#arma3_config
1 messages Β· Page 118 of 1
How should I set up the path for a .paa insignia in a modfolder? The path for the insignias are @modfolder\addons\data\ and the config is in @modfolder\
Is this the proper way to set up my directories? Where would I package this as a .pbo?
P:\Task_Force_461_Clan_mod_ArmA3\Insignias\data path to directory of my insignias
just remember when using it in config.cpp that the image file is \Task_Force_461_Clan_mod_ArmA3\Insignias\data\SADF_Medic.paa
So I use the modfolder as the root? Thank you
So do modfolders even need the @? I only did it because it seemed like convention
@TF461mod\addons pbo goes here
so you put the path in the wip directory and when you package it up it gets sorted properly in the @modfolder?
so you have 2 folders , 1 is for doing scripting and placing your textures and everything (making the mod)
and the 2nd folder is where you place the .pbo you created when you packed the mod
second folder has the @ infront
okay, I think I get it now.
hey how do make my soldiers appear in my custom faction category? ive made 3 different subclasses (like "Men" and "(Men Story)" in the NATO faction) that i want different AI units to be, but they appear in a "Men" category that i didnt make
I recall there was a page about editor categories on the wiki
ah i see thank you
is it possible to configure a turret so when the gunner is turned in, one animation is used to rotate a part of the vehicle and then a different animation is used to rotate a different part when they're turned out?
Is there a config that makes the AI pilot of an aircraft use manual fire, like more actively, especially when there's no gunner?
Don't think so
I would like to add a additional entry to a external class's TextureSources subclass. How would I achieve this without copying the entire external class?
Find the base class where the TextureSources for that vehicle are first added and do something along these lines C class vehicle_parent; class vehicle_base: vehicle_parent { class textureSources { class myTextures { displayName="###"; author="###"; textures[]= { MY_TEXTURE_PATHS }; factions[]= {}; decals[] = {}; }; }; };
Also need to get requiredAddons in cfgPatches
The classTextureSources should merge so long as your texture source subclass isn't named the same as an existing one
Alright, thanks! I will try this out
what property controls if the gunner's camera view will follow where a gun is aimed when not using sights?
I have a gun where if I aim up without using sights, the camera still sits facing forward
I think that's a model thing. Need to add the gunnercamera to memLOD vertex groups for the turret. Least thats how i fixed mine
non sighted view doesn't use the memory point though, it's just placed where the character's head is
also can someone explain to me how turret inheritance works? if I have a class that has a bunch of turrets, then have another class that inherits from that one and that class has class Turrets: Turrets where I define more turrets, it then doesn't inherit any of the turrets from the original class unless I define them all over again
do I need to do stuff like this every time for every turret that the parent class has?class FrontGunner: FrontGunner { };
what property controls if the gunner's camera view will follow where a gun is aimed when not using sights?
@rough hatchusePiP
would that be set to 2 then?
And yes, you need to rebuild turret inheritance with C class Turrets: Turrets { class turret1: turret1{}; class turret2: turret2{}; }; etc.
I think usePiP = 2; is just for horizontal traverse turret movements only
Horizontal and vertical movement is usePiP = 0;
yep setting 0 did the trick
Hello, question:
offset[] = { 0, 10, 0 }; // --- custom offset (optional) this is from Warlords
will this mean its 10 meters in the air? or 10 meters from the one calling this ?
Most position related arrays are [X, Y, Z]
So the second position would mean "to the side"
No idea in which context it's used in this specific case
Most position related arrays are [X, Y, Z]
So the second position would mean "to the side"
No idea in which context it's used in this specific case
@strong shuttle
this one if u familiar with Warlords custom faction.
class Hhedgehog_concreteBig
{
cost = 250;
requirements[] = {};
offset[] = { 0, 5.3, 0 }; // --- custom offset (optional)
};
so X is from the unit using this then? Cuz my goal is to have it 10 m from the player, since modded structures care's to kill the unit after place them. Because its to close to them.
looking at the scripts, is the 2nd number the distance between the player and the object when placing down
looking at the scripts, is the 2nd number the distance between the player and the object when placing down
@strong shuttle
so 5.3 I need to adjust to get the object further away right?
yup
Hi guys, is it possible to make a custom control like one of these:
https://community.bistudio.com/wiki/Arma_3_Custom_Info
And make them cycle with other displays natively? I want to make some custom control with custom data as one of these side-panels.
That page says that I can add components to vehicles:
componentType = "MinimapDisplayComponent";
But where is MinimapDisplayComponent? Is it hardcoded into the game or can I add more components myself?
think its hardcoded
awww π’
I have an idea for an amazing new sensor in my mind, it would tie so nice to this system, since I wouldn't need to implement the keybind/action to open it myself, as well as provide some position on the screen in order not to overlap anything π€ if anyone has ideas, please tell me how I can solve this, or maybe you've seen mods which solve this
@brazen merlin have you figured this out? I've found your posts at BI forum about adding custom panels.
well, i ended up checking if left or right side panels were open and then moved my panel accordingly
like, it started on the left side, but if you open a left side panel, mine would shift to the right side, and if you also open a right side panel, mine would shift to the center screen
i've spend lots of time on it but in the end scrapped it all, because it just felt bleh
ok I see, so you confirm that it's not possible to add a custom scripted panel to BI's system, right?
not really possible. i mean, you can do certain workarounds and hacks, but bleh... is it worth the work
damn what a shame!
i was thinking about detecting and counting the amount of panels the player has or can open and then squeeze mine somewhere inbetween, but that also just causes issues
hey guys, we've made this amazing component system for panels but you can only use it with hardcoded ones, have fun! that's how it looks like ://
yeh, it's once again one of these features that could be great but somewhere along the way the support was stopped
what was the panel you've made btw? maybe I can borrow your panel positioning solution if you don't mind π I can share details of my idea in PM if you like
not really, sorry. it was for a cdlc project
also i barely remember how it worked π it's been a long time since
All right, well, I'll just slam it onto screen in some corner then π
i think i just looked up the existing panels and copy&pasted whatever was there
Showing it by default on left/right and switching to other one when it's overlapping seems "good enough".
The positioning coordinates can be extracted from IGUI/profileNamespace
it's "good enough" but clearly makes it not feel like being a part of the vanilla game
which was my problem with it. i wanted it to look, feel, and work exactly like vanilla panels
from what I see you can create custom panels. But I need some time for poc.
you can in a limited way
i posted on the forum about it long time ago, but got no responses
can you send me the link to your findings?
oh yeah, that was the issue
i wasnt able to disable it anymore
i completely forgot
and because of that i had to return to my scripted solution, which obviously didn't worked within the panel function anymore.
later i scrapped the feature completely, because i decided not to use it anymore.
so i spend 2 or 3 weeks on something i didnt use in the end :>
Does the entire class Turrets inheritance need to be rebuilt for every new vehicle class that touches it? I've been having issues with some vehicles for a custom faction. They work fine if I don't touch class Turrets, but it seems that if I change a single class I need to rebuild the whole thing to get it working ingame, otherwise the seats are inaccessible.
You don't need to rebuild the whole thing. Just reference the existing classes
It's just the way BI program certain classes. It is useful in some cases to get rid of unwanted turret information when making several variants of the same vehicle
Alright, thank you.
@grand creek we have a custom panel for ammo display
That's cool! Can I have a look?
info sent via PM
I've managed to create custom panel fairly easy and it closes just fine.
So idk what was your issue Lexx.
it's not about closing the panel but disabling it
you can enable/disable vanilla panels, but you can't do that with your custom panels
i wrote about it in the BI thread and even added a sample script
right, yeah it does not work.
eh, it's not worth for 3 people who will use my in-game device anyway π maybe you remember how I can add an action to player's menu which is always active? I recall it could be done through config somehow, but don't remember this.
Thanks, man!
Has anyone ever tried to fix the driving mechanics of the assault boat? like... make it behave like a boat- steering from the outboard engine, drifting on turns etc?
I'm trying to add a new class to UserActions of all boats, here's my config:
https://github.com/Sparker95/Arma-3-Ship-Sonar/blob/master/ship_sonar/config.cpp
But it only adds this to Ship_F class, not to final boat classes. Any idea what could be the problem?
I suspect two things, either wrong requiredAddons or wrong class configuration itself π€
Actually, correction: it does add class stuff to boats which don't have class userActions themselves in arma's config. But for instance there is a boat class in arma which also has useractions, and for this boat my class isn't added.
I'm having difficulty adding a new fire mode (for use by the ai) to an existing weapon. Can anybody guide me through that?
Hi is anyone able to help me? im trying to get into Rvmats as i have never known how to use them and would be greatly apprierated ! as im a modeler but i dont know Rvmats
@zenith drift Would you be able to help?
@grand creek most like class UA is not inheriting in that class but a self contained definition - aka you need to define it explicitly in there
Hello someone from weapon 3 support who can help me please
if we know your problem we might
What happens is that I am on servers that use modz and sometimes it gives me errors for the official weapon 3 or I do not understand its errors
@grand creek most like class UA is not inheriting in that class but a self contained definition - aka you need to define it explicitly in there
@stoic lily
Yes indeed it's not inheriting, I've checked with unpacked arma files. Do you mean I would have to provide config data for every single boat in this case?
depends on the class structure and you can use a macro to define once, or define the as a root class outside cfgVehicles to inherit from
What's weapon 3? @sullen fulcrum
Post a screenshot of the error message
weapon 3 is google translators translation of Arma 3
because Arma is actually a word in another language and not a shorthand for Armed Assault
I thought he was referring to a mod!
spanish: arma -> weapon
Arma is not only a shorthand for Armed Assault but an actual latin word
Is there a way to make all units acting as cargo dismount from multiple different locations at the same time?
I have about 5 dismount points but AI will only use 1 or 2 and will dismount 1 at a time ( while i want like 4 or 5 at a time)
dont think so. otherwise BI would probably have used that on the taru benches
I think the slow dismounting is just default AI behaviour, only way you could avoid it is if you ejected the units via script faster
Is there anything in the configs that defined AI skill? I assume there must be something to set apart special troops from standard or militia, can someone point me in the right direction?
I'm trying to remove the armor value from my vests but nothing is working. What am I doing wrong?
it doesnt work like that. Look at vanilla classes to see how its done https://forums.bohemia.net/forums/topic/191737-updated-all-in-one-config-dumps/?do=findComment&comment=3396812. class HitpointsProtectionInfo
@sullen fulcrum yes there are, compare vanilla configs (see ^)
Error on launch
http://prntscr.com/vi151f
Code
http://prntscr.com/vi15jx
Ive googled online but im unable to find any tutorials on creating custom patches for the game. Also goes for this error. Thanks for any help I get :)
Thanks!
Question, is there a template config for basic retextures
like Something that i can use as a reference maybe
(Ping me cuz i'm busy)
In the wiki there is a character encoding guide which should be helpful in that @sullen rock '
can you send me the link? would be apreciated
"BI wiki character encoding guide" <-- highlight that and hit right mouse and hit search in google, that should bring it up
Question I dont know why but my weapon somehow accepts every Magazine in game and I dont really get why it does that.
it also somehow can attach 9mm Suppressor which I never defined in any config
Then it's probably inheriting the muzzle slot and magazineWells from something else
i only inherit 2 things regarding magazines/Amoo and that are 2 external classes // 20Rnd_762x51_Mag // B_762x51_Ball
so i dont really get why I can shove in every singe magazine in the game
running any other mods?
nope
then its your config somehow
if not me then perhaps someone else can
thanks
what actually controls if vehicle seats allow for turning out? I have forceHideDriver and canHideDriver, as well as canHideGunner and forceHideGnner set as they are in vehicles that allow for turning out, yet my vehicle starts with all the hatches open and no options to turn out or in on any seat
ok somehow my problem fixed itself idk how but well thx anyways ^^
@rough hatch hideProxyInCombat = 1
yep that did work
but for some reason it doesn't switch animations, I have different gunnerAction and gunnerInAction animations but when I turned out it stays in the turned in animation
other question how can I have that Bipod effect that the BI guns have so that if you have no Bipod attached and lay on the Ground and press c that the Gun and Playermodel not glitch through the ground ?
you need to have a bipod memory point in your gun
oh ok thx
now somehow I have a different problem, the gunner turn out works, but when the gunner is turned in, he's not visible at all and in eden, his icon on the vehicle is not visible anywhere, as if he didn't have a proxy, but his proxy is present in all the visual lods
ok i have anotehr question if anyone can awnser this how can I do a custom reload anim when you are prone since well currently my player is breaking his back I tried it and use the Mx prone reload class as start and everything but the player still uses the standard reload animation.
i have 2 tanks with the same physx config, same weight and same amount and type of wheels on each side but one can accelerate up to 50kph while the other only accelerates up to 7kph, does anyone know of anything other that what i listed that could change the vehicle performance?
distance between wheels influences simulation
would that cause such a drastic change?
if the tanks are not the same then same configs will not work the same way
(the one the config is from) https://imgur.com/a/DpwrYfh
(the one i copied it to)https://imgur.com/a/J5YletC
i assumed that considering the wheels were similar that if they were using the same config the performance would be similar
or will i have to make a new physx config for the new one?
it seems size of the wheel is also different?
in any case, yes, you would to adjust damping values for that 2nd tank
- MOI
ok, thanks for the help
Hey not really a config question per say, but humor my thought for a moment
Is it possible to take the 50. cal that the FIA faction uses? (Preferably with the shield disabled) and the RHIB (from apex) and add the 50. cal as a turret on the RHIB? (Not thinking of Attachto like you would be able to do with Achilles / ZEN)
no
Aww okay, I'm guessing this is due to a vehicle like that needing to be a seperate model?
yes
One message removed from a suspended account.
isnt the female faces thing a mod? @median zealot
One message removed from a suspended account.
One message removed from a suspended account.
If you want to post a picture you have to upload it to a website like imgur and post the link here @median zealot
One message removed from a suspended account.
One message removed from a suspended account.
One message removed from a suspended account.
One message removed from a suspended account.
One message removed from a suspended account.
One message removed from a suspended account.
@median zealot Maybe they have: disabled = 1
One message removed from a suspended account.
Didn't you say faces from one mod don't appear there?
That's what "hides" the faces from arsenal
One message removed from a suspended account.
Or it could be "access"
One message removed from a suspended account.
One message removed from a suspended account.
One message removed from a suspended account.
per faction faces are related to cfgIdentities
One message removed from a suspended account.
@unkempt jewel do the RHS mods have some sort of load order addon that can be added to requiredAddons list instead of the individual ones?
Yes, rhs_main_loadorder, rhsusf_main_loadorder etc. etc.
Danke
Hiya,
Pretty sure I am not at the correct channel. But I don't know what channel I should be posting in.
My question is about the assault boat (A3_Boat_F_Beta_Boat_Armed_01). The driver seat has a screen on the right that you see in first person. It fairly uselessly shows the output of the turret screen. But the commander's screen is always black.
How do you access the commander's screen? Where could I find this in the vehicle's config? And has anyone managed to project anything on it?
it probably is not accessible in any way
Although likely, was worth a shot. Thank you.
is reloadTime not the only thing that defines the time between shots? I have a single shot cannon where all the modes have reloadTime=3; set but in-game it still takes about 5 seconds to reload
reloadTime is the cyclic rate of the weapon - time it takes to load the next round in the same magazine. The time it takes to load a new magazine (i.e. on weapon with a single shot mag) is a different parameter magazineReloadTime
the magazines aren't single shot though
I'm talking about time between individual shots
I have a single shot cannon
@rough hatch sounded like you'd set it up with 1 round mags
ReloadTime is defined fire mode
where all the modes have
reloadTime=3;
yes I know
And when you look at the modes for that weapon class in the ingame config viewer, does it still say reloadTime=3;? Possibly the inheritance is not right
yes it does, I made sure to inherit and include all the modes and set them ther
or at least the ones that are used
there are some unused modes there
but they're not part of the modes array
hello, can I somehow overwrite a class from another config? for example:
class 500Rnd_65x39_Belt; class 500Rnd_65x39_Belt: 500Rnd_65x39_Belt; { ...stuff... };
You can by inhering the parent class of whatever you want to extend/overwrite.
That worked, thanks!
hi, not sure if it's config or model related: but how can I make my OV-10 Bronco machine guns fire higher? Right now the rounds splashing is hidden by a cockpit element, the lower end of the HUD reticle. I would prefer that the rounds land in the middle of the HUD more or less. In the model I have muzzle1 to muzzle4 and they are referred in the config as memoryPointGun[] = {"muzzle1", "muzzle2", "muzzle3", "muzzle4"}; I guess I'm looking for a way to change the direction
was this usually done with altering konec_hlavne and usti_hlavne?
you make separate animation for prone
@hearty sandal i know that but it doesnt want to play it when I lay down this is in regards to prone animations for weapons.
is there anything i need to change in CfgWeapons ?
self answer: adding gunBeg[] and gunEnd[] arrays and appropriate mem points seem to do the job: ```cpp
memoryPointGun[] = {"muzzle1", "muzzle2", "muzzle3", "muzzle4"};
gunBeg[] = {"muzzle1", "muzzle2", "muzzle3", "muzzle4"};
gunEnd[] = {"chamber1", "chamber2", "chamber3", "chamber4" };
Does anyone have any idea that identityTypes are still used in mods (CUP,RHS,AEGIS,etc...)?
Which of these can I rule out?
identityTypes[] = {"Head_Euro","Head_Greek","Head_Tanoan","Head_Irish","Head_European","Head_British","Head_Australian","Head_Canadian","Head_African","Head_Asian","Head_East_Asian","Head_Japanese","Head_Chinese","Head_NATO","Head_BAF","Head_GER","Head_CDF","Head_CDF_CO","Head_RU","Head_RU_CO","Head_CIV","Head_INS","Head_GUE","Head_PMC","Head_TK","Head_LCWF","Head_VME","Head_JSDF","Head_USMC"};
you would need to check each of those mods
does anyone know for definite what dictates if a weapon can be zeroed or not in a turret? it feels completely random when it's displayed and when it's not, I have a turret with 2 weapons, both were showing zeroing at some point, now it somehow ended up showing zeroing for one but not the other
despite both having discreteDistance defined in the weapon configs
and the turret uses a turretInfoType that has zeroing enabled
i have a question too :> ... added a UserAction to my vehicle statement = "this animateSource ['HatchL_rot',1]"; ... the action shows up fine, but the statement doesn't work. however, if i manually type vehicle player animateSource ['HatchL_rot',1] in the 3den debug console, it works fine.
not sure what i'm doing wrong, as other vehicle configs are using this animateSource ... just fine apparently
Is it using a door source or user source?
user source
i also tried door source, but same effect ... no effect. works in debug console, tho
Did you try statement = "this animateDoor ['ramp', 1]"; when it was configured as a door?
yes
i don't get it, because vanilla actions are doing exactly the same statement = "this animateSource ['Beacons',1];";
i added a hint 'test' and that was shown
so the action itself works, just the animateSource doesn't. but it makes no sense to me, because if i put that into 3den debug, it works without flaws
it should work yes
statement = "this animateSource ['HatchL_rot',1];";
I think you might have missed the ; at the end of the expression before the "; to close the config line
hmmm i just added hint 'test1' to my class open_hatch_L and a hint 'test2' to my close_hatch_L
if i use the open action, it jumps right to test2
so i am assuming that right after opening, it runs the close action again
Is the same source used as animationSourceHatch for a certain crew position?
nah, it's unique
ok i was wrong with my test1 and test2. it shows the correct statement, it just doesnt animate
oh lol
if x > 0.5 and statement 'HatchL_rot',1
there's the error
if it's > 0.5 it is already 1, so setting it to 1 in statement obviously is bs
ok, works now ... time for a break
hm now i just have to figure out how to add sound to it
In the anim source sound = ##CfgAnimationSourceSounds class## and soundPosition = ##mem point##
oh nice
Hey, does anyone know how to make a config for a prop?
Or where i could find that info?
I have the textures and p3d, just need the configs
not sure if there's anything on the wiki about it, but you could use the Config Templates which were provided by BI for the Art of War contest: https://forums.bohemia.net/forums/topic/229120-art-of-war-config-templates/
ok have a Q : what would cause a vehicle to show in eden editor but not zeus/curator? i have scope = 2; along with scopeCurator = 2;.
vehicle class is in cfgpatches
its the same vehicle across all sides. however, it only shows the vehicle in bluefor, but not in opfor or greenfor. it has individual classes for each side
Are the crew units for those vehicle classes of the appropriate side too?
yeah. i figured out one of the issues. however, its not fixing my missing turrets though
tbh i probably should just rewrite everything
ok let me ask this again since noone responded. Ok I made a weapon with Custom Reload Anims and yesterday i made the Prone Animation, I tried to implement it but I du not know how to exactly Relaod Anim is easy since you have "reloadaction" under CFG Weapons but i cant really figure out what to do with the prone animation. Any help would be very appreciated.
@untold temple, crew was incorrect due to a mod update (not mine). changing it worked. thanks
how do I properly configure a turret that has multiple weapons that shoot from different points? like a tank cannon and coax machine gun? if I look at configs of vanilla vehicles that do that, it seems like they have gunBeg and gunEnd point to the main cannon memory points and then have memoryPointGun[] = {"usti hlavne3"}; which I assume is the coax memory point
but if I do that on my turret, it just causes both weapons to shoot from the coax memory point
AFAIK they all shoot from the same point, just they use class GunParticles per-weapon to move the visual effects
if you have the trace bullets enabled you can see they actually shoot from different points
like in virtual garage
the traces come out of the proper points
@rare wyvern there are separate animation sets for different stances
and for prone stance you would use same action name but point it to different animation (prone version):
@hearty sandal and in which class do I need to define this exactly is it under States in CfgGesturesMale or somewhere else ?
dont have the config open anymore. Id recommend getting the all in one config dump file for easy searching
well thx allot ^^
its depressing but i still cant get it to work sadly. I really dont want to trouble anyone I just really want to get this working once so I know it in Future Projects. https://pastebin.com/Uvvehhia / Error I get https://gyazo.com/a6324f9b10dcaa5938a407d5af2a674e. Thx In advance to everyone that can help Again xD
is there a way to do a simple config line that checks if a certain mod is loaded alongside another mod? IE ACE and RHS
requiredAddons will make sure a mod is loaded, otherwise you'll need a script to check for CfgPatches entries.
you cant fit compatiblity for all mods in one config
you will need separate configs for that
So it would be a script thing then. Ok. And it was more like i was looking for a way to do a simple if/then check if you will.
Hey guys, do you know which value makes the ammo despawn? Trying to make a very short range projectile. Though it was timetolive but changing that seems to have no effect
it is timeToLive
just keep in mind that timeToLive is evaluated according to simulationStep
if simulationStep is larger than timeToLive, then ammo will despawn after first simulationStep is done
If the timeToLive is short, does the AI increase its shooting range automatically or will it try to fire anyway and will hit nothing?
I think AI will not fire at the target
Using submunitions to swap out the ammo after a very short time is an alternative if you want AI to still fire upon targets at range but not hit/damage them
I would like to increase the fire range, not only for the AI, it should be also for players at least. So if timeToLive could fit both, ill go that way then. (C&C mod, there are other kind of balances i got to take care π)
@hearty sandal do you mind taking a look again I dont know cant get it working even tho it should. https://discordapp.com/channels/105462288051380224/122121444703338496/777677457749966889
@rare wyvern use "A3_Data_F_Oldman_Loadorder" instead "weapons_f" in requiredAddons
@rare wyvern use "A3_Data_F_Oldman_Loadorder" instead "weapons_f" in requiredAddons
@hot pine this brakes all reloads and locks all keys so I cant move or do anything anymore .
/*external*/ class RifleBaseStandActions;
/*external*/ class RifleProneActions;
/*external*/ class RifleReloadProneBase;``` that doesn't exist in core cfg
do those external calls from proper place
means there is something more fundamentally wrong. Ah that would explain it
your moves config inheritance is not right
RifleBaseStandActions is part of Actions inside CfgMovesBasic
thx xD that was a bit stupid ^^ of me.
I moved it to the correct classes still same problem https://pastebin.com/TPiafLJJ
RifleBaseStandActions is part of Actions inside CfgMovesBasic
class Actions
{
/*external*/ class RifleBaseStandActions;
/*external*/ class RifleProneActions;```
if I move RifleProneActions as a inherit into Actions I get a duplicated class error.
then remove it
why did you made that external class reference in first place?
https://community.bistudio.com/wiki/Class_Inheritance#External_base_classes this page describes concept of external classes pretty well
well I have removed it it packed but well the problems are still there ^^
what problems?
well after i press r it locks everything I cant move anyomore it doesnt play any animations.
can you paste your config now?
do you have any errors now?
Hey, i want to make an ACE heal item that heals everything, how would i do that? Is there anb ace config wiki?
@hot pine if I change Weapons F to A3_Data_F_Oldman_Loadorder it kinda breaks it all if I remove A3_Data_F_Oldman_Loadorder and put Weapons F in the requierd addons the normal reload anim works but the prone Anim still doesnt work.
Check the inheritance - if it doesn't work with old man load order then it means you are still breaking game with your addon
You can check Rpt for some more clues
ok Rpt doesnt give me any clues at all
can you share it?
is this rpt from version with weapons_f as required addon?
I need some pointers in tweaking vehicle handling config, I mainly want the vehicle to not lose speed as heavily when turning or when going offroad, which values should I tweak for that?
is this rpt from version with weapons_f as required addon?
@hot pine no i think its the one with A3_Data_F_Oldman
but I can get a new one
@hot pine https://pastebin.com/RYexfbcM
so this one is with which required addon?
A3_Data_F_Oldman
is that on purpose?
NH_LRV41_Reload = "RifleReloadProneAKM";
yes I tried to do it with a Arma anim instead of my own since I wasnt sure if I did the Anim right xD
put that where exactly ?
I mean since iam only using my own reload anim and a Arma anim It cant be a Animation error since it worked before .
worked before?
well I "finished" the basic gun with all the Anims working beside the Prone animation since i have never done that
{ };```
@hot pine or what do you mean with this exactly ?
well thx for the help^^
Im making some retextured uniforms but Im having trouble figuring out where to find the config values to adjust an items load, protection, mass, hearing protection, etc. Does anyone know where I can find an example of those values to replicate on my new items?
in the main games config files
if you have your modding tools and development environment properly set up you have all the data unpacked on your P:\A3
is it possible for vehicles to have multiple reverse gears?
id wager no,but not sure
Most ive found is in the D:\SteamLibrary\steamapps\common\Arma 3\Addons\character_f\ folder with a config.cpp containing cfgPatches but nothing else in. Am I looking in the wrong places or would that be the right folder?
then you dont have the modding tools/environment set up at all
nosir
Then you probably would want to do that
PMC wiki has good simple steps to set the stuff up (arma 3 tools and P drive)
is it possible to modify the vanilla vehicle SmokeLauncher weapon to only fire a single grenade from a specific spot?
how does the SmokeLauncher even work?
looking at the configs, does the smoke ammo basically call a function?
oh I didn't realize there are config properties for the smoke launcher in the vehicle
Anyone here got an experience with the CBA scripted zooming optics? I am trying to have the "red-dot" be a different type of reticle.
@grave steppe Think you'd have to make your own RscInGameUI class that inherits from CBA_ScriptedOptic_zooming, change the path in class RedDot subclass and then set weaponInfoType for your optic to your Rsc class
Hmmm maybe
From what I read on the CBA wiki, the red dot does seem to be intended as a generic dot and not something that's configurable with the parameters in CBA scriptedOptics
Yeah i understood that much.
How do i make a prop have inventory space?
Like, i want to be abke to store weapons in it
maximumLoad = 9000
supplyRadius = 4;
memoryPointSupply = "supply";``` you might need those parameters too
memoryPointSupply is a memory point from which supply action is available
So i need to add a memorypoint i assume
yes, although I'm not sure if empty param would mean that inventory action is available from center of the model
Ill see if it works thx
How do i give it the correct name? Or does that not matter @hot pine ?
?
The memoruy point
Yes i know, but how do i give it the correct name in the model? Just name the vertex supply or?
yes
Okay thx
in object builder anyway, no idea how it works in blender
think it's based on vertex groups there
Hey guys, any idea how to make AI use/not use certain weapons against air targets? My tanks are engaging planes with main cannon and I can't solve it fith AIAmmoUsageFlags
airlock = 0
thanks ππ»
be aware that AI still gets confused by air units (taking away attention vs lower prio targets)
@regal gate Okay, so what specific items would point me in the right direction towards accomplishing the overrides?
IDK, I don't do configs π
but maybe pals here know the stuff
I can only redirect you towards the wiki:
https://community.bistudio.com/wiki/Arma_3_CfgVehicles_Plane_class_config_reference
my pleasure! GLH"F" π
i've already learned that fun isn't a thing with arma programming....
lol
Also, if anyone is familiar with how to override the SFM/AFM lift/drag values and can share some insights into doing it, i'd appreciate it!
In looking at it...It looks like the simplest way would be to override say, liftForceCoef, bodyFrictionCoef...etc...or not override, but set them to 0. And then point the config towards the scripts that then calculate and apply the forces to the aircraft.
@stoic lily you can use Threat 1,1,0
Soft, Tanks, Air
To be sure that it will not be confused by air units.
Edit: also for @sick zephyr
class I_Heli_light_03_base_F
{
class AnimationSources;
};
class I_Heli_light_03_unarmed_base_F;
class AW159_Transport: I_Heli_light_03_unarmed_base_F
{
scope=0;
faction="MTF";
side=1;
weapons[]=
{
"CMFlareLauncher"
};
magazines[]=
{
"240Rnd_CMFlare_Chaff_Magazine"
};
crew="B_HeliPilot_F";
typicalCargo[]=
{
"B_HeliPilot_F"
};
};
This is my helo retexture config, i didnt write it myself. I need to do this again, but for the Hunter: How would i do that?
(its only part of the base class, not the whole config)
you open up the config viewer in game/unpacked configs on you P drive/"all in one config dump" and check the inheritance chain hunter has and recreate that config in similar manner
class B_MRAP_01_base_F;
class Hunter_transport : M_MRAP_01_base_F
{
scope = 0;
faction = "MTF";
side = 1;
crew = "B_Soldier_F";
typicalCargo[] =
{
"B_Soldier_F"
};
};
class Hunter_MTF : Hunter_transport {
author = "Rainbow Studios";
scope = 2;
displayName = "Hunter (MTF)";
hiddenSelections[] =
{
"camo"
};
hiddenSelectionsTextures[] =
{
"Vehicles\textures\MTF_Hunter.paa"
};
};
"Undefined base class B_MRAP_01_BASE_F"
Im so confused, this works fine with the heli
@vagrant pulsar B_MRAP_01_base_F no such thing
Huh? Cause the heli has that and it does exist
well you cant just invent one that looks like it works
Fair enough
I just have no idea where to look for it, cause it did say this existed when i looked in the config editor
check again
Ah lol, its MRAP_01_base_F
No B
Hmm now it says result code=1
This is my code
what says code 1?
@hearty sandal AddonBuilder
well If you get that to error out youve gone very far wrong way
as it does not fault on much anything
Id recommend you get yourself mikeros toolset and use pboProject to pack your pbos
as it has a lot of error checking and debug
PMC wiki has good steps to set that up
Tried that, no luck
what does it tell you?
PboProject should be able to tell you what the problem is
@vagrant pulsar
It says no error, ill try again tomorrow. Thanks for the help
K i got a config to work
Now its just a pathing error or something
βCannot load \vehicles\textures\MTF_Hunter.paa\β
Is this just me or is it arma?
I have a directory like this:
\Vehicles
- Config.cpp
- \textures
-Texture.paa
Then in my config, the path is \Vehicles\textures\Texture.paa, correct?
you should make your mod folder stucture better
modtag_vehicles\ yaddayaddayadda
and you are packing the mod from P:\ drive right?
yes
you need to start from beginning to set up your tools right
PMC wiki tools and P drive setup guides are for you
P drive represents the root of the game engines folder structure
Ahh
which is why it is best practice to use it
P:\path\to\thing.bla reads in engine as \path\to\thing.bla
So in the p drive i justmake a @mod folder?
no
K lemme get the wiki
just run the setup stuff first
and no the P drive from Armatools setup is not what you want
use the PMC guides
Setting it up rn, thanks
K so, after ive extracted gamedata and setup buldozer, where do i make my project?
Just in the root of p:?
Like P:/@mod
yes but you dont need to have the @ in the name
Rog
for example Arma 3 data starts at P:\A3\theRestOfTheStuff
and it gets unapacked there when you do the setup
it does help
Mounting it on the work drive ffixed the issue. Huge thanks @hearty sandal
Just need to import the wheel texture
Is it possible to have a tank main gunner (controlling a gun turret), turn-out to FFV with a range of motion larger than the main gun has?
Although it's called "turn-out", the FFV appears to be restricted by min/maxTurn (rather than min/maxOutTurn) or class TurnIn {} (rather than class Turnout {} ). This might be why the BIS armoured vehicles gunners, that can turn out, do not have FFV? Or is there an example contradicting this?
hmm, i am proposing to add a mention of https://community.bistudio.com/wiki/diag_recordTurretLimits in the cars config guidelines chapter about ffv (limitsArrays), because then it would be easier to find
i just had to search for it again right now because i forgot the name. so i ended up going through all ffv entries on the discord instead of searching on the wiki... that was easier :>
@winter rain almost 100% that threat[] = {1,1,0}; doesnt help to make AI ground units completely ignore air units
from what i understand it also works the other way round - you define if this unit is a threat to soft/armor/air:
https://community.bistudio.com/wiki/Config_Properties_Megalist#threat.5B.5D
maybe @hot pine or @strange egret can clarify/confirm - is there any way to have AI ignore completely air units? (aka not look/aim at them/get their attention and thus ignore ground targets instead)
AFAIK its all down to the units/vehicles' cost value (and "threat perception" from the weaponry (its cost and hit value, etc))
@stoic lily did you set threat on airplane to {0,1,1} ?
were amphibious tracked vehicles made to work right at some point? I've been looking it up and I'm finding old threads talking about how it was broken and then a dev branch changelog saying it was supposedly fixed, was it actually all fixed?
x:\WW2\Assets_c\Vehicles\Planes_c\FW190F8\config.cpp
47 threat[] = {0,0,0.9}; // {0.1,0.2,0.9};
x:\WW2\Assets_c\Vehicles\Planes_c\Ju87\config.cpp
85 threat[] = {0,0,0.6}; // {0.15,0.3,0.6};
497 threat[] = {0,0,0.6}; // {0.15,0.3,0.6};
x:\WW2\Assets_c\Vehicles\Planes_c\P47\config.cpp
47 threat[] = {0,0,1};//{0.2,0.5,1};
x:\WW2\Assets_c\Vehicles\Planes_c\P39\config.cpp
47 threat[] = {0,0,0.9}; // {0.1,0.2,0.9};
x:\WW2\Assets_c\Vehicles\Planes_c\Pe2\config.cpp
90 threat[] = {0,0,0.7};//{0.2,0.4,0.7};
the changelog said "requires configuration first", is there any documentation on what that configuration is? or is it just the same as wheeled vehicles?
same as wheeled
and do you know if mods have actually used that after it was fixed? from what I've seen some mods still have some scripted solutions and still behave kinda weird
like in RHS and cup
rhs doesn't have scripted solutions
so the ones in RHS are just using the "fixed" engine functionality for it?
yes
doesn't seem like it's entirely fixed then cause they still behave really weird, mainly when turning
I guess at least they move, sounds like even that was difficult before the fix
@stoic lily my Laser Turret and other vehicles / defence turrets dont attack any air units with this command in the vehicle cfg. Sometimes they only looking / targeting to air units if nothing else is around, but dont attack it. π€·ββοΈ.
They seem to turn normally in RHS - I've tried it on BMP1 at least
@winter rain ok. as said the issue is not engaging/firing but getting distracted
If anyone has the time to spare, can they explain to me what I'm doing wrong?
class rhs_bmd1: rhs_bmd1_base{
class ACE_SelfActions;
class Turrets: Turrets{
class MainTurret;
class CommanderOptics1;
class GPMGTurretBMD1;
class LeftBack1;
class RightBack1;
class MainBack1;
class CargoTurret_01;
class CargoTurret_02;
class CargoTurret_03;
class CargoTurret_04;
class CargoTurret_05;
class CargoTurret_06;
};
};
This config appears to make all the muzzles on the BMD-1 have a constant muzzle flash effect
However that is only on the the RHS BMD-1 that I am inheriting from, in my own BMD-1 for the faction, the issue does not happen
class Turrets : Turrets {
class MainTurret : MainTurret { gunnerType = "O_ROM1991_MechInf_Summer_Vehicle_Gunner"; };
class CommanderOptics1 : CommanderOptics1 { gunnerType = ""; };
class GPMGTurretBMD1 : GPMGTurretBMD1 { gunnerType = ""; };
class LeftBack1 : LeftBack1 { gunnerType = ""; };
class RightBack1 : RightBack1 { gunnerType = ""; };
class MainBack1 : MainBack1 { gunnerType = ""; };
class CargoTurret_01 : CargoTurret_01 { gunnerType = ""; };
class CargoTurret_02 : CargoTurret_02 { gunnerType = ""; };
class CargoTurret_03 : CargoTurret_03 { gunnerType = ""; };
class CargoTurret_04 : CargoTurret_04 { gunnerType = ""; };
class CargoTurret_05 : CargoTurret_05 { gunnerType = ""; };
class CargoTurret_06 : CargoTurret_06 { gunnerType = ""; };
};
I also have the inheritance for the bmd1 set up
class rhs_bmd_base;
class rhs_bmd1_base: rhs_bmd_base{
class Turrets;
class ACE_SelfActions;
};
What exactly are you trying to achieve with messing with the RHS config?
I'm not? I'm trying to call on the turrets so that I can put individual units in there with gunnerType
@sullen fulcrum you have to do it on base class https://community.bistudio.com/wiki/Turret_Config_Reference
as always, I recommend to take a look at how its done in GREF
rhsgref_c_vehicles_ret
Thank you!
hello, i just cant figure out why my module will not show up in the editor.
pls help im very desparate.
folder is packed as a pbo in the addons folder in the @myModule folder in arma mods folder.
RPT tells me the mod is loaded but the config does not show up in config viewer, neither does my module in editor.
This is the config:
https://sqfbin.com/fesivofaqadonemubuwu
i assume the config is not used for whatever reason.
:
12:44:02 @IRN_ambientFirefight | @IRN_ambientFirefight | false | false | NOT FOUND |
origin not found.
addons folder with mods inside?
origin not found means 0 pbo's found, doesn't even get to the config
okay, if i put the pbo into ace addons, it works. so my folder structure is broken.
okay, its random arma magic. it works with vanilla launcher, not with our custom launcher. and only for me, others can use it just fine.
arma gods dont like me today
well again iam back and asking for help with the same problem i still cant get the Prone Anims working and the gun is still broken with the current requiredaddons if anyone would help me again xD it would be very appreciated.https://pastebin.com/t8EaRytf
Made a config.cpp and a model.cfg for my building and I have a series of problems, building is walk through (fire geometry still works tho?), and doors don't work
It's my first time making a model and config could somebody help me lol
@neat canyon you need geometry and also you have to add mass into geometry. And dont forget to make it convex and prefix Component01 - ComponentXX (how many you got)
In geometry you have to add class : house and if it has lights you have to add class: housesimulated
Doors need model.cfg and also need defined animations.
Arma 3 Samples got a Test_House_01 example for buildings with animated doors + user actions and also an example how to make ruins.
You did memory?
You did model.cfg?
You pack with pboProject?
Just try to check with the arma 3 test house sample. If you cant get it, call me here
well lets try this differently does anyone have a reference for Prone Animations for Weapons so I can figure this out myself since this isnt really spoken about int the BIS Documentation.
@rare wyvern probably ask in the #arma3_animation channel
its about the Config not the Animation itself
Ye but animation makers do have to configurate their anims too and probably someone is able to help with an example
well its hard to explain the problem I got isnt really with the Animation itself its more like how to implement it playing in the Weapon Config since thats not spoken about in the Bis Documentation.
In the arma 3 samples arent any documentations / examples about such anims?
nope samples arent super great either I tried to do it through the Config viewer ingame but at the current spot it kinda breakes the game. or just dosent work at all.
also AIO Config doesent really help me either its hard if nothing like this is documented π¦
@winter rain can i call you real quick
action shows up when i scroll wheel but animation doesnt work
what i dont understand is on SkeletonBones are you not supposed to link res lod with geometry lod?
because on the sample house it doesnt link
just do it like in the sample house. and take care your model (p3d file) has the same name like in your model.cfg cfgModels definition
it is the same name
can you pastebin your config and model.cfg?
what is componentxx?
Its the rest of the components
Im just trying to get the first door to work for now
Which is Component07
the easiest thing to do for Geo and Fire Geo in anims is to name the selection the same as the selection in LOD 1
so you dont need to parent every door. to the geos
just name all like this "gdoor01","", and the last one "door14","" (last one doesnt have a ( , )
I thought geo had to be named Component01, etc
and your door7 has // in front, line 20 so its not active
I thought geo had to be named Component01, etc
@neat canyon just make a new selection do not rename the Component parts .
line 10 - line 35 is inactive with this //
Like doesnt geometry do the fire geometry job too? Haha
yes it does
If im gonna use the same thing for geo and fire geo does it matter if i have fire geometry in the p3d?
If im gonna use the same thing for geo and fire geo does it matter if i have fire geometry in the p3d?
@neat canyon well you dont need it but its helpfull since in the Fire geo you can define through what you can and cant shoot through.
better to make geometry, firegeometry and viewgeometry lods, even for windows etc
Alright thanks!
cfgModels sections "gdoor01","", make to "gdoor01","" (last one doesnt have a ( , )
btw in cfgModels sections can be empty
alrighty
sections in cfgModels are used for switching textures like damaged windows etc
what exactly makes the ai decide to engage a vehicle? does it detect the armor values in the model or is there a config entry for that as well?
for example, ai will not shoot their rifles at tanks, but they will shoot at a normal car
alrighty
@neat canyon also in the Fire geo you can assign penetration so different materials to parts of the Fire Geo so the engine knows what penetration values it has. you can find these rvmats under a3\data_f\penetration.
same for roadways but first he has to get the door working
class Myke_Object: Strategic``` change this to ``` class House_F;
class Myke_Object: House_F```
and if your buildings need to work by placed in terrain builder, your class names need the Land_ prefix and in the geometry lod the class:house property
@winter rain do you know the difference between CFGGesturesMale and CFGMovesMaleSDR?
i dont have a clue about any character animation stuff in arma 3 yet '^^
@meager torrent wants to fix Vehicle in Vehicle bounding boxes on vehicles. Does anyone know if thats possible without altering the model itself to get new memory points?
@rare wyvern gestures config is the gestures, moves config is the moving etc animations
example config takes in model points and not coordinates.
class VehicleTransport
{
class Carrier
{
cargoBayDimensions[] = {"VTV_limit_1", "VTV_limit_2"}; // Memory points in model defining cargo space
@rare wyvern gestures config is the gestures, moves config is the moving etc animations
@hearty sandal no worries I got it working with @minor kite.
@meager torrent, @fair hearth asked about it before (in terms of the cargo vehicle's BBox, not the carrier vehicle though) I think and we offered some suggestions for how x,y,z coords relative to model centre might work but I don't think any were successful #arma3_model message
@rare wyvern π good to hear. Can you summarize what was the problem? It could help someone else who come here with same problem
@hearty sandal tbh i think i just used the wrong thing but iam going to realease the whole weapon Open Source so people could use it. but if someone needs it : https://pastebin.com/rEuFdSu2
π
@hearty sandal do you maybe have sample configs for clothing and a vest me and Nighthawk are trying to do that and I never did Clothing before ^^ xD
thee samples have those at least
Nighthawk tried to use those they dont build at all
Yeah - I could get vehicles to load into other vehicles by bodgery but could not control it's position so had vehicles poking out the bottom of planes, helicopters etc.
So can't add anything useful, I'm afraid
How to make this only show for specific kind of vehicle, and if possible add a script to do checks the object?
https://pastebin.com/5ujzwCS5
@rare wyvern I dunno what else I could show about the configs. The samples are what mine are based on.
when the inventory is opened, this error is presented
https://i.imgur.com/atEhcFK.png
does anyone know what might cause it?
its something to do with the picture part of the config I think.
the picture displays fine in the arsenal interface.
picture = "NH_LRV41\data\logo_CO";
it seems like it appends a extra bit of a path on it
that is causing the error
if anyones got any ideas feel free to spit ball them, im clueless
and this is packed with the Mikeros pboProject?
and on P drive
and thats not the same path at all
since it has the equip\w\w_ in front
if youre using pboPrefix it might not be set up right
@cold radish
can confirm both using pboProject and P drive
and yeah its not the same path thats for sure, but im not sure where it comes from
what is pboPrefix? is that something that could be activated by accident?
what is the actual pathing you have in the P drive?
and are you sure you are running correct pbos?
like if you are packing them somewhere wrong place
and not running them
no he is packing them directly into the Arma 3 Addons folder i told him to do so since its easier
arma 3\@yourmod?
Arma3@yourmod ye
these are the paths on :P
G:\steamGames\steamapps\common\Arma 3@nfa\Addons
and its not an addons\addons sitatuion
(discord is deleting a \ there)
thats the path you have in pboProject?
and that above path does not appear in any of your cpp or hpp files?
does the arma3@yourmod folder have a mod.cpp file?
yeah, and it looks as follows
name = "NightHawk Razor Arsenal";
picture = "logo_CO.paa";
actionName = "Steam Workshop Page";
action = "";
description = "Adds various pieces of futuristic equipment";
logo = "logo_CO.paa";
logoOver = "logo_CO.paa";
tooltip = "NRA_mod";
tooltipOwned = "NRA";
overview = "Adds various pieces of futuristic equipment";
author = "Nighthawk_Razor";
overviewPicture = "logo_CO.paa";
overviewText = "";
let me double check the HPPs
but im sure its not in the CPPs
also make sure you dont have some old pbos in the addons folder being loaded
just wiped it and ill try a rebuilt now
im wondering if I have some part of the tools setup wrong
based on the persistence of the issue
see inbetween the blue arrows
is the path entered for "picture"
but outside its finding that who knows where
ive now double checked all the HPPs and CPPs
does not appear
this is a real puzzler, thanks for your troubleshooting help
dont have any other ideas atm. You could try running the all in one config dump to export all running configs to try to spot it
or I suppose it could be assigned somewhere in your model too
Horrible do you have a link to the mikero tutorial to set up the P drive ? so we might try that next
not on me. PMCwiki has tools setup guide for tools and P drive
im conducting a brief experiment to rebuild with pboProject my art of war entry that didnt have this issue
this should confirm if my building process is broken
and Armadocs has one as the starting point of terrain building
oh perfect you said PMC totaly forgot it was there that helped xD
that addon built perfectly and the error did not occur, this really raises more questions than it answers
if you use notepad++ you can run a "find in files" on your P drive for that path
for filetypes *.cpp *.p3d *.hpp *.rvmat
scanned the whole file, the word equip doesnt even come up
sorry whole file directory*
we fixed it it literly was a\ that wasnt there π¦
the culprit was a feisty little \
funny thing is there was no \ on my one that worked
it'l forever be a mystery how that works
thanks for your help @hearty sandal 
Hey guys not sure if this is a true config question but im pretty sure it is seeing how i can see both factions in eden but not in Zeus. before I added a second faction I could see them just fine in zeus because they were in the CFGpatches and they still are but now that i have two faction under two PBO's its not showing up. Any advice or direct me to the correct channel perhaps?
just to clarify they show up in eden but not Zeus.
@cold radish @rare wyvern π
is there a easy way to test my addon with out having to pack it to pbo every time?
filepatching and mergeConfig perhaps
not perhaps the simplest stuff to set up but can be helpful
Im kind of new at modding so I should pull the config out of both merge them together and not have them in the PBO
thank you ill look into it
Although if you are new, you should probably not be trying to shortcut things just yet
I tried looking it up but i get a bunch of random forums on single factions in zeus so i figured i'd ask around
Id recommend using Mikeros PboProject to pack so it can catch errors for you before you put them in game
will do
PMCwiki has steps to install the Arma3tools and P drive along with mikeros toolset
appreciate the guidance
@hearty sandal we just did our first production release also are you able to help me real quick I wanted to fix my Muzzle Flash that somehow doesnt work.
Looks like my Mod.cpp does not work, I copy and pasted the example for testing and still all blank in my expansions screen.
any ideas?
@north bronze where did you put it?
@rare wyvern real quick help is quite rare unfortunately. I browse here when Im waiting my own work to process
at @RTG_AWACS\addons\RTG_AWACS in my addons folder
thats on P?
ofcourse, packet in pbo
that does not work
how? that is what the wiki says
check any mod you have installed
the mod.cpp is in their folder
paste the page to wiki
@hearty sandal just tell me whats important when doing the Muzzle Flash i just wanna check maybe I forgot one part since it i have the proxie etc
"Arma 3\Splendid Mod\mod.cpp" So I am not even supoused to put on addons?
arma 3 is the isntallation folder for Arma 3
splendid mod is your @yourmod folder
where your pbos go to be run by the game
so were is it supposed to be placed?
you have not subscirbed to any mod?
yes, they are downloaded
then you have mods installed
so in your arma 3 folder
where the game is installed
you have !workshop folder
(needs to have hidden folders visible in windows)
yes i can see they
the mod.cpp and meta.cpp
there you go
so its supoused to be outside the pbo and inside the @?
those files go into the arma 3@yourmod\
yes
like it says in the wiki line
and like I said earlier
also @rare wyvern muzzleflash proxy with muzzleflash selection name that tiest to the weapon configs parameter where muzzleflash selection is defined
ok thx ^^
@hearty sandal that is correct tho can there be anything else to stop it from working ingame ?
at least those I remember off the top of my head
does it not show up at all or is it always visible
theres one more in the model config which is correct also
it doesnt show up
at all
try different proxy
well I only know the MK20 one hich is a different one ?
the A3 muzzleflash proxes are somewhere in your P:\A3
ok if I use another one it doesnt even show up in Bulldozer
did you select it through the dialog?
ok now it works idk why it didnt before
ok that doesnt work just changing the Proxie
@hearty sandal Got that working now, thanks.
π
@rare wyvern @winter rain I fixed everything you guys said and doors still dont work lol
https://pastebin.com/wFMxBH0P Config.cpp
https://pastebin.com/WgwQ848k Model.cfg
Could somebody tell me why are my doors not working 
sheriffsoffice
i have not checked and don't really know how to check in bulldozer lol
π
https://youtu.be/GxGIgurkzW4?t=3888 about like this
0:00 model presentation
1:30 substance painter
3:32 Linking source folder to P drive
4:15 ArmA export properties in Blender
6:10 Resolution LODs
9:50 Shadow LOD
11:56 Exported to Object Builder - first basic operations
15:00 Geometry LOD - essential concepts
17:10 How to create Geometry LODs in Blender
24:18 FireGeometry LOD : vehicle sample
27:...
enter changes selected animation source, mouse wheel changes the animation phase
dont think it works there either, the textures don't even show up but do in game lol
I haven't used bulldozer for almost anything ngl
that sounds like too big a debug for this late night
yeh you are missing some crucial steps in your workflow
is your P drive and tools set up with PMC wikis guides?
your OB settings might be missing P:\ as texture path
then your model.cfg is not connecting with your p3d
and somewhere there lies the problem why your animations dont work
the model.cfg has to be in the same path/folder as the model right?
It was in another folder
in the same folder yes
I usually advice people to try more advanced features like animations on more simple stuff than a full blown building
but good that you got it working
wiki has good pages on "how to animate a model" too
Got everything working but when I try to open a door with an animated handle it gives me this error
https://pastebin.com/5gtiep17 config.cpp error is from line 161+
https://pastebin.com/5qB8fNN5 model.cfg
The door and handle animate fine on Bulldozer btw
oh and also this https://steamuserimages-a.akamaihd.net/ugc/1666857437016306245/68D5F8C30FEFBA39EA3B5D6E3256D75C6F59B291/ my character basically mounts the ladder reversed, the memory points are on the same x axis/in the same place horizontally
@neat canyon https://community.bistudio.com/wiki/animateSource
you are using incorrect syntax
Also ladder memorypoints must have a little offset.
Hello guys, we are trying to make a module and are looking to replace existing hardcoded ranges from which you can choose in a drop down menu in the module to a more dynamic system using a slider.
https://github.com/WolfCorps/wolf_modules/blob/main/addons/wolf_modules/config.cpp here you can take a look at what it currently looks like. Do you have any ideas on how to implement a slider?
i guess this is the right place iam not sure tho xD How much do light sources affect the Performance so how many can I have before the Performace dies ?
Light sources will begin turning off automatically once a certain number is exceeded - dependant on user's graphics settings
do ammo configs have any flak-like functionality? where if the projectile doesn't hit anything for some amount of time/distance it auto detonates?
timeToLive detonates the rounds IIRC
it seems to just delete them
youll need submunition
oh so timeToLive sets off the submunition?
He might mean using using the submunition triggerTime parameter
oh yeah that seems to work
I just created a new class that is just the same as the regular ammo but with explosionTime = 0.1; , set that as the submunition and then added a triggerTime
looks like there's even a triggerDistance which is even better
what units would that be in? meters?
yes, though I believe triggerDistance is the distance to the target not the distance from the firing point
it does seem to behave weirdly
when I aim low to the ground it goes off after barely 100m
if I aim in the air it goes off much further
I guess I'll just use distance
is triggerDistance meant to be for like proximity fuses?
it's what cluster bombs use to detonate at a set altitude. I think there are other parameters for proximity fuses - some of the anti-air missiles have them
how does the deflecting property work? what would I set it to make the ammo not deflect as often?
set it to 0. IIRC it's the maximum angle the ammo will be able to deflect by
@sullen fulcrum you can not leagally upload these songs
no
Are you uploading music you made yourself then?
uploading to workshop is public
we do not condone piracy and IP theft here, those are quite serious things
private == its only for you
someone else has access == public
I dont think you do.
that makes no sense at all
why would you put it in the workshop?
and even if its "private" you can not legally upload them into workshop
you do not own the rights to do so
and you are not the first one claiming to make "private" things like this
Thanks for missing the point, and providing 0 help
the scenario is not beliavable Im afraid. Maybe if you had your own music first it would be different matter.
Just tell me at first, what would I get out of posting those songs?
probably nothing. but that does not stop other people breaking the rules nevertheless
if I want to inherit something that is several sub-classes in, I have to go through several inheritances for each sub-class, right?
like, I can't inherit something that is like 5 sub-classes in directly from the one class?
this won't work if the base_class doesn't already have several of those sub-classes defined, right? class current_class: base_class { class Components: Components { class TransportPylonsComponent: TransportPylonsComponent { class pylons: pylons { class pylon1; class pylon2; }; }; }; };
yep
so what you'd get is something like
class base_class_base;
class base_class: base_class_base
{
class thing;
};
class inherited_class: base_class
{
class thing: thing
{
class stuffinthing;
};
};
class your_new_class: inherited_class
{
class thing: thing
{
class stuffinthing: stuffinthing
{
class new_stuff;
};
};
};
can't do this
class stuffinthing;
class base_class;
class inherited_class: base_class
{
class thing;
};
class your_new_class: inherited_class
{
class thing: thing
{
class stuffinthing: stuffinthing
{
class new_stuff;
};
};
};
everything needs to be defined in the proper context
what if the things I need to change are only defined in that inherited_class then? only way I figured out now is to add additional hidden base classes that define and inherit the sub-classes so I can then inherit the whole block in my new actual public class
do you have some example?
anyway, in future you could probably use https://community.bistudio.com/wiki/import
is that not for mission config?
here's an example sqf class base_class_base; class base_class: base_class_base { class thing; }; class inherited_class: base_class { class thing: thing { class stuffinthing { class stuffdeeper { class stuffevendeeper { }; }; }; }; };
what if I then want to add a class that modifies something in the stuffevendeeper subclass?
while still inheriting all the layers
I can't backtrack that stuff from the base classes since they don't have the things I need to change defined
import thing is for any config - it will be part of 2.02 stable
as for your question, it will be working in same way as this one #arma3_config message
only exception would be turrets but all of them are using inheritance for a reason
so in this example class base_class_base; class base_class: base_class_base { class thing; }; class inherited_class: base_class { class thing: thing { class stuffinthing; }; }; class your_new_class: inherited_class { class thing: thing { class stuffinthing: stuffinthing { class new_stuff; }; }; }; I could just do class inherited_class; class your_new_class: inherited_class { class thing { class stuffinthing { class new_stuff; }; }; };?
and that will still inherit the thing ,stuffinthing ,new_stuff subclasses?
no
Nope, only mission config. To import main config stuff into mission config or campaign config.
The code checks for and blocks import into main config
awww π¦
And I think it imports directly into file root, not into a subclass.
Can probably be made to work, but probably also with causing weird issues
so regarding my question, do I then need to have the 2 extra classes to inherit everything correctly? the real issue is that the main class I'm inheriting has these defined class Components: Components { class TransportPylonsComponent { class pylons { class pylon1 { //pylon stuff }; class pylon2 { //pylon stuff }; }; }; }; while the base class that one is inheriting from only has a class Components;
so I can't backtrack with inheriting Componenents, TransportPylonsComponent and pylons from the base class
is it possible to inherit that whole set of sub-classes without adding additional base classes?
{
class TransportPylonsComponent
{
class pylons
{
class pylon1
{
yourchange=1;
};
class pylon2
{
yourchange2=1;
};
};
};
};```
or do you want to make changes in new classes?
and this will inherit all the parts of those sub-classes properly?
if you are doing those changes in existing class then yes
#arma3_config message see from here
if you are creating new class then no
so if I want to add a new class that is just inheriting that one and adjusting the pylons without affecting the original class, that won't work?
how would I do it in that case?
could you post example and exactly what you want to do?
How do i define an icon for a vest?
basically I'm trying to add versions of the RHS hueys that have access to more pylons
I have a paa which i want as icon, but idk how to
i have
icon = "\Gear\icon\icon.paa";
Its the correct path
and you want to add those extra pylons to existing pylons or only to a new variant (aka class)
?
preferably in a new class
don't really like overwriting existing things
so it would be inheriting everything in the pylon1 and pylon2 classes and replacing the hardPoints property
{
class Components;
}
class someExistingClass: someExisitngClass_Base
{
class Components: Components
{
class TransportPylonsComponent
{
class pylons
{
class pylon1;
class pylon2;
};
};
};
};
class newClass: someExistingClass
{
class Components: Components
{
class TransportPylonsComponent: TransportPylonsComponent
{
class pylons: pylons
{
class pylon1: pylon1
{
yourchange = 1;
};
class pylon2: pylon2
{
yourchange = 1;
};
};
};
};
};```
class pylon1;
class pylon2;``` if this doesn't work you can also try
class pylon1 {};
class pylon2 {};```
won't that second one just make pylon1 and pylon2 empty?
not really
man I don't understand arma configs then
feels like one method works in one way in some places and then other ways in other places
addon A
something = 1;
};
class b: a
{
somethingelse = "tree";
};```
addon B - loaded after addon A
```class a {
somethingNew = 1;
};
class b {
somethingnew = 1;
};```
addon C - loaded after addon B
class b {};```
result would be
something = 1;
somethingNew = 1;
};
class b {
somethingnew = 1;
};```
if you do {}; on a class which was inheriting something previously, you are breaking inheritance chain so those parameters are no longer inherited
does this all perhaps work differently inside turret classes?
but if there was no inheritance in first place, you can add stuff to that class
cause I remember specifically doing the {} thing in turret classes to make something blank
oh yeah actually that is right, I remember trying to remove userActions from something once and making it the {} thing wouldn't clear it
yes, turrets are working bit differently
that's what confused me then
it's not making that class blank but it just tells engine that those classes shouldn't be evaluated
I think I understand now
beside turrets, I think also eden attributes behave this way
So RHS now has custom numberplates on their strykers, has anyone done any investigative work on using that system on a uniform to for example have nametag velcro?
it's not going to work on characters - name plats like that cannot be animated
you can always GM like system with multiple selections
GM like system?
multiple hidden selections and use a script to set each letter (texture) on that selection
which obviously requires customized models which support that
How do i give a vest more space?
modify the containerClass in the config of the vest to once which has more room
Moving a conversation from #arma3_texture here. If anyone can point out why my hiddenSelectionsTextures aren't showing up... I'm starting to pull my hair out haha
#arma3_texture message
Been looking at these resources:
http://www.rhsmods.org/w/acu
https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide#Character_configuration
tl;dr I want the RHS army uniform in ACE/BIS arsenal with the rank patch pre-applied
class CfgWeapons
{
class UniformItem;
class rhs_uniform_acu_oefcp;
class Third_ACU_OEFCP_PVT: rhs_uniform_acu_oefcp
{
displayName="Army Combat Uniform (OEF-CP, PVT)";
class ItemInfo: UniformItem
{
uniformModel="-";
uniformClass="Third_ACU_OEFCP_PVT_Uniform";
containerClass="Supply40";
mass=40;
};
};
};
class CfgVehicles
{
class rhsusf_army_acu_oefcp_uniform;
class Third_ACU_OEFCP_PVT_Uniform: rhsusf_army_acu_oefcp_uniform
{
uniformClass="Third_ACU_OEFCP_PVT";
hiddenSelections[]=
{
"identity",
"insignia"
};
hiddenSelectionsTextures[]=
{
"3rdid\third_uniforms\data\acu_pvt_ca.paa"
};
};
};
But for some reason it shows the UCP uniform instead of the OEF-CP version?
probably because the OEF-CP texture isn't applied
I imagine the UCP one is what the OEF-CP variant inherits from, and that then likely has the UCP texture set in the model itself
Oh, so I still need to include the other OEF-CP textures in hiddenSelectionsTextures?
I think the issue is you blocked those textures by not including their hiddenSelections
Yeah that totally makes sense, how would I keep the default rhs ones though?
but yeah I'd just copy the full hiddenselections and hiddenselectionstextures arrays from what your inheriting, and add in your custom little tag thingy
I don't think so with these sorts of arrays
dang alright, thanks for the insight!
ahh shit, now I need to have rhs unpacked in my P drive I guess
you could try something like leaving the texture arrays blank, like this
hiddenSelections[]=
{
"camo1",
"camo2",
"identity",
"insignia"
};
hiddenSelectionsTextures[]=
}
"",
"",
"3rdid\third_uniforms\data\acu_pvt_ca.paa"
};
however I am unsure if that will work or just result in an invisible uniform
hmhm
also I do not know if the hiddenSelections are actually called camo1 and camo2, those are just examples
yeah they're correct
hiddenSelections[]={"camo1","camo2","camo3","identity","flag","insignia"};
missed two but close enough
So you want to change camo3?
Negative, I'm changing identitiy, I've got it pretty much now. Huge thanks to everyone that gave me bits and bops of info :D
class CfgWeapons
{
class UniformItem;
class rhs_uniform_acu_oefcp;
class Third_Base_ACU_OEFCP_UniformItem: UniformItem
{
uniformModel="-";
containerClass="Supply40";
mass=40;
};
class Third_ACU_OEFCP_PV2: rhs_uniform_acu_oefcp
{
displayName="Army Combat Uniform (OEF-CP, PV2)";
class ItemInfo: Third_Base_ACU_OEFCP_UniformItem
{
uniformClass="Third_ACU_OEFCP_PV2_Uniform";
};
};
};
#define ACU_OEFCP_RANK_UNIFORM(RANK_TEX) hiddenSelectionsTextures[]=\
{\
"rhsusf\addons\rhsusf_infantry2\acu\data\rhsusf_uniform_acu_01_oefcp_co.paa",\
"rhsusf\addons\rhsusf_infantry2\acu\data\rhsusf_uniform_acu_02_oefcp_co.paa",\
"rhsusf\addons\rhsusf_infantry2\acu\data\rhsusf_uniform_acu_03_ucp_co.paa",\
RANK_TEX,\
"rhsusf\addons\rhsusf_infantry2\acu\data\rhsusf_uniform_acu_acc2_co.paa"\
};
class CfgVehicles
{
class rhsusf_army_acu_oefcp_uniform;
class Third_ACU_OEFCP_PV2_Uniform: rhsusf_army_acu_oefcp_uniform
{
uniformClass="Third_ACU_OEFCP_PV2";
ACU_OEFCP_RANK_UNIFORM("3rdid\third_uniforms\data\acu_pv2_ca.paa");
};
};
images are placeholder, still gotta fix them up :P
And then make 1 for every US Army rank 
When you're the epidemy of lazy:
// RANKS
#define PV2 pv2
// STRING CONCAT
#define STRINGIZE_NX(A) #A
#define STRINGIZE(A) STRINGIZE_NX(A)
#define PATH_PREFIX 3rdid\third_uniforms\data\acu_
#define PATH_SUFFIX _ca.paa
#define ACU_OEFCP_RANK_UNIFORM(RANK) hiddenSelectionsTextures[]=\
{\
"rhsusf\addons\rhsusf_infantry2\acu\data\rhsusf_uniform_acu_01_oefcp_co.paa",\
"rhsusf\addons\rhsusf_infantry2\acu\data\rhsusf_uniform_acu_02_oefcp_co.paa",\
"rhsusf\addons\rhsusf_infantry2\acu\data\rhsusf_uniform_acu_03_ucp_co.paa",\
STRINGIZE(STRINGIZE(PATH_PREFIX ## RANK) ## PATH_SUFFIX),\
"rhsusf\addons\rhsusf_infantry2\acu\data\rhsusf_uniform_acu_acc2_co.paa"\
};
class CfgVehicles
{
class rhsusf_army_acu_oefcp_uniform;
class Third_ACU_OEFCP_PV2_Uniform: rhsusf_army_acu_oefcp_uniform
{
uniformClass="Third_ACU_OEFCP_PV2";
ACU_OEFCP_RANK_UNIFORM(PV2);
};
};

PROgramming
isnt that incredibly inefficient/ creating many draw calls?
I am committing some serious crimes here
Anyone know how to use a macro to define a classname?
#define ACU_OEFCP_RANK_VEHICLE_CLASS(RANK_UC, RANK_LC) class Third_ACU_OEFCP_PV2_Uniform: rhsusf_army_acu_oefcp_uniform\
{\
uniformClass=STRINGIZE("Third_ACU_OEFCP_" ## #RANK_UC);\
ACU_OEFCP_RANK_UNIFORM(RANK_LC);\
};
See the Third_ACU_OEFCP_PV2_Uniform, that PV2 needs to be RANK_UC
I'm actually debating of just writing a NodeJS script to generate this config for me 
Hey, im trying to reskin the scientist clothes. Whwere do i find the model so its not invisible?
why not inherit from the original class?
@idle matrix wdym?
the class of the scientist clothes
if you inherit from it you won't need to define the model
Ohh like that
Thanks
Its still invisible
class U_I_Scientist;
class scp_personell_dcSuit: U_OI_Scientist {
author = "Rainbow Studios";
scope = 2;
displayName = "Class-D Overall";
hiddenSelections[] =
{
"camo"
};
hiddenSelectionsTextures[] =
{
"\Gear\textures\dclass.paa"
};
};
This is inheriting it, this should work
remove the hiddenselections from it and test
it might be your textures are not loading right
Roger
Oh cause im redifining the hiddenselections they might be wrong
what are you packing the pbo with?
No the path is correct
Mikeros pbo thing
soo you have P:\gear\textures\dclass.paa?
Is there a way to see the post-preprocessed result? Mikero's PBOProject is giving me errors but I want to see what the file looks like after Macro expansion
Pack with pbo manager and test? haha @oak slate
Well macro expansion is done in-game, and PBOProject also does it to validate missing files and such
I pulled it through gcc with -E and no output, there everything seems correct...
Seems like Arma doesn't handle string macros that well, like someString="hello" "world" ","; is a valid C++ string but PBOProject/Arma don't seem to like that very much
I was trying dumb shit anyway hahaha
Like macros to generate classes and stuff. Actually committing crimes against humanity
But Arma is not C++ π
tru dat lmao
Yeah, but it does seem to follow the same rules when it comes to macros
Whatβs the difference between lightpoints and reflectors?
Iβm trying to add lights into a building
Light point will emit light in all directions.
Reflector will emit light in specific direction.
like someString="hello" "world" ","; is a valid C++ string its not
its 3 strings
and c++ just concats together consecutive strings, which to me is a weirdness and not normality
also thats not a macro?
Arma never said it would follow the same rules as the GCC preprocessor
what is it considered then? could never really find an answer to that question on google(or i googled it wrong)
oh. here I was thinking SQF is just used to script stuff ingame. and all the engine level stuff is c based language
for engine level stuff I am not too sure if it is SQF
I wouldn't be surprised though
So I've been trying to balance GlobMob weapons with RHS and I noticed that some RHS configs use DISPERSION_MOA macro, but I can't find where the heck is it defined (I have checked both RHS weapons and main, and CBA). Is it something built into Arma? Hmm... Deffo not a built-in thing...
Arma uses SQF for scripting and a custom config system.
I'm sure it's written in C++ and originally took some ideas from it, but as far as I know does Arma not provide an interface in a "known" programming language
