#arma3_config
1 messages · Page 117 of 1
only thing im skipping is not applying textures to the pcu top
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
can someone just send me a working model.cfg and config
uniform doesnt even show up
the sample uniform files in Arma3Samples should work
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?
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
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
@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
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
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
pardon my ignorance, but is it possible to put initPlayerLocal.sqf in a mod so it applies to all missions?
@bronze kraken ok so envelope is based on your planes angleOfIndicence (angle of wing in relation to direction of forward thrust) and mass. it's lift (in m/s I believe) of the wing at a given speed up to 125% of max speed. Check this out https://community.bistudio.com/wiki/Arma_3_CfgVehicles_Plane_class_config_reference
Thank you!
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
@cursive talon Check https://community.bistudio.com/wiki/Arma_3_Functions_Library#Pre_and_Post_Init
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?
My goal is to make a supplement TFAR addon that takes the signal boosters and overrides the map again.
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.
- use pastebin and link your code
- what packing tools and local setup do you use
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
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.
hiddelSelectionsTextures[] (hope it stays hiddel)
hiddenSelections = {"camo"};, must be hiddenSelections[] = {"camo"}; (it's an array overall)
ah
I didn't catch the selections one, I'll do that now. Was my friend's advice correct on changing the file paths?
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
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.
https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide
I note on this page that some of the properties I'm giving as strings are instead given as constants, so i'll try that next.
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;
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.
current state of the config https://gist.github.com/cruelnoise/de5ba8fd42bed0a0d41b2c4753ecaa3e
It /should/ be getting all the necessary model info from the inherited classes, right?
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.
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
working code example: https://gist.github.com/cruelnoise/de5ba8fd42bed0a0d41b2c4753ecaa3e
now I just need to remove things until it has the bare minimum to work.
Thanks for your help along the way @strong shuttle
Since wiki registrations are closed, I'd appreciate it if someone could make a note about this here somewhere https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide#Uniform_configuration
"Furthermore, the character must have a 'scope' parameter greater or equal to 1."
Scope 2 is the public scope that engine can load and show
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
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
yes, it's position in group relative to first unit
Thanks.
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.
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.
hideProxyInCombat is a config parameter that could be related
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.
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)
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.
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.
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)
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
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"
};
};
};
🙏 thanks its working now 🙂
hi
what is the code in the config to add a vehicle "rope creation" compatible ?
in this list : https://community.bistudio.com/wiki/ropeCreate/transport
@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!👍
you're welcome 🙂
Anyone know where the vanilla ffv animation config can be found? I've been searching for days now
@dense elbow found this stuff from all in one config dump
maybe it helps
corresponds with personTurretAction =
Much obliged
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.
CfgNetworkMessages.hpp:
{
module = "RdGaming";
parameters[] = {"OBJECT"};
};
class packVehicle
{
module = "RdGaming";
parameters[] = {"STRING"};
};```
what does this code mean?
that's from some life mods/addons config, right?
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"
tool packing script?
this is a vehicle packing script
well, in this case I guess you might get some help on exile forums
I asked but no one helped
I think there is a situation with the database or exile.ini
sounds more like a broken client and/or server mod
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?
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?
ah, so the p3d has references to its materials, and the hiddenSelectionsTextures just overwrites the colormap?
yep
so you can easily make several colour or camouflage variants
and the RVmat defines shading parameters and such
perfect, thanks.
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
this a mission pbo?
where are you trying to add the init?
in the root folder of the pbo?
I dont think thats how it works
no, it doesn't work.
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?
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?
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
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
okay, ill consider this, but i would like it to run on any mission... thank you
well while it sounds simple it has few more steps than what you have though
and different methods than the files you have
I am having some trouble with the headgear randomization.
I'm fairly certain I have it set up as described here https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide#FIA_headgear_and_facewear_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?
@candid flower sorry to ping you, did you ever find a solution to this issue? ^
"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
@pulsar bay which issue? XD
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
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```
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?
yes, thought the Extended_PostInit... would suffice to tell the game what to do
should i rather use class CaManBase?
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.
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..
I'm pretty sure weight of the weapon, attachments included, affects sway
^ theres also a config line that handles sway afaik
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
nevermind, it was a model issue
I had somehow forgotten to make the memory point actually follow the gun
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
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
what config property defines if that hud on the top right that shows weapon and ammo is displayed or not in a turret?
https://i.imgur.com/am8Fnjv.png I mean this
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
I understand the naked body model part, just not why the proper uniform isn't being applied
you are not defining the uniform you want to use
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
👍
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
scopeCurator = 2;
Assume requiredAddons uses wrong class?
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
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.
Hmm. Is your unit added to the config viewer properly for sure Theo?
Oh wait, how about to remove , from requiredAddons? This might be the error
(Maybe not)
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
set the scope explicitly in your classes
also double check everything listed here: https://forums.bohemia.net/forums/topic/215209-fix-how-to-enable-your-items-to-list-in-zeus/
So thanks to Commy on Arma 3 Discord, we have finally been able to fix the issue whereby Zeus would not show some of our units, objects or buildings Heres how to ensure your items show up in Zeus 1. make sure each item has scope = 2; scopecurator =2; 2. make sure in the cfgpat...
That SCOPE_VISIBLE macro returns to all 3 scope properties is set to 2
@zenith drift you can add more dependencies from within A2:OA cfgPatches classes to make it load later
Didn't know about that preloadaddons thing, I'll look into that
if it actually loads after, depends on the specific dependency resolving and load order of pbos and the configs
Is that a kind of hack way of doing it, or is it the standard practice?
standard
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.
just adding all from A2:OA itself should do the trick
is that A2:OA? Or some class called all?
anyone able to help me out with arma? it is being weird
I had:
units[] = {'test_soldier'};
When compiled, it turned it into this:
units[] = {"'test_soldier'"};
i'll take that as a no
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
@graceful steeple you use addon builder?
for local dev, yea
I'd really recommend using mikeros toolset and pboproject as it actually gives you debug info
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
Well you just don't know if you had issues before
As there will be no indications of problems
normally I notice syntax errors when they run through HEMTT in my CI pipeline
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 :)!
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 };
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
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
ahhh... missed that too 🤣
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
yes. you have to set up your addons cfgpatches to contain appropriate requiredAddons array
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?
are we speaking about vehicle or character?
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
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"?
not possible to do "load always last"
the required addons list dictates what addons are loaded before your config
Well how can I determine what addons are overwriting cfgRecoils?
dunno
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
well they would if he wants to edit all of the vanilla ones
yea but for this you have to classify them
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.
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
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 👍
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
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?
is the ASR AI mod for Arma 2? i was thinking its for Arma 3?
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
do you have the A2 weapons listed in your required addons?
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?
cfgpatches class of said config
cfgpatches class is what defines the addons internal name
Um... not sure what that means. I have to find the cfgpatches of cfgRecoils?
no the cfgPatches name of the config.cpp that contains the cfgRecoils
But I have no idea where cfgRecoils is defined in the base game
then you need to find out
well i already tried googling that
is there some way to find out from within the game?
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
this is arma2, should I switch that to A2?
oh, I didn't know this was for arma 2, my bad
no I don't think that'll work for arma 2
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?
no i don't
What's the purpose of creating a p partition?
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
Hmm.. well everything else seems to be working except for the recoils
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?
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
are they in CA?
Do you think it's worth a shot putting CAData as a required addon?
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
Wait, CAData was already on there
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.
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?
@zenith drift pastebin your full config finally please
from the sound of it, it doesnt work at all - independent to other mods influence
how are you packing the addon?
I'm using Mikero toolbox, MakePBO
Binocular magazines? https://community.bistudio.com/wiki/binocularMagazine
guess that means video cameras with casettes...
Binocular magazines always existed and were used for laser designators.
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 😉
Not exactly.
is there any turret config property that could center the gun when the gunner turns in?
for warlords blufor is class WEST and opfor is class EAST what would independent be if i wanted to change that too
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?
Did you check https://community.bistudio.com/wiki/CfgWeapons_Config_Reference ?
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
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.
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
that's most likely engine based, so impossible to know unless a dev explains it or releases the source for the community to check
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.
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
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.
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.
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.
@zenith drift showtoplayer=1 is also available to ai
so how is it distinguished which ones are only available to ai?
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?
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
So at any particular range one fire mode will always be chosen no matter what
Unless target is beyond maxrange of all firemodes
if that's the case I don't understand why they made it so convoluted
There might be some small randomization of estimated range to simulate estimation error
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
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
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
Hey guys, so i have a mod and it has factions in editor but not in zeus. Is there any way to change that?
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.
Also every units/vehicles have to be added to "CfgPatches" >> "yourmod" >> "units"
Non invasive Zeus compatibility patch could be made on top of a mod.
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"}; };
What's the current state of VSM stuff it still banned?
from Steam Workshop?
Last time I heard the mod was not legit.
I dont know, on steam workshop you can find it under MLO: https://steamcommunity.com/sharedfiles/filedetails/?id=1452762519
But this dont solve my Question ^^
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.
the normal insignia should work if the uniform is set up with one
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?
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
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
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
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
Take the scuba gear configs and go through them line by line.
I'd recommend the all in one config dump for that.
cool , I shall try that
That's p3d thing
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?
best would be to test if adding an image to them changes anything
it might be related
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.
👌
what is the property in a turret config that defines if the unit can turn out/in or not?
is it just forceHideGunner?
Gunner can hide or something along those lines
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?
Init is done on every client but locality is not established yet
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?
forceHideGunner = 1; @rough hatch
its the same for commander turret as well. forceHideDriver = 1; stops driver turn out.
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?
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
you can see here where the gun is facing and how the shots are coming out https://prnt.sc/v05d7p
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
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
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;
[...]
};
(relevant wiki article https://community.bistudio.com/wiki/Arma_3_Main_Menu#Spotlight)
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
Oki I'll try that, thank you 
yes, it's not up-to-date with 2.0 😉
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;
};
you might want to have "A3_Data_F_Oldman_Loadorder" in requiredAddons[] to ensure your config is loaded after all DLC's
Yep that did the trick, thank you @strong shuttle 
@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 😁
Uuuhh thanks a lot, this is interesting for me.. thank you sir @limber citrus

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
Yeah we only have one server at the moment so
But the system is quite easy to use which is very nice
I edited the buttons to get rid of the quickplay and just have test/main server and editor buttons
Oh thats nice too
Anyone have any idea how to fix this, we want to use this camo but the badges and insignias are all messed up: https://gyazo.com/3f0234d974b46761f40fae6c90703fbb
thats a problem with the uniform model
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.
Whats the problem, that it just doesn't show the action or that its not running ur code
@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" .
Your statement does nothing. It just returns true.
Condition and statement are flipped or should be separated
Thank you I'll try flipping. 🙂
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.
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.
@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.
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.
@hearty sandal thanks for the railroad track for me.
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?
missing/wrong get in memory points?
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?
if you cannot get in from outside then its most likely get in memory port issue
cannot*
So yeah the memory points seem to be there
You need getIn points for cargo too. Or define in the config for cargo your driver points of the memory
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
memoryPointsGetInCargoDir```
memoryPointsGetInCargo[]=
{
"pos_cargo"
};
memoryPointsGetInCargoDir[]=
{
"pos_cargo_dir"
};
This bit?
yup
Yes
Yeah I can see memory points for that in the model
do you have some ffv turrets?
Sorry, ffv?
firing from vehicles
Yes
they need to be separate
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?
- 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
It's few thousand lines long 😄 Or do you just mean for the cargoturret class?
perhaps share part related to vehicle in question?
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
then fix get in memory points as I've mentioned
- also add separate memory points for each FFV turret
Sorry what do you mean by fix, other than making gunner separate?
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?
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
Mind if I send it in a DM?
https://pastebin.com/ should be fine?
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
so which seats are exactly usable?
do you know their indexes?
does model have all those proxies available?
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
what happens when those 5 people change seats? Are you able to get in after thaT?
No you still can't
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
Tried setting them to a different proxy and didn't change anything
what proxy?
Well to one that doesn't exist. Just tried breaking the turret benches to see if that changes anything
Sorry used wrong terminology
memoryPointsGetInCargo[]=
{
"FIXME"
};
memoryPointsGetInCargoDir[]=
{
"FIXME"
};
Basically
this memory point
- you didn't fix syntax as I suggested - take a look closely at this message again #arma3_config message
Oh make it a single thing
memoryPointsGetInGunner != memoryPointsGetInCargo
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
so something wrong with model perhaps? Are you sure all proxies are present?
cargoProxyIndexes is missing i.e. 18, 19 etc
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
Are yout cargo proxies in the model numbered the same? And are they same on all lods they are present in?
Well your list there does not have all from 0 to 24
Yeah that's not a full list. It does go from 0 to 34
Just grabbed a sample screenshot to show the format
From now on provide full things when asked. Makes it easier to think for possible problems.
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?
@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
ah, so it wont delete Indep01 etc. defined in base variant?
no, since it's first definition of TextureSources, you are not breaking any inheritance this way
ah, ok. Thanks !
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.
iirc by default it's on passive mode and is set by this command or by eden emission control attribute
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...
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?
named selection should be in the memory LOD
if the mem points are not present, an action will default to the vehicle centre
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 ......
how do you change the speed a tanks tracks and wheels spin without changing the speed of the tank
Where is Trackspeed = 2; to place in the cfg?
under its class in cfgVehicles obviously
Thanks
@junior folio I made a typo it should be
tracksSpeed
oh, thanks, does that affect wheels as well because my wheels tracks and speed the tank moves all seem to be out of sync
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
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?
well, you could but you are only going to make thing worse
it's imo better to get simulation properly first
thanks, ill try that
It's doable but it's definitely a question to people at #arma3_scripting instead
Does anyone know how these config parameters affect AI controlled vehicles please? Google has drawn a blank.
steerAheadSimul = ;
steerAheadPlan = ;
predictTurnPlan = ;
predictTurnSimul = ;```
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
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
does anyone know at which caliber and which initspeed a "ammo" overpens a unit?
@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?
its a true/false
Its for AI following other AIs in convoys, dont know why it would influence aircraft
ok sorry barking up the wrong tree with that one
so what about the commands eggbeast mentioned?
@grand zinc taxing on runways
🤣 fair enough
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?
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.
hullDamageCauseExplosion = 0
do you mean the small sub-explosions after the big one? Because you said "after vehicle destruction"
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.
I had these set and still get a delayed wreck explosion.
secondaryExplosion = -1;
fuelExplosionPower = 0;
hullDamageCauseExplosion = 0;
Also with secondaryExplosion = 0
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
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.
it's hardcoded functionality which detonates any magazine that is inside of the vehicle
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.
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?
Hey guys, I'm having a blast creating new/combined factions. If anyone has any requests, please let me know
what config property dictates if that vehicle hud in the top left is shown or not? I mean this https://prnt.sc/v5jdh3
it depends on the unitInfoType used AFAIK
im getting weird Scope errors when i start the game even though ive set the scope to public and defined it
https://pastebin.com/TAnsv680
- What is the exact error?
- You have defined
private/protected/public, but you don't use those defines. So you can remove them, unless you plan to use them. - afaik is
B_Soldier_base_Fprivate (scope = 0), so you might want to useB_Soldier_Finstead - You should add the classnames in
units[]andweapons[], that will fix issues in the future
@regal jacinth requiredAddons[] = {A3_Data_F_Oldman_Loadorder}; - use this
https://community.bistudio.com/wiki/CfgPatches see requiredAddons note
shouldnt it work even though its empty? i had it working before i added the tiger stripe uniform
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
but i got it working ingame
im gonna add it but it did work without it is what im saying
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
yea im doing retextures for my unit, its not meant to be used by AI
I never said anything about AI 🤔
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
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
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
you sure thats even possible?
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
yeah I have them locked already on init
I can't normally get in them
but ai can be placed in them
I'm using only lockTurret on RHS Strykers
I know though that FFV turrets are tricky beast
yeah mine are cargoTurrets
it's gonna be annoying if I can't actually lock them for AI
still getting the "No entry 'bin\config.bin/CfgVehicles/cfgWeapons.scope" error
i dont
you do
do i?
You must did
your indentation in your pastebin is just so bad that you dont see it
also, I found that there is a "hasGunner" config entry which sounds like it's basically the same as locking? has anyone used that?
Most likely you mess around the indents and brackets
fix your {} indentation, and youll see it
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
yea the {} indentions was the problem, thanks for the help
trying to add my objects to the zeus interface
why doesn't scopecurator = 2 work?
could it be a problem with the side value?
CfgPatches correct?
I've listed every objects in the units[]= list
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
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
{
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?
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?
how is the initial animation state of a unit determined?
Hi all. Is there any way to remove crater after destroying a rocket via config?
hello, i am making a custom mod for PMC faction and it uses MLO collection and RHS and etc.....it loads normally the vest, hat, backpack.....but doesnt load the uniform....can somebody help?
config.cpp :https://www.pastebin.cz/cs/p/5ePxLAg
https://cdn.discordapp.com/attachments/769927926866903080/769983089128112138/unknown.png
requiredaddons needs the right entries
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
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' 😔
when trying to use pbo project to pack a file it gives me this error
you are missing a };
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?
Yes, you can
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
And delete the original one
what do you mean delete?
also, is it possible to do it via mission config override? some say its possible via compilefinal too?
no need to delete
you can just override
no just compileFinal will probably not work
Oh is there no need to delete?
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
alright, thanks guys. time for some trial and error
and set the requiredAddons[] of your patch config accordingly to get the load order right
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
it does make sense, although it also raises some questions about the legality of his intentions 🤔
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
you find out under which path that specific mod is
by looking at its pbo
every pbo has a different path
yea but do i just name the path or do i name like !workshop\mod\pbo or would it just be the pbo?
just the pbo path
ingame paths don't change based on where the mod comes from, that would break everything
oh so it doesnt matter what their path is?
it doesn't matter where the pbo is
what would the exact path be?
depends on the pbo
model = "\CSAT_Vests\hamelnewbase.p3d";
or
model = "\A3\CSAT_Vests\hamelnewbase.p3d";
wdym?
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
yea i couldnt get that to work so i try this instead
but preferably id like to inherit the original class
it might be possible that the model doesn't support retextures, or you're doing something else wrong
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?
this wiki page explains everything about the configs and the most common things you need for retextures: https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide
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
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?
Same. But the material switch does not quite always work
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
allright, so it's just a matter of trying out if it works and whether it looks good. thank you! 🙂
im not sure what im doing wrong but i cant have the vest show up using the inheritance guide
if you share your config perhaps we can help (dump on pastebin)
yea 1sec
right now im trying to make it show up in the list
im going to add custom texture later
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?
thats the thing it wont show in-game
so the vest you want to retexture isn't showing up in-game and you extend on that...
oh my bad i thought you meant my vest
yes the vest i want to use is in-game
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
should i only add my class or both my class and the class i want to edit?
only the new class you created in your mod
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
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.
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
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
it worked when i used pbomanager
pbomanager isn't checking for problems, it will just put the files in a pbo
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
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
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
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.
yea i know i get that
yea ill use pboProject from now on
thanks @strong shuttle for the help man
@junior folio your gunner view bone is animated both by 2 animations most likely
how would i fix that?
make it in a way so it's animated by only 1 animation
would that be in model cfg
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
yes it was assigned to otocHlaven, Thanks for the help
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
At best. Post your config (a link to it) here. Way easier than asking you a dozen questions
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.
oh i thought i didnt need to make a unit for it
considering inherence
ill fix that thank you
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
despite its name pboManager is not very good tool for such
what is it you are trying to do?
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???
the game has a config viewer build in
how can i access it?
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
it's a virtual drive on your PC which is required to make proper Arma 3 mods
do you know a link I can use to find instructions on how to get one
https://armadocs.gitlab.io/terrain/01starting/
Follow steps 1.1 till 1.3
do you know why this is required?
because how the engine works and how mod file structure works
and how the tools to build proper mods work
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
P drive is not necessary for config files. especially if they have no path refs
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
@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
@winter rain didn't worked yet
I basically copied the sample config, but it didn't work
alright, now the problem is that the action to open a door shows up and I press it, but nothing happens
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?
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?
motorcycle does not have physixs
will not work well with colliding with other stuff
Can you make a car with only two wheels?
no
Cool, I'll try to find a work around then.
anyone know if the NATO vests have two textures?
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.
Oh then hot should be able to inherit from the carrier lite and just put on one texture?
@vocal galleon I can look into it when im at home if you want
@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.
@winter rain would be perfect
@vocal galleon door problem is solved
can i have my uniform linked to a character that doesnt show in the editor?
yes that should be possible
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?
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
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
oh yea thanks bro
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
then dunno
Could it be because I am not putting the memory points in for those two maybe?
That could be it
So what just duplicate the memory points then?
With different names?
possibly give them little offset or put them closer to those particular cargo positions
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
@nocturne verge should be 2 yes.
should be 2 yes.
@winter rain sorry i updated my question , i asked incorrectly I appologise
where do i find what kind of IdentityTypes exist? i want to use tanoan heads and language if possible
Check CfgWorlds, IIRC
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
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
nice thank you
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)
yeh you will need to place invisible helipad object at the helipad in mission
scopeCurator = 2; should make units appear in zeus but they only show in the editor for me
did you make sure the Game Master Module allows all addons, and not only official ones?
yes, its set to show unofficial addons
@hearty sandal is there no way of giving the ship the same logic as the heli pads?#
no
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
I think all vanilla weapons are using GunParticles for barrel & chamber smoke
I guess you are not checking subclasses
I double click on the gunparticles and it moves me to some empty class outside the weapon itself
Scroll up again and you will find those classes
Anyone know if there is a way to override the muzzle selection of weapon being hidden when a muzzle attachment is put on?
no
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?
possibly the recoil
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};
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
what helicopter?
use its original texture array as base
and change only the entries you want to
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?
Anyone know how to do configs for uniform retextures? I'm getting errors when I try to load the textures/models https://cdn.discordapp.com/attachments/664924165429788705/772687319777411112/unknown.png
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?
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
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)
@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
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
@warm verge well i'd advise to look at similar mods for planes and choppers, check their sources to get more familiar
@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
you could use attachTo command on init evenhandler
but its dirty method
and might have MP related problems
its just for SP, there any how-to about this?
not really exactly about this
the wiki script commands page and eventhandler page have basic examples
if anyone have a example of attachto in eventhandler, that would be really welcome
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
can you deploy the weapon?
Yeah it deploys
And it has less recoil than normal when deployed
But no difference between that and using the bipod
does it deploy with the bipod or only do the brace on surface thing?
Think its just brace, the memory points on that model are broken so the actual bipod is inside the gun
well best to fix everything like that before asking if it has bugs
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
