#arma3_config

1 messages ยท Page 114 of 1

hearty sandal
#

upload to imgur or elsewhere and link here

jolly igloo
#

hold up, upload my full addon / my pbo to imgur?

covert magnet
#

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.

jolly igloo
#

replace
"A3_Characters_F" with "A3_Data_F_Oldman_Loadorder"

covert magnet
#

still same error

jolly igloo
#

wait

#

did you manage to save, repack the pbo and launch arma in 10 seconds?

covert magnet
#

Im trying to crunch it with pboproject

#

or should i not be doing that

hearty sandal
#

it is not good idea to have spaces in folder names

covert magnet
#

reckon thats my issue?

hearty sandal
#

no

#

but it will cause issues elsewhere

covert magnet
#

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

hearty sandal
#

it is what you should be using yes

#

if it tells there is a problem, then there is a problem

covert magnet
#

amazing

#

still same error without the spaces

hearty sandal
#

you can untick the pboProject setting for rebuilding required addons

covert magnet
#

did that still same error

hearty sandal
#

then your config is poopy

covert magnet
#

ik

#

t'is why im here

hearty sandal
#

well looks like your whole cfgPatches class is messed up

covert magnet
#

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
hearty sandal
#

you are not opening and closing classes {}; correcly then

covert magnet
#

yes

hearty sandal
#

Id recommend you start formatting the config better

covert magnet
#

yeah im just trying to copy templates from the bi website

hearty sandal
#

so you have it easier to see what is where

#

that is no good

#

you actually need to understand what you are doing

covert magnet
#

there's my issue

jolly igloo
#

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

hearty sandal
#

@jolly igloo does it give any errors?

jolly igloo
#

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

hearty sandal
#

V_PlateCarrier1_blk is not vanilla thing is it?

jolly igloo
#

My thing is a reskin of the vanilla carrier lite

#

I'm not sure about V_PlateCarrier1_blk tho

hearty sandal
#

seems like it is

#

check the ingame config viewer if its there

#

also what did you pack the pbo with?

jolly igloo
#

PBO Manager

hearty sandal
#

well theres your problem then

#

it is not a proper pbo creator

covert magnet
#
{
    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?

jolly igloo
#

looking at what you posted

#

did you get the entire code pasted?

#

seeing as requiredaddons is not in the box above

covert magnet
#

that's the whole code there

#

config file created by me

hearty sandal
jolly igloo
#
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"};
    };
};
hearty sandal
#

where is the config file located?

#

in that folder structure?

covert magnet
#

Alri i got a new error file, ima go fix the issues as it shows a phat amount of the,

hearty sandal
#

also you should really tag_ prefix all your files

covert magnet
#

bunch of missing files

hearty sandal
#

someone else makes a shirt.p3d and poop hits the fan fast

covert magnet
#

yeah im just testing things making sure it all works fine

#

i think i found my issue

hearty sandal
#

it is good to start with correct setup.

#

less chance of forgetting to do it later

covert magnet
#

the modles themselves are looking for files

#

which i've renamed to suit my needs

hearty sandal
#

oof

#

did you make the models?

covert magnet
#

nope

#

i got an idea for a screenshot campaign type thing

#

so i wanna add camo on already existing things for my pics

jolly igloo
#

His is a reskin of the vanilla
Worn Combat Fatigues (Kerry) / Guerilla Outfit

covert magnet
#

mine ain't

jolly igloo
#

was it not a shirt and crygen3 pants?

covert magnet
#

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

hearty sandal
#

you dont repack models from other mods

#

๐Ÿ™ˆ

#

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

hot pine
covert magnet
#

txt

#

what

hearty sandal
#

did you make this p3d?

covert magnet
#

nope

hearty sandal
#

then you have no business in packing it into your mod

covert magnet
#

tru

hearty sandal
#

start over.

covert magnet
#

yeah i guess ill just use the vanilla ones

hearty sandal
latent lion
#

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

pure dove
#

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.

hearty sandal
#

how big an object is it?

#

does it need physX simulation?

pure dove
#

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.

hearty sandal
#

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

pure dove
#

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!

hearty sandal
#

small amount of armor should do the trick

cursive talon
#

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?

untold temple
#

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)

cursive talon
#

Thank you, I'll research the matter further.

kindred viper
#

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

hearty sandal
#

this might help

#

also always provide full error message

undone quiver
#

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?

wintry tartan
#

Nope via EH AFAIK, sadly. Track if it existed (isNull) every each frame is the way

#

Wait, mineActive script I think?

undone quiver
#

No EH can track when it pops either I'm guessing?

#

Or does the mine actually "Fire" per say when it gets triggered

hot pine
#

@undone quiver only via config & ammoHit EH

safe blade
#

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 ?

hard chasm
#

@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

jolly igloo
#

Morning, I just wanted to say thanks for help and that I felt and still do feel sorta blind, appreciate the help ๐Ÿ™‚

hearty sandal
#

@safe blade you probably need to stage it with submunitions.

safe blade
#

@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

hearty sandal
#

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

kindred viper
#

@ horribleGoat & @ mikero - thank you for the help, it seems I indeed had a faulty install, reinatalling all of the tools fixed it

untold temple
#

@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

safe blade
#

@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 ?

hearty sandal
#

The first stage could possibly be a bomb yes and the second stage a submunition missile

safe blade
#

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)

hearty sandal
#

Yes that's how it could work

safe blade
#

ok thx i'll give it a try

rare wyvern
#

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 ...

hearty sandal
#

there are selection of recoil classes you can use or you can make your own

cursive cliff
#

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

hearty sandal
#

have not seen such at least

#

I dont see the use either though

rare wyvern
#

another quick question can I also mask the arms for the Static animation because the char currently breaks his hands ?

jolly igloo
#

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

strong shuttle
#

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 ๐Ÿคทโ€โ™‚๏ธ

safe blade
#

@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 ?

hearty sandal
#

if it drops too fast there is something wrong

safe blade
#

Modding Arma is the greatest "guess what" game i've ever played :p

small temple
#

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.

hearty sandal
#

something is wrong with the cfgPatches class of the weapon pbo most likely.

#

is the pbo packed with PboProject?

small temple
#

What does pbo project mean?

latent lion
#

it's a program

#

google mikero's tools

small temple
#

MakePBO.exe ?

sullen fulcrum
#

Wait

#

Do you have p drive set up @small temple

small temple
#

I think I couldn't do something without the P drive))

sullen fulcrum
small temple
#

The site does not work (

sullen fulcrum
#

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

hearty sandal
#

how are you packing the pbo now?

small temple
#

I was able to make the form with a simple addon builder)

narrow swallow
#

Can pylon presets specify the turret to which that magazine belongs?

hot pine
#

@small temple you don't need p drive even when using pboproject

hearty sandal
#

It is useful to follow common development procedures though.

hot pine
#

following procedures for sake of following them is not necessary I think

hearty sandal
#

Makes it easier to debug imo. But sure not necessary when one knows what they are doing.

sullen fulcrum
#

pboproject makes sure to tell me i dont know what im doing. thats why I like it so much now ๐Ÿคฃ

zinc oak
#

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. ๐Ÿ™‚

zinc oak
#

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. ๐Ÿ˜„

hearty sandal
#

๐Ÿ‘Œ ๐Ÿ‘Œ

small temple
#

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

pure rock
#

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

sullen fulcrum
#

99% sure the answer is no @pure rock . If it was possible, I'd be veeeery interested in how it's done ^^

pure rock
#

Lol didn't think so. Thanks for the feedback. Will make a mental note to follow up if I ever come across a way

hot pine
#

@pure rock diag_mergeConfigFile when using diag exe from devbranch

pure rock
#

@pure rock diag_mergeConfigFile when using diag exe from devbranch
@hot pine Thank you very much!

#

Exactly what I needed

small temple
#

Does anyone have a template config for weapons, with all the lines, please?

hearty sandal
#

Arma 3 samples on steam

#

or All in One config dump.

safe blade
#

@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.

hard chasm
#

@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

jolly igloo
#

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 ๐Ÿ™‚
I got it too works now

winter rain
#

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
echo ingot
#

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

dry carbon
#

Is it possible to make new subcategories specific only to a certain faction, which is also created new?

hearty sandal
#

well you cant restrict them

dry carbon
#

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
hearty sandal
#

but if that factions units are set into that subcategory then they will appear only in there

dry carbon
#

ok so class CfgEditorCategories is a parameter within the faction class?

hearty sandal
#

no

#

as I said you cant restrict it

#

you have to set units/vehicles into it

dry carbon
#

oic, so you are saying on a per-asset basis they should be assigned to the faction and subcat

hearty sandal
#

yes

dry carbon
#

which means that someone unawares could come in later (like a future me) and mess it all up

hearty sandal
#

if you create your stuff with proper modtag_ prefixes it is unlikely

dry carbon
#

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

hearty sandal
#

no cfgPatches has nothing to do with the categories

rare wyvern
#

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 .

hearty sandal
#

do they all use same animation

rare wyvern
#

well do you mean all the weapons or what exactly

hearty sandal
#

all your 3 custom weapons

rare wyvern
#

no every Gun has a Custom Animation

hearty sandal
#

and do any of the custom animations work?

rare wyvern
#

yes all other Custom Animations work

#

the Problem is when I reload the Weapon ingame it just Reloads instantly

hearty sandal
#

sounds like the rtm is broken

rare wyvern
#

hmm I tried exporting it 2 times wierd

hearty sandal
#

and has no frames

#

then perhaps you have error in its path

rare wyvern
#

well let me redo the Frames in Blender

hearty sandal
#

do you run Arma with error messages on?

rare wyvern
#

no i dont think so

hearty sandal
#

that would be the starting point then

#

to see if it complains for missing files

#

do you pack your pbo with pboProject

rare wyvern
#

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

hearty sandal
#

do you have all rtms in same folder?

rare wyvern
#

yes and a model.cfg is also there

hearty sandal
#

is the weapons magazine reload time 0?

rare wyvern
#

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 ?

hearty sandal
#

no time, got to go to sleep. put it in pastebin and link here.

rare wyvern
#

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

strange egret
#

sounds like you need to go to bed and come back fresh tomorrow ๐Ÿ˜„

rare wyvern
#

I just FIxed it

dry carbon
#

@hearty sandal Thank you! I had this link, but was skeptical of it telling the whole story.

lone lion
#

Anybody knows if it's possible to mission (description.ext) config to inherit from main game config?

hearty sandal
#

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.

grand zinc
#

negative, no work

lone lion
#

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

grand zinc
#

no

#

The preprocessor doesn't even know what a "config" is

zinc oak
#

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?

warm verge
#

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?

safe blade
#

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...)

safe blade
#

Hi. I'm looking for a good mfd tutorial if anyone could advise me.

wild nebula
hearty sandal
#

dunno if theres is need to go into any mods files. The game data contains all the same info

wild nebula
#

Although as someone who basically made a HUD that replicates MFD, MFD are complex. Good luck with that ๐Ÿ˜‰

safe blade
#

@wild nebula definitly got to look at this, thanks, chinese mod activated

hot pine
#

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

safe blade
#

@hot pine Nice, thank you a lot !

rare osprey
#

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?

untold temple
#

First part. About putting the proxy in the weapon

rare osprey
#

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?

untold temple
#

You cannot

rare osprey
#

Thanks for the clarification

grand root
#

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

grand root
#

@ me if you have anything for me.

pallid snow
#

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?

untold temple
#

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

pallid snow
#

But for QOL - a way to stop it from doing so?

wild nebula
#

In the same way you can enable burst or auto, could you perhaps disable others?

hearty sandal
#

@pallid snow have only 1 fire mode? Or make the one you use most the default one

pallid snow
grand root
wintry tartan
#

Pickup-able cardboard boxes?

hearty sandal
#

in theory you can create new "ammoboxes" that use the model of different objects @grand root

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?

hearty sandal
#

dont think any specific ammobox tutorial exists. Its just basic config work.

kindred viper
#

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

kindred viper
#

Disregard all of that ^ after 5 hours of nothign I find solution right after asking)))

safe blade
#

thanks a lot again

hot pine
#

I have modified version of that script so it outputs data closer to what arma expects

safe blade
#

@hot pine oh ? any link ?

hot pine
#

Wish I could find it ๐Ÿ˜„

#

it's on my home PC somewhere

safe blade
#

xD

grand zinc
#

windows search for "exporter.js" ๐Ÿ˜„ Can't have that many
If its the same thing

safe blade
#

whenever you found it, poke me ๐Ÿ˜‰

hot pine
safe blade
#

omg, I'll got a sh*t lot of work ahead of me : /

hot pine
#

it's output of my script

#

scale_img is basically resolution of your project in illustrator converted to 0-1 space

safe blade
#

hmm

hot pine
safe blade
#

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)

#

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 ?

wild nebula
#

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

grand zinc
#

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?

indigo sinew
#

Hi, how does one make a custom soldier class having a weapon with attachments?

idle matrix
#

IIRC you gotta make a custom weapon class that has those attachments

#

and then give that custom soldier class that custom weapon class

indigo sinew
#

hmm okay, I see. Thanks

rare osprey
#

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

hearty sandal
#

do you have the proxy in the first person lod

rare osprey
#

how do I check for this?

rare osprey
#

Is 1st person LOD View-Pilot LOD?

hearty sandal
#

yes

rare osprey
#

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?

flint goblet
#

@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.

hearty sandal
#

@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
#

@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

ionic birch
#

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

carmine cave
#

Hi, everyone. Iโ€™ve had a problem recently that I canโ€™t solve. The helicopter I am currently working on has suddenly gone into levitation mode and this is in advanced mode. Could someone help me?

clear raft
#

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)

dry carbon
#

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.

hearty sandal
#

I think for AI to use it you need to set up fake AI into the turret

#

like the UAV gunner

dry carbon
#

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.

hearty sandal
#

perhaps you need a hidden AI turret that mimics the same behaviour

dry carbon
#

Worth a trial, yeah.

lethal cliff
#

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

hearty sandal
#

yes that could work

lethal cliff
#

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

hearty sandal
#

ah

#

then that Im not sure if you can disable

#

at that point it starts to be user responsibility

lethal cliff
#

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

hearty sandal
#

dont give them nvgs?

lethal cliff
#

not an option at the moment, need to update our kit selection method first.

hearty sandal
#

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

lethal cliff
#

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

hearty hollow
#

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

hearty sandal
#

that is model and proxy related I think

hearty hollow
#

i dont think so, i once did a tweak to it

#

but cannot figgure out how i did it back then ๐Ÿ˜ข

winter rain
#

Inside a vehicle is done by a memory point

You can change the values for the exterior in the config

carmine cave
#

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

rough hatch
#

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

hearty sandal
#

Just define it again as you want it?

rough hatch
#

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

lofty zealot
#

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

silver aurora
#

inherited members can't be deleted, only overwritten

small temple
#

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'.

stray sage
#

Every cfgPatches subclass require units array defined. If it has no units, simply put units[] = {}; into it.

jolly igloo
#

Heyo I was looking through the samples and I can't find a config example for wheeled apc's? (Gorgon,Marshall etc.)

hearty sandal
#

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

livid talon
#

I am trying to play โ€œBS-free Altisโ€ server but I keep getting โ€œerror: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

ionic birch
#

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

safe blade
#

@carmine cave yop do you still got your helicopter levitating ? is it only in advance model ? is the basic work correctly ?

carmine cave
#

hi @safe blade effectively the problem still remains only in the advanced flight model

safe blade
#

and does it fly correctly even if it's floating on start ?

carmine cave
#

yes @safe blade

hot pine
#

@carmine cave are AFM contact points correctly defined in XML?

carmine cave
#

yes ..

hot pine
#

and how did you created them?

carmine cave
#

i've copy them from another heli ..

#

and redefined them properly

#

but if you have another solution .. i'll take it ๐Ÿ™‚

hot pine
#

I would say that you did something wrong during "redefinition"

#

how did you calculated offset for instance?

echo ingot
#

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

carmine cave
#

@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

hot pine
#

And how did you calculated offset?

safe blade
#

I think he did not, he adjust them from another model

carmine cave
#

yes @safe blade exactly .. adjusting them from another model

safe blade
#

I don't know how to, but maybe you could recalculate them as @hot pine suggest. But don't know how myself

hot pine
#

And how the adjustment process was looking like? It seems you haven't done anything with it actually (beside copy pasting it)

carmine cave
#

the vehicle was fully fonctionnal before the last modifications. I tried to remove them to return to the initial state but without success

hot pine
#

Is that yours addon?

carmine cave
#

ofc yes

#

if I have no other choice, I would do the whole integration again

hot pine
carmine cave
#

ok thx i'll do this

carmine cave
#

@hot pine
that was it .. a big thank you to you

jolly igloo
#

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"};
};

hot pine
#

You have undefined base class `I_Truck_02_transport_Fยด

sullen fulcrum
#

@jolly igloo
You are missing

class [insert classname]

somewhere

jolly igloo
#

I fixed the issue

#

New issue, they don't show up in-game

sullen fulcrum
#

Are you using pbomanager

#

@jolly igloo

#

And are you having any other errors in game

jolly igloo
#

1, I'm using Filebank and BankRev? (The ones in the arma 3 tools pack)
2. nope no other errors

hearty sandal
#
  1. why
#

where do these weird methods come from

#

at least if you use the arma tools use the addon builder

sullen fulcrum
#

I wasnt even aware of that method

hearty sandal
#

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

sullen fulcrum
#

Over pboproject? I must have some bad attention to detail cause i only remember seeing pboproject being recommended ๐Ÿ˜‚

hearty sandal
#

?

sullen fulcrum
#

For file and bank rev? Unless im mistaken as to what they do

hearty sandal
#

no those are note really ever mentined

sullen fulcrum
#

:( poor file and bank rev

jolly igloo
#

I used to use PBO Manager but a friend dm'd me and told me to use those 2.

hearty sandal
#

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

sullen fulcrum
#

Id be spending a great deal of time figuring out what im messing up without pboproject tbh

#

I cant believe I used to use pbomanager๐Ÿ‘ป

carmine cave
#

@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?

hot pine
carmine cave
#

Omg .. @hot pine I owe you so much !! ๐Ÿ‘

stoic lily
#

@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

echo ingot
#

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.

safe blade
#

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 ?

raw osprey
#

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 ๐Ÿ˜…

jolly igloo
#

My guess would be #arma3_scenario as the question is in regards to a mission, but they might redirect you ๐Ÿคท

raw osprey
#

haha, it's something rather unique I am asking so it'll be weird if i got a straight solution ๐Ÿ˜› 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 ๐Ÿ™‚ Thanks for the answer though! get's me at the very least one step closer to my goal

hot pine
#

@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)

oak slate
#

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?

hot pine
#

well, you need add it to compatible scopes array

oak slate
#

uhhh?

oak slate
#

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;
    };
};```
junior bane
#

the "soundname" in configs for animate doors etc. is spawning in the middle of the object, the memorypoints or the model selection?

untold temple
#

@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

oak slate
#

o

untold temple
#

Attachments will only go on weapons they are declared compatible with

oak slate
#

I mean CBA isn't a problem

#

I just want it to fit on all railed weapons

untold temple
#

Then Joint Rails is the best solution

oak slate
#

Is that automatically part of CBA?

untold temple
#

Yeah

oak slate
#

Okay thanks a lot! I think I got some info

#

let's go! :D

#

Thanks a lot

junior bane
#
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?

hot pine
#

trigger = condition to play sound

#

1,1,20
volume, pitch, range

junior bane
#

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?

hot pine
#

soundPosition is defined in animationSource

junior bane
#
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?

hot pine
#

everything is in config.cpp? ๐Ÿ˜„

#

but yeah, there

junior bane
#

yeah, but the "metalDoor" sound is not on the door. Is in the middle of the building. but not on the door^^

hot pine
#

soundPosition is defined in animationSources

junior bane
#

nice.... the command does not exist in the samples.

#

thx.

hot pine
#

samples are quite outdated tbh

junior bane
#

a littlebit

fiery junco
#

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?

strong shuttle
#

You can add a small script to the init of an unit (similar to random headgear) for textures.

fiery junco
#

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?

flint goblet
#

@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;};"; };

fiery junco
#

Oh thank you very much

lucid sky
#

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 ?

fiery junco
#

into what ever the arsenal is on i think

sullen fulcrum
#

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

hearty sandal
#

no

sullen fulcrum
#

sad face

hearty sandal
#

ยฏ_(ใƒ„)_/ยฏ

little warren
#

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

hearty sandal
#

it might be possible

#

quite difficult though I think

ionic warren
#

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

hearty sandal
#

you create a config addon that replaces how the main menu is drawn

ionic warren
#

yeah, but whats the class to override?

hearty sandal
#

no idea on that. Id advice checking out the vanilla configs

undone quiver
#
TruckHorn2GMG_40mm```
#

Anybody know what this is?

#

My first guess is this for commander overides in tanks and such, but I wasn't sure..

hearty sandal
#

does not seem to exist in vanilla conifgs?

#

though my AIO config is a bit old now

untold temple
#

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};

undone quiver
#

lol

#

Here I got all excited that my Arma Twisted Metal fantasy was a thing.

stoic lily
#

@ionic warren config browser, extracting FoW configs - best start with some standalone main menu replacement mods on workshop to understand the basics

silk remnant
#

hello, anybody knows if its possible to change shotgun pellet spread ive managed to only find some info for A2 and that doesnt work

untold temple
#

Is it using submunitions? Would be submunitionConeAngle in the cfgammo class if it is using that instead of the old A2 shotgun simulation

silk remnant
#

im trying to use the shotgunbase class but i could try submunitions

untold temple
#

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; };

undone quiver
#

Monkey is correct, the old way with simulation = can still be used but it's not as good as the new sub-munition model

untold temple
#

Another added benefit with submunitions method is that they're not limited to only 9 pellets per shell

undone quiver
#

That, and it actually gets effected by gravity ๐Ÿ˜›

silk remnant
#

ok thanks a lot
i tried going thru vanilla configs but could find this

untold temple
#

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

undone quiver
#

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

untold temple
#

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

undone quiver
#

Ah, makes sense.

#

Unless BI could link the two? ๐Ÿ˜„

untold temple
#

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)

undone quiver
#

True

chilly jewel
#

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?

hearty sandal
#

buldozer does nothing with configs

#

odd that it would give such input

#

probably does not matter in buldozer use

chilly jewel
#

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

hearty sandal
#

perhaps the setup is not correct then

chilly jewel
#

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

hearty sandal
#

you should use the Arma2/OA exe as buldozer

chilly jewel
#

i do

hearty sandal
#

are your launch parameters right?

chilly jewel
#

buldozer.exe -window -buldozer -addons=ArmaAddons.txt

#

with ArmaAddons.txt as following

#
addons[] =
{
  "ca\", "ca\data\", "ca\buildings\", "ca\misc\", "ca\buildings2\", "ca\roads2\"
};
hearty sandal
#

I dont think youre supposed to run addon there

chilly jewel
#

well i tried without addons, getting same result

hearty sandal
#

-buldozer -window -exThreads=0 -mod= -noAsserts -nologs -profiles=P:\Buldozer -cfg=P:\Buldozer\Buldozer.cfg -name=Buldozer this is what I have for A3

chilly jewel
#

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

woven flax
#

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

icy coral
#

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 ?

untold temple
#

@woven flax double the maxValue parameter

hot pine
#

@icy coral lower center of mass?

icy coral
#

will try this and then comeback here

hearty sandal
#

A3 mrap is not editable though

#

so cant change the center of mass

hot pine
#

Unless you want to script it

icy coral
#

its not the a3 mrap goat

icy coral
#

lowering the center of mass helped, thanks

errant geode
#

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?

limber citrus
#

Oh @copper basin ^

#

missed one

copper basin
#

thank you, maybe there are more!

limber citrus
#

thank you, maybe there are more!
@copper basin blep 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 from: ironkoldo#1426 to find the remaining 2 misplaced messages

copper basin
#

May I left only two? ๐Ÿ˜ข

hearty sandal
#

only 1

finite bronze
#

Quick question, anyway to make a weapon fire a realy fast number of bursts but take a long time to prepare the next bursts?

hearty sandal
#

afaik only by making it change magazines inbetween

#

you have the reload part which is time between ammo and reload magazine for magazine change

finite bronze
#

I thought so, was just confirming.

#

Thanks for the quick answer.

untold temple
#

Possible to script it I think. reyhard did some cooldown script for the cannon on our MiG-29

finite bronze
#

Thanks, I'll look to it.

hearty sandal
#

fired evenhandler and that one reloadspeed command possibly

untold temple
#

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

hearty sandal
#

uu thats nice idea

paper path
#

could i bug someone about getting slingloading to work properly?

#

ive looked at the sample heli, and im not sure what im doing wrong

whole night
#

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

paper path
#

fixed my sling loading not working. not im curious why my vehicles arnt showing up in SLA

whole night
#

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

hearty sandal
#

I recall each weapon has compatible attachmentns defined in their config maybe.

whole night
#

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"};
};
untold temple
#

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

whole night
#

That's exactly what I was missing. I added CfgJointRails and it worked.
Thank you da12thMonkey and HorribleGoat.

balmy birch
#

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;
    };
};
stoic lily
#

requiredAddons his cfgPatches class

balmy birch
#

thank you, your solution worked for me salute

woven flax
hearty sandal
#

not 100% sure though

woven flax
#
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

echo ingot
#

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.

hearty sandal
#

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

echo ingot
#

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

hearty sandal
#

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?

hot pine
#

what kind of vehicle are we talking about?

echo trench
#

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";
 };


};
echo ingot
#

@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 ๐Ÿ˜„

hearty sandal
#

ok so what is the fire rate

echo ingot
#

1800RPM, set to 0.033 for the reloadtime

winter rain
#

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

hearty sandal
#

its not the question yet @winter rain ๐Ÿ˜„ hes still adjusting the damage

echo ingot
#

Yeah this wouldn't even be used by AI really

winter rain
#

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

echo ingot
#

Well my concern is that it either doesn't work at all or works too well ๐Ÿ˜„

#

And I can't tweak a middle ground

winter rain
#

Whats with the AP cannon of the Mrap or how its called

echo ingot
#

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?

hearty sandal
#

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

echo ingot
#

Well basically a 50 cal sort of thing

#

Sure hold on

hearty sandal
#

would you try using just vanilla 50 cal bullet on it?

echo ingot
#
        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

hearty sandal
#

I would start by using lynx AP shot as base

echo ingot
#

Hmm actually I've not looked at the AP round.

hearty sandal
#

what round is this based on?

#

if any

echo ingot
#

It's a lot of tinkering between a .338 sniper round and a 40mm badger AP shell ๐Ÿ˜›

hearty sandal
#

I think you need to scratch this

#

start with the lynx AP

#

and make your shot inherit from that

echo ingot
#

Yeah loading up the editor to see the config on that

hearty sandal
#

do you have P drive set up?

echo ingot
#

P drive?

hearty sandal
#

modding development environment

#

dont tell me you use pboManager

echo ingot
#

...I do ๐Ÿ˜„

hearty sandal
#

๐Ÿ™ˆ

strong shuttle
#

๐Ÿ”ฅ

hearty sandal
#

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

echo ingot
#

Oh no I just use the addon builder to make a pbo

hearty sandal
#

but you dont have a P drive?

strong shuttle
#

to be fair, there aren't any good modding tutorials out there which explain proper dev environments ๐Ÿคทโ€โ™‚๏ธ

hearty sandal
#

theres 2

echo ingot
#

...yeah I don't know what this P drive even is. I might have it? But I doubt it

hearty sandal
#

though they are terrain related

echo ingot
#

Apparently work drive is replacing p drive? ๐Ÿค”

hearty sandal
#

?

hearty sandal
#

what are you doing

#

xD

echo ingot
#

...trying to figure out what you're talking about

hearty sandal
#

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

hot pine
#

@winter rain can you also show weapon config?

#

or perhaps even whole config?

#

it seems like multiply parameter is being used

echo ingot
#

Never had issues with things not pathing correctly? Not quite sure why a separate partition would be needed

hearty sandal
#

well dont do it then.

echo ingot
#

But this whole unpacking thing to avoid going through config viewer looks useful

hearty sandal
#

whatever works for you

echo ingot
#

Sorry I'm not trying to be facetious or anything. Just trying to understand

hearty sandal
#

I get that

#

It just has gotten old having to explain it over and over again

winter rain
#

@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 ๐Ÿ˜œ

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 ๐Ÿ˜‚.

echo ingot
#

Trying to mount this drive but the tool ignores my arguments and just puts mounts it from C drive ๐Ÿ˜

hearty sandal
#

with the .bat in the guide?

echo ingot
#

Work drive CLI has options for parameters

#

Parameters:
/Mount [source]: Mount the work drive

hearty sandal
#

so thats a no for the guide? ๐Ÿ˜„

#

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

echo ingot
#

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 \

hearty sandal
#

what is deprecated in the guide?

echo ingot
#

Mapdisk for example

hearty sandal
#

no

#

the guide is 100% correct

#

But im not gonna fight you about that. Had enough of that

echo ingot
#

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 ๐Ÿ™‚

hearty sandal
#

yes the best method for modding is not to use the BI tools

echo ingot
#

They tend to work, after some convincing

#

Also Mikeros is a licensed software to the best of my knowledge?

hearty sandal
#

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

echo ingot
#

What's the downside of the free version

hearty sandal
#

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

echo ingot
#

Sounds convenient, and pretty high level

hearty sandal
#

you want to make working mods right?

echo ingot
#

Sure, baby steps though

hearty sandal
#

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

echo ingot
#

I can sense many past frustrations there

hearty sandal
#

ยฏ_(ใƒ„)_/ยฏ

echo ingot
#

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

lucid sky
#

how can i include a HPP in my description.ext ?

is it

Include ".hpp"

strong shuttle
#
#include "filename.ext"
lucid sky
#

cheers

wind birch
#

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.

undone quiver
#

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

stoic lily
#

@wind birch better ask in #arma3_scripting or contact directly someone with 3DEN mods (h-, R3vo, etc)

undone quiver
#

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.

echo trench
#

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";
};

};

finite bronze
#

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.

jolly igloo
#

@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"};
};
strong shuttle
#
  1. where is your CfgVehicles class?
  2. preferRoads = true; won't work, since configs don't have booleans
  3. did you test it and did you get errors? which you should, because it's broken...
hearty sandal
#

@finite bronze mp compatibility is a bit tricky on that.

#

I have some ideas but have not had chance to test them properly yet.

finite bronze
#

Yeah, I've got some ideas as well. I think it will require a full day of just pure experiments.

hearty sandal
#

Or a month.. ๐Ÿ˜…

noble oak
#

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?

hot pine
#
    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

finite bronze
#

Thanks for the info. I find it fascinating though, would be interesting if someone could figure out a nice balance. Worth experimenting.

hot pine
#

ah, and that beam is limited to 100m if I remember correctly

finite bronze
#

ouch.

hearty sandal
#

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.

finite bronze
#

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.

echo trench
#

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

hearty sandal
#

How do you pack it as pbo?

echo trench
#

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

echo trench
#

I am still unsure on how to fix this issue, anyone got any suggestions on who I can contact etc?

hearty sandal
#

pbo manager is not proper tool to pack pbos

echo trench
#

I've repacked with PboProject and it is still having the issue occur

hearty sandal
#

the speed you are looking for is the thing that ruins your work

#

so pboProject gives no errors?

echo trench
#

No, no errors are created

#

So the module appears in Eden but not in Zeus

hearty sandal
#

have you compared you config to any module that works in zeus?

echo trench
#

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

hearty sandal
#

if you copypaste a zeus module class and change its classname and display name does that show up?

echo trench
#

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

flint goblet
#

@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")

echo trench
#

Changed

#

Thanks for the spot mate

flint goblet
#

actually even removing the comma there is still an error in your config line 45 (extraneous character. Expected class, define, or varname.) @echo trench

echo trench
#

Sorted, anything else you can see

#

Thanks I haven solved the issue!

dry carbon
#

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?

hearty sandal
#

bo

#

missile proxies work only on primary gunner

#

well possibly the pylon systems could be used here

dry carbon
#

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.

hearty sandal
#

each turret sould fire the missiles from its own fire points

dry carbon
#

I haven't had luck with pylons. My brain gets mushy when thinking of the spaghetti entanglements of that code

hearty sandal
#

the old missiles launching from proxies worked only on primary gunner

#

but I think pylons should work for all turrets (maybe)

dry carbon
#

ok... so back to pylons (yay)

hearty sandal
#

you need to get the strainer and wash the spaghetti

dry carbon
#

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

dry carbon
#

@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.

untold temple
#

Works on ground vehicles for sure

echo trench
#

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;
  };
};
timber inlet
#

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";

hot pine
#

Remove first slash

timber inlet
#

Ah damn, really? I just went around and made sure all the slashes were there because someone told they all need the slash haha

hot pine
#

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

timber inlet
#

Not getting any errors pop up, checking the .rpt

#

Removing the slash did not work

stoic lily
#

try with diag.exe

hot pine
#

are you sure you are not running game with noLogs or something like that? Can you show your .rpt maybe?

timber inlet
#

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

timber inlet
#

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

hot pine
#

and after adding back the slash?

#

actually slash should be there so I'm now more leaning towards overlay icons

timber inlet
#

Added back the slash on all accounts, still occuring. Trying out this overlay thing now

hot pine
#

post your error

#

most likely its different

timber inlet
#
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 ๐Ÿ˜ฆ

hot pine
#

@timber inlet it's not the same error

#

look closely at the picture name

timber inlet
#

Ah yeah

hot pine
#

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

timber inlet
#

Alrighty, a lead

#

That's good

hot pine
#

not only

#

m4_t_ca vs m4_mstu_ca

timber inlet
#

Alrighty, what do you think is the best way around this? I assume making duplicate UI pics would work but that sounds clunky

hot pine
#

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

regal gate
#

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")
hot pine
#

@a3\path\to\##DIR##\##FILE##.ogg ? ๐Ÿ˜„

#

cfgConvert/rapify will put it automatically into quotes

regal gate
#

it's in a description.ext :p

if I don't quote it it comes out as "any"
unfortunately

stoic lily
#

#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..)

regal gate
#

ouch xD

grand zinc
#

@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

regal gate
#

oh! okay, thanks ๐Ÿ™‚

regal gate
#

that's a negative. it converts it to "'@a3\path\to\translatedDIR\translatedFile.ogg'" (note the " ' ' ")

#

(anyway, I got it to work with __EVALโ€ฆ)

grand zinc
#

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.

regal gate
#

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

grand zinc
#

why eval?

#

You are doing {"string"} a piece of script that returns a string

regal gate
#

I don't know if string concat works in config ๐Ÿคทโ€โ™‚๏ธ

grand zinc
#

๐Ÿค”

regal gate
#

soโ€ฆ?

grand zinc
#

ยฏ_(ใƒ„)_/ยฏ

regal gate
#

and if I write just that (without any quotes)

@a3\dubbing_f_epc\showcase_fixedwings\DIR\showcase_fixedwings_##ID.ogg
``` it returns "any"
grand zinc
#

any?

#

a config entry?

#

how does a config entry return any?

regal gate
#

"any"
getArray (path >> to >> sound) ["any", 1, 1]

grand zinc
#

wat

regal gate
#

I'm good at magic

grand zinc
#

are you still using __EVAL??

regal gate
#

nope, not at all

grand zinc
#

wtf. I can't see how that can happen without eval

regal gate
#

and no error shown on Eden loading

#

I can provide cheap QA services and find tons of weird quirks it appears ๐Ÿ˜

narrow swallow
#

With #define STR(ARG), how do I get it to expand to displayName = "text ARG text";

grand zinc
#

#define QUOTE(x) #x
#define STR(ARG) QUOTE(text ARG text)

narrow swallow
#

I was over complicating it with concat and stuff

stoic lily
#

@regal gate did you try the macro combo i posted?

regal gate
#

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 ๐Ÿ™‚ will keep you posted

small temple
#

I want to remove the spread of weapons, what lines do I need to edit?

lucid sky
#

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 ?

hearty sandal
#

no, mod cant be a dlc

#

how did you set up the insignia?

#

if its unit insignia, those only work on uniforms

lucid sky
#

the insignia's i made a mod off country flag an name of the player or do you want to see the config ?

wintry tartan
#

Didn't you overwrite vanilla Beret?

hearty sandal
#

I mean how do you try to apply the logo to the beret?

#

with config?

lucid sky
#

@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

wintry tartan
#

Both answers didn't answer our questions... Just pastebin your config

lucid sky
#

oh im sorry that i didnt understand the questions then

lucid sky
#

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

regal gate
#

@stoic lily QUOTE worked! Thanks ๐Ÿ‘

#

Take note @grand zinc ๐Ÿ‘€ ๐Ÿ˜„

noble oak
#

๐Ÿค”

regal gate
#

wait noโ€ฆ now it keeps ##
RHA
Eval it will be.

grand zinc
#

I know how quote works :u

regal gate
#

it no wurkz

#

plz fix A3 kthxbai ๐Ÿ˜„

undone quiver
#

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.

opal crater
#

clone the ACE sources to P Drive

undone quiver
#

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.

opal crater
#

P:\x\cba
P:\z\ace

#

there's even a script to setup symlinks and stuff:
"ace\tools\setup.py"

undone quiver
#

Interesting I'll take a look. Thank you.

opal crater
#
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

undone quiver
#

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

opal crater
#

what

#

I still don't understand your issue.

#

what's the difference.

undone quiver
#

One has more flexibility in looking for the Mod pathing the other doesn't.

opal crater
#

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

undone quiver
#

\Mod vs x\Mod is one root further down then you need to go for pathing is what I'm saying.

opal crater
#

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 ๐Ÿ˜„

undone quiver
#

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.

south shard
#

Hey, sorry for the simple question. I'm looking to add a backpack into a vehicles base inventory, how do I go about that?

small temple
#

Is there a line in the config for the volume of the shot?

flint goblet
#

@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; }; };

south shard
#

Cheers mate

hard jolt
#

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

hot pine
#

No, that is invalid

hard jolt
#

ok, thanks

somber fern
#

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`?
hot pine
#

@somber fern there is separate config entry for elevation sounds

somber fern
#

@hot pine I tried to add soundServoVertical and soundElevate, but it didn't help me

stoic lily
#

@somber fern pastebin your whole config

somber fern
#

@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

stoic lily
#

@somber fern if you dont share your config, ppl cant help you

echo ingot
#

Would anyone be kind enough to help me understand unit armor values?

somber fern
echo ingot
#

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?

rough hatch
#

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

untold temple
#

Needs a tracersEvery value in the magazine as well

#

Or lastRoundsTracer is you want the last N rounds in the mag to be tracers

rough hatch
#

I do have that

#

the ammo itself just doesn't appear to use show the tracers

untold temple
#

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

rough hatch
#

ah yeah looks like it had nvgOnly set to 1

stoic lily
#

@somber fern missing requiredAddons definitions + wrong turret inheritance definition (get a config dump to see whats the original structure)

#
somber fern
#

@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 lines elevationMode, soundServo and soundServoVertical. 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

stoic lily
#
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

somber fern
#

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

safe blade
#

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 ?

echo ingot
#

@stoic lily Thanks. Already saw those on my quest for knowledge. The answer across the board seems to be 'nobody has a clue' ๐Ÿ˜„

untold temple
#

@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

safe blade
#

@untold temple oh, I see, well I guess this is the only way, hope nobody gonna dismount them ^^

stoic lily
#

@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