#arma3_config

1 messages Β· Page 118 of 1

hearty sandal
#

then you probably cant do anything about it

#

is broke

tacit zealot
#

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?

nocturne verge
#

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

tacit zealot
#

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

nocturne verge
#

@TF461mod\addons pbo goes here

tacit zealot
#

so you put the path in the wip directory and when you package it up it gets sorted properly in the @modfolder?

nocturne verge
#

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

tacit zealot
#

okay, I think I get it now.

regal jacinth
#

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

hearty sandal
#

I recall there was a page about editor categories on the wiki

regal jacinth
#

ah i see thank you

rough hatch
#

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?

dry carbon
#

Is there a config that makes the AI pilot of an aircraft use manual fire, like more actively, especially when there's no gunner?

hearty sandal
#

Don't think so

ruby phoenix
#

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?

untold temple
#

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

ruby phoenix
#

Alright, thanks! I will try this out

rough hatch
#

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

paper path
#

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

rough hatch
#

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

rough hatch
#

do I need to do stuff like this every time for every turret that the parent class has?class FrontGunner: FrontGunner { };

untold temple
#

what property controls if the gunner's camera view will follow where a gun is aimed when not using sights?
@rough hatch usePiP

rough hatch
#

would that be set to 2 then?

untold temple
#

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;

rough hatch
#

yep setting 0 did the trick

dreamy widget
#

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 ?

strong shuttle
#

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

dreamy widget
#

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.

strong shuttle
#

looking at the scripts, is the 2nd number the distance between the player and the object when placing down

dreamy widget
#

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?

strong shuttle
#

yup

grand creek
#

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?

strange egret
#

think its hardcoded

grand creek
#

awww 😒

#

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 πŸ€” 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.

brazen merlin
#

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

grand creek
#

ok I see, so you confirm that it's not possible to add a custom scripted panel to BI's system, right?

brazen merlin
#

not really possible. i mean, you can do certain workarounds and hacks, but bleh... is it worth the work

grand creek
#

damn what a shame!

brazen merlin
#

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

grand creek
#

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 ://

brazen merlin
#

yeh, it's once again one of these features that could be great but somewhere along the way the support was stopped

grand creek
#

what was the panel you've made btw? maybe I can borrow your panel positioning solution if you don't mind πŸ™‚ I can share details of my idea in PM if you like

brazen merlin
#

not really, sorry. it was for a cdlc project

#

also i barely remember how it worked πŸ˜„ it's been a long time since

grand creek
#

All right, well, I'll just slam it onto screen in some corner then πŸ˜„

brazen merlin
#

i think i just looked up the existing panels and copy&pasted whatever was there

opal crater
#

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

brazen merlin
#

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

opal crater
#

from what I see you can create custom panels. But I need some time for poc.

brazen merlin
#

you can in a limited way

#

i posted on the forum about it long time ago, but got no responses

opal crater
#

can you send me the link to your findings?

brazen merlin
#

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 :>

mortal sail
#

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.

untold temple
#

Yes

mortal sail
#

Gotcha. Guess I'm making more macros.

#

Any reason why it works that way?

untold temple
#

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

mortal sail
#

Alright, thank you.

stoic lily
#

@grand creek we have a custom panel for ammo display

grand creek
#

That's cool! Can I have a look?

stoic lily
#

info sent via PM

opal crater
#

I've managed to create custom panel fairly easy and it closes just fine.

#

So idk what was your issue Lexx.

brazen merlin
#

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

opal crater
#

right, yeah it does not work.

grand creek
#

eh, it's not worth for 3 people who will use my in-game device anyway πŸ˜„ 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.

opal crater
#

CfgActions

#

class UserActions in CAManBase might work.

grand creek
#

Thanks, man!

rancid sun
#

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?

grand creek
#

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.

zenith drift
#

I'm having difficulty adding a new fire mode (for use by the ai) to an existing weapon. Can anybody guide me through that?

shadow coyote
#

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

shadow coyote
#

@zenith drift Would you be able to help?

stoic lily
#

@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

sullen fulcrum
#

Hello someone from weapon 3 support who can help me please

strong shuttle
#

if we know your problem we might

sullen fulcrum
#

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
#

@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?

stoic lily
#

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

slim halo
#

What's weapon 3? @sullen fulcrum
Post a screenshot of the error message

grand zinc
#

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

slim halo
#

I thought he was referring to a mod!
spanish: arma -> weapon

grand creek
#

Arma is not only a shorthand for Armed Assault but an actual latin word

north sluice
#

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)

brazen merlin
#

dont think so. otherwise BI would probably have used that on the taru benches

rough hatch
#

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

sullen fulcrum
#

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?

simple trout
#

I'm trying to remove the armor value from my vests but nothing is working. What am I doing wrong?

strange egret
#

@sullen fulcrum yes there are, compare vanilla configs (see ^)

echo briar
wintry tartan
#

Line 11, just { is illegal

echo briar
#

Thanks!

sullen rock
#

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)

hearty sandal
#

In the wiki there is a character encoding guide which should be helpful in that @sullen rock '

sullen rock
#

can you send me the link? would be apreciated

hearty sandal
#

"BI wiki character encoding guide" <-- highlight that and hit right mouse and hit search in google, that should bring it up

rare wyvern
#

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

untold temple
#

Then it's probably inheriting the muzzle slot and magazineWells from something else

rare wyvern
#

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

hearty sandal
#

running any other mods?

rare wyvern
#

nope

hearty sandal
#

then its your config somehow

cold radish
#

would you mind having a glance over the config HG?

#

if razor put it on pastebin

hearty sandal
#

if not me then perhaps someone else can

cold radish
#

thanks

rare wyvern
rough hatch
#

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

rare wyvern
#

ok somehow my problem fixed itself idk how but well thx anyways ^^

hot pine
#

@rough hatch hideProxyInCombat = 1

rough hatch
#

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

rare wyvern
#

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 ?

rough hatch
#

you need to have a bipod memory point in your gun

rare wyvern
#

oh ok thx

rough hatch
#

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

rare wyvern
#

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.

hearty sandal
#

you make separate animation for prone

#

in prone position

junior folio
#

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?

hot pine
#

distance between wheels influences simulation

junior folio
#

would that cause such a drastic change?

hearty sandal
#

if the tanks are not the same then same configs will not work the same way

junior folio
#

or will i have to make a new physx config for the new one?

hot pine
#

it seems size of the wheel is also different?

#

in any case, yes, you would to adjust damping values for that 2nd tank

#
  • MOI
junior folio
#

ok, thanks for the help

jolly igloo
#

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)

hearty sandal
#

no

jolly igloo
#

Aww okay, I'm guessing this is due to a vehicle like that needing to be a seperate model?

hearty sandal
#

yes

median zealot
#

One message removed from a suspended account.

limber citrus
#

isnt the female faces thing a mod? @median zealot

median zealot
#

One message removed from a suspended account.

#

One message removed from a suspended account.

limber citrus
#

If you want to post a picture you have to upload it to a website like imgur and post the link here @median zealot

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.

slim halo
#

@median zealot Maybe they have: disabled = 1

median zealot
#

One message removed from a suspended account.

slim halo
#

Didn't you say faces from one mod don't appear there?

#

That's what "hides" the faces from arsenal

median zealot
#

One message removed from a suspended account.

slim halo
#

Or it could be "access"

median zealot
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

slim halo
#

per faction faces are related to cfgIdentities

median zealot
#

One message removed from a suspended account.

mortal sail
#

@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?

untold temple
#

Yes, rhs_main_loadorder, rhsusf_main_loadorder etc. etc.

mortal sail
#

Danke

sullen fulcrum
#

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?

hearty sandal
#

it probably is not accessible in any way

sullen fulcrum
#

Although likely, was worth a shot. Thank you.

rough hatch
#

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

untold temple
#

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

rough hatch
#

the magazines aren't single shot though

#

I'm talking about time between individual shots

untold temple
#

I have a single shot cannon
@rough hatch sounded like you'd set it up with 1 round mags

rough hatch
#

single shot as in, it takes time to load each shot

#

like a tank gun

hot pine
#

ReloadTime is defined fire mode

rough hatch
#

where all the modes have reloadTime=3;
yes I know

untold temple
#

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

rough hatch
#

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

violet mica
#

hello, can I somehow overwrite a class from another config? for example:
class 500Rnd_65x39_Belt; class 500Rnd_65x39_Belt: 500Rnd_65x39_Belt; { ...stuff... };

strong shuttle
#

You can by inhering the parent class of whatever you want to extend/overwrite.

violet mica
#

That worked, thanks!

gritty rune
#

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?

rare wyvern
#

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 ?

gritty rune
#

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" };

visual axle
#

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"};
hearty sandal
#

you would need to check each of those mods

rough hatch
#

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

brazen merlin
#

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

untold temple
#

Is it using a door source or user source?

brazen merlin
#

user source

#

i also tried door source, but same effect ... no effect. works in debug console, tho

untold temple
#

Did you try statement = "this animateDoor ['ramp', 1]"; when it was configured as a door?

brazen merlin
#

yes

#

i don't get it, because vanilla actions are doing exactly the same statement = "this animateSource ['Beacons',1];";

hearty sandal
#

have you tried some debug command

#

like "hint = ""test"""

brazen merlin
#

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

hearty sandal
#

it should work yes

untold temple
#

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

hearty sandal
#

could also try with ""HatchL_rot""

#

incase some horsepoopery

brazen merlin
#

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

untold temple
#

Is the same source used as animationSourceHatch for a certain crew position?

brazen merlin
#

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

brazen merlin
#

hm now i just have to figure out how to add sound to it

untold temple
#

In the anim source sound = ##CfgAnimationSourceSounds class## and soundPosition = ##mem point##

brazen merlin
#

oh nice

vagrant pulsar
#

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

strong shuttle
vagrant pulsar
#

Thanks!!

#

Ur a saint

paper path
#

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

untold temple
#

Are the crew units for those vehicle classes of the appropriate side too?

paper path
#

yeah. i figured out one of the issues. however, its not fixing my missing turrets though

#

tbh i probably should just rewrite everything

rare wyvern
#

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.

paper path
#

@untold temple, crew was incorrect due to a mod update (not mine). changing it worked. thanks

rough hatch
#

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

untold temple
#

AFAIK they all shoot from the same point, just they use class GunParticles per-weapon to move the visual effects

rough hatch
#

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

hearty sandal
#

@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):

rare wyvern
#

@hearty sandal and in which class do I need to define this exactly is it under States in CfgGesturesMale or somewhere else ?

hearty sandal
#

dont have the config open anymore. Id recommend getting the all in one config dump file for easy searching

rare wyvern
#

well thx allot ^^

rare wyvern
paper path
#

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

strong shuttle
#

requiredAddons will make sure a mod is loaded, otherwise you'll need a script to check for CfgPatches entries.

hearty sandal
#

you cant fit compatiblity for all mods in one config

#

you will need separate configs for that

paper path
#

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.

echo ingot
#

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

hot pine
#

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

winter rain
#

If the timeToLive is short, does the AI increase its shooting range automatically or will it try to fire anyway and will hit nothing?

hot pine
#

I think AI will not fire at the target

untold temple
#

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

winter rain
#

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 😜)

rare wyvern
hot pine
#

@rare wyvern use "A3_Data_F_Oldman_Loadorder" instead "weapons_f" in requiredAddons

rare wyvern
#

@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 .

hot pine
#
/*external*/ class RifleBaseStandActions;
/*external*/ class RifleProneActions;
/*external*/ class RifleReloadProneBase;``` that doesn't exist in core cfg
#

do those external calls from proper place

hearty sandal
#

means there is something more fundamentally wrong. Ah that would explain it

#

your moves config inheritance is not right

hot pine
#

RifleBaseStandActions is part of Actions inside CfgMovesBasic

rare wyvern
#

thx xD that was a bit stupid ^^ of me.

hot pine
#

RifleBaseStandActions is part of Actions inside CfgMovesBasic

#
    class Actions
    {
    /*external*/ class RifleBaseStandActions;
    /*external*/ class RifleProneActions;```
rare wyvern
#

if I move RifleProneActions as a inherit into Actions I get a duplicated class error.

hot pine
#

then remove it

#

why did you made that external class reference in first place?

rare wyvern
#

well I have removed it it packed but well the problems are still there ^^

hot pine
#

what problems?

rare wyvern
#

well after i press r it locks everything I cant move anyomore it doesnt play any animations.

hot pine
#

can you paste your config now?

rare wyvern
hot pine
#

do you have any errors now?

rare wyvern
#

no errors just that bug

#

where I cant reload an everything is stuck

vagrant pulsar
#

Hey, i want to make an ACE heal item that heals everything, how would i do that? Is there anb ace config wiki?

rare wyvern
#

@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.

hot pine
#

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

rare wyvern
#

ok Rpt doesnt give me any clues at all

hot pine
#

can you share it?

rare wyvern
#

sure

hot pine
#

is this rpt from version with weapons_f as required addon?

rough hatch
#

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?

rare wyvern
#

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
#

so this one is with which required addon?

rare wyvern
#

A3_Data_F_Oldman

hot pine
#

is that on purpose?
NH_LRV41_Reload = "RifleReloadProneAKM";

rare wyvern
#

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

hot pine
#
        {
        };```
#

try somethings like this

#

to rule out animation error

rare wyvern
#

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 .

hot pine
#

worked before?

rare wyvern
#

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 ?

hot pine
#

use this code

#

gtg so good luck with it πŸ˜‰

rare wyvern
#

well thx for the help^^

brave prairie
#

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?

hearty sandal
#

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

idle matrix
#

is it possible for vehicles to have multiple reverse gears?

hearty sandal
#

id wager no,but not sure

brave prairie
#

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?

hearty sandal
#

then you dont have the modding tools/environment set up at all

brave prairie
#

nosir

hearty sandal
#

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)

rough hatch
#

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

grave steppe
#

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.

untold temple
#

@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

grave steppe
#

Hmmm maybe

untold temple
#

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

grave steppe
#

Yeah i understood that much.

vagrant pulsar
#

How do i make a prop have inventory space?

#

Like, i want to be abke to store weapons in it

hot pine
#

maximumLoad = 9000

vagrant pulsar
#

FR? Thats all?

#

I just out that in my object class?

hot pine
#
        supplyRadius                = 4;
        memoryPointSupply            = "supply";``` you might need those parameters too
#

memoryPointSupply is a memory point from which supply action is available

vagrant pulsar
#

So i need to add a memorypoint i assume

hot pine
#

yes, although I'm not sure if empty param would mean that inventory action is available from center of the model

vagrant pulsar
#

Ill see if it works thx

#

How do i give it the correct name? Or does that not matter @hot pine ?

hot pine
#

?

vagrant pulsar
#

The memoruy point

hot pine
#

you are defining name

#

it need to be same in config and model

vagrant pulsar
#

Yes i know, but how do i give it the correct name in the model? Just name the vertex supply or?

untold temple
#

yes

vagrant pulsar
#

Okay thx

untold temple
#

in object builder anyway, no idea how it works in blender

#

think it's based on vertex groups there

sick zephyr
#

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

hot pine
#

airlock = 0

sick zephyr
#

thanks πŸ‘ŒπŸ»

stoic lily
#

be aware that AI still gets confused by air units (taking away attention vs lower prio targets)

jovial tapir
#

@regal gate Okay, so what specific items would point me in the right direction towards accomplishing the overrides?

regal gate
#

IDK, I don't do configs πŸ˜„

#

but maybe pals here know the stuff

jovial tapir
#

Nice! That'll get me started

#

appreciate it

regal gate
#

my pleasure! GLH"F" πŸ™‚

jovial tapir
#

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.

winter rain
#

@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

vagrant pulsar
#
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)

hearty sandal
#

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

vagrant pulsar
#
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

hearty sandal
#

@vagrant pulsar B_MRAP_01_base_F no such thing

vagrant pulsar
#

Huh? Cause the heli has that and it does exist

hearty sandal
#

well you cant just invent one that looks like it works

vagrant pulsar
#

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

hearty sandal
#

check again

vagrant pulsar
#

K, brb

#

Thx for the help btw

hearty sandal
#

also you have B_ and M_there

#

though Id wager neither are right

vagrant pulsar
#

Ah lol, its MRAP_01_base_F

#

No B

#

Hmm now it says result code=1

#

This is my code

hearty sandal
#

what says code 1?

vagrant pulsar
#

@hearty sandal AddonBuilder

hearty sandal
#

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

vagrant pulsar
#

Tried that, no luck

hearty sandal
#

what does it tell you?

#

PboProject should be able to tell you what the problem is

#

@vagrant pulsar

vagrant pulsar
#

It says no error, ill try again tomorrow. Thanks for the help

vagrant pulsar
#

K i got a config to work

#

Now its just a pathing error or something

#

β€œCannot load \vehicles\textures\MTF_Hunter.paa\”

#

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?

hearty sandal
#

you should make your mod folder stucture better

#

modtag_vehicles\ yaddayaddayadda

#

and you are packing the mod from P:\ drive right?

vagrant pulsar
#

Tf is p:drive lol

#

I have a c drive

hearty sandal
#

:L

#

ffs

vagrant pulsar
#

Ohno

#

Is that bad?

hearty sandal
#

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

vagrant pulsar
#

Ahh

hearty sandal
#

which is why it is best practice to use it

#

P:\path\to\thing.bla reads in engine as \path\to\thing.bla

vagrant pulsar
#

So in the p drive i justmake a @mod folder?

hearty sandal
#

no

vagrant pulsar
#

K lemme get the wiki

hearty sandal
#

just run the setup stuff first

#

and no the P drive from Armatools setup is not what you want

#

use the PMC guides

vagrant pulsar
#

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

hearty sandal
#

yes but you dont need to have the @ in the name

vagrant pulsar
#

Rog

hearty sandal
#

for example Arma 3 data starts at P:\A3\theRestOfTheStuff

#

and it gets unapacked there when you do the setup

vagrant pulsar
#

Yeah its doing that rn

#

Happy that ive got an ssd πŸ˜‚

hearty sandal
#

it does help

vagrant pulsar
#

Mounting it on the work drive ffixed the issue. Huge thanks @hearty sandal

#

Just need to import the wheel texture

nimble sequoia
#

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?

brazen merlin
#

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 :>

stoic lily
#

@winter rain almost 100% that threat[] = {1,1,0}; doesnt help to make AI ground units completely ignore air units

#

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))

hot pine
#

@stoic lily did you set threat on airplane to {0,1,1} ?

rough hatch
#

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?

stoic lily
#
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};

hot pine
#

@rough hatch yes, it's "working"

#

there are some issues with getting out of water or AI

rough hatch
#

the changelog said "requires configuration first", is there any documentation on what that configuration is? or is it just the same as wheeled vehicles?

hot pine
#

same as wheeled

rough hatch
#

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

hot pine
#

rhs doesn't have scripted solutions

rough hatch
#

so the ones in RHS are just using the "fixed" engine functionality for it?

hot pine
#

yes

rough hatch
#

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

winter rain
#

@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. πŸ€·β€β™‚οΈ.

hot pine
#

They seem to turn normally in RHS - I've tried it on BMP1 at least

stoic lily
#

@winter rain ok. as said the issue is not engaging/firing but getting distracted

sullen fulcrum
#

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;
};
hearty sandal
#

What exactly are you trying to achieve with messing with the RHS config?

sullen fulcrum
#

I'm not? I'm trying to call on the turrets so that I can put individual units in there with gunnerType

hot pine
#

as always, I recommend to take a look at how its done in GREF

#

rhsgref_c_vehicles_ret

sullen fulcrum
#

Thank you!

meager torrent
#

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.

grand zinc
#

addons folder with mods inside?

#

origin not found means 0 pbo's found, doesn't even get to the config

meager torrent
#

okay, if i put the pbo into ace addons, it works. so my folder structure is broken.

meager torrent
#

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

rare wyvern
#

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

neat canyon
#

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

winter rain
#

@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.

neat canyon
#

Alright mass is fixed and geometry is fixed again

#

now the action doesnt even pop up

winter rain
#

You did memory?

neat canyon
#

yeah

#

trigger and axis

winter rain
#

You did model.cfg?

neat canyon
#

yep

#

ill upload it and the config so you could maybe check it?

winter rain
#

You pack with pboProject?

neat canyon
#

yep

#

no errors

#

i probably fucked something up with code on the model or config

winter rain
#

Just try to check with the arma 3 test house sample. If you cant get it, call me here

rare wyvern
#

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.

winter rain
rare wyvern
#

its about the Config not the Animation itself

winter rain
#

Ye but animation makers do have to configurate their anims too and probably someone is able to help with an example

rare wyvern
#

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.

winter rain
#

In the arma 3 samples arent any documentations / examples about such anims?

rare wyvern
#

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 😦

neat canyon
#

@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

winter rain
#

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

neat canyon
#

it is the same name

winter rain
#

can you pastebin your config and model.cfg?

neat canyon
#

sure give me a sec

#

thanks for the help btw

winter rain
#

what is componentxx?

neat canyon
#

Its the rest of the components

#

Im just trying to get the first door to work for now

#

Which is Component07

rare wyvern
#

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

winter rain
#

just name all like this "gdoor01","", and the last one "door14","" (last one doesnt have a ( , )

neat canyon
#

I thought geo had to be named Component01, etc

winter rain
#

and your door7 has // in front, line 20 so its not active

rare wyvern
#

I thought geo had to be named Component01, etc
@neat canyon just make a new selection do not rename the Component parts .

neat canyon
#

Gotcha

#

Do i necessarily need fire geometry on the p3d?

winter rain
#

line 10 - line 35 is inactive with this //

neat canyon
#

Like doesnt geometry do the fire geometry job too? Haha

winter rain
#

yes it does

neat canyon
#

If im gonna use the same thing for geo and fire geo does it matter if i have fire geometry in the p3d?

rare wyvern
#

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.

winter rain
#

better to make geometry, firegeometry and viewgeometry lods, even for windows etc

neat canyon
#

Alright thanks!

winter rain
#

cfgModels sections "gdoor01","", make to "gdoor01","" (last one doesnt have a ( , )

#

btw in cfgModels sections can be empty

neat canyon
#

alrighty

winter rain
#

sections in cfgModels are used for switching textures like damaged windows etc

brazen merlin
#

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

rare wyvern
#

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.

winter rain
#

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

rare wyvern
#

@winter rain do you know the difference between CFGGesturesMale and CFGMovesMaleSDR?

winter rain
#

i dont have a clue about any character animation stuff in arma 3 yet '^^

grand zinc
#

@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?

hearty sandal
#

@rare wyvern gestures config is the gestures, moves config is the moving etc animations

meager torrent
#

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
#

@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.

untold temple
#

@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

hearty sandal
#

@rare wyvern πŸ‘ good to hear. Can you summarize what was the problem? It could help someone else who come here with same problem

rare wyvern
#

@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

hearty sandal
#

πŸ‘

rare wyvern
#

@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

hearty sandal
#

thee samples have those at least

rare wyvern
#

Nighthawk tried to use those they dont build at all

fair hearth
#

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

north bronze
hearty sandal
#

@rare wyvern I dunno what else I could show about the configs. The samples are what mine are based on.

cold radish
#

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

hearty sandal
#

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

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?

hearty sandal
#

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

rare wyvern
#

no he is packing them directly into the Arma 3 Addons folder i told him to do so since its easier

hearty sandal
#

arma 3\@yourmod?

rare wyvern
#

Arma3@yourmod ye

hearty sandal
#

or arma 3\@yourmod\addons

#

as the latter would pack them to addons\addons

rare wyvern
#

noo in the @ folder

#

not into a sub folder

cold radish
#

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)

hearty sandal
#

thats the path you have in pboProject?

cold radish
#

G:\steamGames\steamapps\common\Arma 3@nfa

#

thats the PBO project path

hearty sandal
#

alrighto

#

so whats in the nh_lrv41 folder?

hearty sandal
#

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?

cold radish
#

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

hearty sandal
#

also make sure you dont have some old pbos in the addons folder being loaded

cold radish
#

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

hearty sandal
#

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

rare wyvern
#

Horrible do you have a link to the mikero tutorial to set up the P drive ? so we might try that next

hearty sandal
#

not on me. PMCwiki has tools setup guide for tools and P drive

cold radish
#

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

hearty sandal
#

and Armadocs has one as the starting point of terrain building

rare wyvern
#

oh perfect you said PMC totaly forgot it was there that helped xD

cold radish
#

that addon built perfectly and the error did not occur, this really raises more questions than it answers

hearty sandal
#

if you use notepad++ you can run a "find in files" on your P drive for that path

#

for filetypes *.cpp *.p3d *.hpp *.rvmat

cold radish
#

scanned the whole file, the word equip doesnt even come up

#

sorry whole file directory*

rare wyvern
#

we fixed it it literly was a\ that wasnt there 😦

cold radish
#

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 salute

crimson frost
#

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.

hearty sandal
#

@cold radish @rare wyvern πŸ‘Œ

north bronze
#

is there a easy way to test my addon with out having to pack it to pbo every time?

hearty sandal
#

filepatching and mergeConfig perhaps

#

not perhaps the simplest stuff to set up but can be helpful

crimson frost
#

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

hearty sandal
#

mergeConfig is mechanic to realod configs live in game

#

wiki has more about that

crimson frost
#

thank you ill look into it

hearty sandal
#

Although if you are new, you should probably not be trying to shortcut things just yet

crimson frost
#

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

hearty sandal
#

Id recommend using Mikeros PboProject to pack so it can catch errors for you before you put them in game

crimson frost
#

will do

hearty sandal
#

PMCwiki has steps to install the Arma3tools and P drive along with mikeros toolset

crimson frost
#

appreciate the guidance

rare wyvern
#

@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.

north bronze
#

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?

hearty sandal
#

@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

north bronze
#

at @RTG_AWACS\addons\RTG_AWACS in my addons folder

hearty sandal
#

thats on P?

north bronze
#

ofcourse, packet in pbo

hearty sandal
#

that does not work

north bronze
#

how? that is what the wiki says

hearty sandal
#

check any mod you have installed

#

the mod.cpp is in their folder

#

paste the page to wiki

rare wyvern
#

@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

north bronze
#

"Arma 3\Splendid Mod\mod.cpp" So I am not even supoused to put on addons?

hearty sandal
#

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

north bronze
#

so were is it supposed to be placed?

hearty sandal
#

do you have any mods installed?

#

from workshop?

north bronze
#

no

#

only my

hearty sandal
#

you have not subscirbed to any mod?

north bronze
#

yes, they are downloaded

hearty sandal
#

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)

north bronze
#

yes i can see they

hearty sandal
#

so open up one of the mod folders there

#

what do you see

north bronze
#

the mod.cpp and meta.cpp

hearty sandal
#

there you go

north bronze
#

so its supoused to be outside the pbo and inside the @?

hearty sandal
#

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

rare wyvern
#

ok thx ^^

#

@hearty sandal that is correct tho can there be anything else to stop it from working ingame ?

hearty sandal
#

at least those I remember off the top of my head

#

does it not show up at all or is it always visible

rare wyvern
#

theres one more in the model config which is correct also

#

it doesnt show up

#

at all

hearty sandal
#

try different proxy

rare wyvern
#

well I only know the MK20 one hich is a different one ?

hearty sandal
#

the A3 muzzleflash proxes are somewhere in your P:\A3

rare wyvern
#

ok if I use another one it doesnt even show up in Bulldozer

hearty sandal
#

did you select it through the dialog?

rare wyvern
#

ok now it works idk why it didnt before

#

ok that doesnt work just changing the Proxie

north bronze
#

@hearty sandal Got that working now, thanks.

hearty sandal
#

πŸ‘Œ

neat canyon
#

@rare wyvern @winter rain I fixed everything you guys said and doors still dont work lol

#

Could somebody tell me why are my doors not working redchain

hearty sandal
#

whats the name of your p3d?

#

and does the animations work in buldozer?

neat canyon
#

sheriffsoffice

#

i have not checked and don't really know how to check in bulldozer lol

hearty sandal
#

πŸ™ˆ

#

enter changes selected animation source, mouse wheel changes the animation phase

neat canyon
#

dont think it works there either, the textures don't even show up but do in game lol

hearty sandal
#

no lol man

#

no lol

neat canyon
#

I haven't used bulldozer for almost anything ngl

hearty sandal
#

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?

neat canyon
#

yep

#

my project is in my P drive too

hearty sandal
#

your OB settings might be missing P:\ as texture path

neat canyon
#

Yeah it's that lol

#

I erased it

#

when I press enter it only says Anim

hearty sandal
#

then your model.cfg is not connecting with your p3d

#

and somewhere there lies the problem why your animations dont work

neat canyon
#

the model.cfg has to be in the same path/folder as the model right?

#

It was in another folder

hearty sandal
#

in the same folder yes

neat canyon
#

It works

#

everything works

#

thanks so much

#

lmao

hearty sandal
#

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

neat canyon
#

Got everything working but when I try to open a door with an animated handle it gives me this error

#

The door and handle animate fine on Bulldozer btw

hot pine
#

you are using incorrect syntax

hearty sandal
#

Also ladder memorypoints must have a little offset.

timid shore
rare wyvern
#

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 ?

untold temple
#

Light sources will begin turning off automatically once a certain number is exceeded - dependant on user's graphics settings

rough hatch
#

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?

untold temple
#

timeToLive detonates the rounds IIRC

rough hatch
#

it seems to just delete them

hearty sandal
#

youll need submunition

rough hatch
#

oh so timeToLive sets off the submunition?

untold temple
#

He might mean using using the submunition triggerTime parameter

rough hatch
#

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?

untold temple
#

yes, though I believe triggerDistance is the distance to the target not the distance from the firing point

rough hatch
#

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?

untold temple
#

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

rough hatch
#

how does the deflecting property work? what would I set it to make the ammo not deflect as often?

untold temple
#

set it to 0. IIRC it's the maximum angle the ammo will be able to deflect by

hearty sandal
#

@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

sullen fulcrum
#

Thanks for missing the point, and providing 0 help

hearty sandal
#

the scenario is not beliavable Im afraid. Maybe if you had your own music first it would be different matter.

sullen fulcrum
#

Just tell me at first, what would I get out of posting those songs?

hearty sandal
#

probably nothing. but that does not stop other people breaking the rules nevertheless

rough hatch
#

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; }; }; }; };

idle matrix
#

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

rough hatch
#

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

hot pine
#

do you have some example?

rough hatch
#

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

hot pine
#

import thing is for any config - it will be part of 2.02 stable

#

only exception would be turrets but all of them are using inheritance for a reason

rough hatch
#

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?

hot pine
#

no

grand zinc
hot pine
#

awww 😦

grand zinc
#

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

rough hatch
#

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?

hot pine
#
{
    class TransportPylonsComponent
    {
        class pylons
        {
            class pylon1
            {
                yourchange=1;
            };
            class pylon2
            {
                yourchange2=1;
            };
        };
    };
};```
#

or do you want to make changes in new classes?

rough hatch
#

and this will inherit all the parts of those sub-classes properly?

hot pine
#

if you are doing those changes in existing class then yes

#

if you are creating new class then no

rough hatch
#

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?

hot pine
#

could you post example and exactly what you want to do?

vagrant pulsar
#

How do i define an icon for a vest?

rough hatch
#

basically I'm trying to add versions of the RHS hueys that have access to more pylons

vagrant pulsar
#

I have a paa which i want as icon, but idk how to

#

i have

icon = "\Gear\icon\icon.paa";
#

Its the correct path

hot pine
#

and you want to add those extra pylons to existing pylons or only to a new variant (aka class)

#

?

rough hatch
#

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

hot pine
#
{
    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;
                };
            };
        };
    };
};```
rough hatch
#

oh ok

#

I will try that

hot pine
#
                class pylon1;
                class pylon2;``` if this doesn't work you can also try
            class pylon1 {};
            class pylon2 {};```
rough hatch
#

won't that second one just make pylon1 and pylon2 empty?

hot pine
#

not really

rough hatch
#

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

hot pine
#

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

rough hatch
#

does this all perhaps work differently inside turret classes?

hot pine
#

but if there was no inheritance in first place, you can add stuff to that class

rough hatch
#

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

hot pine
#

yes, turrets are working bit differently

rough hatch
#

that's what confused me then

hot pine
#

it's not making that class blank but it just tells engine that those classes shouldn't be evaluated

rough hatch
#

I think I understand now

hot pine
#

beside turrets, I think also eden attributes behave this way

oak slate
#

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?

hot pine
#

it's not going to work on characters - name plats like that cannot be animated

#

you can always GM like system with multiple selections

oak slate
#

GM like system?

strong shuttle
#

multiple hidden selections and use a script to set each letter (texture) on that selection

#

which obviously requires customized models which support that

vagrant pulsar
#

How do i give a vest more space?

strong shuttle
#

modify the containerClass in the config of the vest to once which has more room

vagrant pulsar
#

Thanks

#

Its set to supply 100...

#

I found the wiki nvm

oak slate
#

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

#

tl;dr I want the RHS army uniform in ACE/BIS arsenal with the rank patch pre-applied

oak slate
#
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?

idle matrix
#

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

oak slate
#

Oh, so I still need to include the other OEF-CP textures in hiddenSelectionsTextures?

idle matrix
#

I think the issue is you blocked those textures by not including their hiddenSelections

oak slate
#

Yeah that totally makes sense, how would I keep the default rhs ones though?

idle matrix
#

but yeah I'd just copy the full hiddenselections and hiddenselectionstextures arrays from what your inheriting, and add in your custom little tag thingy

oak slate
#

Hmm, that is a solution yeah

#

there's no "add" instead of replace?

idle matrix
#

I don't think so with these sorts of arrays

oak slate
#

dang alright, thanks for the insight!

#

ahh shit, now I need to have rhs unpacked in my P drive I guess

idle matrix
#

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

oak slate
#

hmhm

idle matrix
#

also I do not know if the hiddenSelections are actually called camo1 and camo2, those are just examples

oak slate
#

yeah they're correct

#
hiddenSelections[]={"camo1","camo2","camo3","identity","flag","insignia"};
idle matrix
#

missed two but close enough

hot pine
#

So you want to change camo3?

oak slate
#

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 feelsbadman

oak slate
#

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);
    };
};

kekw

#

PROgramming

strange egret
oak slate
#

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 kekw

vagrant pulsar
#

Hey, im trying to reskin the scientist clothes. Whwere do i find the model so its not invisible?

idle matrix
#

why not inherit from the original class?

vagrant pulsar
#

@idle matrix wdym?

idle matrix
#

the class of the scientist clothes

#

if you inherit from it you won't need to define the model

vagrant pulsar
#

Will try thanks

#

Do i need to import the config for that?

hearty sandal
#

reading time

vagrant pulsar
#

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

hearty sandal
#

remove the hiddenselections from it and test

#

it might be your textures are not loading right

vagrant pulsar
#

Roger

hearty sandal
#

that path does not look valid full path

#

unless you have very bad folder structure

vagrant pulsar
#

Oh cause im redifining the hiddenselections they might be wrong

hearty sandal
#

what are you packing the pbo with?

vagrant pulsar
#

No the path is correct

vagrant pulsar
hearty sandal
#

soo you have P:\gear\textures\dclass.paa?

oak slate
#

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

neat canyon
#

Pack with pbo manager and test? haha @oak slate

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

strong shuttle
#

But Arma is not C++ πŸ˜‰

neat canyon
#

tru dat lmao

oak slate
#

Yeah, but it does seem to follow the same rules when it comes to macros

neat canyon
#

What’s the difference between lightpoints and reflectors?

#

I’m trying to add lights into a building

strong shuttle
#

Light point will emit light in all directions.
Reflector will emit light in specific direction.

grand zinc
#

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

sullen fulcrum
idle matrix
#

it is SQF

#

which is very similar to C++ but not actually C++

sullen fulcrum
#

oh. here I was thinking SQF is just used to script stuff ingame. and all the engine level stuff is c based language

idle matrix
#

for engine level stuff I am not too sure if it is SQF

#

I wouldn't be surprised though

lone lion
#

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...

strong shuttle
untold temple
#

@lone lion It's defined in a root .hpp file we have in our internal project folders for defining all the commonly-used various macros we use across several different rhsFACTION_c_###.pbo addons

#

All it does is convert MOA values to radians