I don't understand
Why does it backtrack so far into a root for something? Like if I wanted a texture for a mod and just pathed it Mod\Addon\PBO\Data\file.paa
It wouldn't matter were I put it.
vs adding x\mod\addon\PBO\Data\file.paa which now means you locked your pathing to strictly a x moving foward
One has more flexibility in looking for the Mod pathing the other doesn't.
with your logic you locked your pathing to strictly a MOD moving foward
as the path starts with Mod
the x z is just a matter how CBA/ACE have set up their pboprefixes
\Mod vs x\Mod is one root further down then you need to go for pathing is what I'm saying.
And why is that an issue?
you still need the texture in correct path.
Do you have an issue with creating one folder more or what. honestly I do not understand ๐
It would be like.
adding C:\Users\Matth*Rest of mod path
vs *Mod path
It's like going deeper into the root then you need to go.
Hey, sorry for the simple question. I'm looking to add a backpack into a vehicles base inventory, how do I go about that?
Is there a line in the config for the volume of the shot?
@south shard class TransportBackpacks class TransportBackpacks { class _xx_B_Kitbag_rgr { backpack="B_Kitbag_rgr"; count=1; }; class _xx_B_Kitbag_cbr { backpack="B_Kitbag_cbr"; count=1; }; };
Cheers mate
Hello, guys! I have small question. Is that config structure legit or not?
class ItemInfo;
class HitpointsProtectionInfo;
class Chest;
class Diaphragm;
class Abdomen;
class Body;
class Vest_Base;
class Vest: Vest_Base
{
class ItemInfo: ItemInfo
{
class HitpointsProtectionInfo: HitpointsProtectionInfo
{
class Chest: Chest
{
armor = 16;
passThrough = 0.3;
};
class Diaphragm: Diaphragm
{
armor = 16;
passThrough = 0.3;
};
class Abdomen: Abdomen
{
armor = 16;
passThrough = 0.3;
};
class Body: Body
{
passThrough = 0.3;
};
};
};
};
i mostly do full config hierarchy with proper subclasses mentioning, but i see the simplified versions like
class turrets; here and there, so want to ask your thoughts on that
No, that is invalid
ok, thanks
Hi all. I added the lines in the vehicle turret config:
elevationMode = 1;
soundServo[] = {"A3\Sounds_F\vehicles\armor\noises\servo_tank_turret_05",0.158489,1,30};```
The turret turns with the sound, but the barrel goes down and up without a sound.
Is it possible to add another sound for raising and lowering the barrel with `elevationMode = 1`?
@somber fern there is separate config entry for elevation sounds
@hot pine I tried to add soundServoVertical and soundElevate, but it didn't help me
@somber fern pastebin your whole config
@stoic lily i experimented with configfile >> "CfgVehicles" >> "O_T_MBT_02_arty_ghex_F" >> "Turrets" >> "MainTurret" and replaced only elevationMode, soundServo and soundServoVertical
with vanila elevationMode = 3 it has sound of the turret turns and sound of raising and lowering the gunner's camera
And hasn't sound for raising and lowering the barrel
@somber fern if you dont share your config, ppl cant help you
Would anyone be kind enough to help me understand unit armor values?
@stoic lily that's all https://pastebin.com/B5CvFX1E
Trying to understand how these 2 work together
class ItemInfo: UniformItem
{
uniformModel = "-";
uniformClass = macro_new_uniform_skin_class(opfor,Armor); //ties to @2
armor = 100;
armorStructural = 20;//30;//20;
explosionShielding = 0.001;
impactDamageMultiplier = 0.001;
modelSides[] = {6};
containerClass = "Supply100";
mass = 400;
};
class HitBody
{
armor=1000;
depends="HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
explosionShielding=2;
material=-1;
minimalHit=0.0099999998;
name="body";
passThrough=0.5;
radius=0.16;
visual="injury_body";
};
Does all of pelvis, abdomen,diaphragm and hitchest need to be destroyed before the body starts taking damage> Then only 50% of damage passes through the armor and that damage/20 is the value that gets reduced from the 'health' of the unit?
what turns ammo into tracer ammo? in the past I've only had to add like a model = "\A3\Weapons_f\Data\bullettracer\tracer_red"; line, but now I'm doing it on some ammo and it doesn't appear to turn into tracers
Needs a tracersEvery value in the magazine as well
Or lastRoundsTracer is you want the last N rounds in the mag to be tracers
Are they set to NVG only?
I forget the name of the parameter for that
nvgOnly = 1; in the ammo class
Can also check that tracerStartTime is not too long and tracerEndTime is not too short
ah yeah looks like it had nvgOnly set to 1
@somber fern missing requiredAddons definitions + wrong turret inheritance definition (get a config dump to see whats the original structure)
@echo ingot check
https://community.bistudio.com/wiki/Arma_3_Soldier_Protection
https://community.bistudio.com/wiki/Arma_3_Damage_Description
and https://forums.bohemia.net/forums/topic/207303-can-someone-explain-how-armor-and-passthrough-values-work-in-determining-ballistic-protectionexplosive-resistance/
So, I was working on patches for armor values for a mod, and noticed the strange way passThrough/armor worked. Could someone explain to me how armor influences the passThrough value, which determines the Ballistic Protection, etc. etc. I checked the Bohemia community wiki, but...
@somber fern missing requiredAddons definitions + wrong turret inheritance definition (get a config dump to see whats the original structure)
@stoic lily of course not. Before asking my question, I checked the turret config in game. It contained new lineselevationMode,soundServoandsoundServoVertical. And I heard a new sound of turret turning (yes, i have ears). And if you have ears too, you can do a simple experiment. Start the game without addons and inheritance, create "O_T_MBT_02_arty_ghex_F", then enter the gunner's seat and press PgUp. And hear the silence
class MBT_02_arty_base_F: MBT_02_base_F class Turrets: Turrets class MainTurret: MainTurret soundServo[] = {"A3\Sounds_F\vehicles\armor\noises\servo_armor_gunner",0.158489,1,50}; soundServoVertical[] = {"A3\Sounds_F\vehicles\armor\noises\servo_armor_gunner_vertical",0.158489,1,50}; elevationMode = 3; class O_MBT_02_arty_base_F: MBT_02_arty_base_F class O_MBT_02_arty_F: O_MBT_02_arty_base_F class O_T_MBT_02_arty_ghex_F: O_MBT_02_arty_F
with such attitude you wont get far tho
Regardless of my attitude, the "O_T_MBT_02_arty_ghex_F" has soundServoVertical, but does not have a barrel raising sound.
And there is no understanding how to fix it
Hello everyone, here's a little riddle. I am trying to create handles for FAMAS and so far everything is fine. However, to be in the right category (bipod) in the arsenal, these gripes are related to the game's bipods. Problem: the FAMAS bipods (integrated into the rifle) no longer work once the grip is fitted. Is there another class I could rely on without a bipod so as not to overwrite the rifle ones. Or am I missing something ?
@stoic lily Thanks. Already saw those on my quest for knowledge. The answer across the board seems to be 'nobody has a clue' ๐
@safe blade unfortunately not, adding a bipod attachment overrides an integrated bipod. My only suggestion would be having the bipod as a standalone attachment that is attached to the rifle by default as linkedItem, and also having carry-handle+bipod combination attachment
We had to do this kind of workaround to have grip+bipod combo attachments on our M249s
@untold temple oh, I see, well I guess this is the only way, hope nobody gonna dismount them ^^
@echo ingot reyhard might (aka someone with source access)
anyhow you got depends-max part wrong
Does all of pelvis, abdomen,diaphragm and hitchest need to be destroyed before the body starts taking damage> Then only 50% of damage passes through the armor and that damage/20 is the value that gets reduced from the 'health' of the unit?
depends means its based on these other hit components. max means it takes the largest value
armorStructural is only relevant for the overall damage - not subcomponents if i recall correctly
passThrough should be how much of source damage gets applied to the subcomponent
its like an easter egg hunt, and I recommend using the search function in the upper right corner of the discord client and using the search line