#arma3_config

1 messages · Page 117 of 1

hearty sandal
#

trying to skip steps is almost guaranteed trouble

nova geode
#

only thing im skipping is not applying textures to the pcu top

strong shuttle
#

so now you have a uniform item

#

all you need now is a unit which wears it (B_soldier_new)

#

as described on the wiki page

nova geode
#

can someone just send me a working model.cfg and config

nova geode
#

uniform doesnt even show up

hearty sandal
#

the sample uniform files in Arma3Samples should work

bronze kraken
#

hi does anyone happen to know if thrustcoef has anything to do with the take off ability of a plane? currently my plane is completley unable to take off and when flying wants to nosedive constantly (it is a very heavy plane) if it does affect that, then could anyone help me with working out how to use the formula that accompanies it in the example config?

fSpeed = maxI * speedRel; speedRel = speed / (maxSpeed * 1.5f); maxI = _thrustCoef.Size() - 1;

#

i presume this is the formula to work out each element in the array?

wintry tartan
#

Does the caliber variable in CfgAmmo affects the damage by any means more than its penetration?

#

For bullets with caliber=0 the standard damage is dealt. For bullets with caliber > 0 only a fraction of the "hit" value is dealt when the bullet completely penetrates the firegeometry. The damage behaviour in this case is nonlinear (depending on firegeometry thickness) and currently not possible to predict.
Ah, sorry, looks this is the thing I'm looking for

hot pine
#

I would say that description above is incorrect, because if model is using armorComponent or bullet didn't hit the hitpoint, then no damage will be dealt

#

caliber = 0 means bullet doesn't penetrate at all and it transfer all energy to the target upon impact

steady beacon
#

@bronze kraken does the plane slowly roll but not takeoff? If so check to see if all the wheels are turning, we found this problem with one of our planes and fixing the wheels made the plane takeoff properly. As for the nose down that might be your envelope setup wrong or weights of the model

bronze kraken
#

the plane roles up to around 280kmh but no lift, im thinking the envelope may be incorrect aswell, but im also struggling with getting that to work lol

strange egret
#

caliber = 0 means bullet doesn't penetrate at all and it transfer all energy to the target upon impact
@hot pine it is explained in the rest of that page... except armored component, which didnt exist upon time of writing

cursive talon
#

pardon my ignorance, but is it possible to put initPlayerLocal.sqf in a mod so it applies to all missions?

steady beacon
bronze kraken
#

Thank you!

rough hatch
#

I have a weird issue with vehicle animations, normally they work fine, but if I add in the killed variant animations on the config they suddenly get all mixed up

#
{
    file="\BTR40_test\anim\BTR_leftseat.rtm";
    speed=1e+010;
};
class FP_BTR40_RightSeat: Crew
{
    file="\BTR40_test\anim\BTR_rightseat.rtm";
    speed=1e+010;
};
``` this works fine
#
{
    actions="DeadActions";
    file="\BTR40_test\anim\BTR_leftseat_KIA.rtm";
    speed=1e+010;
    terminal=1;
    soundEnabled=0;
    looped=0;
    connectTo[]=
    {
        "Unconscious",
        0.1
    };
};
class FP_BTR40_LeftSeat: Crew
{
    file="\BTR40_test\anim\BTR_leftseat.rtm";
    interpolateTo[]=
    {
        "FP_BTR40_LeftSeat_KIA",
        1
    };
    speed=1e+010;
};
class FP_BTR40_RightSeat_KIA: DefaultDie
{
    actions="DeadActions";
    file="\BTR40_test\anim\BTR_rightseat_KIA.rtm";
    speed=1e+010;
    terminal=1;
    soundEnabled=0;
    looped=0;
    connectTo[]=
    {
        "Unconscious",
        0.1
    };
};
class FP_BTR40_RightSeat: Crew
{
    file="\BTR40_test\anim\BTR_rightseat.rtm";
    interpolateTo[]=
    {
        "FP_BTR40_RightSeat_KIA",
        1
    };
    speed=1e+010;
};
``` if I add the KIA variants, one suddenly becomes the KIA version by default and the other one somehow plays the completely different animation
#

like the RightSeat one just becomes the LeftSeat one

meager mountain
undone quiver
#

If I override a config for like a house or something that is normally just part of a map. Will the game actually override that? Or is it just baked into the map as is when it was first compiled?

undone quiver
#

My goal is to make a supplement TFAR addon that takes the signal boosters and overrides the map again.

pulsar bay
#

I'm trying to learn some very basic configuration stuff, so I decided to start with a quick-and-dirty retexture. I'm running into some problems though. Fixed all my missing semicolons etc, and I manage to get into the game, but it keeps throwing "could not load texture <texture path here>".

What I've got going on is I'm trying to simply inherit some base classes from RHS and replace the property pointing to the texture with the path to my own.

If anyone could give me a broad idea of what might be going wrong, or could take a look at this zip file, it'd be appreciated.
https://puu.sh/GAerL/a0dcdee4c1.zip

#

could also post the code in here but didn't want to take up space unless it was requested.

stoic lily
#
  1. use pastebin and link your code
  2. what packing tools and local setup do you use
pulsar bay
#

I used the addon builder in the ARMA 3 tools on steam.

#

I have a project drive, the addon is the only thing in it

#

folder structure is like this

P:\uniform_test
  \addons
    \custom_uniform
      \textures
        \custom_texture.paa
      \config.cpp
    \custom_uniform.pbo
#

oh lol

#

check that typo

strong shuttle
#

I see 2 😉

#

one typo, one broken variable

pulsar bay
#

So, fixing the typos and, on the advice of a friend, changing the file paths from "\uniform_test\addons\custom_uniform\textures\custom_texture.paa" to "\custom_uniform\textures\custom_texture.paa" has fixed the error, but is also just leaving my soldier naked.

strong shuttle
#

hiddelSelectionsTextures[] (hope it stays hiddel)
hiddenSelections = {"camo"};, must be hiddenSelections[] = {"camo"}; (it's an array overall)

pulsar bay
#

ah

#

I didn't catch the selections one, I'll do that now. Was my friend's advice correct on changing the file paths?

strong shuttle
#

if you don't use Mikero's Tools but instead have a PBOPREFIX file with that path, than yes...
otherwise the path must be the same as on the P drive

#

so \uniform_test\addons\custom_uniform\textures\custom_texture.paa

pulsar bay
#

Okay, so, still not working. Giving the full path still throws the error. Giving the truncated path does not throw an error, but also doesn't load the uniform.

strong shuttle
#

if you pack it with PboProject, does it give you any errors?

#

btw... try adding to the unit you want to see in-game (CfgVehicles -> custom_unit_base)

scope = 2;
scopeCurator = 2;
pulsar bay
#

I'm actually just trying to load the uniform in the virtual arsenal

#

the scope on the class the uniform is inheriting from is already 2.

#

currently trying to get pboproject set up

#

Built it with pboProject. Once again, the uniform shows up in the virtual arsenal list, doesn't throw an error when you click on it, but also doesn't appear in the game.

#

It /should/ be getting all the necessary model info from the inherited classes, right?

strong shuttle
#

Yes, but since the unit is inherited from a base class, it's protected and therefor not available in 3den/Zeus/Arsenal.
And you might need to add the addons which contain the actual model (and additional textures) as well, since now you only require the configs.

pulsar bay
#

Alright, I'll give that a go.

#

Thanks for all your help. Hopefully this works out.

pulsar bay
#

Still no dice.

#

I guess the next thing to try is to declare parameters rather than inherit them.

#

ah

#

maybe the unit needs to be scoped for macros

#

—IN HELL YEAH!

#

So, the answer is that the vehicle class that the uniformClass in the, er, uniform class' child ItemInfo class points to has to have scope >= 1

#

now I just need to remove things until it has the bare minimum to work.

#

Thanks for your help along the way @strong shuttle

#

"Furthermore, the character must have a 'scope' parameter greater or equal to 1."

hearty sandal
#

Scope 2 is the public scope that engine can load and show

pulsar bay
#

According to the documentation I saw, scope 2 was only necessary if you wanted the vehicle to be available in the editor. Regardless, scope 1 was sufficient to get the uniform working.

#

Speaking of documentation, is anyone able to tell me what the position[] here does?

class Unit3
{
  side=2;
  vehicle="rhssaf_army_m10_digital_rifleman_m21";
  rank="PRIVATE";
  position[]={5,0,0};
};

in CfgGroups

winter rain
#

Could be position where its getting spawned by placing the whole group. If Unit1 and Unit2 got different numbers im sure its the spawned position while placing the group

hot pine
#

yes, it's position in group relative to first unit

pulsar bay
#

Thanks.

raven star
#

Finishing up config and getting ready to release my map - Quick question

#

picmap and picshot in the config - Which is which and are there a set of dimensions that work well?

#

Picmap is the image that pops up when you're loading the map and I can't find a decent image size that fits in with the top and bottom loading border and looks good. Never seen the picshot image though.

zinc oak
#

aside from removing a proxy from LOD1, is there any other reason why a unit in a turret might disappear? Is there something in the config that can hide them when turned in a vehicle? Basically, when in the Cargo LOD a vehicle commander is sitting there in his seat for all to see. If you press escape and go into the camera within the editor, the unit vanishes. That camera shows LOD1, and the proxy is there in the .p3d as a commander proxy. I have no idea why unless I am inheriting something from MainTurret that I am not aware of.

hearty sandal
#

hideProxyInCombat is a config parameter that could be related

zinc oak
#

hmm, not checked that one. I know of forcehidegunner and hideInExternal but it is the opposite of the latter one

#

I'll investigate that. Thanks.

strange egret
#

why is it opposite of hideInExternal? It sounds like its precisely that... visible when you are inside vehicle, hidden when viewed externally

#

might want to also check what happens when he is turned out / turned in (if he can do so)

zinc oak
#

no, the unit is being hidden in LOD1 when inside the vehicle. If you open the rear doors, he is not there.

#

when you get in and you are in the Cargo LOD he is there in his seat

#

the proxy is in LOD1 so he should be there

#

oh right, I see what you are saying. Hidden when I am viewing from the outside

#

right right

#

interesting. I have clearly misread what hideInExternal means. I'll look into it. Appreciate the help.

zinc oak
#

okay, that appears to have been it. Thanks for the help.

#

I do now have a new question. Has anyone managed to make use of the new clockHour24 animation source? I'd like to add a digital time display to a vehicle interior. I have created animated 12 hour clock dials before, but never a 24 hour digital display. Just wondered if there was any documentation anywhere as to how to use the new source. I've seen it on some of the new Contact DLC equipment.

jolly igloo
#

Hey guys 👋 doesnt seem to load the texture, no errors given.

class CfgPatches
{
    class Myaddon6
    {
 
        units[]={};
        weapons[]=
        {
            "Surpat_vest"
        };
        requiredVersion=0.1;
        requiredAddons[]=
        {
            "A3_Data_F_Oldman_Loadorder"
        };
    };
};
class CfgWeapons
{
    class V_PlateCarrierIA1_dgtl;
    class Surpat_vest: V_PlateCarrierIA1_dgtl
    {
        author = "BFO Team";
        scope = 2;
        displayName = "GA Carrier Lite (Surpat)";
        hiddenSelectionsTextures[]=
        {
            "Surpat_Vest\Data\Surpat_vest.paa"
        };
    };
};

anyone know why? (AAF/GA Carrier Lite retexture)

stoic lily
#

class Vest_NoCamo_Base: ItemCore
hiddenSelections[] = {};

#

aka it may not support camo selections

#

you can check the model via eliteness if it has them defined or not

wheat flicker
#

It could be in regards to your file pathing

#

and though this likely wouldn't break it, you're missing the file naming conventions for the texture

#

this gives a few examples of conventions for the file names, with the one you're likely missing being _CO

#

@jolly igloo
I recommend changing the filename from Surpat_vest.paa to Surpat_vest_co.paa to stick to the naming conventions. I went ahead and checked the vest's selections for you, and it looks like it does support the camo selection, but because it's not defined on the base class, you wouldn't be able to use it just by inheritance. Using the below should fix it (assuming you change the file name).

class CfgPatches
{
    class Myaddon6
    {
 
        units[]={};
        weapons[]=
        {
            "Surpat_vest"
        };
        requiredVersion=0.1;
        requiredAddons[]=
        {
            "A3_Data_F_Oldman_Loadorder"
        };
    };
};
class CfgWeapons
{
    class V_PlateCarrierIA1_dgtl;
    class Surpat_vest: V_PlateCarrierIA1_dgtl
    {
        author = "BFO Team";
        scope = 2;
        displayName = "GA Carrier Lite (Surpat)";
        hiddenSelections[] = {"camo"};
        hiddenSelectionsTextures[]=
        {
            "Surpat_Vest\Data\Surpat_vest_co.paa"
        };
    };
};
jolly igloo
#

🙏 thanks its working now 🙂

native ether
steady beacon
#

@hot pine just wanted to thank you for your suggestions with regards to our CBU problem, I now have it sorted, and the AI loves them, will even use our scatterable mine cbus! So again thanks for the advice!👍

hot pine
#

you're welcome 🙂

dense elbow
#

Anyone know where the vanilla ffv animation config can be found? I've been searching for days now

hearty sandal
#

@dense elbow found this stuff from all in one config dump

#

maybe it helps

#

corresponds with personTurretAction =

dense elbow
#

Much obliged

native ether
#
Edit for "how to add a vehicle to "rope creation" Solved.

You need only to put : simulation = "YourSim"; in the vehicle class.

in simulation you can have | see below.

simulation = "shipX";
simulation = "tankX";
simulation = "carX";
simulation = "submarineX";

after the vehicle will be compatible.
keen hollow
#

CfgNetworkMessages.hpp:

{
    module = "RdGaming";
    parameters[] = {"OBJECT"};
};
class packVehicle
{
    module = "RdGaming";
    parameters[] = {"STRING"};
};```
what does this code mean?
hot pine
#

that's from some life mods/addons config, right?

keen hollow
#

this is a tool packing script

#

but it doesn't work.

#

I get such an error in my server rpt file

#

13:58:14 "ExileServer - Network message dispatch failed: Invalid function call! Called: ExileServer_RdGaming_network_packVehicle"

hot pine
#

tool packing script?

keen hollow
#

this is a vehicle packing script

hot pine
#

well, in this case I guess you might get some help on exile forums

keen hollow
#

I asked but no one helped

#

I think there is a situation with the database or exile.ini

strong shuttle
#

sounds more like a broken client and/or server mod

broken lotus
#

So I've been looking around for a hot minute and trying to figure out if there's a way to add a custom gear shift sound to a car. Does anyone know if there's a config entry in either Sounds or elsewhere for that?

#

Or if there's some way to cleverly implement a script to be called every time the gear upshifts or downshifts?

pulsar bay
#

I now have a question about how texturing works. In the example mods I've torn apart and am looking at, there's a whole host of files in the data folder, including normal maps, specular maps, etc. In the config files, though, I can only find references to the colormap. (Talking about hiddenSelectionsTextures here.)

Am I missing a config somewhere? How does the engine incorporate the normal maps etc? Does it just look for .paa files with the same name but a different suffix?

idle matrix
#

rvmats

#

also, the model itself has references to everything it needs

pulsar bay
#

ah, so the p3d has references to its materials, and the hiddenSelectionsTextures just overwrites the colormap?

idle matrix
#

yep

#

so you can easily make several colour or camouflage variants

#

and the RVmat defines shading parameters and such

pulsar bay
#

perfect, thanks.

random hearth
#

never set up a pbo before. can someone point me to a guide or something? minimum required to run an init.sqf

#

i only have two sqf files

hearty sandal
#

this a mission pbo?

random hearth
#

addon

#

init just uses addeventhandler to add keybind to call the other SQF

hearty sandal
#

where are you trying to add the init?

random hearth
#

in the root folder of the pbo?

hearty sandal
#

I dont think thats how it works

random hearth
#

no, it doesn't work.

hearty sandal
#

init.sqf is a mission thing

#

not a config/addon thing

random hearth
#

alright. so if i have a script that adds a key bind, how do i and when should i get the game to execute it automatically from my addon? on every spawn?

hearty sandal
#

what is its purpose?

#

as if you make it an addon you wont be able to join servers with it

#

its not some kind of a cheat is it?

random hearth
#

im creating a small addon that enables clenching to vehicles (if on top of it and prone)

#

have private dedicated server and will run with my small group of players

#

just need help to set entrypoint of addon, so it sets up the keybind automatically

#

the script (kind of) works, but i have to run it from console now

hearty sandal
#

well config basics are explained in the wiki, youll need a cfgPatches class to define the addon and then likely somehow inject the eventhandler into base man class so that it gets transferred to all units

#

imo simplest would be to run it from your mission init instead

random hearth
#

okay, ill consider this, but i would like it to run on any mission... thank you

hearty sandal
#

well while it sounds simple it has few more steps than what you have though

#

and different methods than the files you have

pulsar bay
#

I am having some trouble with the headgear randomization.

#

Are there any known pitfalls with this?

#

One thing I've noticed is that the examples seem to be passing the functions empty arrays. I forget if I've tested putting the array's name in there, so I guess I'll do that now.

#

That didn't help, anyways. Does anyone know about this?

pulsar bay
#

@candid flower sorry to ping you, did you ever find a solution to this issue? ^

pulsar bay
#
"spagistan_hemlet_m97_spagpat_black_ess",
"spagistan_hemlet_m97_spagpat_black_ess_bare",
"spagistan_hemlet_m97_veil_spagpat",```
#

hemlet

#

oh my god

#

I spent three hours debugging hemlet

candid flower
#

@pulsar bay which issue? XD

pulsar bay
#

You posted in here about BIS_fnc_unitHeadgear back in... march, lol

#

damn american date formats, I saw 03/09/2020 and thought "oh that was only a month ago"

#

sorry about that, lol

keen hollow
#

Hi all. i have a question.

#

When I pbo package using mikero tools, "thing.obf" file named a is created in the Source Patch directory.

#

What is this ?

#

it lists .paa files.

RD\RD_Client\data\TraderSign\дп*є_Sign_BMTraderCity_co.paa
RD\RD_Client\data\TraderSign\RDExile_Sign_BPArmory_co.paa
RD\RD_Client\data\TraderSign\яэ*ЭмФЬрТ_Sign_BPArmory_co.paa
RD\RD_Client\data\TraderSign\RDExile_Sign_TraderCity_co.paa
RD\RD_Client\data\TraderSign\гуЧ*Ч_Sign_TraderCity_co.paa
RD\RD_Client\data\UI\bio.paa
RD\RD_Client\data\UI\њ*ўШпшЫм.paa
RD\RD_Client\data\Uniform\RD_Exile_Uniform_BambiOverall_co.paa
RD\RD_Client\data\Uniform\?фаѕ_Exile_Uniform_BambiOverall_co.paa
RD\RD_Client\data\hazard.paa
RD\RD_Client\data\љб?ќнЦѓьЯ.paa```
random hearth
#

hey, im back. trying to set up an addon that runs a script on each mission start... addon contains this file:
Config.cpp:
`class CfgPatches {
class holdon {
units[] = {};
weapons[] = {};
requiredAddons[] = {"CBA_Extended_EventHandlers"};
requiredVersion = 0.1;
};
};

class Extended_PostInit_EventHandlers {
class init_holdon {
clientInit = "call compile preprocessFileLineNumbers 'holdon\functions\init.sqf'";
};
};`
however init.sqf does not run... what am i missing?

hearty sandal
#

The eventhandler is not assigned to anything

#

It's also a cba eventhandler right?

random hearth
#

yes, thought the Extended_PostInit... would suffice to tell the game what to do

random hearth
#

should i rather use class CaManBase?

broken lotus
#

If anyone was curious about my question a day or so ago about making a sound play when a vics gear is upshifted or downshifted, it looks like I'll have to make my own SoundSet in CfgSoundSets and then mess with that until I can find what I'm looking for.

sullen fulcrum
#

Heya everyone. Sorry if this is wrong channel.
My question is: how does ArmA simulate weapon sway in the game? The ingame tutorial describes how it is different per weapon; what config or parameter is this?
I have a Youtube video that can demonstrate what I mean..

idle matrix
#

I'm pretty sure weight of the weapon, attachments included, affects sway

paper path
#

^ theres also a config line that handles sway afaik

rough hatch
#

I'm having some trouble with a gunner scope in a vehicle, it always sits in one spot completely locked, despite that I have a memoryPointGunnerOptics specified with a memory point that does move with the gun

#

when I'm unscoped it's all fine, I'm seeing through character's eyes and it moves around with the gun but when I go into the scope, the scope is completely locked one way

#

am I missing something

rough hatch
#

nevermind, it was a model issue

#

I had somehow forgotten to make the memory point actually follow the gun

fiery junco
#

has any of you kind people an idea how i call a script placed in my addons pbo inside a units config? i tried some of the examples provided on the wiki but to no effect

hearty sandal
#

what kind of a script?

#

what do you want it to do?

fiery junco
#

it should apply a random uniform from a table with the random function

#

the script worked all fine in game when i put it in the unit init in 3den or through achilles only the config triggering part is where i am stuck

#

class my dude
{
class EventHandlers
{
class yeet
{
init = "insert script here'"; };
};
};

#

thats how i scrabbed it together

rough hatch
#

what config property defines if that hud on the top right that shows weapon and ammo is displayed or not in a turret?

graceful steeple
#

Any ideas what could cause a unit to not get geared with a uniform?

#

I have this unit in config:

class I_Soldier_A_F;
class theo_soldier_base : I_Soldier_A_F
{
    scope = 1;
    faction = "theo_test_faction";
};

class theo_soldier_test: theo_soldier_base
{
    SCOPE_VISIBLE
    displayName = "Soldier Test";

    uniformClass = "U_B_GEN_Commander_F";
    backpack = "B_LegStrapBag_black_F";
    weapons[] = {"rhs_weap_vhsd2","Throw","Put"};
    magazines[] = {snipped for char limit};
    items[] = {"FirstAidKit"};
    linkedItems[] = {"V_EOD_blue_F","H_PASGT_basic_blue_F","PBW_Balaclava_schwarz","ItemMap","ItemCompass","ItemWatch"};
};
#

U_B_GEN_Commander_F being the Gendarmerie Commander Uniform from Apex

#

but when I drop that unit in via the editor (and ingame) the uniform isn't equipped

#

they instead have no uniform at all, and just look like they're wearing default AAF one

#

If it matters, this config was exported using BIS_fnc_exportInventory

hearty sandal
graceful steeple
#

I understand the naked body model part, just not why the proper uniform isn't being applied

hearty sandal
#

you are not defining the uniform you want to use

graceful steeple
#

am I not?

#

isn't that what uniformClass does?

hearty sandal
#

oh 😵 there it is

#

then possibly the side of the uniform is not right

graceful steeple
#

oh god, I forgot that uniform sides were even a thing

#

going to have to check, but I'm going to guess thats what it is

#

yep, that's the issue. thanks for pointing me in the right direction

hearty sandal
#

👍

graceful steeple
#

Pulling my hair out trying to get a faction into zeus

#

Made a simple proof of concept as I've given up on trying to get the actual addon working atm, and even the PoC fails, and I'm not sure why or how

#
class CfgPatches
{
    class test_faction
    {
        name = "Test Faction";
        units[] = {
            'test_soldier'
        };
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = {
            "A3_Characters_F",
        };
    };
};

class CfgVehicles
{
    class I_Soldier_A_F;
    class test_soldier : I_Soldier_A_F {};
};
#

I_Soldier_A_F being the default AAF ammo bearer

#

loading this addon, in eden I see a second Ammo Bearer in AAF men exactly as I'd expect

#

zeus doesn't show it at all

#

test mission setup is just a single unit (test_soldier to be exact) synced to a game master module, and set to "All Addons including unofficial ones"

#

I have no idea where I've gone wrong in this

#

willing to try basically anything at this point as

pulsar bay
#

@graceful steeple Have you set the scope on your test soldier properly?

#

scope = 2

winter rain
#

scopeCurator = 2;

wintry tartan
#

Assume requiredAddons uses wrong class?

graceful steeple
#

A3_Characters_F is the only addon returned by configSourceAddonList (configFile >> 'CfgVehicles' >> 'I_Soldier_A_F');

#

On the ones on on my actual faction I'm setting scope, scopeCurator, and scopeArsenal to 2

#

The reason I'm not specifically setting it in the PoC is because I imagine it shouldn't be needed

#

it's the exact Ammo Bearer from AAF that is in zeus and the editor already

#

so unless zeus doesn't check inheritance, it should be fine in the PoC

zenith drift
#

Hi I'm on Arma2OA. I have a question about CfgPatches. Is it possible to make sure that my mod loads after another one, without making the other one compulsory. I.e., If other mod is enabled, mine loads after it does.

wintry tartan
#

Hmm. Is your unit added to the config viewer properly for sure Theo?

graceful steeple
#

yes

#

I can spawn them in eden, and walk around with them in mission

wintry tartan
#

Oh wait, how about to remove , from requiredAddons? This might be the error

#

(Maybe not)

graceful steeple
#

I can try that but I think it gets autoremoved by addon builder

#

Not actually at my PC right now so it will have to wait til a bit later

stoic lily
#

set the scope explicitly in your classes

graceful steeple
#

I am on the actual faction, the non PoC one

stoic lily
graceful steeple
#

That SCOPE_VISIBLE macro returns to all 3 scope properties is set to 2

stoic lily
#

@zenith drift you can add more dependencies from within A2:OA cfgPatches classes to make it load later

graceful steeple
#

Didn't know about that preloadaddons thing, I'll look into that

stoic lily
#

if it actually loads after, depends on the specific dependency resolving and load order of pbos and the configs

zenith drift
#

Is that a kind of hack way of doing it, or is it the standard practice?

stoic lily
#

standard

zenith drift
#

Alright, I'm brand new to this. So let me see if I understand it. I should find some dependency which loads late, and which the other mod doesn't depend on, even if it has no other relevance to my mod.

stoic lily
#

just adding all from A2:OA itself should do the trick

zenith drift
#

is that A2:OA? Or some class called all?

graceful steeple
#

oh my god

#

I figured it out

#

Chalk it up to addon builder probably

sullen fulcrum
#

anyone able to help me out with arma? it is being weird

graceful steeple
#

I had:

units[] = {'test_soldier'};
#

When compiled, it turned it into this:

units[] = {"'test_soldier'"};
sullen fulcrum
#

i'll take that as a no

random hearth
#

hey, is there a class specifically for players? right now im using CaManBase for an init script but i have the impression it runs for all units

stoic lily
#

@zenith drift use a config dump for cfgPatches

hearty sandal
#

@graceful steeple you use addon builder?

graceful steeple
#

for local dev, yea

hearty sandal
#

I'd really recommend using mikeros toolset and pboproject as it actually gives you debug info

graceful steeple
#

Yea, I've been seeing that around for a while, but I've never had an issue with addon builder until now

#

I'm really overdue for learning mikero's toolset

hearty sandal
#

Well you just don't know if you had issues before

#

As there will be no indications of problems

graceful steeple
#

normally I notice syntax errors when they run through HEMTT in my CI pipeline

sullen fulcrum
#

Heya everyone. Sorry if this is wrong channel.
My question is: how does ArmA simulate weapon sway in the game? The ingame tutorial describes how it is different per weapon; what config or parameter is this?
I have a Youtube video that can demonstrate what I mean..
@sullen fulcrum Just reporting back on findings. It's apparently the inertia value in the config. Thanks Gordon and mjr121 :)!

pulsar bay
#

I'm trying to use a preprocessor macro to set up some common properties for my soldiers. The way I've currently got it set up is as ``` #define UNIT_MACRO
dlc = "spagistan";
author = "Spagistan Mod Authors";
scope = 2;
side = 1;
faction = "spagistan_faction";
genericNames = "SpagistaniMen";
headgearList = {"spagistan_helmet_m97_spagpat", "spagistan_helmet_m97_spagpat_black_ess", "spagistan_helmet_m97_spagpat_black_ess_bare"};

I figured I ought to be able to just drop this into the unit classes, but pboProject is giving me a syntax error.
#

what'm I doing wrong here?

#

the unit class looks like this class spagistan_soldier_rifleman_akm: LOP_AM_Infantry_Rifleman { displayName = "Rifleman (AKM)"; UNIT_MACRO };

strong shuttle
#

make sure you set the multi-line correctly, or remove unnecessary line-breaks

#define UNIT_MACRO \
    dlc = "spagistan"; \
    author = "Spagistan Mod Authors"; \
    scope = 2; \
    side = 1; \
    faction = "spagistan_faction"; \
    genericNames = "SpagistaniMen"; \
    headgearList = { \
        "spagistan_helmet_m97_spagpat", \
        "spagistan_helmet_m97_spagpat_black_ess", \
        "spagistan_helmet_m97_spagpat_black_ess_bare" \
    };

class CfgVehicles {
    class spagistan_soldier_rifleman_akm: LOP_AM_Infantry_Rifleman
    {
        displayName = "Rifleman (AKM)";
        UNIT_MACRO
    };
};

^^ this should work without errors

pulsar bay
#

Thanks.

#

Turns out I was missing the square braces at headgearList

#

i.e. headgearList[] = {...}

#

problem seems always to be a lot more simple than I expect, lol

strong shuttle
#

ahhh... missed that too 🤣

devout venture
#

Is it possible to make mods load after DLC addons? My config that alters the default scene for altis, stratis and VR keeps being overwritten by something so it only ends up working for Stratis

hearty sandal
#

yes. you have to set up your addons cfgpatches to contain appropriate requiredAddons array

rough hatch
#

what is needed to get camera shake working? I added these to my ammo config but that doesn't appear to actually create any camera shake when firing ```sqf
class CamShakeFire
{
distance = 17.8885;
duration = 0.4;
frequency = 20;
power = 1.49535;
};
class CamShakePlayerFire
{
distance = 1;
duration = 1.5;
frequency = 60;
power = 10;
};

#

is there something else needed in some config to enable it?

hot pine
#

are we speaking about vehicle or character?

rough hatch
#

nevermind, it seems like it was the camShakeCoef in my cfgVehicles that was disabling it

#

I guess it defaulted to a really low number

#

I set that to 1 and now it works

zenith drift
#

I'm still not clear on how to make my mod load after another one (while making the other one optional). Is there some way to just make sure my mod loads after everything else? Is it possible to figure out which mods are changing a particular config, for example "cfgRecoils"?

hearty sandal
#

not possible to do "load always last"

#

the required addons list dictates what addons are loaded before your config

zenith drift
#

Well how can I determine what addons are overwriting cfgRecoils?

hearty sandal
#

dunno

winter rain
#

Is it possible to figure out which mods are changing a particular config, for example "cfgRecoils"? If things are right done, nothing would overwrite the other

hearty sandal
#

well they would if he wants to edit all of the vanilla ones

winter rain
#

yea but for this you have to classify them

zenith drift
#

Don't know what that means

#

I've got ASR ai mod, which as far as I know, is the only one I've got loaded that changes weapons or recoil

#

I want to keep the changes that it makes (BUT only if it is on), and then add my own changes on top of that.

hearty sandal
#

yes but if he has cfgRecoils edited and some other mod has cfgrecoils edited he will have to have that other mod as required addon for his config to be loaded last

#

you cant do optional stuff like that

#

you would need 2 addons then

winter rain
#

yes but if he has cfgRecoils edited and some other mod has cfgrecoils edited he will have to have that other mod as required addon for his config to be loaded last
@hearty sandal 👍

hearty sandal
#

one to be run without it and one to be run with it

#

and well you will need an addon for any mod combination you want to run your mod with

zenith drift
#

It seems something other than the ASRAI mod is overwriting cfgrecoils. It must be the base game. How can I make sure that my mod is loaded only after all of the base arma2 and OA stuff is done loading?

winter rain
#

is the ASR AI mod for Arma 2? i was thinking its for Arma 3?

zenith drift
#

there is one for Arma2

#

but i've turned it off and i see my changes to cfgrecoils are still not taking effect. The only thing I can think of is that the base game recoil configurations haven't loaded yet. Unless CBA is overwriting recoils somewhere

hearty sandal
#

do you have the A2 weapons listed in your required addons?

zenith drift
#

Here's everything i've got in my required addons, and it is just lifted directly from another mod which did similar things:

#

"CAData",
"CAweapons",
"CAWeapons2",
"CA_Anims_Char"

#

However the other mod I copied that from did not affect recoils

#

by the way, i'm not usign that mod I refer to there, I just lifted some of the code from it.

#

And when I've got asrai on, then I add these two requirements: "asr_ai_c_aidispersion",
"asr_ai_c_airof"

#

Does anyone know what class from the base game I need to put in required addons to get my cfgrecoils modifications to take effect?

hearty sandal
#

cfgpatches class of said config

#

cfgpatches class is what defines the addons internal name

zenith drift
#

Um... not sure what that means. I have to find the cfgpatches of cfgRecoils?

hearty sandal
#

no the cfgPatches name of the config.cpp that contains the cfgRecoils

zenith drift
#

But I have no idea where cfgRecoils is defined in the base game

hearty sandal
#

then you need to find out

zenith drift
#

well i already tried googling that

#

is there some way to find out from within the game?

idle matrix
#

if you're editing anything vanilla, just use "A3_Data_F_Oldman_Loadorder" under requiredAddons

#

that'll ensure that everything from arma itself, DLCs and such included, will load first

zenith drift
#

this is arma2, should I switch that to A2?

idle matrix
#

oh, I didn't know this was for arma 2, my bad

#

no I don't think that'll work for arma 2

hearty sandal
#

Arma2 did not have those loadorders set up I think

#

so need to find the right configs

#

I assume you have the development environment set up and A2 data unpacked on your P drive?

zenith drift
#

no i don't

hearty sandal
#

ah

#

well there you could look it up

zenith drift
#

What's the purpose of creating a p partition?

hearty sandal
#

it represents the root of the games internal runtime filesystem

#

so building addons on it ensures you have correct pathing

#

etc etc

#

basically it is required to do anykind of debuggin and to ensure you are actually making working mods

#

Now I would not be surprised if your addons whole structure is not valid

#

and does not work because of that

zenith drift
#

Hmm.. well everything else seems to be working except for the recoils

hearty sandal
#

¯_(ツ)_/¯

#

maybe there is nothing wrong then

zenith drift
#

there's just got to be some simple way of figuring out where the recoils are defined in the base game. Can i trace the path to cfgrecoils?

hearty sandal
#

dont remember what scrips are available in A2

#

so maybe, maybe not

#

simplest way would be doing a search on the unpacked configs

#

but thats not an option right now

zenith drift
#

are they in CA?

hearty sandal
#

probably

#

cant remember much how A2 had its stuff

zenith drift
#

Do you think it's worth a shot putting CAData as a required addon?

jolly igloo
#

Hey I keep getting : No entry 'bin\config.bin/CfgVehicles/BFO_Gorgon.side'.

Config for the Gorgon in question ```
class CfgPatches
{
class BFO_AFV_4_1
{
name="BFO Gorgon";
author="BFO Team";
requiredVersion=0.1;
requiredAddons[]={};
units[]=
{
"BFO_Gorgon_1"
};
weapons[]={};
};
};
class CfgVehicles
{

class B_APC_Wheeled_03_cannon_F;
class BFO_Gorgon_1: B_APC_Wheeled_03_cannon_F
{
    author="BFO Team";
    scope=2;
    editorPreview="a3\editorpreviews_f\data\cfgvehicles\default\armor.jpg";
    hiddenSelections[]=
    {
        "camo1",
        "camo2",
        "camo3",
        "camo4"
    };
    hiddenSelectionsTextures[]=
    {
        "AFV_4\Data\apc_wheeled_03_ext_co.paa",
        "AFV_4\Data\apc_wheeled_03_ext2_co.paa",
        "AFV_4\Data\RCWS30_CO.paa",
        "AFV_4\Data\APC_Wheeled_03_Ext_alpha_CO.paa"
    };
};

};

any ideas why (Note: the vehicle works fine, I'm just curious if there's anyway to remove the error
zenith drift
#

Wait, CAData was already on there

zenith drift
#

I really thought I had it for a moment. I remembered I had another mod, not activated, which does change cfgrecoils. So I just looked at their patches, and put the same requiredaddons into my mod. But it's still not working.

hearty sandal
#

possibly your cfgpatches is faulty

#

how are you packing the addon?

zenith drift
#

Oh wait, they don't actually change the cfgrecoils, they just change cfgweapons to use different recoil entries.

#

packing with cpbo

#

but like i said before, everything else about this mod is working except for the cfgrecoils part. So I'm just going to find a mod which actually does change cfgrecoils and figure out what requiredaddons they have.

#

Does it matter the order in which you have requiredaddons listed?

stoic lily
#

@zenith drift pastebin your full config finally please

#

from the sound of it, it doesnt work at all - independent to other mods influence

jolly igloo
#

how are you packing the addon?
I'm using Mikero toolbox, MakePBO

strange egret
opal crater
#

Binocular magazines always existed and were used for laser designators.

strange egret
#

hm ok 😄 i never use them, so thats propably why i forgot

#

but seing the new command kind of is a good indicator something in that area is done for the new content 😉

opal crater
#

Not exactly.

rough hatch
#

is there any turret config property that could center the gun when the gunner turns in?

pine hatch
#

for warlords blufor is class WEST and opfor is class EAST what would independent be if i wanted to change that too

jolly igloo
zenith drift
#

Is anybody able to tell me exactly what these properties mean in cgfweapons? aiRateOfFire = 2;
aiRateOfFireDistance = 400;
minRange = 50;
minRangeProbab = 0.8;
midRange = "100+ random 50";
midRangeProbab = 0.7;
maxRange = "300+ random 50";
maxRangeProbab = 0.1;

#

And should I presume that fire modes that are showtoplayer = 1 are avialable to the player, and only to the player, and that ones that are showtoplayer = 0 are available to the ai and only the ai?

strong shuttle
zenith drift
#

Of course. It was written by someone who either doesn't know, or cannot communicate it in english.

#

Here's what it has to say:

#

minRange=1

Type
Integer

minRangeProbab=0.3

Type
Float

strong shuttle
#

min/mid/maxRange...
Class: ArmaModeClass
Type: Integer
Description: Together with range and rangeProbab values, defines probability to use this weapon for AI units at given distance.

For OFP these parameters were specified in cfgAmmo, rendering all rifles the same.

zenith drift
#

Alright. But that still does not explain how they work.

#

HOw is the porbability calculated?

#

Specifically I need to know how overlapping probabilities are resolved

strong shuttle
#

that's most likely engine based, so impossible to know unless a dev explains it or releases the source for the community to check

zenith drift
#

Well surely somebody knows since people have been making mods for 11 years. Surely they haven't just been taking random shots in the dark.

strong shuttle
#

I'm sure people played with it and did some testing, but I doubt anyone (except for devs) can give you the exact calculations (since it's not done in SQF, already checked).

#

But indeed, perhaps some one else can give you more info about it

zenith drift
#

I just looked on google. It appears only one other person has ever asked about this in 11 years. And nobody who replied knew the answer.

strong shuttle
#

that said; afaik it will mostly affect when AI will shoot (eg. they won't shoot a pistol when an enemy is 2km away), and since normally an unit only has 3 weapons (pistol, rifle and launcher) which are used for different situations anyway, calculations about range don't interfere when overlapping.

zenith drift
#

Well, they do interfere, because these are for choosing the probability of using a particular fire mode on the weapon. And I'm not talking about just single vs. burst. vs full auto.... but more like the number of bullets they'll fire in an auto burst, and also the length of time between bursts. I'm looking at several examples. They definitely overlap. So I'm wondering how it resolves conflicts. I'm thinking it probably just picks the first one that succeedes a random check... But I don't know for sure.

hot pine
#

@zenith drift showtoplayer=1 is also available to ai

zenith drift
#

so how is it distinguished which ones are only available to ai?

hot pine
#

As for overlap it's weighted average afair

#

It's distinguished by min mid max range

zenith drift
#

when you say weighted average, do you mean that a probability is computed for every single fire mode, and then a random number is choosen from zero to sum of all probabilities, and then it loops through the various probs until it finds that the sum of all probs to that point is greater than the random number choosen?

hot pine
#

No, there is no random number - your variable is distance to target

#

Prob is sort of weight that you assign to each range

#

And yes, all firemodes are evaluated

zenith drift
#

So at any particular range one fire mode will always be chosen no matter what

hot pine
#

Unless target is beyond maxrange of all firemodes

zenith drift
#

if that's the case I don't understand why they made it so convoluted

hot pine
#

There might be some small randomization of estimated range to simulate estimation error

zenith drift
#

why not just say up to 100 meters foremode a will always be used

#

100 to 200, firemode b will always be chosen

#

if its going to end up being predetermined anywa7

stoic lily
#

better reference page

zenith drift
#

that page implies randomness in the word probability

#

I'm starting to see why the ai is o laggy

#

unfortunately it still doesn't explain how the probabilities are used to compute the ultimate probability of selecting a fire mode

#

wait a minute

#

actually it says that it is used to decide whether the weapon would be selected, not the fire mode

#

in that case, it doesn't make sense that there should be seperate and different entries for every fire mode

hot pine
#

algorithm is evaluating every weapon, muzzle & fire modes inside to i.e. solve situations like using pistols vs main rifle

#

ammo values are also taken into account

#

although maybe there is some randomness involved and its working as selectRandomWeighted where distance is extra param - as I mentioned, I'm writing it from top of my head

sullen fulcrum
#

Hey guys, so i have a mod and it has factions in editor but not in zeus. Is there any way to change that?

winter rain
#

if im right, scopeCurator = 2;

is needed for zeus showable. Correct me if im wrong

And if mod is not yours, please ask if author if you are able to or ask author if he could update for it.

wintry tartan
#

Also every units/vehicles have to be added to "CfgPatches" >> "yourmod" >> "units"

hearty sandal
#

Non invasive Zeus compatibility patch could be made on top of a mod.

brisk dock
#

I want to Set the Hiddenselections on this uniform to a Patch from my Unit, wich is diffrent for each Camo Type. i want to set Hidden Selections[ "file_path.paa", "..."] but this doesent work in game can somebody please help my. class 92nd_Uniform_MC_PVT : VSM_Multicam_Crye_SS_Uniform { author = "Five"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "[Five] MC PVT"; faction = "Five_Faction"; model = "\A3\characters_F\BLUFOR\b_soldier_03.p3d"; //Default NATO uniformClass = "92nd_Uniform_MC_PVT_Patch"; hiddenSelections[] = {"Camo","Insignia"}; hiddenSelectionsTextures[] = {"VSM_Multicam\Data\VSM_ARD_Multicam_1.paa"}; hiddenSelectionsMaterials[] = {"VSM_ProjectHonor\Data\VSM_ARD.RVMAT"}; };

hearty sandal
#

What's the current state of VSM stuff it still banned?

brisk dock
#

from Steam Workshop?

hearty sandal
#

Last time I heard the mod was not legit.

brisk dock
#

But this dont solve my Question ^^

hearty sandal
#

Just wanted to make sure I'm not helping anything shady.

Looks like the mod has been reformed since the incident it had.

You can't control the unit insignia in config. It is pulled from the players active unit.

hearty sandal
#

the normal insignia should work if the uniform is set up with one

nocturne verge
#

quick question on that , if you say add another texture field to hiddenSelectionsTextures[] = {"VSM_Multicam\Data\VSM_ARD_Multicam_1.paa",<over here>}; would that hardcode the insignia on the uniform until changed in editor or arsenal?

hearty sandal
#

I don't think unit insignia can be touch at all with hiddenselections. The other general insignia can be though. But model has to be crested with both selections present in the mesh to work

nocturne verge
#

I don't think unit insignia can be touch at all with hiddenselections. The other general insignia can be though. But model has to be crested with both selections present in the mesh to work
@hearty sandal yeah I ment the general insignia you get to pick in virtual arsenal , thanks sounds interesting tbh

#

another question , does anyone have any idea where to possibly find the config value that hides headgear (helmets and such) with wetsuits

hearty sandal
#

There may be some is water parameter or something like that

#

And another one is related to ghillie hiding parts that are supposed to be covered

nocturne verge
#

And another one is related to ghillie hiding parts that are supposed to be covered
@hearty sandal know about this one , but I just thought someone might know as I have looked through configs and the config viewers to no avail

hearty sandal
#

Take the scuba gear configs and go through them line by line.

#

I'd recommend the all in one config dump for that.

nocturne verge
#

cool , I shall try that

hot pine
#

That's p3d thing

solid halo
#

Hey Y’all!
I am working on a custom grenade and magazine but I am having an issue with these items not having an amount indicator next to them in the player’s inventory.

If I have 3 of the custom grenades in my backpack, the inventory system does not put a “3” next to the item indicating that. The Arsenal system recognizes the amount and I am able to throw/drop all 3 from my backpack but there is no amount indicator on the item in the inventory or on the ground when I drop the item. This is an issue with both my custom grenade and my custom magazine.

Here is an image of the issue, I have 3 “Lantern’s Custom Grenade” in this backpack: https://gyazo.com/badd2e9da9a2777dd3ffb20da11641d9

Does anyone have experience with this issue? Could this issue be caused by not having an inventory picture for the custom items yet? Thoughts on the issue?

hearty sandal
#

best would be to test if adding an image to them changes anything

#

it might be related

solid halo
#

Issue Solved! Inventory Amount Indictor is linked to an item's image. I added an image to the item and the Amount Indictors now works within the inventory and when the item is dropped.

Sorry! I should of tested and ruled that out as an issue before I posted but it never clicked my mind that they would actually be linked/related.

hearty sandal
#

👌

rough hatch
#

what is the property in a turret config that defines if the unit can turn out/in or not?

#

is it just forceHideGunner?

hot pine
#

Gunner can hide or something along those lines

rough hatch
#

another thing, what is the locality of the init event handler in a vehicle config?

#

and what is the locality of UserAction statements in a config

#

are those going to be local to whoever activated the action?

#

if I'm going to have a useraction that is meant to lock a seat, do I need to remoteExec that to the vehicle?

hot pine
#

Init is done on every client but locality is not established yet

rough hatch
#

again regarding the event handlers, what locality do other event handlers have in a vehicle's config? like if I have a getOut EH trigger, will that be local to the vehicle or to the unit that triggered the EH?

paper path
#

forceHideGunner = 1; @rough hatch

#

its the same for commander turret as well. forceHideDriver = 1; stops driver turn out.

lavish steeple
#

Hello everyone, i'm trying to add a little "boost action" to a vehicle for a mod i'm currently working on. I've decided that i want it on a middle mouse action for a simple forwards boost, can be spammed to go fast but can also get used to just dodge out of a bad situation. I've tested it on the vehicle in eden by placing it in the vehicle's init and it works, decided to have it running on every vehicle so i made it an .sqf so it looks like this:
Boost.sqf
_this addAction ["<t color='#FFF800'>Boost","_veh = _this #0; _veh setVelocityModelSpace [0,30,0]", [], 7, true, true, "", "_this == gunner _target"];

now, in my cfgvehicles, where this vehicle has other scripts running via an eventhandler init, i've tried adding it to them as such

class EventHandlers: EventHandlers
 {
"_this execvm ""\MOD\script\boost.sqf"";(_this select 0) setObjectTexture [1,""\MOD\data\textures\woodland_CO.paa""]";
};```

But when i place it down in editor i get absolutely nothing when playing as the vehicle. I know the other stuff is running cause the texture i'm telling it to apply to the object is getting applied. I am sitting in the correct seat (gunner).
Anyone has any idea of what i'm doing wrong?
rough hatch
#

how do I make a sideways facing turret? I have all my memory points and animations set up to face sideways, my turret appears to rotate properly but the camera is always facing forward and all the gunfire comes out sideways towards the front

#

I have a gunBeg and gunEnd which should create gunfire facing towards the gun for it's like the game just ignores those and instead creates the shots somewhere at the middle point between those 2 memory points and facing towards the front of the vehicle

#

the scope camera also appears to be in the correct position but again faces forward and not in the direction of the gun

#

for some reason it always shoots way up into the sky

hot pine
#

@rough hatch turret in model need to face forward

#

You can rotate it in cfg afterwards

rough hatch
#

oh

#

I guess that would explain why when I checked the vanilla chinook config the turret init direction was 90 but when I did that in my vehicle it was facing towards the back

rough hatch
#

oh yeah that did fix it

#

with that same issue, I'm not sure why the muzzle flash isn't working, I have it in a zasleh_2 selection, that is defined under sections in the model.cfg, the turret config has selectionFireAnim="zasleh_2"; and yet the muzzle flash just sits there

limber citrus
#

ablobdoggowavereverse Hi peeps, I've been tinkering around with disabling the standard main menu Spotlight entries that come with the game but what I've tried thus far hasnt worked, any chance you peeps have an idea what could work?
Thus far I've tried

class CfgMainMenuSpotlight 
{
[...]
    class ApexProtocol
    {
        condition = "false";
    };
[...]
};

and

class CfgMainMenuSpotlight 
{
[...]
    delete ApexProtocol;
[...]
};

strong shuttle
#

This is the list which removes ALL default ones:

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

    delete Contact_Campaign;
    delete Tacops_Campaign_03;
    delete Tacops_Campaign_02;
    delete Tacops_Campaign_01;
};

PS. make sure it's in that order to prevent errors due to inheritance

limber citrus
#

Oki I'll try that, thank you bongocat

raven kiln
#

I think thats missing the new firing drill one

#

Condition false works fine for me

strong shuttle
#

yes, it's not up-to-date with 2.0 😉

limber citrus
#

The new firing drill is named SP_FD14

#

as in the entry for that

#

Yeah its propably me doing something wrong since that doesnt work for me either

#

Here's the full config (except for some redacted bits)

class CfgPatches
{
  class ACQJ
  {
    name = "ACQJ";
    author = "Pi123263";
    url = "";

    requiredVersion = 2.00; 
    requiredAddons[] = { "A3_Functions_F" };
    units[] = {};
    weapons[] = {};
    };
};

class CfgMainMenuSpotlight 
{
   class ACQuickJoin
  {
    text = "**"; 
    textIsQuote = 1; 
    picture="acqj\aclogo.paa";
    video = "";
    action="connectToServer [**]";
    actionText = "**";
    condition = "true";
  };
    
  delete OldMan;
  delete Bootcamp;
  delete EastWind;
  delete ApexProtocol;
  delete Orange_Showcase_IDAP;
  delete Orange_Showcase_LoW;
  delete Orange_CampaignGerman;
  delete Orange_Campaign;
  delete Tanks_Campaign_01;
  delete Showcase_TankDestroyers;

  delete Contact_Campaign;
  delete Tacops_Campaign_03;
  delete Tacops_Campaign_02;
  delete Tacops_Campaign_01;
    
  delete SP_FD14;
};
strong shuttle
#

you might want to have "A3_Data_F_Oldman_Loadorder" in requiredAddons[] to ensure your config is loaded after all DLC's

limber citrus
#

Yep that did the trick, thank you @strong shuttle ameowhappypaws

winter rain
#

@limber citrus what does this do what you did with this CfgMainMenuSpotlight? Is this the shown main menu at the start? Could you post a screen about it? Just wondering 😁

limber citrus
#

Its the big button in the middle of the main menu

winter rain
#

Uuuhh thanks a lot, this is interesting for me.. thank you sir @limber citrus

limber citrus
grand zinc
#

you can also have multiple buttons in the center, and then switch up/down with arrow buttons

#

I have one for main server and for our 24/7

limber citrus
#

Yeah we only have one server at the moment so

#

But the system is quite easy to use which is very nice

raven kiln
#

I edited the buttons to get rid of the quickplay and just have test/main server and editor buttons

limber citrus
#

Oh thats nice too

meager pine
grand zinc
#

thats a problem with the uniform model

teal spindle
#

I need help creating a ACE Interaction on my vehicle - it calls a script that surrounds the vehicle with a Camo Net:
class ACE_SelfActions
{
class Deploy_Camo_Net
{
displayName = "Deploy CamoNet";
icon = "\A3\Ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa";
condition = "{!([] isEqualTo (_player call JRS_fnc_initVehicle)))}";
statement = "true";
exceptions[] = {"isNotSwimming", "isNotInside", "isNotSitting", "isNotOnLadder", "isNotRefueling"};
showDisabled = 0;
};
};

#

any help is appreciated.

pallid snow
#

Whats the problem, that it just doesn't show the action or that its not running ur code

teal spindle
#

@pallid snow It's not running the code, however, the action (self-interaction) is available/selectable when in the vehicle only, with nothing happening after selected. If I place my original EventHandler in the code it gives me back the original access to the deploying camonet via wheel scroll, but not in the self-interaction: "[_this select 0] call JRS_fnc_initVehicle" .

opal crater
#

Your statement does nothing. It just returns true.

hearty sandal
#

Condition and statement are flipped or should be separated

teal spindle
#

Thank you I'll try flipping. 🙂

split swan
#

Hey was wondering if anyone could help me with some documentation on "TailSoundSet". I have already got "ShotSoundSet" working but can't find anything on the former.

azure barn
#

If I wanted to make any object... [lets just use the HMS proteus model for example]... act exactly like the vanilla SDV. where would I satart... ideally i would like to find an awesome unique submarine 3d model , a smaller one not a huge sub like HAFM subs, and make it operate using the SDV configs or whatever... not sure how to do any of this modding stuff but Ive got some experience dinking round with files and whatnot. where do I start? or am I embarking on too difficult of a journey with this?

#

theres someone out there working on a nautilus/10000 leagues under the sea mod, but there is soo little info on it and I just cant wait and decided to start a dev on my own first arma mod if its possible

#

send me a DM instead if youve got info on this and want to help me.

hearty sandal
#

@azure barn you would start from something simpler and get learned with how configs work and possibly how modeling is done as there are very little in the way of game ready model out there. Then when you understand configs you can start deriving how submarine configs work specifically.

mild heath
#

Okay guys, I need some help.

I created three factions in ALiVE's ORBAT. They all load locally just fine, and all show on the main screen.

When I go into 3den, individually - they'll all populate. But if I load all three, or even two, only one of them will.

I've tried putting them in individual folders, tried putting them in one folder, I'm sure it's a stupid easy answer someone has already figured out. Help.

azure barn
#

@hearty sandal thanks for the railroad track for me.

echo ingot
#

Hey, got this weird issue with a vehicle I was hoping someone has seen before. It can only have 5 people as passengers even with transportSoldier=24; . The 5 people can use ACE to switch around all the other seats in the vehicle, but nobody else can get in. Any clue what this might be?

hot pine
#

missing/wrong get in memory points?

echo ingot
#

I'll check the model for that, but the passengers inside can switch between all the other seats so I'd think that wouldn't be the case here?

hot pine
#

if you cannot get in from outside then its most likely get in memory port issue

echo ingot
#

Sorry if you can or cannot? Not sure if typo

#

Seeing some getin proxies here

hot pine
#

cannot*

echo ingot
#

So yeah the memory points seem to be there

hot pine
#

what about config?

#

that seems to be memory point for driver only

winter rain
#

You need getIn points for cargo too. Or define in the config for cargo your driver points of the memory

echo ingot
#

Ok, what should I be looking for in the config to see how its defined? We're just inheriting it so I'll need to check the parent config

hot pine
#
memoryPointsGetInCargoDir```
echo ingot
#
        memoryPointsGetInCargo[]=
        {
            "pos_cargo"
        };
        memoryPointsGetInCargoDir[]=
        {
            "pos_cargo_dir"
        };
#

This bit?

hot pine
#

yup

winter rain
#

Yes

echo ingot
#

Yeah I can see memory points for that in the model

hot pine
#

do you have some ffv turrets?

echo ingot
#

Sorry, ffv?

hot pine
#

firing from vehicles

echo ingot
#

Yes

hot pine
#

or turrets in general

#

what memory points are they using?

echo ingot
#

Hmm, one sec

#

Same ones

hot pine
#

they need to be separate

echo ingot
#
            class CargoTurret_01: CargoTurret
            {
                gunnerAction="passenger_inside_5";
                canHideGunner=0;
                getInRadius=10;
                gunnerCompartments="Compartment2";
                getOutAction="GetOutLow";
                memoryPointsGetInCargo[]=
                {
                    "pos_cargo"
                };
                memoryPointsGetInCargoDir[]=
                {
                    "pos_cargo_dir"
                };
#

This bit right?

hot pine
#
  • turrets are not using cargo memory points
#

they are using gunner points

#
                memoryPointsGetInGunner = "pos cargo LR";
                memoryPointsGetInGunnerDir = "pos cargo LR dir";```
#

paste perhaps whole config - it will be easier to debug

echo ingot
#

It's few thousand lines long 😄 Or do you just mean for the cargoturret class?

hot pine
#

perhaps share part related to vehicle in question?

echo ingot
#

Well the vehicle is 10k lines

#
            class CargoTurret_01: CargoTurret
            {
                gunnerAction="passenger_inside_5";
                canHideGunner=0;
                gunnerCompartments="Compartment2";
                getOutAction="GetOutLow";
                memoryPointsGetInCargo[]=
                {
                    "pos_cargo"
                };
                memoryPointsGetInCargoDir[]=
                {
                    "pos_cargo_dir"
                };
                gunnerName="Ramp Gunner (Left)";
                proxyIndex=10;
                soundAttenuationTurret="HeliAttenuationGunner";
                isPersonTurret=1;
                ejectDeadGunner=1;
                class dynamicViewLimits
                {
                    CargoTurret_02[]={-65,95};
                };
                playerPosition=4;
                gunnerGetInAction="GetInHeli_Light_01bench";
            };
#

That's the cargo turret

hot pine
#

then fix get in memory points as I've mentioned

#
  • also add separate memory points for each FFV turret
echo ingot
#

Sorry what do you mean by fix, other than making gunner separate?

hot pine
echo ingot
#

Yeah so that. The model doesn't have memory points for gunner 😐

#

So is it someone getting into those ffv turrets that's blocking others from getting in then?

hot pine
#

ffv turrets are not accessible for sure due to that

#

you could perhaps share whole config then - it will be much easier to figure out what is wrong

echo ingot
#

Mind if I send it in a DM?

hot pine
echo ingot
hot pine
#

so which seats are exactly usable?

#

do you know their indexes?

#

does model have all those proxies available?

echo ingot
#

Not sure about the index, but you can get in and use interact to switch to any seats just fine. When you get people hop in they seem to pick a random seat. But once you have 5 people in you anyone else can't get in

#

Yes there's about 30 cargo proxies

#

Even when the vehicle is 'maxed out' the people inside can switch between the free seats

hot pine
#

what happens when those 5 people change seats? Are you able to get in after thaT?

echo ingot
#

No you still can't

hot pine
#
        cargoProxyIndexes[]={1,2,3,4,5,6,7,8,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34};``` not all cargo indexes are listed?
#

are you sure there are no scripts involved?

#

anyway, try fixing turrets first and see what happens

echo ingot
#

Tried setting them to a different proxy and didn't change anything

hot pine
#

what proxy?

echo ingot
#

Well to one that doesn't exist. Just tried breaking the turret benches to see if that changes anything

hot pine
#

but you should change name of parameter & memory point only

#

no proxies involved thonk

echo ingot
#

Sorry used wrong terminology

memoryPointsGetInCargo[]=
{
    "FIXME"
};
memoryPointsGetInCargoDir[]=
{
    "FIXME"
};
#

Basically

hot pine
#

this memory point

echo ingot
#

Oh make it a single thing

hot pine
#

memoryPointsGetInGunner != memoryPointsGetInCargo

echo ingot
#

Yeah I see what you mean when I look at it in configviewer

#

Yeah changed the gunner ones and there's no difference in behaviour

#

Removed the bench gunner config completely. Still can't get passengers in

#

Also now when I use ace interact to get in, no matter which spot I pick it puts me in the same place and the AI that are already inside get moved next to me. Then when I hop out they're moved back to where they were before I got in

#

Ok it gets weirder from there. My character and the AI are in different places inside the vehicle depending on if you're in 1st or 3rd person

hot pine
#

so something wrong with model perhaps? Are you sure all proxies are present?

#

cargoProxyIndexes is missing i.e. 18, 19 etc

echo ingot
#

Actually that is set weird.

#

They were

        cargoProxyIndexes[]={1,2,3,4,5,6,7,8,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34};
        getInProxyOrder[]={1,2,3,4,5,6,7,8,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34};
#

Set them to 1-24

#

Made no difference

hearty sandal
#

Are yout cargo proxies in the model numbered the same? And are they same on all lods they are present in?

echo ingot
#

They have an extra 0, does that make a difference?

hearty sandal
#

Well your list there does not have all from 0 to 24

echo ingot
#

Yeah that's not a full list. It does go from 0 to 34

#

Just grabbed a sample screenshot to show the format

hearty sandal
#

From now on provide full things when asked. Makes it easier to think for possible problems.

lone lion
#

Hey, I've been trying to retexture tanks dlc Nyx / Wiesel and I'm in a config pickle.

#

I'm trying to add a desert texture to the customization menu list, so I took original BI config and try to extend it in my mod. BI config looks like this:

class LT_01_base_F: Tank_F {
    class TextureSources {
        class Indep_01;
        class Indep_02;
        class Indep_03;
        class Indep_Olive;
    };
};
class LT_01_scout_base_F: LT_01_base_F {
    // TextureSources not extended!
};
class LT_01_AT_base_F: LT_01_base_F {
    class TextureSources : TextureSources {
        // Textures replaced for each texture set
    };
};
class LT_01_AA_base_F: LT_01_base_F {
    class TextureSources : TextureSources {
        // Textures replaced for each texture set
    };
};
class LT_01_cannon_base_F: LT_01_base_F {
    class TextureSources : TextureSources {
        // Textures replaced for each texture set
    };
};```
#

And my retexture config is like this: ```cpp
class Tank_F;
class LT_01_base_F: Tank_F {
class TextureSources;
};

class LT_01_scout_base_F: LT_01_base_F {
class TextureSources: TextureSources {
class ROF_Indep_Desert {
// My textures defined here
}
};
};
class LT_01_AT_base_F: LT_01_base_F {
class TextureSources: TextureSources {
class ROF_Indep_Desert {
// My textures defined here
}
};
};
class LT_01_AA_base_F: LT_01_base_F {
class TextureSources: TextureSources {
class ROF_Indep_Desert {
// My textures defined here
}
};
};
class LT_01_cannon_base_F: LT_01_base_F {
class TextureSources: TextureSources {
class ROF_Indep_Desert {
// My textures defined here
}
};
};```

#

Now it works for all vehicles but Scout version - my texture shows up on the list, but changes made in the garage do not get saved (neither if I set my texture or any of vanilla textures).

#

My suspicion is that it's caused by LT_01_scout_base_F not having it's own TextureSources override, but as far as I get it I can't add to LT_01_base_F *TextureSources * as it'd overwrite it, not add to it (?)

#

Nothing interesting shows up in RPT

#

Any ideas on how to add a new texture set to LT_01_scout_base_F or LT_01_base_F without removing existing config?

hot pine
#

@lone lion Scout variant is using class TextureSources from base variant

#
class LT_01_base_F: Tank_F {
    class TextureSources {
        class ROF_Indep_Desert {
            // My textures defined here
        }
    };
};``` something like that will simply work
lone lion
#

ah, so it wont delete Indep01 etc. defined in base variant?

hot pine
#

no, since it's first definition of TextureSources, you are not breaking any inheritance this way

lone lion
#

ah, ok. Thanks !

zinc oak
#

is there a way to set the sensors / radar state of a vehicle to 'On' when it spawns? I'd like the radar model to be spinning on placement for AI purposes, but if a player gets into the vehicle the radar will already be set to 'On' in the scroll wheel menu. If they set it to 'Off', the radar dish would stop spinning and retract. First though, I need it to be placed with the radar showing as 'On'. Apparently you can do it via the init using _vehicle setVehicleRadar 1; but I'd prefer to do it through the vehicle config if at all possible.

lone lion
#

iirc by default it's on passive mode and is set by this command or by eden emission control attribute

zinc oak
#

yes, I believe it is set to passive mode and the ai usually switch to 1 when in combat as it is set to 'automatic' for them by default. I'd just like my scroll wheel option to say Radar Off initially rather than Radar On when you get into the vehicle as the radar dish is already spinning. Eh, maybe I am being too indepth about it. I suppose I could just add a user action to retract the dish. The vehicle has two radar dishes anyway. I just want the spinning one to stop and lower.

#

if I leave the radar system separate, it means I can lower and retract the dish for transport etc...

brazen merlin
#

oi fellas. i'm a bit at a loss right now... trying to get a UserAction to show up inside my vehicle, but i just can't make it work

#

i've read that it goes my named selection, but no matter what i try, it's just not working

#

i'm assuming the issue is with the position of the action, because the condition is a simple " true " right now

#

if i take the orange dlc van as examle, it has position = "mph_axis"; but if i check the model file, i can't even find "mph_axis" ... what's going on here?

untold temple
#

named selection should be in the memory LOD

#

if the mem points are not present, an action will default to the vehicle centre

brazen merlin
#

the offroad has position "temp", but that's not in the model memory lod either

#

oh jesus, it really is that. apparently the default distance of 2 is enough for these vehicles, but not enough for my vehicle ......

junior folio
#

how do you change the speed a tanks tracks and wheels spin without changing the speed of the tank

hot pine
#

Trackspeed = 2

#

You can also use negative value to change direction

winter rain
#

Where is Trackspeed = 2; to place in the cfg?

pallid snow
#

under its class in cfgVehicles obviously

junior folio
#

Thanks

hot pine
#

@junior folio I made a typo it should be
tracksSpeed

junior folio
#

oh, thanks, does that affect wheels as well because my wheels tracks and speed the tank moves all seem to be out of sync

hot pine
#

wheels are handled by physx and be default they are linked to 1st pair of physx wheels

#

not sure how it works for old tank simulation

junior folio
#

whenever i change any of the physx wheel settings it changes the speed of the whole tank, is there any way of just changing the speed of the animation?

hot pine
#

well, you could but you are only going to make thing worse

#

it's imo better to get simulation properly first

junior folio
#

thanks, ill try that

lone lion
livid heath
#
Does anyone know how these config parameters affect AI controlled vehicles please? Google has drawn a blank.
steerAheadSimul = ;
steerAheadPlan = ;
predictTurnPlan = ;
predictTurnSimul = ;```
grand zinc
#

first two yes

#

but, they are old properties

#

not used if "doPredictForward" is set, which is default enabled

#

turn stuff is still actively used it seems

hot pine
#

I think predictTurnPlan is still used on planes or any non component driving vehicles (i.e. boats)

#

if you don't have AITankSteeringComponent or AICarSteeringComponent it will be also used

#

or if scripting command "useAISteeringComponent false" is used

ruby horizon
#

does anyone know at which caliber and which initspeed a "ammo" overpens a unit?

steady beacon
#

@grand zinc how is "doPredictForward" set? Is it in meters? How does it affect AI? Would this help with the AI pilots setting throttle to 0% when they go into a turn or at least better managing the turns?

grand zinc
#

its a true/false

#

Its for AI following other AIs in convoys, dont know why it would influence aircraft

steady beacon
#

ok sorry barking up the wrong tree with that one

#

so what about the commands eggbeast mentioned?

grand zinc
#

¯_(ツ)_/¯

#

I didnt really look into exactly what they do

#

and I dont really want to

hot pine
#

@grand zinc taxing on runways

steady beacon
#

🤣 fair enough

nimble sequoia
#

I'm seeing vehicle wrecks explode between 10s-30s after vehicle destruction. Is this effect hard-coded into destrType = "destructWreck" or is there a config param to remove it?

nimble sequoia
#

Thanks reyhard, but how would you disable the explosion completely using that? It's just a time range changing when the explosion happens if I read it correctly.

hot pine
#

hullDamageCauseExplosion = 0

strange egret
#

do you mean the small sub-explosions after the big one? Because you said "after vehicle destruction"

nimble sequoia
#

Yes after the vehicle is destroyed, it's wreck model displays. It then sits there for a while and suddenly there will be another explosion from the wreck. Hulldamagecauseexplosion = 0 did not prevent it.

nimble sequoia
#

I had these set and still get a delayed wreck explosion.
secondaryExplosion = -1;
fuelExplosionPower = 0;
hullDamageCauseExplosion = 0;

#

Also with secondaryExplosion = 0

hot pine
#

hm, I guess it's ammo exploding then

#

I don't remember if there was param for that but in worst case scenario you can do setVehicleAmmoDef 0 in killed EH

nimble sequoia
#

So it's definitely not a hard coded effect of destructWreck and it can be switched off? I noticed BIS vehicles, such as Quad bike don't use wreck models, wondered if this was a possible reason.

hot pine
#

it's hardcoded functionality which detonates any magazine that is inside of the vehicle

brisk dock
#

I have a Problem i want to Retexture my Uniforms and i get this error in the logs : In class "92nd_uniform_MC_09_SGM" is abstract config class "92nd_uniform_MC_09_SGM_Unit" and can't be used with uniform.

junior folio
#

i am working on a tank and the optics go up further and at a faster rate that the gun does making it impossible to aim, how can i fix this?

mild heath
#

Hey guys, I'm having a blast creating new/combined factions. If anyone has any requests, please let me know

rough hatch
#

what config property dictates if that vehicle hud in the top left is shown or not? I mean this https://prnt.sc/v5jdh3

untold temple
#

it depends on the unitInfoType used AFAIK

regal jacinth
strong shuttle
#
  1. What is the exact error?
  2. You have defined private/protected/public, but you don't use those defines. So you can remove them, unless you plan to use them.
  3. afaik is B_Soldier_base_F private (scope = 0), so you might want to use B_Soldier_F instead
  4. You should add the classnames in units[] and weapons[], that will fix issues in the future
hot pine
#

@regal jacinth requiredAddons[] = {A3_Data_F_Oldman_Loadorder}; - use this

regal jacinth
#

shouldnt it work even though its empty? i had it working before i added the tiger stripe uniform

grand zinc
#

no it shouldnt, thats illegal

#

you say you need nothing, but actually, you need B_Kitbag_Tan and B_Soldier_base_F
So you are lying, you need stuff

regal jacinth
#

but i got it working ingame

#

im gonna add it but it did work without it is what im saying

grand zinc
#

The game sees "oh, he doesnt need anything, ill just load his config first"
"oh, he wants B_Kitbag_Tan, I didnt load that yet, whatever Ill just use a empty class instead"

#

but Im sure when you inherit Kitbag, you really intend to inherit Kitbag, and not just a empty class that doesnt even exist

regal jacinth
#

yea im doing retextures for my unit, its not meant to be used by AI

grand zinc
#

I never said anything about AI 🤔

regal jacinth
#

ik just saying

#

im curious what does the A3_Data_F_Oldman_Loadorder add?

#

now im getting more errors than before,

Addon 'ReaperCrew_Pacific_Uniforms' requires addon 'B_Kitbag_tan'

even though i have A3_Data_F_Oldman_Loadorder, B_Kitbag_tan and B_Soldier_base_F

grand zinc
#

even though i have A3_Data_F_Oldman_Loadorder, B_Kitbag_tan and B_Soldier_base_F
yeah thats wrong, why did you do that?

#

reyhard gave you directly copy-paste ready code that will work.

#

im curious what does the A3_Data_F_Oldman_Loadorder add?
everything basegame up to oldman

regal jacinth
#

oh i thought i needed to add the otherones aswell

#

my bad

rough hatch
#

how do I set a vehicle turret so that AI can't be placed into it in the editor or from zeus? I have the seat locked on init but I can still put AI into it

hearty sandal
#

you sure thats even possible?

rough hatch
#

there's some vehicles where that is done

#

like the RHS stryker

#

one has a few seats that can only be accessed via addActions and are normally locked and I can't put AI into them

#

at least not without scripting

rough hatch
#

yeah I have them locked already on init

#

I can't normally get in them

#

but ai can be placed in them

hot pine
#

I'm using only lockTurret on RHS Strykers

#

I know though that FFV turrets are tricky beast

rough hatch
#

yeah mine are cargoTurrets

#

it's gonna be annoying if I can't actually lock them for AI

regal jacinth
#

still getting the "No entry 'bin\config.bin/CfgVehicles/cfgWeapons.scope" error

grand zinc
#

why do you have CfgWeapons inside CfgVehicles?

#

Oh wow I see#

regal jacinth
#

i dont

grand zinc
#

you do

regal jacinth
#

do i?

wintry tartan
#

You must did

grand zinc
#

your indentation in your pastebin is just so bad that you dont see it

rough hatch
#

also, I found that there is a "hasGunner" config entry which sounds like it's basically the same as locking? has anyone used that?

wintry tartan
#

Most likely you mess around the indents and brackets

grand zinc
#

fix your {} indentation, and youll see it

rough hatch
#

Boolean When false, AI and players can't enter the turret from the outside. Players can switch to the turret from inside the vehicle however (if there is an enterable position with the same Compartment).

#

okay apparently that entry doesn't actually work

#

I set it to false and I can enter the turret from outside

regal jacinth
#

yea the {} indentions was the problem, thanks for the help

narrow musk
#

trying to add my objects to the zeus interface
why doesn't scopecurator = 2 work?
could it be a problem with the side value?

grand zinc
#

CfgPatches correct?

narrow musk
#

I've listed every objects in the units[]= list

grand zinc
#

thats the most common problem 🙃

#

there is a BIF thread about getting things to show up in zeus

#

side is checked too I think

#

I think side 6 is blacklisted

narrow musk
#

probably the same thread I'm looking at
its currently at side 4

#

there is a single last comment saying it should be side 3 but not sure why

#

which didn't work btw

regal jacinth
#
    {
        author = "ReaperCrew";
        scope = 2;
        displayName = "RC Philippines Chestrig";
        picture = "\A3\characters_f\Data\UI\icon_V_BandollierB_CA.paa";
        model = "\A3\Characters_F\BLUFOR\equip_b_vest02";
        hiddenSelectionsTextures[] = {"\RC_Pacific_Uniforms\Data\Tiger_Stripe_RC_Vest_1_co"};
    };```
Why doesnt it apply my texture on the unit?
regal jacinth
#

im trying to retexture the default carrier rig vests and dont want to fiddle with the armor values so im wondering if i take the values from the vanilla rig and tell my custom vest to use those values?

ashen sluice
#

how is the initial animation state of a unit determined?

strange gull
#

Hi all. Is there any way to remove crater after destroying a rocket via config?

signal jungle
idle matrix
#

requiredaddons needs the right entries

signal jungle
#

it normally loads RHS weapon, and VSM backpack and vest, but it doesnt load VSM uniform nor vanilla..... when i check what uniform he has, it says it empty but still he has the default AAF uniform.....even for vanilla uniform he still has no entry....so i am completelly lost at this point

#
  • i tried some requiredaddons entries but it kept crashing the game
kindred viper
#

File tsa_ammo\CfgAmmo.hpp, line 133: .CfgAmmo: Member already defined.
My line 133 is just a closing bracket, the last line in the config. Nothing looks to be already defined either in any of the classes. Any thoughts on what it could be?

#

^ found answer right after posting.. it the the most stupid thing ever. I by mistake called my cfgPatches 'cfgAmmo' 😔

sullen fulcrum
hearty sandal
#

you are missing a };

smoky kernel
#

Is it possible to overwrite addon#1 function, with a custom one from addon#2 so its used instead?
Configs I know we can no problem, but as long the functions go I'm not sure.
If there is a init / compile / loading hierarchy makes sense it would be possible?

wintry tartan
#

Yes, you can

smoky kernel
#

with an addon you do the following?

create function with same function name,
config the same entries in cfgfunction ,
load the override addon after the addon you want to override

wintry tartan
#

And delete the original one

smoky kernel
#

what do you mean delete?
also, is it possible to do it via mission config override? some say its possible via compilefinal too?

grand zinc
#

no need to delete

#

you can just override

#

no just compileFinal will probably not work

wintry tartan
#

Oh is there no need to delete?

grand zinc
#

I don't see why you would

#

you just need to set file= entry in the CfgFunctions entry of the script function you wanna override

smoky kernel
#

alright, thanks guys. time for some trial and error

silver aurora
#

and set the requiredAddons[] of your patch config accordingly to get the load order right

regal jacinth
#

whats the file path to access models from workshop addons?

#

?

grand zinc
#

That question doesn't make sense

#

There is no way to answer that. It doesn't matter where the addons come from, and you don't say what you want so theres no way to give you a path

strong shuttle
#

it does make sense, although it also raises some questions about the legality of his intentions 🤔

regal jacinth
#

how would you go at retexturing models from a different mod the same way youd retexture vanilla models?

#

like a3\epa or whatever the path is

#

because ive seen alot of retexture mods for different mods and im just wondering how you best would do that

grand zinc
#

you find out under which path that specific mod is

#

by looking at its pbo

#

every pbo has a different path

regal jacinth
#

yea but do i just name the path or do i name like !workshop\mod\pbo or would it just be the pbo?

grand zinc
#

just the pbo path

#

ingame paths don't change based on where the mod comes from, that would break everything

regal jacinth
#

oh so it doesnt matter what their path is?

grand zinc
#

it doesn't matter where the pbo is

regal jacinth
#

alright gotcha

#

thanks

regal jacinth
#

what would the exact path be?

grand zinc
#

depends on the pbo

regal jacinth
#

model = "\CSAT_Vests\hamelnewbase.p3d";
or
model = "\A3\CSAT_Vests\hamelnewbase.p3d";

grand zinc
#

depends. on the pbo.

#

could be either

regal jacinth
#

wdym?

grand zinc
#

need to look at the pbo where that file is in

#

and get the path from there

#

impossible to give you a generic but at the same time exact answer without knowing what exact pbo you are actually talking about

#

For retextures you usually don't set the model path, you inherit the original class

regal jacinth
#

yea i couldnt get that to work so i try this instead

#

but preferably id like to inherit the original class

strong shuttle
#

it might be possible that the model doesn't support retextures, or you're doing something else wrong

regal jacinth
#

yea wouldnt be surprised if im doing something wrong

#

but how would i inherit the original class?

#

i did it on some headgear but as far as i understand its different if the class got amour values?

strong shuttle
regal jacinth
#

yea ill give it another shot

#

thanks

junior folio
#

I'm making a tank and the main gunner optics go up further and at a higher rate than the gun itself causing it to be impossible to aim, does anyone know how i can fix this? https://imgur.com/a/bLV65qB

hardy elm
#

quick general question: do all assets that have hiddenselections(-textures) definied in their Cfg also "automatically" support hiddenselectionsmaterials? or is it two completely separate things?

hearty sandal
#

Same. But the material switch does not quite always work

untold temple
#

some assets might have parts where one texture has two different rvmats too

#

So changing hiddendelectionsmaterials could break certain shaders applied to specific parts of the model

hardy elm
#

allright, so it's just a matter of trying out if it works and whether it looks good. thank you! 🙂

regal jacinth
#

im not sure what im doing wrong but i cant have the vest show up using the inheritance guide

strong shuttle
#

if you share your config perhaps we can help (dump on pastebin)

regal jacinth
#

yea 1sec

#

right now im trying to make it show up in the list

#

im going to add custom texture later

strong shuttle
#

You should add "RC_OPFOR_Hamel_bare" to the weapons[] = {}; array in CfgPatches.
And are you sure that TEC_V_PC_New_Bare_Black is actually working and showing up in-game?

regal jacinth
#

thats the thing it wont show in-game

strong shuttle
#

so the vest you want to retexture isn't showing up in-game and you extend on that...

regal jacinth
#

oh my bad i thought you meant my vest
yes the vest i want to use is in-game

strong shuttle
#

in that case; add your classname to CfgPatches

#

and use Mikero's Tools to pack your mod instead of the default Arma thingy, since it will tell you when something is wrong

regal jacinth
#

should i only add my class or both my class and the class i want to edit?

strong shuttle
#

only the new class you created in your mod

regal jacinth
#

ok thanks appreciate it

#

question: how come you need to add the class to Weapons array when it comes to vests and such? ive edited boonie hats and berets before without having to add the classes there

strong shuttle
#

it's for good practice

#

but chances are you inherit the wrong class, which is why working with a proper development environment is important

#

setup P Drive, use Mikero's Tools, etc.

regal jacinth
#

yea im all stuff i work on is on a p drive, tried mikero's tools before but couldnt get it to pack for some reason

strong shuttle
#

tried mikero's tools before but couldnt get it to pack for some reason
@regal jacinth well, there's your problem 🤣
If it doesn't pack, it means you did something wrong

regal jacinth
#

it worked when i used pbomanager

strong shuttle
#

pbomanager isn't checking for problems, it will just put the files in a pbo

regal jacinth
#

i think mikero wants you to edit it in the way they want it right? im sure its better when you make more stuff tho

#

yea ill give mikero another shot probably

strong shuttle
#

no, it actually checks if configs exists, files exist, if your configs are written correct and will try to fix stuff if it can

#

and yes, it will force you to make proper mods instead of half broken stuff

regal jacinth
#

yea its for the better i suppose

#

i just wanted to make a beret

#

hmm it still wont show, ill download pboProject again and see what it says

hearty sandal
#

unfortunately "I just wanna" does not make the procedure any simpler or easier. It has to be done right in order for it to work.

regal jacinth
#

yea i know i get that

#

yea ill use pboProject from now on

#

thanks @strong shuttle for the help man

hot pine
#

@junior folio your gunner view bone is animated both by 2 animations most likely

junior folio
#

how would i fix that?

hot pine
#

make it in a way so it's animated by only 1 animation

junior folio
#

would that be in model cfg

hot pine
#

model.cfg + check p3d

#

check to which selection gunnerview memory point is assigned

#

in your case, it could be otocHlaven - in this case fix would involve simply redefining selection and removing gunnerview from otocHlaven

#

otherwise, check model.cfg

junior folio
#

yes it was assigned to otocHlaven, Thanks for the help

regal jacinth
#

im sorry to ask again but the texture wont show when i use the inheritance, it will show in game but with the original texture instead

grand zinc
#

At best. Post your config (a link to it) here. Way easier than asking you a dozen questions

regal jacinth
strong shuttle
#

so you made an uniform, did you also made an unit which wears that uniform?

#

again... check out the link I posted earlier, because it explains how to setup stuff.

regal jacinth
#

oh i thought i didnt need to make a unit for it

#

considering inherence

#

ill fix that thank you

near hollow
#

how do you guys open config files

#

whenever i browse them in workshop or in vanilla inside the .pbo file it ends with .bin

#

and not .cpp

hearty sandal
#

despite its name pboManager is not very good tool for such

#

what is it you are trying to do?

near hollow
#

look into a config file to find modded vehicle IDs (I don't think they're called IDs, whatever I need to reference in a config file to put them into a faction is what I'm looking for)

#

I'm trying to do a re-skin

#

This thing

#

B_Heli_Light_01_F

#

do you have a way to browse config files???

strong shuttle
#

the game has a config viewer build in

near hollow
#

how can i access it?

strong shuttle
#

from the editor (no idea which menu option, but I'm sure you'll be able to find it) or when you started a SP game, then press ESC and under the debug console there's a button called Config Viewer

#

but if you have a proper P drive (which you should have when you make a mod), it also contains a full export of Arma 3, which means also all configs

near hollow
#

P drive?

#

what is a P drive?

strong shuttle
#

it's a virtual drive on your PC which is required to make proper Arma 3 mods

near hollow
#

do you know a link I can use to find instructions on how to get one

strong shuttle
near hollow
#

do you know why this is required?

hearty sandal
#

because how the engine works and how mod file structure works

#

and how the tools to build proper mods work

near hollow
#

i think i might have taken on more than i can chew

#

holy moply

near hollow
#

im having an issue with the ArmA3p application, as my arma 3 is installed on my /F:/ drive and there is no prompt to change where it looks for the game, @strong shuttle

#

nvm i figured it out

stoic lily
#

P drive is not necessary for config files. especially if they have no path refs

vocal galleon
#

can anybody help me?

I'm developing a house, but I have a problem making their doors (I can't open them, because when I get close, nothing appears)

I'll leave the config and model.cfg for you guys

winter rain
#

@vocal galleon

In cfgModels it has to be

skeletonName="House_1_F";

Because you have defined in cfgSkeletons House_1_F and not only House_1

In the config you should make House_F instead of Thing

#

And you have to add numberofDoors too in your config

Check out the config of the Arma 3 Tools Samples Test_House

vocal galleon
#

@winter rain didn't worked yet

#

I basically copied the sample config, but it didn't work

vocal galleon
#

alright, now the problem is that the action to open a door shows up and I press it, but nothing happens

near hollow
#

I don't know what chat to put this in, so I'm going to put it here. I got the custom texture on a modded vehicle to work in 3den, but it doesn't show up in zeus. How do I get my units into zeus?

finite bronze
#

Let's say I was making a Motorcycle. Is it a good idea to make it simulation = "motorcycle" and base it off the Motorcycle class ? Or should I make it a car sim and base it on the car_f class?

hearty sandal
#

motorcycle does not have physixs

#

will not work well with colliding with other stuff

finite bronze
#

Can you make a car with only two wheels?

hearty sandal
#

no

finite bronze
#

Cool, I'll try to find a work around then.

regal jacinth
#

anyone know if the NATO vests have two textures?

wheat sluice
#

Nope, they all use only one selection. Carrier Lite/Rig uses variants based on vests_rgr_co.paa and Carrier GL/Spec uses textures based on carrier_gl_rig_grn_co.paa.

regal jacinth
#

Oh then hot should be able to inherit from the carrier lite and just put on one texture?

winter rain
#

@vocal galleon I can look into it when im at home if you want

wheat sluice
#

@regal jacinth Yes. Just add a path to your own texture and it should work without issues. You may still want to define hiddenSelections for your custom vest anyway in case you happen to be running a mod that replaces the vanilla Carrier Lite.

vocal galleon
#

@winter rain would be perfect

winter rain
#

@vocal galleon door problem is solved

regal jacinth
#

can i have my uniform linked to a character that doesnt show in the editor?

hearty sandal
#

yes that should be possible

river falcon
#

The Get in "Turret Name Here" isnt showing up on my scroll wheel options, but it is showing up when I am in another seat. Any help?

regal jacinth
#

currently i have my uniform inherit from the standard nato character, i just want to make uniforms for my unit so no need to have characters for it

hearty sandal
#

well you always need a character for it as that character is the shape of the uniform

#

but you can set its scope to 1 to hide it from editor

#

and @river falcon you may be lacking correct getin/out actions or the memory points associated with that

regal jacinth
#

oh yea thanks bro

river falcon
#

I am inheriting the class from a position that is already working though?

#

Like the boat came with 1 Cargo Turret on the front, I am adding one more to each side as well, and I am just inheriting the CargoTurret front class into those two and changing the proxy and name only

hearty sandal
#

then dunno

river falcon
#

Could it be because I am not putting the memory points in for those two maybe?

hearty sandal
#

worth a shot testing

#

some things dont like sharing memorypoints

river falcon
#

That could be it

#

So what just duplicate the memory points then?

#

With different names?

hearty sandal
#

possibly give them little offset or put them closer to those particular cargo positions

river falcon
#

I found out the issue

#

It will only show one seat for that mem point at a time

nocturne verge
#

question , if one would want to change one field in a module in the base game thats hidden to make it appear in 3den cpp class Module_F; class ModuleFiringDrill_F: Module_F { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "ModuleFiringDrill_F"; scope = 1; displayName = "$STR_A3_FIRING_DRILLS_MODULE"; category = "FiringDrills"; function = "BIS_fnc_moduleFiringDrill"; isGlobal = 0; isTriggerActivated = 0; isDisposable = 0; }; say this one and you only want to change scope = 1 to scope = 2

winter rain
#

@nocturne verge should be 2 yes.

nocturne verge
#

should be 2 yes.
@winter rain sorry i updated my question , i asked incorrectly I appologise

regal jacinth
#

where do i find what kind of IdentityTypes exist? i want to use tanoan heads and language if possible

wintry tartan
#

Check CfgWorlds, IIRC

regal jacinth
#

from what i understand thats for creating new IdentityTypes yes? im making an Tanoan factions so would be nice if i could get the tanoan identityTypes

hearty sandal
#

Get yourself fully set up P drive with extracted game data and you have all the configs to read. Or get all in one config dump and read them from that

regal jacinth
#

nice thank you

bronze kraken
#

not sure where this is best going, but im making a large ship, and want AI to be able to land on the fis there anything in particular i have to do to tell them to do this? as it appears that they understand to land on Heli pads, so i presume i can assign the same logic to the flight deck somehow?

#

(it is a static object)

hearty sandal
#

yeh you will need to place invisible helipad object at the helipad in mission

regal jacinth
#

scopeCurator = 2; should make units appear in zeus but they only show in the editor for me

strong shuttle
#

did you make sure the Game Master Module allows all addons, and not only official ones?

regal jacinth
#

yes, its set to show unofficial addons

bronze kraken
#

@hearty sandal is there no way of giving the ship the same logic as the heli pads?#

hearty sandal
#

no

bronze kraken
#

Hmmm ok

#

That sucks

sick zephyr
#

Does class GunParticles even work for infantry weapons?

#

it's specified in the samples

#

but whenever I try to view that class in any vanilla assets it's empty

#

trying to follow samples gives zero results and errors

hot pine
#

I think all vanilla weapons are using GunParticles for barrel & chamber smoke

#

I guess you are not checking subclasses

sick zephyr
#

I double click on the gunparticles and it moves me to some empty class outside the weapon itself

hot pine
#

Scroll up again and you will find those classes

warm vortex
#

Anyone know if there is a way to override the muzzle selection of weapon being hidden when a muzzle attachment is put on?

hearty sandal
#

no

echo ingot
#

Hey guys. Got a static turret that moves and flips around when I changed the ammo to the 40mm grenades. Any idea what I need to change on the ammo so the turret doesn't do that? Would it be mass/weight?

hearty sandal
#

possibly the recoil

echo ingot
#

Found it, for any future explorers who happen to find themselves in the same situation and are very familiar with the search function it as this attribute on the magazine
muzzleImpulseFactor[] = {0.1,0.1};

echo trench
#

Hey All, I was hoping someone could answer a quick query of mine with hidden selections. SO I am reskinning a helicopter and I want to change only one texture. So I have got hiddenSelectionTexture = ["Folder/tex"]if I wanted to leave the rest as it is before how do I do that. Would it be [hiddenSelectionTexture = ["Folder/tex",""] or something else

hearty sandal
#

what helicopter?

#

use its original texture array as base

#

and change only the entries you want to

warm verge
#

I am designing a Blackhawk replica flight sim rig for piloting helos in Arma. Currently working on designing the collective using an Arduino Micro, however, I plan on having full mfd and cockpit switches. Which is why I have come here. I am needing to know how, (or if anyone is feeling generous with their time, needing some to make something for me), to add key bindings to the U-60 Pack Developmental mod by Yax for all of the switches in the cockpit. It's control section in the options only has key binding options for the FLIR system. But I would like to have all of the startup switches, throttles, key ignition, mfd buttons, wheel brake, etc, all mapped to keys so that I can map them to switch panels in my rig. I'm not even sure if this is the correct sub channel for this (scripting maybe?), but please feel free to assume I am a complete idiot and know absolutely nothing about what needs to be done, because I literally am starting from scratch here. lol I'm really just needing to know a starting point. I haven't modded Arma before, but I am certainly willing to learn. My only issue is not knowing where to start for getting this particular task started. Basically, I need to know what needs to happen, such as making a mod with a pbo, a config edit somewhere, writing a script and dropping it in a folder somewhere... I literally have no idea where to start. So any direction here would be extremely helpful.

#

Also, I came across this mod (https://www.armaholic.com/page.php?id=22774) for getting information out of Arma for the mfd's. Presumably, I will be able to use this mod as well as XSHI to put the mfd's on 6x6 lcd screens wrapped with arduino based buttons. Using the screen as just another monitor since XSHI can run full screen on a separate monitor should work in theory. But my question on these would be whether or not it's possible to get the map from the in-game mfd to be exported along with the other data the Glass cockpit mod already grabs?

azure scarab
rare topaz
#

so i am trying to pack a soundpack pbo. It seems i'm having problem calling it from mission editor. It shows no error and no sound is being played. Google search and it says i need a config.cpp. what would the config for sound pack pbo look like?

vocal galleon
#

What's up Lads

#

I need to attach an object, to another object through his config.cpp, is there a tutorial for this on the wiki or elsewhere?

#

^^ basically EventHandlers things

winter rain
#

Has the attach to be forever? Cause there are 2 options i do know

Option 1) work with proxies in your 3D model, you can add objects, as example furniture or decorations with proxies. (For small stuff, not optional to make big stuff like doing a whole bridge or doing more than 50-60meters wide)

Option 2) which i havent tried yet could be the structurecompartenents command in the config, you could look at the Destroyer Ship as example, its a big ship object with some components added to be 1 big object. (This is to make bigger things which are more than 50-60meters wide)

stoic lily
#

@warm verge its more of a scripting topic. you state your general programming/modding background so people have a better idea what skill set you have

warm verge
#

As far as background Ive made models for various mods over the years. Started with Nations@War mod for BF2. As far as scripting goes, I'm able to figure out logical processes in scripting to make edits, but haven't tried starting from scratch before. For example, modding Gta V and combining script files to get multiple mods into single dlc add-ons. But for what I'm describing above, I'll basically be looking for scripting for dummies tutorials lol

stoic lily
#

@warm verge well i'd advise to look at similar mods for planes and choppers, check their sources to get more familiar

vocal galleon
#

@winter rain Yeah It's a small object

#

the point is, the secundary object is already binarized, so I can't add proxies

#

basically that, the idea is add emergency floaters (static) to a heli

hearty sandal
#

you could use attachTo command on init evenhandler

#

but its dirty method

#

and might have MP related problems

vocal galleon
#

its just for SP, there any how-to about this?

hearty sandal
#

not really exactly about this

#

the wiki script commands page and eventhandler page have basic examples

vocal galleon
#

if anyone have a example of attachto in eventhandler, that would be really welcome

echo ingot
#

Hey guys, is there anything you need to do to make a bipod have recoil reducing effect? Tried adding a vanilla bipod on a modded weapon, and the bipod makes no difference when compared to setup without bipod

hearty sandal
#

can you deploy the weapon?

echo ingot
#

Yeah it deploys

#

And it has less recoil than normal when deployed

#

But no difference between that and using the bipod

hearty sandal
#

does it deploy with the bipod or only do the brace on surface thing?

echo ingot
#

Think its just brace, the memory points on that model are broken so the actual bipod is inside the gun

hearty sandal
#

well best to fix everything like that before asking if it has bugs

echo ingot
#

Didn't make the models, just trying to use them from a different mod. Can't really fix that myself. Suppressor works fine even though it doesn't have the memory point