#arma3_config

1 messages Β· Page 115 of 1

echo ingot
#

Yeah so the damage goes through subcomponent then whatever is left gets divided by the structural armor, correct?

hot pine
#
    armor = 100;
    armorStructural = 20;//30;//20;
    explosionShielding = 0.001;
    impactDamageMultiplier = 0.001;``` those parameters are not part of ItemInfo and do nothing there
echo ingot
#

Am very confused now

hot pine
#
{
    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;
};``` (context)
echo ingot
#

Oh I get that, but why does it do nothing? is it all that other config?

hot pine
#

it does nothing because those parameters are not part of ItemInfo

echo ingot
#

Yeah but that's a uniform assigned to the character

hot pine
#

it's still item info

#

if it would be assigned in character config then yes, it will work

#

but not in ItemInfo

echo ingot
#
    class macro_new_unit_class(opfor,Heavy_Standard): Heavy
    {
        scope=2;
        faction= macro_enemy_faction
        editorSubcategory = macro_editor_cat(Heavy)
        uniformClass = macro_new_uniform_class(opfor,Armor);
        displayname = "Enemy";
        class EventHandlers : DefaultEventhandlers {};
        #include "armor.hpp"
    };
#

It's assigned here right?

hot pine
#

I assume it's in CfgVehicles?

echo ingot
#

That's right

hot pine
#

no, there is no such option

stoic lily
#

to the weaponholder itself probably/potentially - just try it. not to the item tho

winter rain
#

@jagged jasper probably is to config it like a mine a option? You can put it on ground and you can add easy effect or script to it

#

And you can also carry it in a backpack

autumn furnace
#

Ive seen people use admin config in game to do some crazy stuff. Is there any chance it could be used to increase PIP view distance? Im interertesd in using the Console displayed TGP on some modded aircraft, but am unable as the distance viewable is soooooo short in the camera. Anything anyone can do to magic up a fix?

hearty sandal
#

The configurable pip is not in game yet I recall.

autumn furnace
#

Damn

sleek yew
#

question would work

    {
      class: BaseRilfe;
      #include "weapon1.hpp"
      #include "weapon2.hpp"
    };

with the .hpp files

  class my_rifle: BaseRilfe
  {
    blah blah blah
  };
strong shuttle
#

yes, except for the class: BaseRilfe; part, which must be class BaseRilfe; πŸ˜‰

kindred viper
#

Is there an easy way to make smth like ace's google's overlay effect work on helmets?
And if there isn't an easy way, how should I go about making doing it the hard way?

leaden swallow
#

@sleek yew at compile time the compiler dumps #includes during the preprocessing into the config.cpp. So yes it will work.

sleek yew
#

πŸ‘Œ

hot pine
#

@autumn furnace You have to use mod for that, there are few (RHS is among them) which are increasing PiP view distance beyond default 2km.

plucky notch
#

Hi there, is there a way to remove the targeting cursors in CfgInGameUI other than editing it there? I am trying to remove all targeting information ARMA automatically overlays onto the screen both in and out of camera, but only in a specific vehicle. This is done currently by having an empty texture in all of these cases, but this modifies the UI when people are in other vehicle with our mod installed which is suboptimal.

I know you can make the config get the alpha channel of the script through getting a variable, and swap it that way but RHSUSAF already does this and I would like to not have a race condition where depending on which gets to the config last either RHS or our mod doesn't work properly. Is there any way to do this other than a compat patch?

maiden lodge
#

What does the value artilleryDispersion do exactly?

rancid lotus
#

Hey, question- does anyone know if it's possible to add event handlers to vests/helmets?

#

I'm working on a mod that includes vests that become burnt/damaged after being hit by an explosion

#

(E.g. with an onExplosion event handler, it swaps the vest with another damaged version)

#

I have the event handler working in missions, but I'm not sure where to put it so it works universally

wintry tartan
#

I believe you can't for vests/helmets, but you can do it via make an EH for units

rancid lotus
#

Ah, do you know how one would do that? And would it be possible to make for all units?

#

Would I have that as an event handler for like, the basic man class?

wintry tartan
#

Yes, apply it to CAManBase or something should do

rancid lotus
#

Awesome, thanks!

#

Do you know if the Biki has anything on this specifically?

#

Or any sample configs anywhere?

#

Would save me some time

wintry tartan
#

Secs please

#

I can't find πŸ€” Hang on, I'll sort the thing up ASAP

#
class CAManBase: Man
{
    class EventHandlers
    {
        class WhateverYouWantToWriteButShouldHaveSomethingOriginalName
        {
            init = "_this call YourFunctionToMakeIt";
        };
    };
};
rancid lotus
#

Outstanding! Thanks a ton

#

Now, do you know if it's possible/easy to overwrite the CAManBase class so that the event handler is added for all human units? For example, something like: ```class CAManBase;
class CAManBase: CAManBase{

class eventHandlers{
[...]
                    };

};```

#

I've tried something like this before with other projects but I'm not certain what the best/least clunky way of doing this would be for a core class like this

#

If I can get this down everything else should be a cinch

wintry tartan
#

Muh, your code doesn't make sense and will just throws an error. Mine should just work?

rancid lotus
#

It's rough, but I mainly mean like overwriting the class with new subclasses (in this case, eventHandlers)

wintry tartan
#

If I do

class ManAlpha: CAManBase
{
  /*brah*/
};
class ManBravo: ManAlpha
{
  /*brah*/
};```Along with the code I wrote above, they will inherit the EH
rancid lotus
#

Gotcha, sounds good, thanks!

wintry tartan
#

Good luck πŸ‘

stoic lily
#

@plucky notch you can disable the targeting ability per vehicle/turret or the specific part of it with A3 newer targeting tech

ionic brook
#

Question regarding making a config replacement mod. In the documentation it shows class CfgVehicles { class SoldierWB; class B_Soldier_base_F: SoldierWB

But what does SoldierWB represent? If I want to change the example B_Soldier_base_F, what do i inherit from?

wintry tartan
#
configName inheritsFrom (configFile >> "CfgVehicles" >> "B_Soldier_base_F")```You can find the inherited class via scripts or config viewer
ionic brook
#

Ok, so whatever I want to change, I need to find it's inherited class and use that.

plucky notch
#

Thank you for the reply @stoic lily , I have looked in there before and I can't seem to find a config entry that does the exact thing I wanted. I would like the locking to still work but my mod uses its own custom interface for managing the locks in the vehicle, and as such I would not like to have the vanilla targeting GUI enabled too. In short, I want targeting to still work, but I don't want to see the big boxes and diamonds around targets that are used by vanilla arma

stoic lily
#

@plucky notch alternative is you disable the element and script a replacement. one might be able to do a full replication of the functionality or close to it in A3 now i think (unless maybe for missiles)

molten birch
#

I dont config and I was trying to import a port object like for boats and I made this I was wondering what is wrong with it
https://pastebin.com/WcVKsi22

plucky notch
#

Okay thank you, I am following down that level of inquiry now. After I have done more research I will probably move down to #arma3_gui for it!

stoic lily
#

@molten birch 1. requiredAddons 2. brackets (get a decent code editor) 3. no Eden Category assigned

autumn furnace
#

@hot pine someone sent me one, thanks tho!

ruby moth
#

So I made a unit and gave them my custom weapon but for some reason the ai refuse to shoot the enemy with it but when switching the ai to civillian they shoot. I'm really in a pickle here, just can't figure out what the problem is. Some help would be apreciated πŸ‘

stoic lily
#

pastebin your config

ruby moth
safe blade
#

Hi. Me again ^^ with another problem : is it possible to unhide object under two conditions ? I mean I've got a selection wich I want to unhide if hasOptics OR hasAccessory. At the moment, it does unhide only if both of those conditions are completed.

#
            {
                type="hide";
                source="hasOptics";
                selection="ris";
                minValue = 0;
                maxValue = 1;
                hideValue = 0;
                unHideValue = 0.25;
                animPeriod = 0.0;
                initPhase = 0.0;
            };        
            class ris_side
            {
                type="hide";
                source="hasAccessory";
                selection="ris";
                minValue = 0;
                maxValue = 1;
                hideValue = 0;
                unHideValue = 0.25;
                animPeriod = 0.0;
                initPhase = 0.0;
            };```
hearty sandal
#

1 bone can only have 1 source affecting it

#

so you will need to chain the bones so that thres ris_optics and ris_accessories

safe blade
#

@hearty sandal sorry : / french inside, I don't get it

hearty sandal
#

the bone "ris" can only be used by 1 animationSource "hasAccessory" or "hasOptics"

#

if you want both of them to hide the selection

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you will need 2 bones

#

"ris_optics" , "",
"ris_accessory,"ris_optics",

#

or actually bossibly 3

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"ris_optics_hide" , "",
"ris_accessory_hide","ris_optics_hide",
"ris" , "ris_accessory_hide",

#

so the whole part you want to hide is "ris"

#

and then the animations for hiding work on "ris_optics_hide" and "ris_accessory_hide"

#

and when either of them hide

#

they will also hide all the other bones after them

safe blade
#

hmm ... okay, guess I get it now, thank you, i gonna test that @hearty sandal my debt start growing quickly πŸ˜‰

small temple
#

What needs to be added to the config so that the weapon goes into the slot under the pistol and into the slot under the weapon

hearty sandal
#

what?

small temple
#

@hearty sandal
There are 2 slots, a secondary weapon and a primary. How do I make it possible to put weapons in both?

hearty sandal
#

you cant

small temple
#

Apparently, you need to create your own weapon based on secondary weapons.

hearty sandal
#

yes

#

2 separate weapons

small temple
#

I just do not understand. How exactly do weapons differ in the config?

hearty sandal
#

different parameters

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and the slots are configured for different character states

#

basically you should not have rifle type weapons in the pistol slot

#

that wont work right

safe blade
#

@hearty sandal didn't work, I've may done something wrong : "ris" is the selection I need to hide, "ris_optics_hide" and "ris_accessory_hide" are child of it but empty selection ?

            "ris_accessory_hide",    "ris_optics_hide",
            "ris" ,                 "ris_accessory_hide",```
```            class ris_optics
            {
                type="hide";
                source="hasOptics";
                selection="ris_optics_hide";
                minValue = 0;
                maxValue = 1;
                hideValue = 0;
                unHideValue = 0.25;
                animPeriod = 0.0;
                initPhase = 0.0;
            };        
            class ris_side
            {
                type="hide";
                source="hasAccessory";
                selection="ris_accessory_hide";
                minValue = 0;
                maxValue = 1;
                hideValue = 0;
                unHideValue = 0.25;
                animPeriod = 0.0;
                initPhase = 0.0;
            };```
hearty sandal
#

yes they dont need selections in the model

#

your hide value is 0

#

so they are hidden without the accessory or the optics

safe blade
#

yep that the thing. I need them unhide if accessory OR optics are on

hearty sandal
#

then your hide value would be 1

#

oh unhide

#

ah

#

then you may need 2 ris meshes

#

one for either situation

safe blade
#

i see, but if both accessory and optic are on, it should unhide both meshes ?

hearty sandal
#

possibly

#

perhaps something like this:

"ris_optics_hide",""
"ris_1", "ris_optics_hide"

"ris_accessories_hide","",
"ris_opticsOn_hide",""ris_accessories_hide",
"ris2",

#

so ris_1 is visible if optics are on

#

and ris2 is visible if accessories are on

#

but if optics are on then ris2 is hidden

safe blade
#

ok then gonna check that

ruby moth
#

So I made a unit and gave them my custom weapon but for some reason the ai refuse to shoot the enemy with it but when switching the ai to civillian they shoot. I'm really in a pickle here, just can't figure out what the problem is. Some help would be apreciated πŸ‘ https://pastebin.com/8p3fbBHt

austere prism
#

Does anyone know if it is possible to change the player's name in the top right of the map? I have so far tried

class RscDisplayMainMap {
    class controls {
        class TopRight: RscControlsGroup {
            class controls {
                class CA_PlayerName: RscText {
                    onDraw = QUOTE(_this call FUNC(mapPlayerName));
                };
            };
        };
    };
};

I have tried onDraw and onLoad on both RscDisplayMainMap and RscDisplayDiary

hearty sandal
#

@ruby moth have you tried giving that weapon to a vanilla character?

#

perhaps the problem is your unit

ruby moth
#

Good idea, i will try that

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No, the vanilla units will use literally anything but my gun

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they throw grenades

hearty sandal
#

perhaps you should try inheriting from some working weapon instead of rifle_base

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you might be missing some parameters

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also try using vanilla magazine and/or ammo

ruby moth
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Tried all that

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no success πŸ˜•

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I did everything exactly like in the sample weapon

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checked the units and they have magazines in their inventory

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and in their guns

hearty sandal
#

yes but did you configure your weapon to vanilla magazine class or vanilla ammo class?

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also if you use the weapon yourself does it work normally?

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and is it a normal rifle looking thing?

ruby moth
#

Yeah I added vanilla magazines to the weapon. It works correctly when I use it.

#

normal rifle looking type thing

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maybe its the fire rate?

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Oh and the AI shoots when using the suppression function of Achilles

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just not at actual enemies

stoic lily
#

scope = 0;

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also inherit from a weapon similar and only define the differences

ruby moth
#

Thank you for your help guys. The problem was that the ammo wasn't designated to be used against infantry.

#

allowAgainstInfantry = 1;

sullen fulcrum
#

hello ladies and gentlemen,
I request help with my config for a custom retexture

wintry tartan
#

Go ahead

sullen fulcrum
#

shall I send the cfg file?

wintry tartan
#

We can't help you without

sullen fulcrum
#

yes, how do I type the code box like above?

wintry tartan
sullen fulcrum
#

ty

#
    class ItemCore; 
    class UniformItem; 
    class Uniform_Base: ItemCore 
    { 
        class ItemInfo; 
    }; 
    class Battalion_Top: Uniform_Base 
    { 
        scope = 2; 
        displayName = "Battalion Top"; 
        picture = "\UBACS\UI\16AA.paa"; 
        model = "\A3\characters_f_epb\Guerrilla\ig_guerrilla4_1.p3d"; 
        class ItemInfo : UniformItem { 
            uniformClass = "Battalion_Top"; 
            containerClass = "Supply50"; 
            mass = 50;  
    }}; 
}; ```
#

had to cut out a lot

wintry tartan
#

And what is your issue?

sullen fulcrum
#

the uniform does not appear in the arsenal

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I used to get errors but not anymore

#

as in I'd be able to see what was going wrong and fix

idle matrix
#

do you have a CfgWeapons entry for it?

sullen fulcrum
#

yes, it's just above as:
class cfgWeapons
{

wintry tartan
#

Any errors?

sullen fulcrum
#

none at all

idle matrix
#

and what about a CfgVehicles entry?

brazen merlin
#

isnt it tied to soldier classes etc?

sullen fulcrum
#

it used to say stuff like "line 160 missing "{"

#

class CfgVehicles
{

idle matrix
#

can you put the whole config on pastebin?

wintry tartan
#

Post the entire please, on Pastebin or something

idle matrix
sullen fulcrum
#

yeah was just doing that now xD

idle matrix
#

I'm pretty sure the cfgweapons entry shouldn't have model = "\A3\characters_f_epb\Guerrilla\ig_guerrilla4_1.p3d";

sullen fulcrum
wintry tartan
#
    class 2_Para_UBACS_SS: Uniform_Base 
    { 
        scope = 2; 
        displayName = "2 Para UBACS (Rolled Sleeves)"; 
        picture = "\UBACS\UI\2PARA.JPG"; 
        model = "\A3\characters_f_beta\INDEP\ia_soldier_02.p3d"; 
        class ItemInfo : UniformItem { 
            uniformClass = "2_Para_UBACS_SS"; 
            containerClass = "Supply50"; 
            mass = 50;  
    };```
Excuse me... Where's your `};`?
sullen fulcrum
#

Where? This is like speaking Japanese for me

hearty sandal
#

since you are using a default uniform model you should inherit your config from vanilla class that uses the same uniform

#

instead of uniform_base

idle matrix
#

^

#

there's a lot of stuff that's simply not needed

hearty sandal
#

also is your 2_para_ubacs_ss configured in cfgVehicles

idle matrix
#

it is

sullen fulcrum
#

so, the UBACS' work just fine, it's the Battalion Top that doesn't

idle matrix
#

has the same class name as the cfgweapons one

hearty sandal
#

would also be good to use different names on the item uniform and unit that is the uniform

idle matrix
#

batallion top doesn't have a cfgvehicles entry

wintry tartan
#
units[] = {"Custom_Uniform_Mod";}; ```Is this legal or illegal BTW?
idle matrix
#

so of course it won't work

sullen fulcrum
#

I got it from a yt video

hearty sandal
#

thats not right way to fill the units list no

sullen fulcrum
#

XD

hearty sandal
#

yt videos are not to be trusted as truth

wintry tartan
#

Also is Custom_Uniform_Mod not something supposed to be there?

idle matrix
#

also yeah that ; shouldn't be in the brackets

hearty sandal
#

they may contain some, truths but they have lot of errors in them too

sullen fulcrum
#

it was a tutorial!

idle matrix
#

not a very good one

sullen fulcrum
#

😦

hearty sandal
#

tutorial makers dont often know enough but they just want to make a tutorial

idle matrix
#

not your fault though, hard to find a good thing when you don't know what good is supposed to look like

brazen merlin
#

can't say that without seeing the tutorial. maybe the tutorial isn't at fault :>

sullen fulcrum
#

lol I can link it if you wanna check it out

brazen merlin
#

sure

sullen fulcrum
#

here's the thing

brazen merlin
#

just out of curiostiy

#

damn, 32 minutes video for something that would be much faster in text.

sullen fulcrum
#

yeah I put off watching it for ages just trying to find a shorter one

#

so am I retarded or is it a bad tutorial?

hearty sandal
#

the guide linked above is better

#

its too long to check out imo

sullen fulcrum
#

ye I'm looking at it now, I am more of a visual learner

hearty sandal
#

that unfortunately will not really matter here

brazen merlin
#

well, first thing i notice is that he shows clear code, so all the mistakes in your code are clearly your fault :p

hearty sandal
#

most of the valuable information is in text

sullen fulcrum
#

yeah I copy + pasta'd his stuff then deleted the irrelevant information

idle matrix
#

how do you know what was irrelevant?

sullen fulcrum
#

that's the thing

#

πŸ˜‰

wintry tartan
#
class Fistly
{
  class Use_Your_Indents
  {
    class Wisely
    {
      class For_Visibility
      {
        And_Not_To_Do_A_Mistake = 1;
      };
    };
  };
};```
sullen fulcrum
#

nah but he had like vehicles and that which I don't need

wintry tartan
#

For Uniforms, you will need

hearty sandal
#

but you do need them too...

idle matrix
#

for uniforms you absolutely need cfgvehicles stuff

#

the cfgweapons entry is the item itself, in your inventory and when you drop it

sullen fulcrum
#

no I mean he literally had retextured vehicles

idle matrix
#

the cfgvehicles entry is the visual aspect when you wear a uniform

brazen merlin
#

"vehicle" in a3 config isn't just brum-brum's

sullen fulcrum
#

I see so it's a bit like entering a car

idle matrix
#

yeah arma has some uuh

#

legacy code

sullen fulcrum
#

just like when my uncle used to....

#

right yeah

idle matrix
#

basically everything is a car

#

some are just static cars

#

and some have legs :p

sullen fulcrum
#

πŸ™‚

#

so what I've gathered is that I need to make a cfgvehicles for the battalion top?

#

and cfgweapons too

idle matrix
#

yep

sullen fulcrum
#

also I need to remember to use notepad++

idle matrix
#

well, you already have a cfgweapons entry

sullen fulcrum
#

so I only need 1 weapons entry for all 3?

idle matrix
#

no

#

the uniformClass parameter in each cfgvehicles or cfgweapons entry is supposed to be the corresponding entry in the other Cfg thing

sullen fulcrum
#

wait the other Cfg?

idle matrix
#

for example

class CfgWeapons 
{
  class uniformitem 
  {
    uniformClass = actualuniform;
  };
};
class CfgVehicles
{
  class actualuniform
  {
    uniformClass = uniformitem;
  };
};
#

it links the two together

sullen fulcrum
#

yeah but it does the switcharoo

idle matrix
#

so you have the right item with the right uniform and vice versa

sullen fulcrum
#

I think i understand...

#

I feel like I'm tryna teach myself some ancient alien language that died out because they couldn't communicate properly

echo ingot
#

Anyone know how the hell unit armor actually works? Been struggling with this for a couple of days now. Looking at the base Arma config, the CSAT fatigues are meant to have more armor but there's zero mention of armor or hitpoints config in the uniform class or anything it refers to

hot pine
#

If I remember correctly, I've already told you that hitpoints are in CfgVehicles, not in uniform class

echo ingot
#

Yeah but the cfgvehicles has the unit this uniform refers to

#

So what makes this uniform better at ballistic protection than another, if the unit itself is what has the armor

#

Is it a combination that the uniform only has the protection if combined with a specific unit?

hot pine
#

Simply, CfgVehicles hitpoints are only used

#

uniform is taking that data from cfgvehicle class that its linked too

#

if you change uniform, your current hitpoints will also change - they will be same as linked class in uniform config

echo ingot
#

So as an example

    class O_Soldier_F: O_Soldier_base_F
    {
        author="$STR_A3_Bohemia_Interactive";
        editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\O_Soldier_F.jpg";
        _generalMacro="O_Soldier_F";
        scope=2;
        displayName="$STR_A3_CfgVehicles_B_Soldier_F0";
        role="Rifleman";
    };
    class U_O_CombatUniform_ocamo: Uniform_Base
    {
        author="$STR_A3_Bohemia_Interactive";
        scope=2;
        displayName="$STR_A3_Iran_Fatigues_hex";
        picture="\A3\characters_f\data\ui\icon_U_OI_CombatUniform_ocamo_ca.paa";
        model="\A3\Characters_F\Common\Suitpacks\suitpack_universal_F.p3d";
        hiddenSelections[]=
        {
            "camo"
        };
        hiddenSelectionsTextures[]=
        {
            "\A3\Characters_F\Common\Suitpacks\data\suitpack_soldier_opfor_co.paa"
        };
        class ItemInfo: UniformItem
        {
            uniformModel="-";
            uniformClass="O_Soldier_F";
            containerClass="Supply40";
            mass=80;
        };
    };
#

That uniform is linked to the soldier. That soldier has no hitpoints on his own but the soldier base has defined hitpoints

hot pine
#

it have hitpoints

echo ingot
#

So the uniform inherits hitpoints from the soldier base?

hot pine
#

O_Soldier_F inherits hitpoints from O_Soldier_base_F

echo ingot
#

Yes

strong shuttle
#

it's like IRL; a person (aka unit) has hitpoints, so even without clothing/armour you're not made of sugar.
Clothing/gear have their own hitpoints which add up to the unit.

hot pine
#

@strong shuttle wrong

#

gear have their own hitpoints. Uniforms are only using linked hitpoints

strong shuttle
#

well, there's always some "uniform" attached to a unit (underwear)

echo ingot
#

So the uniform only has more hitpoints because the "O_Soldier_base_F" has more hitpoints than the "B_Soldier_base_F"?

hot pine
#

no idea if hitpoints are defined in O_Soldier_base_F, it could be defined even deeper so technically speaking its more correct to say that O_Soldier_F have more hitpoints than blufor counterpart

echo ingot
#

Yes they are defined there

#

I mean I think I understand what you're saying but it seems like such a weird way to do it I am second guessing myself

hearty sandal
#

inheritance is used to simplify configs so that things that are the same do not need to be defined over and over again

echo ingot
#

So while the hitpoints are defined in the unit, the unit itself has no hitpoints but only the uniform it has defined in which then links back to the unit itself

#

Am I understanding that correctly?

#

So if you switch the Blufor guy's armor with the CSAT armor, Blufor guy is then getting the hitpoints of "O_Soldier_base_F"

hearty sandal
#

unit without uniform has its "naked" hitpoints

#

when uniform is put on the uniform characters hitpoints are used

#

so yes

echo ingot
#

Ok, yeah. That's what I understood

#

That was a weird one to wrap my head around. Thanks for the patience πŸ˜„

hearty sandal
#

you put on platemail, the platemail protects you

echo ingot
#

Yes! But what was confusing is that you put on a platemail and the knight who wears the platemail protects you

hearty sandal
#

well technically in Arma the platemail item turns you into the knight

echo ingot
#

Clothes make the man I suppose

hearty sandal
#

yes

echo ingot
#

And for vehicles is it just the HitPart config? Or is there some extra shenanigans' going on?

hearty sandal
#

well there is also the hit geometry in the model that defines what kind of armor material different parts are

#

shots first hit the geometry and they might not even reach the actual hitpoints if the armor is strong enough to block the shot

echo ingot
#

But as far as config goes, you can't change hit geometry

hearty sandal
#

indeed that is true

echo ingot
#

Can you circumvent that issue by making the armor stronger/weaker?

#

Not fully but a workaround

hearty sandal
#

possibly yes. depends of course as well how well a vehicle is made

echo ingot
#

Ok cool. Thank you for that, beer's on me!

echo ingot
#

Ok if I may just clarify 2 minor points on this πŸ˜„ If the HitBody for example has a passthrough of 1, where does that damage pass through to?
And also, what does the depends do? I've read the soldier protection page on the arma wiki but it's not really explained what it does, just how to use the simple expressions

hearty sandal
#

depends?

echo ingot
#
    class HitBody: HitChest
    {
        armor = 350;            
        material = -1;
        name = "body";
        passThrough = 1.0;
        radius = 0.1;
        explosionShielding = 6;
        visual = "injury_body";
        minimalHit = 0.01;
        depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
    };
#

Does that mean you need to destroy all the other hitpoints first for the damage to take effect? Or that the damages passes through to those hit points?

hearty sandal
#

I believe its explained here

echo ingot
#

"// returns the greater of HitFace and HitNeck"

#

Do you mean this line?

tough cliff
#

Is it possible somehow to make an identityType more common for a unit?

#

Trying to add a slight mix of faces to my unit, however adding "Head_Euro" simply overwhelms everything else.

glacial spear
#

im trying to code some missile but i have no idea how far the indirect hit range value means does is mean indirectHitRange=50; = 50 meters or am i looking at this wrong

glacial spear
#

yes iv read throught that but it dosenent give a set value for 1 meaning 1 meters/feet/yard/kilometer

hearty sandal
#

Id wager its radius in meters

strange egret
#

yes meter, because bohemia doesnt use the limb-and-rubble unit system, and kilometer would be too ridiculous

glacial spear
#

thanks

safe blade
#

@hearty sandal thank you again for my hasoptic/hasaccessory problem, for whatever raison if 2 bones are exactly at the same position a glitch appear so issue fix with move a bit on X and Y by 0.0001 each. (if someone encounter this issue). Don't know why but this is the way I fix it.

hearty sandal
#

πŸ‘

glacial spear
#

is there any way to set in the config to disable damadge to buildings

#

im trying to code a thermobaric hellfire

hearty sandal
#

no

#

but you can set the missile to do no damage at all

#

or very minimal damage

untold temple
#

Thermobaric/Fuel-Air-Explosive/Enhanced-Blast munitions are designed to level buildings though, aren't they?

hearty sandal
#

and then add a fired eventhandler that calulates the damage on different types of units

safe blade
#

@hearty sandal ahah, now, when player drop grip on the floor, the grip got bipod too xD... I guess it canno't be solve, I don't see any sourceanimation to prevent that.

hearty sandal
#

well you are kinda adding unsupported feature

safe blade
#

hehe

#

well guess this is the price. They should be ok with that compromise.

echo ingot
#
            class HitLegs: HitHands
            {
                armor=6;
                material=-1;
                name="legs";
                passThrough=0.13;
                radius=0.1;
                explosionShielding=0.30000001;
                visual="injury_legs";
                minimalHit=0.0099999998;
                depends="0";
            };
            
        };
        armor=5;
        armorStructural=1;
#

Any idea why with this config, no matter how many shots in the legs, the unit won't go down? 😐

hearty sandal
#

other mods involved?

echo ingot
#

ACE medical would be the only thing that could get in the way

hearty sandal
#

yeh dont develop with other mods on...

#

its impossible to debug

echo ingot
#

But then if you make it work without the mods that it will be used with, you can find that things break once you add those mods in

hearty sandal
#

well it makes it very hard to help you though

#

because there are now n^ of unknown variables that can cause your issues

#

instead of the basic Arma features

#

so at least I myself cant offer any more assistance since I dont work with ACE like that

echo ingot
#

That's fair, but this thing won't even run without ACE

hot pine
#

@echo ingot use diag exe to see what is going on - "shot" & "hitpoints" diag would be quite useful to see what is going on

#

check also .rpt logs if there are no errors

echo ingot
#

Diag.exe? Is that in the Arma tools suite?

echo ingot
#

Thank you!

strong shuttle
#

Got something weird here:
I have a reskin of a vanilla vehicle in a mod, which works perfectly fine in the editor or when starting a MP game from the editor.
However on a dedicated server (same PC), when I place the vehicle with Zeus, I can't edit it like other vehicles/objects (shows up in working order in-game, but not in the left 'EDIT' list).
Is there something I have to add in the config to make it work?
Obviously do I have scope = 2; and scopeCurator = 2; set, among other changes (displayName, faction, editorSubcategory, hiddenSelectionsTextures, etc.).

idle matrix
#

can't edit how?

#

your custom skin doesn't show up?

strong shuttle
#

the vehicle itself works perfectly fine with the correct textures, but it doesn't get the "yellow circle" in Zeus, and doesn't show up in the EDIT list on the left side of the Zeus interface

idle matrix
#

yeah I misread

#

sounds like some zeus settings are funky

#

check the zeus module settings, there should be a setting that lets you choose what content to load

#

set that to everything

strong shuttle
#

other vehicles work perfectly fine (Vanilla, RHS, CUP), only my custom vehicles don't

idle matrix
#

can you put the config on pastebin?

strong shuttle
#

and the correct classnames are set in CfgPatches -> units[]

idle matrix
#

Config looks okay to me, so I don't know what else could be the problem

hot pine
#

Is your vehicle placed on the map? @strong shuttle

#

You can either add it to mission required addons this way (or manually) or do addon preloading in config

strong shuttle
#

The vehicle is (as part of a test mission) already placed in the mission, and everything works.
The only problem is that on a dedicated server a newly spawned vehicle by Zeus is not available to Zeus, until manually transferred (with addCuratorEditableObjects).

#

Almost feels it's a server issue πŸ€” but still doesn't make sense.

bleak flint
#

Is there a way to have ammo counters on a weapon in a "easy" way that can also detect different mag sizes?
(Not sure if this is the right chat for this as it might be both config and model stuff πŸ€” )

vagrant idol
#

@hot pine I heard you have a solution for adding Old Man's "sick" rvmats/uniforms in custom scenarios. I've been searching inside this channel but without any success. What I achieved so far in custom scenario is that the skin changes from "normal" to "sick" only when the unit dies, before that it doesn't apply. I added a simple forceAddUniform in unit's init. What should I do to make them have the "sick" uniform when they are alive?

hot pine
#

@strong shuttle are unofficial addons enaled in zeus module?

#

@vagrant idol that only works when you are placing one of the hidden units with proper injury materials

#
            C_Man_casual_1_F_afro_sick,
            C_Man_casual_3_F_afro_sick,
            C_Man_casual_4_F_afro_sick,
            C_Man_casual_5_F_afro_sick,
            C_Man_casual_6_F_afro_sick,
            C_man_p_beggar_F_afro_sick,
            C_man_polo_1_F_afro_sick,
            C_man_polo_2_F_afro_sick,
            C_man_polo_3_F_afro_sick,
            C_man_polo_6_F_afro_sick,
            C_man_sport_2_F_afro_sick```
vagrant idol
#

oh, I get it. so there is no way to place those units like any other visible in 3den, only through createUnit?

hot pine
#

Yes, you can place them only via create unit

strong shuttle
#

@strong shuttle are unofficial addons enaled in zeus module?
Obviously they are, and other modded content is working correct.
The only thing I can imagine now is the fact that the vehicles are inherited from the Contact DLC and I'm not 100% sure if this is enabled on the dedicated server (although the configs should exist anyway afaik).

undone quiver
#
cba_disposable_MagazineLaunchers setVariable [_magazine, _loadedLauncher]>
 0:30:30   Error position: <setVariable [_magazine, _loadedLauncher]>
 0:30:30   Error Reserved variable in expression
 0:30:30 File x\cba\addons\disposable\XEH_preInit.sqf..., line 48```

Anybody know what might cause this CBA error? I can't reproduce it on my end but my other teammates can.
#
class CBA_DisposableLaunchers {
    ML700_Launcher_Weapon_CadianLauncher[] = {"ML700_Launcher_Weapon_CadianLauncher_Loaded","ML700_Launcher_Weapon_CadianLauncher_Used"};
    ML700_Launcher_Weapon_CadianLauncher_Blood[] = {"ML700_Launcher_Weapon_CadianLauncher_Blood_Loaded","ML700_Launcher_Weapon_CadianLauncher_Blood_Used"};
};```

Is my set up for the config it mentions.
#

Base classes for weapons are regular mags. the ones in the array use the

magazines[] = {"CBA_FakeLauncherMagazine"};``` as told by the documentation
grand zinc
#

Anybody know what might cause this CBA error?
"_magazine" is empty string

undone quiver
#

Nothing.

grand zinc
#

There's ya problem

#

that should return "CBA_FakeLauncherMagazine" according to what you wrote above

undone quiver
#

Ugh, apologize I messed up the code. So it states I'm missing a ; at the end.

#

"ACE_FiredMissileDummy" For used...

#

and loaded does indeed have
CBA_FakeLauncherMagazine

#

So first thing first, need to figure out were this ACE bleeding is happening at.

#

Ok I got it.
I didn't have our ACE compatibility stuff packed with the dev build. Which appriently had all the old legacy stuff. Thank you millions this been a 12 hour+ bug crunching adventure πŸ˜„

hot pine
#

@strong shuttle you might try posting full config then

crisp mountain
#

I am trying to make a skinmod for SAB Secret Weapons, but I have an issue: Some of the planes have no hidden selections defined. E.G. the sab_bf110. So I created asub class like this:

  `class sab_bf110;    // External class reference
    class bf110_1942 : sab_bf110 {
    hiddenSelections[] = {"camo_1"};
    hiddenSelectionsTextures[] = {"sab_extraskins\bf110\110_generic_co.paa"};  `

The plane bf110_1942 is listed in object list in the editor, however the new skin does not show up. What do I need to do to get the skin on the new plane, or is it just not possible?

untold temple
#

Can’t retexture it if it doesn’t have selections present in the mesh and defined in the model.cfg information encoded in the model

crisp mountain
#

You mean in p3d file? So only option then is to replace the original skin for a similar named file?

untold temple
#

No, that's not really an option because you're repacking someone else's .pbo. Your only option is asking the original author to add texture selections to the model

crisp mountain
#

OK, thanks for your help!

strong shuttle
#

@strong shuttle you might try posting full config then
@hot pine
Here's the full config from a single vehicle (since the posting the full mod wouldn't make sense): https://pastebin.com/9W7GCzwZ
I have tested just this as a mod and has the same results:

  • vehicle can be added as Zeus when running a local server, and it is available to be edited
  • vehicle can be added as Zeus when running a dedicated server, but can not be edited

Additional: in the error logs I get a Warning Message: Bad vehicle type when spawning this vehicle (in editor or as Zeus), but I have no idea why...

hot pine
#
        crew = "";
        typicalCargo[] = {};``` I think that might be the culprit
strong shuttle
#

I added those to remove the default crew/cargo, since those are from another faction (and gave the same result)

hot pine
#

Warning Message: Bad vehicle type it's trying to createUnit ""

#

have you checked if your addon is listed in mission.sqm?

strong shuttle
#

It's not added when I don't place any objects down in the editor.
It is added when I have content from the mod added.

hot pine
#

and is it added in that mission which is loaded on dedicated server?

strong shuttle
#

no, since I have an empty mission for testing (only contains unit and game master module)

hot pine
#

try with that car on the map as I suggested before

#

Obviously they are, and other modded content is working correct. - that is not good indication since i.e. CUP & RHS is using preloadAddons which means makes those units available even when official addons are only selected

strong shuttle
#

all stuff is available (Mikero's Tools add the correct packages to 'requiredAddons') so that shouldn't be the issue

#

although I have now added

crew = "B_GEN_Soldier_F";
typicalCargo[] = {"B_GEN_Soldier_F"};

and it solves the issue πŸ€·β€β™‚οΈ
Weird that it didn't work when simply inheriting those variables

hot pine
#

Base class is without the crew if I remember correctly

woven flax
#

With cfgammo, is class HitEffects overwritten by a units "impactEffectsBlood"?

#

I am trying to add a larger blood spray to a specific ammo type

woven flax
hot pine
#

yes, it's overridden by impactEffectsBlood @woven flax

woven flax
#

Thank you Reynard. Is there a workaround for this that your aware of?

echo ingot
#

Hi! Does anyone know which folder the tanks DLC weapons configs are in for base arma? Struggling to find them

hearty sandal
#

possibly here

echo ingot
#

That folder didn't export for me for some reason πŸ€” Thanks

sullen fulcrum
#

I've stumbled upon a weird one, and I'm sure I'm just missing something, so I'm trying to make my custom PKM on the CUP basis work with ASDG joint rails system from CBA, here's the WeaponSlotsInfo off of the PKM

class WeaponSlotsInfo: WeaponSlotsInfo{
  class CowsSlot: asdg_OpticRail1913
  {
    iconPinpoint="center";
    iconPosition[]={0.66799998,0.391};
    iconScale=0.14;
    iconPicture="\A3\Weapons_F\Data\UI\attachment_top.paa";
  };
};

And yes I've already defined "class asdg_OpticRail1913;" further up in the config, as well as put "cba_jr" as a requiredAddon, problem is it doesn't see any optics at all in the CowsSlot in-game.

I'm probably missing something and please do point it out to me

hearty sandal
#

does the original weapon have a slot

sullen fulcrum
#

Yeah it does, pretty much the same exact config, I tried both without using it, and with using it

#

I'm kinda lost as to why accessories are not showing up on my version, which is just a retextured version with mass, name, and description altered

hearty sandal
#

is your addon using both cup and cba as required addon

sullen fulcrum
#

Yep, got them both

untold temple
#

Why are you needing to define the rails for it you are inheriting from a weapon with a working rail?

#

I suspect you've not done the inheritance properly

sullen fulcrum
#

Well I tried doing without it, and it still didn't work, the inheritance of looks like this:

class CUP_lmg_PKM;
class CUP_lmg_PKM_top_rail: CUP_lmg_PKM{
  class WeaponSlotsInfo;
};
class ord_weap_crvz2000_rail: CUP_lmg_PKM_top_rail{
  config here
  class WeaponSlotsInfo: WeaponSlotsInfo{
  config here
  };
};
#

I tried not doing the whole "CowsSlot" ordeal, but they didn't want to work either, so I tried putting in the code from the inherited weapon hoping it would do it to no avail

#

I'm starting to think it might be somehow due to the fact that the files are from our unit's repository, as now I've realized the original CUP_lmg_PKM_top_rail doesn't work either

#

But when loading the workshop version it seems to work, I'm gonna have to look into if somehow our ArmA3Sync repository is broken

#

Well tried doing it with a fresh copy of the files, still didn't work

untold temple
#

If it was missing features from subclasses like WeaponSlotsInfo that should have inherited, without you attempting to modify those particular subclasses, it's usually an indication that inheritance is done incorrectly further up

sullen fulcrum
#

I've noticed however that the PointerSlot works just fine, only the CowsSlot seems to be acting weird

#

I'm not sure what I can do different, perhaps inheriting asdg_OpticRail from it's base class?

untold temple
#

do CowsSlot: CowsSlot {}; instead

#

The rail already exists in the parent weapon as CowsSlot so that's what you should be inheriting from

sullen fulcrum
#

Alright, I'll give it a shot

#

Unfortunately that's not working either, however asdg_OpticRailAKSVD for a different version of the same gun works fine

#

If that one and the pointers are working, with pretty much the same exact config as this one, I assume there's an issue with calling in asdg_OpticRail1913

untold temple
#

Should probably want to look like this ```C
class ##PARENT##;
class CUP_lmg_PKM: ##PARENT##
{
class WeaponSlotsInfo;
};
class CUP_lmg_PKM_top_rail: CUP_lmg_PKM
{
class WeaponSlotsInfo
{
class CowsSlot;
class PointerSlot;
};
};

class ord_weap_crvz2000_rail : CUP_lmg_PKM_top_rail
{
class WeaponSlotsInfo: WeaponSlotsInfo
{
mass = ##edit##;
class CowsSlot: CowsSlot {};
class PointerSlot: PointerSlot {};
};
};```

sullen fulcrum
#

Alright, let me try that one as well

untold temple
#

Sorry, I forgot to put the subclass call in CUP_lmg_PKM and was using the wrong parent for the last ord_weap class

#

edited above. Obviously you need to find out what the parent class of CUP_lmg_PKM is

#

I am surprised that this alone doesn't work though. I didn't think WeaponSlotsInfo was one of the subclass types like turrets that don't preserve subclasses inside it ```C
class CUP_lmg_PKM;
class CUP_lmg_PKM_top_rail: CUP_lmg_PKM
{
class WeaponSlotsInfo
};

class ord_weap_crvz2000_rail : CUP_lmg_PKM_top_rail
{
class WeaponSlotsInfo: WeaponSlotsInfo
{
mass = ##edit##;
};
};```

sullen fulcrum
#

I tried it again and it's not working yet again

#

I'm starting to think this is not due to the config anymore

untold temple
#

Did you include the edits I made above? I made some errors first time around

sullen fulcrum
#

Yeah those as well

#

I have to try something, and if I'm correct then I'll be even more confused πŸ˜„

#

I am even more confused

#

Since our unit uses a repository rather than the steamworkshop like many others

#

When using CBA, from the repository it doesn't work, whilst when loading in CBA I downloaded from the workshop works just fine

#

Keep in mind, they're literally the same, same version, all the same files, I'm gonna try to just copy CBA from !workshop into a different folder and try it

winter rain
#

Do you pack with pboProject?

sullen fulcrum
#

For this specific instance, no I've used it before but now right now

#

I just pack it with a pboManager non-binarized since I'm packing it all the time

winter rain
#

Maybe it will give you a solution to your problem while you pack it with pboProject. If no error will be shown, check also your arma.rpt file.. it helps sometimes also to fix your issue

sullen fulcrum
#

I'll give it a try, but I've just seen that the rail system is not working on the G36 from RHS either

#

I'm pretty certain this isn't a config issue anymore, it's something else, but thank you for all the help guys, I'll have to try and figure out what is causing this weirdness

#

It also stopped working on my ASDG compatibility for GlobalMobilization weapons, and those were working fine initially, I changed absolutely nothing

winter rain
#

I havent looked into weapons yet and also not for such kind of rails/addons for the weapons.

Maybe it can be a model issue too

pallid snow
#

You trying to CBA Joint Rails?

sullen fulcrum
#

Yes, and I don't think it is, because it seems to not be working only for random weapons, and only when using the files I got from the repository, keep in mind I am the one who made the repository and also have the original files that I just copied over, so it can't be an issue during download

#

I haven't modified any of those files, RHS, CUP, CBA, and I've realized that the VHS, G36C don't work from RHS, and the PKM from CUP doesn't work as intended either

#

They simply just.... stop working when I copy them over to a different location

pallid snow
#

This'll sound intuitive, but if they don't work after loc changes, ensure the paths match

#

Its one of those "but i'm sure they are" when it could be a missing \

#

your logs'll scream it

#

Or atleast, you'd hope πŸ˜„

sullen fulcrum
#

Well the issue seems to be only with cba_jr, and they don't use any paths that I see πŸ˜…

#

I have it open now

pallid snow
#

Have you implemented it before?

#

Like else where or similar?

sullen fulcrum
#

I see the paths, they're all a-okay and work for 99% of the weapons other than a few, that even with correct paths and configs, just don't

#

Nope, this is the first time I stumble on something like this and it is a cluster

pallid snow
#

Well they wont work if compatibleItems[] are defined, it'll just resort to that.

#

OR atleast when I implemented them they didn't

#

Then you literally find a similar gun and inherit the class

sullen fulcrum
#

Think I'll just nab the config off of a working gun, see if that works, but I just loaded the repository with CBA from the workshop and that's not doing it either

pallid snow
#

You should only include your own content, unless permission is given, inside your addon, you'll need to add the rest as required addons etc afterwards, incase you didn't know

#

it also avoids version mismatches

#
  class VKN_MP5: FA_Base_Rifle_VKN {
    class WeaponSlotsInfo : WeaponSlotsInfo {
        mass = 115;
        allowedSlots[] = {901};

        class MuzzleSlot : asdg_MuzzleSlot_9MM_SMG {
            //linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE";
            //compatibleItems[] = {};
            iconScale = 0.1;
        };

        class CowsSlot : asdg_OpticRail1913_short {
            //linkProxy = "\A3\data_f\proxies\weapon_slots\TOP";
            //compatibleItems[] = {};
            iconScale = 0.1;
        };

        class PointerSlot : asdg_FrontSideRail {
            //linkProxy = "\A3\data_f\proxies\weapon_slots\SIDE";
            //compatibleItems[] = {};
            iconScale = 0.1;
        };
    };
  };
#

This was one of my working configs

untold temple
#

Seems like one of your addons is probably breaking JR and that's having a knock-on effect for a bunch of other weapons

sullen fulcrum
#

That's my thoughts

pallid snow
#

Quick question by the way monkey, how would one go about having standard sights when CBA isn't loaded? compatibleItems[] overrrides cba from what I found when testing

#

because at the moment our custom weapons use cba JR for scopes, but are otherwise just iron sights when in vanilla arma.

#

That is of course if you know

sullen fulcrum
#

Well uhm

#

I "fixed" it

#
class CowsSlot: rhs_picattinny_russian_rifle_scopes_slot
{
  iconPinpoint="center";
  iconPosition[]={0.66799998,0.391};
  iconScale=0.14;
  iconPicture="\A3\Weapons_F\Data\UI\attachment_top.paa";
};
#

I simply used an rhs inheritance, rather than the asdg one, and that worked πŸ˜…

#

And rhs_picattinny_russian_rifle_scopes_slot just inherits from asdg_OpticRail1913, so it has the same effect

#

Technically a "fix"

winter rain
#

Technically a fix but if someone wants just your addon, he has to load other addons/mods too 😜

Best way is to make own inherits to get free of custom addons/mods requierements.

sullen fulcrum
#

Well it's a unit modification for our custom faction so that's not an issue πŸ˜…

untold temple
#

@pallid snow we have it in RHS by defining the same JR classnames in parallel to how it's done in CBA (you need this for adding JR compatible attachments anyway, but just don't add a requiredAddons entry), but with addition of the absolute minimal parameters, to avoid conflict (the classes should merge if done correctly). Then our weapons using slots with their own classnames and any additional params that might overwrite something the CBA devs do, but otherwise inheriting everything from the named JR class. So that when CBA is loaded and other addons with JR-compatible attachments it's compatible attachments is populated within CBA

#
class asdg_SlotInfo;
class asdg_OpticRail;

class asdg_OpticRail1913: asdg_OpticRail
{
    linkProxy="\A3\data_f\proxies\weapon_slots\TOP";
    displayName="$STR_A3_CowsSlot0";

    class compatibleItems
    {
        //your own custom attachments
    };
};

class my_opticRail: asdg_OpticRail1913
{
    class compatibleItems: compatibleItems
    {
        //define BI attachments you want here and additional rail parameters for icons etc.
        //avoids potential conflict with how CBA define them
    };
};

class cfgWeapons
{
    class Rifle;
    class Rifle_Base_F : Rifle
    {
        class WeaponSlotsInfo;
        class GunParticles;
        class Eventhandlers;
    };
    class my_weapon: Rifle_Base_F
    {
        class WeaponSlotsInfo: WeaponSlotsInfo
        {
            class CowsSlot: my_opticRail {};
        };
    };
};``` Something like that
pallid snow
#

Ah righttt

#

Makes sense really

untold temple
#

Our attachments don't load on BI weapons unless CBA is loaded. We literally just use the same base classname as you would write when making a JR-compatible scope, laser etc. No further replication of anything JR does by adding rail slots to BI weapons

woven flax
#

In CFGCloudlets whats the difference between "HIT" and "DAMAGE" when it comes to some of the math. Examples:

            size[] = {"((hit factor [3,100])/80 + 0.30)", "2*((hit factor [3,100])/80 + 0.4)"};
untold temple
#

I imagine hit is from the ammo and damage is from the target?

grand zinc
#

A shot that enters a surface (like a wall) and goes through it doesn't do damage for example, but does have a hit. Or something like that πŸ€”
"hit" is the value from the bullet, essentially how hard/dangerous/damage making the bullet is.
damage is the damage that was enflicted on hit.
damage will be lower against armored target for example, and is influenced by caliber and stuffz

woven flax
#

I See, okay thank you

brazen merlin
#

question tyme. i made a copy of a binocular and set memoryPointCamera = "eye"; - however, when going into scope mode, the view will zoom in quite a lot. is this a fov setting or something? i want to reduce that, a lot. like how it's with rifles where the non-scoped aiming will just move you closer to the reticle and that's it

untold temple
#

It's to do with where the eye memory point is located AFAIK. Camera physically moves towards the eye mem point during the transition

#

Or are you just on about the general magnification factor of the optic?

brazen merlin
#

hm i just saw i dont have an eye memory point in the model.

#

what i mean is, the weapon is zooming in quite a lot already by default, even before you use the actual binocular function

untold temple
#

Then I am not sure you can do anything about that. I don't think there are any parameters that effect the view for binos when they are in the raised position but unscoped. Think it's just a matter of the character animation

#

And you can't make custom binocular-holding animations

brazen merlin
#

yeh

#

i'll insert an eye memory point right now. will see what happens

#

ok that didn't change a thing

brazen merlin
#

it's the opticsZoomMaxand opticsZoomInit setting. i just changed them to 1 for lolz and the initial zoom is indeed different. will have to play around with that.

#

only problem is that the hud now doesn't start at zoom *1 anymore. meh.

strong shuttle
#

add scopeCurator = 2; ?

grand zinc
#

and neither can I attach it to guns via command (addPrimaryWeaponAttachement) gives back false.
guns have compatible attachments, that defines which classes can be attached

#

best way around that is to employ CBA (ASDG) JointRails

strong shuttle
#

and afaik can see does the acc_flashlight have a special ItemInfo class

class ItemInfo: InventoryFlashLightItem_Base_F
grand zinc
#

need to add it to allow the weapon to use it

#

Uh.. no.

#

The weapon defines what attachments it supports, it doesn't care about inheritance on the attachments

sullen fulcrum
grand zinc
#

No just CBA. And weapon needs to use CBA JR too. But most mods do

#

All vanilla ones should, and all bigger mods like rhs, cup

next hare
#

Hey, so I've been re-texturing uniforms/vests/helmets/backpacks and doing some other stuff for a while now, and I know the config for that, but does one know how to make it to where a backpack is TFAR compatible?

hearty sandal
#

have you checked the TFAR BIforum threads for info on that?

next hare
#

Unaware such a place existed

hearty sandal
#

BI forum?

next hare
#

no, a TFAR BIforum

hearty sandal
#

no

#

TFAR has thread(s) in BI forum

next hare
#

I mean typing keywords of such into google didn't bring me into any forum that was on the topic.

hearty sandal
#

I would wager you are not first one to ask such

#

google does not always find stuff

next hare
#

It's possible, I could just be the stupidest person to look at the TFAR backpack config, but you are most likely correct.

hearty sandal
#

it is possible the questions are not formed like that

grand zinc
#

TFAR Discord is also a thing, but you can also just look at TFAR Github and see how it does it

#

backpacks are on github in the "backpacks" directory

next hare
#

This is what I got from looking at TFAR Github

#

tf_dialogUpdate="call TFAR_fnc_updateLRDialogToChannel;";
tf_hasLRradio=1;
tf_encryptionCode="tf_west_radio_code";
tf_dialog="rt1523g_radio_dialog";
tf_subtype="digital_lr";
tf_range=30000;

#

I feel like it isn't this easy though

grand zinc
#

looks about right

next hare
#

like I am missing something

grand zinc
#

why would it be hard?

next hare
#

I usually miss some stone along the way of something.

grand zinc
#

if you have the properties from TFAR_BagBase too, it should be right

#

I think that's only hasLRRadio and range, which you have

#

so should be fine

next hare
#

class DAU_RP: Bag_Base { author="Savvy"; scope=2; model="\task_force_radio_items\models\clf_nicecomm2"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"YOT\data\DAU RP.paa"}; displayName="Ye'Old Tavern AN/PRC 155 (DAU)"; tf_dialogUpdate="call TFAR_fnc_updateLRDialogToChannel;"; tf_hasLRradio=1; tf_encryptionCode="tf_west_radio_code"; tf_dialog="rt1523g_radio_dialog"; tf_subtype="digital_lr"; tf_range=30000; picture="YOT\data\Picture.paa"; maximumLoad=1000; mass=20; };

#

Going to put this here in case I missed something

hearty sandal
#

Just test it out πŸ˜„

next hare
#

honestly though lol

next hare
#

wellll damn

#

It's in game, works as intended except for the fact that there is no model, and I have no idea whether it's the texture or the model I have wrong here.

hearty sandal
#

either or both usually

#

or wrong paths

#

or you used pboManager

next hare
#

I use addon builder

#

paths should be correct, I double checked them

#

wait

#

there are like 8 versions of tfar

#

I need to make sure that I pathed the correct one

hearty sandal
#

you are packing only your custom addon parts yes?

#

not the whole of tfar

next hare
#

only mine

#

I believe I needed this directory

#

model="\z\tfar\addons\backpacks\models\clf_nicecomm2";

strange egret
#

that not a proper path, because every other use wont have this

next hare
#

Well they will if they have the TFAR beta mod is installed

#

which is the intention

hearty sandal
#

is the backpack model part of tfar

#

or are you adding it?

strange egret
#

the addon is called \z? i doubt that

next hare
#

It's inside the TFAR mod, nothing that is in the TFAR mod is inside mine

hearty sandal
#

thats CBA folder structure convention or something like that

strange egret
#

it is? well apologies then, but it certainly looks wrong...

hearty sandal
#

it does yes xD

#

I dont like it one bit

#

but it works and is good for their workflow

next hare
#

Arma is the quirky girl at school trying to get boys to simp for her change my mind.

hearty sandal
#

so yes the path to model must be exactly right

strange egret
#

if the model already exists, is there no config you can inherit from/ check the path from?

next hare
#

I got it from the config in that mod

#

so if my path is broken then so is theres

grand zinc
#

@next hare if you want to use a TFAR radio, just inherit from its config class

#

are you making a retexture? just inherit the radio class and only change displayName and hiddenSelectionTextures

#

There are two versions of TFAR, the old and the beta, they have different paths

next hare
#

Whelp no going back as it works now

#

now I just need get good at mapping camos

#

since I am absolute garbage at it

formal hull
#

anyone else having any issues packing CfgMarkers with pboproject? encountering EOF errors, even when I try debugging with a 100% empty class CfgMarkers{}; it insists that i'm missing a }; at the class CfgMarkers line

hearty sandal
#

its likely missing somewhere above

#

but the problem ends at that line

formal hull
hearty sandal
#

have to check all your {};

formal hull
#

they're checked πŸ˜›

#

ignore the "span class re5" crap, pastebin has a hissy fit

#

everything is all closed off properly as far as i can see

hearty sandal
#

line 22

#

missing ;

formal hull
#

..of

#

thanks πŸ˜›

#

i need to purchase new glasses it seems

hearty sandal
#

cant spot anything else

wintry tartan
#

number = 1.0f; ... in this case f does what?

grand zinc
#

f means its a float

#

πŸ€”

wintry tartan
#

So does nothing?

grand zinc
#

would say error πŸ˜„

#

maybe its ignored in parsing

wintry tartan
#

I've seen it sometimes, and wondered what it does. BIS_fnc_parseNumberSafe fails to consider it a number

south shard
#

Say for example I have a section of repeated code in my config, in this case TransportMagazines and TransportItems etc etc, how can I go about using another file and include that?

strong shuttle
#
#include "other_file.hpp"
#

and it also works within configs:

class some_class {
   class TransportMagazines {
      #include "mag_list.hpp"
   };
   class TransportItems {
      #include "item_list.hpp"
   };
};
south shard
#

That was my initial thought, but class 5rifles_husky_logi_gpmg_g: UK3CB_BAF_Husky_Logistics_GPMG_Green { author = "Flinty"; scope = 2; scopeCurator = 2; displayName = "Husky EOD Logistics (GPMG) Green"; #include "inventory.h"; }; throws an error, "encountered ';' instead of '='

#

Changing it to hpp makes no difference

strong shuttle
#

remove the ; after the include πŸ˜‰

south shard
#

Ah yeah, that does it. Cheers

untold temple
#

Can also write a macro

#

e.g. at the top of your config or in a defines.hpp C #define MACRO_SAF_TRANSPORT_MAGAZINES \ class TransportMagazines\ {\ class _xx_rhsgref_30rnd_556x45_m21\ {\ count = 20;\ magazine = "rhsgref_30rnd_556x45_m21";\ };\ class _xx_rhssaf_30Rnd_762x39mm_M67\ {\ count = 20;\ magazine = "rhssaf_30Rnd_762x39mm_M67";\ };\ class _xx_rhsgref_10Rnd_792x57_m76\ {\ count = 10;\ magazine = "rhsgref_10Rnd_792x57_m76";\ };\ class _xx_rhs_100Rnd_762x54mmR\ {\ count = 5;\ magazine = "rhs_100Rnd_762x54mmR";\ };\ }; #define MACRO_SAF_TRANSPORT_ITEMS \ class TransportItems\ {\ class _xx_FirstAidKit\ {\ name = "FirstAidKit";\ count = 10;\ };\ class _xx_ToolKit\ {\ name = "ToolKit";\ count = 1;\ };\ class _xx_Medikit\ {\ name = "Medikit";\ count = 1;\ };\ };

#

then in the vehicle e.g. ```C
class rhssaf_m1151_olive: rhsusf_M1151_base
{
...

MACRO_SAF_TRANSPORT_MAGAZINES
MACRO_SAF_TRANSPORT_ITEMS

};```

mortal sail
#

Does a lockTurrets[] property exist for animationSources, similar to lockCargo[]?

#

Wiki doesn't say anything about it.

mortal sail
#

@G4rrus#3755 MX's aren't using ASDG JR classes as of latest CBA. You should be able to do away with the ACE dependency by adding it to the vanilla class.

willow slate
#

Hey so I am making a helmet

#

and was wondering if yall had an example

#

of a helmet config

untold temple
#

I believe there's a sample hat in the Arma 3 samples on steam. Helmets are configured the same, they just have more armour set in the hitpoints part of the config

brazen merlin
#

i have a new gate object. it's setup similar to vanilla gates. if i place it in 3den, the open/close action shows up, but doesn't do anything

#

memory points in my model are the same as in vanilla models. selections are door_1 etc

#

gate class name starts with land_

#

in object builder the door animates, but if i place it in 3den and try to open/close the door animations via script, it just won't work

#

also, if i put the gate into my terrain... the open/close action won't show up at all.

#

tl;dr - i'm all out of ideas and have no idea what could cause this

finite bronze
#

Hey, I'm trying to change the position and reload animations of a rocket launcher class weapon. However, the animations seems to be linked to the ammo as well (possibly the simulation). Is there anyway to have a rocket simulation ammo but with new animations? (Or I could be completely wrong and the issue is something else).

hearty sandal
#

it is possible with proxy magazines

#

pretty much it works same way as the rifle type weapon

#

the position and pose of the launcher weapon is very different though

#

@finite bronze

finite bronze
#

The issue I'm having is I'm changing the position and reload animation and the position changes but it seems to get stuck on a reloading rocket launcher animation loop and the reload animation won't change to the new one.

untold temple
#

You can have magazine reload animations defined in the weapon or the magazine. Magazine-based animations will overwrite the weapon one

finite bronze
#

It could be an issue with the magazine config then?

winter rain
#

@brazen merlin how is your models.cfg looking like?

brazen merlin
untold temple
#

Possibly. Check if it has a reloadAction in the magazine class, inherited or otherwise

winter rain
#

And do you have in your gate model in the LOD Geometry the property

class: housesimulated ?

hearty sandal
#

is it terrain or editor placed object?

winter rain
#

Looks like editor (3eden)

hearty sandal
#

named property class house or class housesimulated are required for terrain placed ones

brazen merlin
#

looks like class house is missing

winter rain
#

Yes but @hearty sandal is right, its for TB placed objects

If you have placed it in editor it shouldnt be a problem

brazen merlin
#

ok, let's recompile with class house and see what happens

#

hm

#

well it explains why the action doesnt show up for the terrain placed object

winter rain
#

Yes

brazen merlin
#

the thing is, even if we ignore the open/close action for now ... i can't even animate the door via script. it just doesn't do anything.

winter rain
#

Thats why i asked you about model.cfg

brazen merlin
hearty sandal
#

model.cfg class should be right if it animates in buldozer

#

so the action class might be whats wrong

#

what is the config class inheriting from?

brazen merlin
#

wall_f

winter rain
#

You got memory=0 but you got an axis defined

hearty sandal
#

could be good idea to inherit from an object that has same functionality

#

so a gate

#

wall might might have wrong simulation

brazen merlin
#

vanilla gates inherit from wall_f as well

#

class Land_City_Gate_F: Wall_F

hearty sandal
#

did you copy the gate config completely from them?

brazen merlin
#

yeah, big inspiration

winter rain
#

Hows your .p3d named?

brazen merlin
#

ok, action shows up ingame now for the terrain object

#

Land_Wall_L_5m_Door_lxWS

hearty sandal
#

dont put the land_ in the p3d name

#

land_ is just config prefix

#

it would need to be land_land_thingy.p3d

brazen merlin
#

ah

#

that's the class name

#

sorry πŸ˜„

#

Wall_L_5m_Door_lxWS.p3d

winter rain
#

Ok and can you change in the cfgModels the line

memory=0;

To

memory=1;

Because you got an axis defined

brazen merlin
#

ok

hearty sandal
#

well you dont need the memory parameter at all if you have it as 1.

#

1 is the default value

winter rain
#

axis="door_1_axis";

#

And best is, open your buldozer(model viewer) push Enter button on your keyboard and look if your defined animation shows up, with mousewheel up or down you can animate/see your anim

brazen merlin
#

it does

#

in model viewer the animation is working

#

scrolling up/down will open/close the door

winter rain
#

Whats your statement in the user action

brazen merlin
#

it's pretty much the same as the vanilla stuff

winter rain
#

NumberOfDoors: 1; probably forgot

brazen merlin
#

it's at the very end

#

hmm there is one more thing i wanted to test...

#

... cleaning up the temp folder.

winter rain
#

Do you pack with pboProject?

brazen merlin
#

yup

#

think i will have to take a break from it. sitting on this already a couple hours. probably better to get back to it at a later time

brazen merlin
#

i have moved the gate into a new pbo file and now it works

#

no idea why

#

i changed nothing. it's just in a different pbo file

hearty sandal
#

cfgPathces addon requirements wrong?

#

so the configs dont load right

brazen merlin
#

i checked it multiple times because i suspected it. but couldnt see any errors

#

thing is, it was able to find something, because otherwise the object wouldnt show up in the editor

#

it's really just the animation that didn't work.

hearty sandal
#

perhpas just some tiny error somewhere that put some classes in wrong spot

brazen merlin
#

probably. it's usually something really stupid that keeps ye busy for hours

oak slate
#

I was looking through Toadie2K's hlc stuff and they include \x\cba\addons\optics\cba_optic_big_90.p3d how do I need to set up my P drive to allow pboProject to find cba stuff?

oak slate
grand zinc
#

put cba download from github, into P:/x/cba

oak slate
#

Oooh! Thanks I'll try that out

brazen merlin
#

is it possible to add a flashlight effect to a weapon as a native function?

#

(not as attachment)

wintry tartan
#

What do you mean by native function?

brazen merlin
#

the weapon has a flashlight integrated

#

no extra attachment needed

wintry tartan
#

Ah hm... I think I've never seen such weapon in the game

brazen merlin
#

me neither. and my tests were all futile. so i guess it must be scripted.

placid jay
#

is there a reliable way of telling if an object has a cargo inventory?

#

@brazen merlin @wintry tartan The Vermin SMG .45 ACP has an integrated Flashlight

brazen merlin
#

huh really? i never noticed

wintry tartan
#

Isn't it an attachment?

placid jay
#

nope

brazen merlin
#

but i cant activate it?

#

flashlight is an attachment object

placid jay
#

Oh yeah

#

Never noticed πŸ˜„

brazen merlin
#

it's just stuck into the barrel

placid jay
#

Yeah true, that's why I thought it was integrated lol

brazen merlin
#

damn i had my hopes up for a second :>

placid jay
#

Sorry for that.

#

is there a reliable way of telling if an object has a cargo inventory?

chilly jewel
#

how can i make a root model.cfg shared between all addons?

#

for example the ones from A2 Sample Models

native ether
#

hi, i have a question ? i have created a bomb and i want to disable damage how can i do that ?

#

i want to drop the bomb and when the bomb touch the ground she doesn't explode but how to do that ?

hearty sandal
#

configure the ammo to have no effects and no damage

untold temple
#

I it's explosive = 0; it wont be able to have any pfx anyway

native ether
#

yes i have found it

#

@untold temple thx but when you put "explosive = 0;" the explosion fx is removed but not the script

#

so the solution is you need to change "indirectHitRange=12;" to "indirectHitRange=0;"

#

or "indirectHit = 1100;" to "indirectHit = 0;"

untold temple
#

I was informing HorribleGoat w/r/t disabling pfx without having to mess around with the effects parameters

#

Indeed you need to turn off indirectHit and Hit to prevent any kind of ammunition from doing damage

native ether
#

@untold temple ok np

chilly jewel
#

uhm so i subclassed smth from the base game (A2) an overwrote the turrets class (trying to remove them), but getting tons of Warning Message: No entry 'bin\config.bin/CfgVehicles/Turrets.scope'.

#
class UH1H_base;
class UH1H_1: UH1H_base
{
    class Turrets {};
};
class UH1H_2 : UH1H_1 {};
#

my turret class does not inherit from parent so i dont see why this would error

glacial spear
#

IS there anyway to get the vanilla aircraft stabilization config so you can CTRL t other that using stabilizedInAxes = 3;

glacial spear
#

and any idea were i chane were the laser designator is coming out from its currently coming from the gun not the camera

sullen fulcrum
#

what is the part of the custom config where i can change that i can see myself on the map

hearty sandal
#

its mission difficulty settings I believe

sullen fulcrum
#

but i have custom difficulty

hearty sandal
#

in mission?

#

mission difficulty overwrites local difficulty settings

#

so that everyone in the mission has same difficulty

sullen fulcrum
#

no on my server

#

not in the mission

#

in this server.arma profile

trim cypress
#

Hello people, I'm inquiring what is your preferred way to unbinarize .bin files? I'm interested what are the most efficient practices to improve workflow.

hearty sandal
#

why do you need to unbinarize them?

#

if its Arma3 data you are looking into, the preferred method is to use Mikeros toolset and Arma3P to set up your P drive development environment and it will unpack the A3 data for you in there

#

@trim cypress

#

links here

trim cypress
#

There are a lot of mods that I am interested in how they work to learn and improve my own scripts/addons. Unbinarizing the .bins gives me a look into the configs that i can't open from in-game config viewer

untold temple
#

All config stuff is in the config viewer. If it's not there, the game hasn't read it

trim cypress
#

CfgPatches? I wasn't aware

hearty sandal
#

those too but they dont really contain much information anyway

stoic lily
#

to understand load order cfgPatches is key tho

#

extractPbo[Dos] from mikero tools you should check out, or eliteness

brazen merlin
#

for some reason the silencer on one of my weapons doesn't work. are there more settings hidden somewhere or is sounds[] = {"StandardSound","SilencedSound"}; etc in the fire modes enough?

#

non-silenced works without issue, but i just can't get the silenced sound to play

#

oh wow. i replaced the silencer sounds with the normal sounds for test and they work... so the issue is in the silenced sounds itself.. which is weird, because this is vanilla stuff

#

ok, no idea why. can't see where this stuff is referenced.

brazen merlin
#

looks like i found the issue

#

17:30:52 Sound: Error: File: a3\sounds_f_exp\arsenal\weapons\rifles\rifle_ak47\ak47_silencertailinterior.wss not found !!!

#

...

brazen merlin
#

next issue: custom recoil. wiki says there are two ways of doing recoil... a new way in a custom class, and some old in an array?

#

if i try to use the "new recoil" the game will cry about lack of array

#

ok, looks like "new recoil" is generally for the weapon and the other stuff is for the fire modes?

stoic lily
#

that old system was separate for standing vs crouch (or was it prone) - now its just one

#

also the parameters change a bit but not much

#

recoil is also no longer per firemode - they removed that feature

#

the only thing left to "recoil =" in cfgWeapons is:

       class MuzzleCoef
           recoilCoef = 0.25;
           recoilProneCoef = 0.25;
#

maybe check RHS configs as reyhard usually knows best whats possible and meaningful

brazen merlin
#

hm damn, i wanted to use the recoil per firemode thing

#

but maybe .. i have an idea, maybe that works too

#

yep, works. awesome.

rancid hemlock
#

Hai guys πŸ‘‹
just thought i'd pop my head in to hopefully get some help with cfgVehicles stuff

I want to make a copy of the Liberty and adjust it so i can use the setFuelCargo, setAmmoCargo and setRepairCargo on it in the Eden editor, as well as the kewl radar gizmo stuff they seem to of added since i last played.

I'm starting with the basics, just to try to get to grips with the syntax. So step one is to make the copy and change it's name like so:

class cfgVehicles
{
  class Land_Destroyer_01_base_F;
  class HappyShip_F_Base : Land_Destroyer_01_base_F
  {
    
  };
  class HappyShip_Base : HappyShip_F_Base
  {
    displayName = "Intrinsic Sentinel";
  };
};```but as you can imagine, not much happened when i loaded it up xD
stoic lily
#

@brazen merlin setRecoilCoef or what did you come up with?

brazen merlin
#

nah, it turned out i dont need the recoil in the firemodes at all

#

it was for the grenade launcher, but it acts as a "new" weapon anyway, so i could just put the recoil in there

#

worked perfect on first try. almost too easy :>

rancid hemlock
#

i'm still here btw :>

brazen merlin
#

hi there :>

rancid hemlock
#

so i can't get my copy of the liberty to show in the list of units :<

#

my mod.cpp does not work either

#

and i can't reference any of the paa's that i've bundled into the pbo

brazen merlin
#

if mod.cpp doesnt work, you likely did something very wrong

rancid hemlock
#

all my mod.cpp has is one line

name = "Skygallant Misc.";
#

i'm using the Arma 3 Addon builder that you get on steam

#

should i use PBOManager instead?

winter rain
#

In the samples you got an example how to make a mod descryption and mod picture and also for the icons for your addon in list

And use Mikero's tools, pboProject

#

Addon builder, pbomanager.. dont use these

rancid hemlock
#

understood

winter rain
#

i'm still here btw :>
@rancid hemlock

And just wait if there is no answer asap.. being patient is important to get help buddy

rancid hemlock
#

?

#

they were talking over me

winter rain
#

Yes cause Lexx has a other problem to be solved, and you are not the only one that might have any problems to be solved

rancid hemlock
#

it seemed odd to me that they take up yesterday's conversation shortly after i make my post, is all i will say further

winter rain
#

Like i said, be patient until one reacts to your question/problem

#

People here are willing to help, but people here are all over the world and international, so timezones are different. And people here do not wait until one asks a question to answer it.

Try to look in the A3 Samples, there is a mod example how to make it properly. That should solve your issue πŸ‘

brazen merlin
#

or maybe folks simply dont know :>

rancid hemlock
#

my config.cpp was missing a cfgPatches declaration

#

still can't get the paa's to load though

#

my pbo is in:
Documents\Arma 3\mods\@HappyShip\Addons\HappyShip.pbo

#

and the PBO contains a folder called HappyShip, inside of which is the REG.paa and FLAG.paa files

#

so i have no idea how to translate this into something the editor can understand :<

winter rain
#

@rancid hemlock your mod.cpp has to be in the @HappyShip folder

Your REG.paa and FLAG.paa has to be also in the @HappyShip folder or create a folder data as example @HappyShip/data

In your mod.cpp you can change the file path to your paa files

Like as example

picture = "tg_mod_main.paa";

Or

picture = "data\tg_mod_main.paa";

rancid hemlock
#

neat :D

#

thanks πŸ‘

#

so is the pbo really even necessary?

winter rain
#

I dont have a pbo atm as mod presentation and mod overview and logo's in editor. But my mod is atm not released on steam and is local loaded in the Arma 3 launcher. So im not 100% sure if a pbo is needed for but i dont think so

rancid hemlock
#

understood

winter rain
#

Look in:

Arma 3 Samples\Content_Licensing\Mod_Presentation

For more infos, there's an example + readme

rancid hemlock
#
  class liberty_root;
  class Land_Destroyer_01_base_F : liberty_root {class Components;};
  class HappyShip_F_Base : Land_Destroyer_01_base_F
```i seem to need to get the component class out of liberty's class to modify the sensor stuff, but to do that i seem to need the root class of the liberty base class.... i can't find it anywhere though :<
hearty sandal
#

What was it you are trying to do?

rancid hemlock
#

i want to make a clone of the USS Liberty (static ship structure) so that i can add more functionality to it, namely: rearm/refuel/repair capabilities and a sensor suite

#

i have managed to successfully make the clone and have it appear in the editor, but beyond it having a different name, not much else has changed

hearty sandal
#

Simplest way would be just create separate objects for those features

#

As I don't think all of them can even be added to it

rancid hemlock
#

what are the requirements for these functionalities?

hearty sandal
#

Off the top of my head can't remember. But thought you knew since you are trying to do it.

rancid hemlock
#

i mean, it sounds like you are saying that i need to change the class type of my clone?

#

change it form a static ship structure that looks like the liberty into some other type of "thing" that looks like the liberty

hearty sandal
#

I think that might not work

brazen merlin
#

the ship setup is quite complicated

#

task might sound easy, but i'm pretty sure it is not

#

that means, you can't just do it via config. there's scripts involved as well.

hearty sandal
#

also the supply things require a different simulation type I think. as well as sensors. the ship itself should be kept as a simple prop

rancid hemlock
#

i see

#

so i should make some invisible BLUFOR "box" and clip it into the liberty instead?

hearty sandal
#

something like that would be my suggestion

rancid hemlock
#

i'll look into it

#

i do have a question though

#

why couldn't i give the Liberty's model to the BLUFOR box

brazen merlin
#

if i remember right, you can just place the gas station objects and hide it with hideObject true

rancid hemlock
#

oh neat

brazen merlin
#

that's how i did refuelling on barrels long time ago

rancid hemlock
#

hideObject might do the trick

hearty sandal
#

different object have different simulation types that that require specific model related things

#

and those are not always possible to change without also changing things in the model

#

making the simple objects or indeed using hidden vanilla objects is far simpler

#

messing with the ship is not exactly an easy first thing to mod

rancid hemlock
#

interesting, thank you for the insight

#

i'm used to modding environments where models are much simpler beasts xD

hearty sandal
#

yeah Id suggest forget what other games/engines do and start from the basics

rancid hemlock
#

so turns out triggers are a thing xD

#

i can setup the hangar as a workshop zone where the helicopter is maintained and stuff :D
and maybe i'll just find some way of giving the turrets free reloads on a cooldown

hearty sandal
#

those would be indeed far simpler approaches to what you seem to be after

rancid hemlock
#

indeed xD

strong shuttle
#

I'm trying to remove the default Spotlight blocks from the main menu (center block), and replace them with my own ones.
Although for some reason the default content keeps popping up, even when deleting them from the configs:

class CfgMainMenuSpotlight {
    // remove default ones
    delete OldMan;
    delete Bootcamp;
    delete EastWind;
    delete ApexProtocol;
    delete Orange_Campaign;
    delete Orange_CampaignGerman;
    delete Orange_Showcase_IDAP;
    delete Orange_Showcase_LoW;
    delete Tanks_Campaign_01;
    delete Showcase_TankDestroyers;

    // add custom spotlights
    class mySpotlight {
       // ...
    };
};

Is it not possible to remove them at all?

rancid hemlock
#

i'm just getting into this stuff, but i have ran into circumstances in other games/environments where the developer will redraw the UI excessively, it could be the case that the menu UI is reset at certain intervals?/user inputs?/external forces?

strong shuttle
#

nah, it isn't... it simply gets a list of all available items and shows them (I have the code in front of me which handles it)

rancid hemlock
#

oh neat

strong shuttle
#

I'm just surprised that deleting those classes are ignored... even though my mod SHOULD load after anything else

rancid hemlock
#

hmmmm, yes, that is odd

#

i'm just throwing out ideas at this point, but it could be the case that once they are loaded into memory they are more resilient to edits

#

UI is fun though, like... i was playing a different game the other night, where UI editing is encouraged. I wanted to remove the scroll bar on the centre window and the wiki's recommendation was "extend the right hand window by 15 pixels to the left" xD

#

so that it would cover up the scroll bar πŸ˜›
so yeah, experiment and stuff :)
i just spent the last couple of days making a Happy Adventure Fun Boat xD

latent lion
#

anyone know which config U_I_G_resistanceLeader_F is defined in?

#

as in the config of which addon

strong shuttle
#

the textures are in characters_F_EPB, but the config and model itself are in characters_F

latent lion
#

cheers

latent lion
#

@strong shuttle Like monk already maybe asked, but is it possible to make a portion of a texture transparent?

#

it seems the gloves are part of the "camo" selection

strong shuttle
#

you can, but than you'll have no hands πŸ€·β€β™‚οΈ

latent lion
#

i could try to reconfig the gloves are their own hiddenselection if i knew the selection name

#

ah, i see

#

so theyre baked into the model on that level

#

Too bad nyanxd

glacial spear
#

is it possible through config to write a pbo the gives another mod a new ammo type wihtout editing the original mod
i dont think its possible because the magaizine wont be in the wepons config

winter rain
#

@glacial spear if the class type is the same and newer added it will overwrite it. So possible it is, but its not good at all

Better is to ask the mod dev ( if needed) if you can apply a second ammo type which is usable for this magazine type to get used for this weapon type

BI did it often that you can use same ammo for different weapons.

idle matrix
#

should be easily possible with magwells and such

hearty sandal
#

if things are configured right in the mod then it should be rather simple but often they are not configured and things are not as straightforward

broken lichen
#

hello i have a problem with my mod logo , for some reason it changes color when i apply it ingame

#

actuall :

#

doesnt look like i can attach a pic here so ill post in the screenshot section

viral rapids
#

Most likely doesn't have the correct ration (power of 2)
e.g:
256x128 = valid
250x120 = not valid

#

A power of two is a number of the form 2n where n is an integer, that is, the result of exponentiation with number two as the base and integer n as the exponent.
In a context where only integers are considered, n is restricted to non-negative values, so we have 1, 2, and 2 mul...

hearty sandal
#

@broken lichen link your picture here. it will get lost in the screenshot section

#

and screenshot channel is not for troubleshooting pictures

flint goblet
#

to late he's already committed πŸ˜…

broken lichen
#

haha thanks a lot , i already fixed the problem

echo ingot
#

Hello again. Was wondering if you could help with something. I'm trying to create a flash hider for some people with epilepsy who are having issues playing in the community. I made a suppressor that doesn't change any of the weapon values apart from the fireLightCoef

#

Problem I'm having though is that it also lowers the weapon sound. First I thought it was the audibleFire variable, but I tried setting it to both high and low, and it had no effect

echo ingot
#

Setting soundTypeIndex=0; fixed that, if anyone happens to search for the same issue here in the future πŸ˜›

dry carbon
#

Sometime back I inquired about disabling or severely reducing neutral steering in tanks, but without sacrificing wheel count and steering going forward or backward. I cannot seem to find where I asked that, so I was wondering if anyone know enough about tracked vehicles to help?

paper path
#

Question - is it possible to have a config section that can determine if a certain PBO is loaded alongside it? IE ace with RHS etc etc

#

Ideally, this would be for loading either additional pbos or to load an edited config for said pbo.

Example - Ace pbo loaded - if RHS exists = true, then load pbo_2, pbo_3

strong shuttle
#

unfortunately not

#

only way to handle that is by making different mods with different dependencies

paper path
#

damn

#

maybe for A4

hearty sandal
#

Server setup should determine what mods are loaded and needed

#

the logic can be applied there in the server start

unkempt jewel
#

@broken lichen a note here, since i have seen that image from #screenshots_arma which is a copy of RHS logos and can create confusions - i really advise you to change that logo of yours, especially if you are building a mod dependent on RHS, and have a good read over RHS EULA http://www.rhsmods.org/page/EULA

unkempt jewel
#

in short, while legally i can’t really stop you from obvious plagiarism, i can enforce RHS non derivative part of EULA, considering you are most likely doing a dependency mod

wet pike
#

I'm getting an "Undefined base class 'I_Soldier_lite_F' error" when trying to pack an addon, despite the class being defined in CfgVehicles. Any thoughts on what may be causing this?

wintry tartan
#

Post your config

wet pike
wintry tartan
#
{
    author = "Joe";
    
    /*brabra*/

    backpack = "FGN_AAF_UMTBS_Type07";
    };    //<- Remove this
};```
wet pike
#

That worked like a charm. Thank you Pol. \o

sullen fulcrum
#

Heya, just wondering if anyone here has much experience with adding countermeasures / flares to planes?

I'm doing it with class cmDispenser
rather than the

magazines[] = {"120Rnd_CMFlare_Chaff_Magazine"};
weapons[] = {"CMFlareLauncher"};

method

Which adds the countermeasures to the plane in game, I can even cycle the fire mod, but I cant actually fire them πŸ˜•
I must be missing something from some part of the config, but I'm not sure what

#

Here is the relevant stuff of what I have so far

class Stl_Fac_GM_USSR_1976_VDV_L39C_Albatros: Stl_Fac_GM_USSR_1976_VDV_L39C_Albatros_BASE
{
    class Components: Components
    {
        class TransportPylonsComponent
        {
            uiPicture="\A3\Air_F_Gamma\Plane_Fighter_03\Data\UI\Plane_A143_3DEN_CA.paa";
            class Pylons
            {
                class Pylons1
                {
                    hardpoints[]=
                    {
                        "RHS_HP_R60",
                        "RHS_HP_B8M1",
                        "RHS_HP_UB16",
                        "RHS_HP_UB32",
                        "RHS_HP_KH25",
                        "RHS_HP_FAB100",
                        "RHS_HP_FAB250",
                        "RHS_HP_UPK23",
                        "RHS_HP_L159_FUELPOD"
                    };
                    attachment="rhs_mag_upk23_mixed";
                    priority=1;
                    maxweight=1200;
                    UIposition[]={0.34999999,0.41};
                    hitpoint="HitPylon1";
                };
                class Pylons2: Pylons1
                {
                    attachment="rhs_mag_upk23_mixed";
                    UIposition[]={0.34999999,0.15000001};
                    mirroredMissilePos=1;
                    hitpoint="HitPylon2";
                };
                class cmDispenser
                {
                    hardpoints[]=
                    {
                        "RHS_cm_ASO2",
                        "RHS_cm_ASO2_x2",
                        "RHS_cm_ASO2_x4"
                    };
                    priority=1;
                    attachment="rhs_ASO2_CMFlare_Chaff_Magazine_x4";
                    maxweight=800;
                    UIposition[]={0.625,0.27500001};
                };
            };
        };
    };
};
untold temple
#

Check that class Components>>class TransportCountermeasuresComponent is inheriting okay

sullen fulcrum
#

will do πŸ‘

sullen fulcrum
#

Yey! that fixed it up I did all the inheritances back to class Air

#

thanks πŸ˜ƒ

raven star
#

Would someone be able to give me the structure of config to put inside of a vehicle to give it an inventory?
For example player addItemToUniform "ACE_tourniquet"; but for vehicles. I know how to do the rest, just don't know how to start

sullen fulcrum
#

Here you go, this is how it should look in cfg vehicles

class Stl_Fac_GM_USSR_1976_VDV_Mi8TV: rhs_mi8mtv3_base
{
    scope=2;
    scopeCurator = 2;
    scopeArsenal = 2;
    side=0;
    faction="Stl_Fac_GM_USSR_1976_VDV";
    editorSubcategory="EdSubcat_Helicopters";
    displayName="Mi-8TV BASE";

    class TransportMagazines
    {
        class _xx_CLASSNAME
        {
            magazine="CLASSNAME";
            count=4;
        };
        class _xx_SmokeShellRed
        {
            magazine="SmokeShellRed";
            count=2;
        };
    };
    class TransportWeapons
    {
        class _xx_CLASSNAME
        {
            weapon="CLASSNAME";
            count=1;
        };
    };
    class TransportItems
    {
        class _xx_CLASSNAME
        {
            name="CLASSNAME";
            count=1;
        };
        class _xx_gm_gc_army_medkit
        {
            name="gm_gc_army_medkit";
            count=4;
        };
    };
    class TransportBackpacks
    {
        class _xx_CLASSNAME
        {
            backpack="CLASSNAME";
            count=1;
        };
    };
};
sullen fulcrum
#

if I make an addon that just changes group configs. is there a way to apply it to a mission without making it a mod on steam ws

#

like a simple .cpp somewhere in the mission folder

stoic lily
#

you should be able to place the groups but have to edit out the dependency in the mission sqm to the config manually

sullen fulcrum
#

@stoic lily but the CfgGroups i make wouldnt remain would it? that part is the most crucial

stoic lily
#

there is no reference to cfgGroups in a mission from what i remember

brazen merlin
#

anyone can tell me what the impact stat (virtual arsenal) for rifles defines?

#

does it come from the ammo?

brazen merlin
#

looks like it is indeed the ammo

sick zephyr
#

Hey guys any idea how to make custom arty guns able to provide artillery support via the support module?

#

I've got the config setting stating they can be used for that support type

#

But whenever I try to make them fire they refuse to zero in

#

The gun has arty computer

#

And it's just a static weapon

#

Arty computer works flawlessly as a crew member

wintry tartan
#

What part of an optics config determines an ability to ranging distances?

#

If the weaponInfoType has a control with idc = 198;, it's true, am I right?

brazen merlin
#

ok, to carry on from model_makers ... anyone knows if it is possible to have 2 magazine proxies defined on a weapon? example: normal magazine + grenade launcher ammo

#

i could swear i have read something like that ages ago, but maybe i'm dreaming

strange egret
#

i 'member there was some fixing done a long time ago on dev branch regarding grenadelaunchers on rifles and their animation/grenades, so i'm inclined to think that you are right

brazen merlin
#

thing is, i cant find anything related in the vanilla models. or maybe it's there and i just don't see it, because i'm not even exactly sure what i am looking out for

strange egret
#

specify "vanilla models" - what files did you look at?

brazen merlin
#

various rifles with grenade launcher

strange egret
#

i mean - p3d, model.cfg etc

brazen merlin
#

p3d

hearty sandal
#

Did any of them have 2 magazine proxy selections

brazen merlin
#

only 1 magazineslot proxy

#

magazineslot.001

strange egret
#

you could try and dig through the dev branch discussion thread to see if you can find what the fix was about

#

iirc the grenade was put in a different texture sheet - and that would only make sense to do if you wanted to make it swappable / usable by other rifles i guess

brazen merlin
#

yea it was something about being able to change their textures

untold temple
#

@brazen merlin yeah you can have as many mag proxies as you like. they are indexed per-muzzle

brazen merlin
#

awesome.

untold temple
#

So second muzzle (UGL) just put proxy with index 2 in the model and the mags for that launcher will show in that position

#

You might have to adjust the config so that the magazine doesn't disappear when fired, since that's default behaviour for ugl grenades

#

deleteIfEmpty = 0;

brazen merlin
#

oh my god, it works. and it was so easy.

#

thanks, man. i was about to throw the towel again....

hearty sandal
#

πŸ‘Œ πŸ‘Œ

sick zephyr
#

Any idea why I can't enter a static weapon I made?

#

You can get in via ACE

#

I can't either get in or disassemble it

stoic lily
#

checked actionGetIn (or whatever its called exactly) in config or the memory point

sick zephyr
#

I added a single hitpoint and it suddenly works

#

Now I have better issue: the static weapon when disassembled spawns two wepon parts - tripod and gun, but is not disassembled

#

So I end up with a static weapon and two bags on the ground

#

And I can keep doing that

stoic lily
#

hm verified the assemble config part?

sick zephyr
#

I keep going over and over

#

Worst thing is - I have a macro for the assembly

#

And it works for a 81mm mortar and doesn't work for 50mm one

#

Just checked in config viewer, the assemblyinfo is exactly the same

#

Only difference bieng the classnames

stoic lily
#

anything in rpt or debug.log?

sick zephyr
#

nothing in both regarding those weapons

stoic lily
#

maybe reyhard has some ideas

paper path
#

im having issues getting my weapon w/attachements to show up properly. everything outside of the suppressor shows up.

        class DSA_INDEP_MP5K_SpecOp: DSA_INDEP_MP5K
        {
            author = "mjr121";
            baseWeapon = "DSA_INDEP_MP5K";
            scope = 1;
            class LinkedItems
            {
                class LinkedItemsOptic
                {
                    slot = "CowsSlot";
                    item = "optic_holosight_smg_blk_F";
                };
                class LinkedItemsAcc
                {
                    slot = "PointerSlot";
                    item = "acc_pointer_IR";
                };
                class LinkedItemsUnder
                {
                    slot = "UnderBarrelSlot";
                    item = "";
                };
                class LinkedItemsMuzzle
                {
                    slot = "MuzzleSlot";
                    item = "muzzle_snds_L";
                };
            };
        };
``` im unsure why this doesnt work right
#

have tried both muzzle_snds_l and muzzle_snds_L. neither show up

#

base weapon works fine and shows up in arsenal

untold temple
#

Do the suppressors attach in the arsenal?

strong shuttle
#

scope = 1;
That means it won't show up in the arsenal at all (which doesn't make sense with attachments already attached)

untold temple
#

It's not supposed to

#

Classes like that one are for equipping AI troops with weapons that have a set of pre-configured attachments

strong shuttle
#

I know... that's why it doesn't show up in the arsenal

untold temple
#

I was asking about whether the base weapon is able to equip those suppressor classes in the arsenal. The base weapon being the one that does appear in the arsenal

strong shuttle
#

and I don't know what the base weapon is of DSA_INDEP_MP5K (sounds modded), but afaik is muzzle_snds_L for SMG's so if the base class is not a SMG you can't attach that silencer

untold temple
#

Depends on how the attachment slots are configured on the weapon. Which was why I asked if it accepts the suppressor classes he is seeking to put on it, in the arsenal

paper path
#

@untold temple yes. Base class for the smgs is smg_05, or the mp5k

#

Smg silencer in the config is from the actual smg config

#

The base weapon (dsa_indep_mp5k) shows up in arsneal. The _specOps mpk5 is equipped on the AI with all the attachments except the suppressor

lethal gale
#

Im having some issues with getting my editor category to show up in zeus.

//Main Addon
class CfgFactionClasses {
    class 61st_Aux {
        displayName = "61st Aux Mod";
        priority = 3;
        side = 1;
    };
};

class CfgEditorCategories {
    class 61st_Aux {
        displayName = "61st Aux Mod";
    };
};

class CfgEditorSubcategories {
    class 61st_Aux_supplies {
        displayName = "Supplies";
    };
};
//CfgVehicles
    class Box_NATO_Ammo_F;
    class GVAR(ammoBox): Box_NATO_Ammo_F {
        displayName = "Ammo Box [61st]";
        scope = 2;
        scopecurator = 2;
        editorCategory = "61st_Aux";
        editorSubcategory = "61st_Aux_supplies";
        class TransportMagazines {
            mag_xx(rhsusf_100Rnd_556x45_M855_mixed_soft_pouch,15);
            mag_xx(rhsusf_20Rnd_762x51_SR25_m993_Mag,10);
            mag_xx(rhs_mag_30Rnd_556x45_M855_Stanag,30);
            mag_xx(rhs_mag_30Rnd_556x45_M855_Stanag_Tracer_Red,10);
            mag_xx(rhs_mag_M433_HEDP, 10);
            mag_xx(rhs_mag_M441_HE, 10);
            mag_xx(rhs_mag_M713_Red, 5);
            mag_xx(rhs_mag_M714_White, 5);
            mag_xx(rhs_mag_M715_Green, 5);
            mag_xx(rhs_mag_M716_Yellow, 5);
            mag_xx(rhs_mag_smaw_SR, 5);
            mag_xx(rhs_mag_smaw_HEAA, 5);
        };
    };
raven star
#

Could someone remind me the correct way to have an individual players loadout changed in their playable slot init? Had an issue where as soon as someone connected, it would trigger what I had in the init and everyone would lose their headgear, not just that person

#

_this removeheadgear etc or something?

#

_player? Can't remember think it's todo with an underscore

cerulean tundra
#

HEY

I struggle with one of the basic how can I make a config.cpp for a mod and tell which mods needs to be downloaded to work

Thanks

raven star
#

requiredAddons[]=
{
"the other addons",
"other addon etc"
};

#

I believe is what you're looking for?

#

Someone else can elaborate on the specifics but I believe that's the very basics

cerulean tundra
#

what must stand at "the other addons"

NAme of mod/pbo or something else

strong shuttle
#

name of class in CfgPatches (of that pbo)

cerulean tundra
#

from the cfg file of the other mod right?

#

does it give another option because i need two mods which i cannot ectraxt via arm atools bankrev

grand zinc
#

you need the CfgPatches name, you can get it from unpacking the pbo, or ingame config viewer (though you need to search and somewhat guess which one it is)
it usually matches the pbo's name