#arma3_config
1 messages ยท Page 120 of 1
Hey, quick question- for planes and helicopters, what config entry controls thermal/radar visibility? I'm looking to make a stealth helicopter that's basically invisible to radar/AA for story purposes, but can't for the life of me figure out how to change it
It'd be AirTarget and GroundTarget, right?
https://community.bistudio.com/wiki/Arma_3_Sensors_config_reference
No, that's the range of the vehicle's own sensors
radarTargetSize is how visible a vehicle is to a radar sensor
Outstanding! Thanks a ton
Any idea if it's possible to change it for IR/visual/etc sensors?
Nvm, found an article on the Biki that explains it
Thanks a ton for getting me on the right track
@teal sluice could be via unitInfoType = "RscUnitInfoTank"; in cfgVehicles/defined in RscInGameUI
do i just add gunnerType = "Class"; or is it more to it than that?
is my driver for my APC being able to fire a tank round from the turret a normal thing? or did i screw up somewhere
where can I find the contents of the DMS config?
I would like to make a mod that changes the zoom values for it
please use the reply feature or tag me in response
So, if I wanted to add a new field (property) in the LeadTrack_01_F class for example, it would just be added, not overwritten (so that there's only 1 field remaining), yes?
alright so how do i randomize my crew in a for a vehicle
Good morning all - anyone ever set this "washDownStrength / washDownDiameter" I'm trying to get it set to a realistic Chinook Helo strenght, but I need to understand it first. Thank you!
is there a way to hide a pylon weapon on a vehicle model when the actual pylon is empty? IE removing the missle model from the rack. ive been looking around the configs and im not sure what im missing
edit - figured it out. sharing for otheres if needed. had to use source="pylonIsEmpty.1"; for hiding the pylon weapon
is there no way to force pylons to go be set for gunner? ive tried turret[] = {1}; and turret[] = {0};. it just auto sets back to commander no matter what i do
Turret path maybe isn't correct
idk
ive been screwing with this since last night with no luck
i have primarygunner = 1; for my main turret as well
Hi everybody.
I'm searching where i can find the RscStandartDisplay.hpp of arma 3 ?
I'm searching on the A3 in my P Drive, but I can't find him...
RscStandartDisplay => RscStandardDisplay
p:\bin\config.cpp
20391 class RscStandardDisplay
thx
Okey, so i search the Display for the spotlight, I think it's here. Thx a lot @stoic lily
ok so i have an issue
i am trying to retexture the chernarus police uniform
but i am new to this so i took a template from another mod
which works fine
and there are no errors on launching the game with the mod
but once i get into the game and in the arsenal
i see the uniform and hat
but they are invisible
like i just see the standard arma guy in his underwear if i select it
CfgHeadgear.hpp
class CUP_H_C_Policecap_01;
class SRB_KapMilicijaJugoslavije : CUP_H_C_Policecap_01 { //helmet classname and dependency
author = "a";
scope = 2; //dlc = the picture you see on the right in the arsenal
displayName = "Kap Milicija Jugoslavije";
hiddenSelections[] = {"camo"}; //may be more than 1 in some cases like "camo", "camo_b" i'd suggest checking this site to find out http://tikka.ws/class/index.php?b=cfgWeapons how many hidden selections the thing you want to retexture has
hiddenSelectionsTextures[] = {"milicijamod\DATA\MICIJA.paa"};
};
CfgInfantry.hpp
class CUP_U_C_Policeman_01;
//TIGAR
class SRB_UniformMilicijaJugoslavije: CUP_U_C_Policeman_01
{
scope =1;
modelSides[]={ 0, 1, 2, 3, 4, 5, 6, 7 };
scopeCurator = 0;
identityTypes[] = {"LanguageRUS","Head_Russian","Head_Euro"};
uniformClass = "SRB_UniformMilicijaJugoslavije";
model = "\CUP Units\Addons\cup_creatures_people_civil_chernarus\CUP_Civil_Policeman.p3d";
selectionClan = "";
class EventHandlers
{
init = "";
};
headgearList[] = {};
hiddenSelections[] = {"camo1","camo2","camob","insignia","clan"};
hiddenSelectionsTextures[] = {"\milicijamod\DATA\MILICIJA.paa\"};
};```
CfgUniforms.hpp
class CUP_U_C_Policeman_01;
class UniformItem;
//TIGAR
class SRB_UniformMilicijaJugoslavije: CUP_U_C_Policeman_01
{
scope = 2;
displayName = "Uniform Milicija Jugoslavije";
class ItemInfo: UniformItem
{
uniformClass = "SRB_UniformMilicijaJugoslavije";
containerClass = "Supply40";
mass = 40;
};
};```
config.cpp
#include "BIS_AddonInfo.hpp"
class CfgPatches
{
class SRB_MILICIJA
{
units[] = {"SRB_MUP_Soldier2"};
weapons[] = {"SRB_UniformMilicijaJugoslavije","SRB_KapMilicijaJugoslavije"};
requiredAddons[] = {""};
author = "a";
authorUrl = "";
};
};
class cfgWeapons
{
#include "CfgUniforms.hpp"
#include "CfgHeadgear.hpp"
};
class CfgVehicles
{
#include "CfgInfantry.hpp"
};```
@small axle if you look for vehicle HUD, check: #arma3_config message
is there any reason why to binarize config.cpp in Workshop mods? just asking, because I see it often both ways
well the difference is probably near zero for short configs
even otherwise its probably just prolongs the startup loadtime a few ms
Does anybody airFrictionCoefs in aircraft config to refer to anything in the physical sense or is it all made up to get an aircraft feeling right?
its all made up, and on top of that it even behaves weirdly (unfortunately)
from the devs: https://forums.bohemia.net/forums/topic/203793-fixed-wing-flight-model-dev-branch/?do=findComment&comment=2711771
check my post and a couple of other posts i made after that, where i experimented with it , showing the quirkiness
https://forums.bohemia.net/forums/topic/203793-fixed-wing-flight-model-dev-branch/?do=findComment&comment=2722780
can you do dual barrel cannons using gunBeg and gunEnd? ik you can do dual barrels with MG based weapons using memoryPointGun[]
no, but you could turn your cannon into bullet simulation using weapon and use memorypointGun[]
@strange egret Damn, thanks.
huh
bullet type weapons only can use memorypointGun[] method if I remember right
wonder if i could just change the values to make a slower firing MG based weapon and use the cannon shell model
you can also change the memorypoint position via animation after each shot, so it cycles between two positions (in case you already use the MG point for another weapon)
^but not on the projectile, as it will fly a while before its affected
thatll be up to the other team members. im just getting it in game for them
just a dual barreled AT style turret
bullet simulation has some disadvantages for projectiles that dont travel extremely fast
Anyone know how to change the color of plane MFDs in config? I'm working on a modified vanilla vehicle and want it to have a specific HUD color, but I can't for the life of me get it to work
I know how to use it with https://community.bistudio.com/wiki/setUserMFDValue, but not how to get that to default in the config
I've checked https://community.bistudio.com/wiki/A3_MFD_config_reference already and have tried editing Draw and Color entries, but no dice
Any suggestions?
Is there a way to turn reflectors on and off with useractions instead of L?
Custom vehicle, I am adding police lights to a vehcle
ah
The lights turn on and flash when I press L (Because they are reflectors) but I only want them to come on with scroll wheel
Id suppose it should be possible
I mean I know it is possible, I have seen it before
I just dont know how to do it which is why I am asking here
Any word on changing HUD colors? Having a really hard time here
I've already tried editing that parameter in my config, and I haven't been able to get it to change
Hmmm... didn't change it when I updated the config but I will try it again later
@rancid lotus look for user mfd values
There should be config explanation on Bohemia forums in hud topic
Question for you guys - how would I create a cfgPatch for an item that calls some stuff as init code on the item when it's spawned?
I'm pretty used to make cfgPatch for vehicles where I change a number of different vehicle parameters, skins, etc - but this time I want to apply some ACE scripts to the item. Specifically, I'd like to create an ammo box that when placed, automatically calls the following function ACE Arsenal whitelist function
Example [_box, ["item1", "item2", "itemN"]] call ace_arsenal_fnc_removeVirtualItems
Obviously I could do this from the init box in Eden editor, but to simplify things (and make it some editors/zeus can easily place down a whitelisted arsenal) how could I get this code to execute when spawned strictly via cfg?
cfgPatch? You mean CfgPatches?
What you want is a object init Eventhandler? That is not CfgPatches.
Do you have CBA? What specific classnames do you want the Eventhandler on?
Check out CBAs github wiki, under eventhandlers
You want the XEH postInit it seems
well I want to create a variant of the Bohemia equipment box available in eden editor under a category, say "My Boxes", and named "My Box". I know how to do that with CfgPatches
But what I don't understand is how to execute code specifically on that object in every instance that the object is used - so yeah a postInit sounds like the right thing
but I don't want to have to do it in the mission file
I use CBA in my modpack for other mods, but I've never personally tinkered with any of the CBA functions
can I just put an EventHandlers class in the cfg for my ammo box?
class EventHandlers: DefaultEventhandlers
{
init="[this, ["item1", "item2", "itemN"]] call ace_arsenal_fnc_removeVirtualItems;";
};
something like that?
the thing is, I need the event handler to trip when the item is spawned, either by mission or by zeus
Uh, you don't do that in CfgPatches tho? That's CfgVehicles config
Probably yeah. Never tried that. I always use CBA XEH
Yes, sorry - I also have a cfgpatches above it
But how would you use CBA XEH to get a script to execute on the object when it spawns?
Or, when it is placed
Yup, Extended InitPost is what I needed @grand zinc , thanks!
In case anyone ever wants to try it themselves... here is the code (I stripped it down to the basics for repost)
class CfgPatches
{
class My_Arsenal
{
units[]=
{
"My_Standard_Arsenal",
};
weapons[]={};
requiredVersion=1;
requiredAddons[]=
{
"My_Main",
"cba_xeh",
"rhsusf_main",
"ace_arsenal",
"ace_main"
};
};
};
class CfgVehicles
{
class Box_NATO_Equip_F;
class My_Standard_Arsenal: Box_NATO_Equip_F
{
scope=2;
displayName="Standard Arsenal";
};
};
class Extended_InitPost_EventHandlers {
class My_Standard_Arsenal {
My_Standard_Arsenal_Init = "[(_this select 0)] execVM '\My_Arsenal\Data\arsenal_init.sqf';";
};
};
how do i add preview pictures for units in the editor list?
editorPreview="\path\to\preview.jpg";
thanks
Anyone here good with CfgMoves?
@rugged halo whats the question(s)
I'm trying to implement death animations.
Dunno the best way to go about doing it, I've implemented/changed different animations already, but I don't really understand the best way to implement them. From my understanding the way it's setup now is everything with death roots back to DeadState, and it simply has a boolean for ragdoll set to 1.
iron front had custom ones. maybe even still defined in IFA3 - however in A3 you should need killedEH scripting to trigger them
Would you really need an event handler for it?
only the vehicle ones are still anims AFAIK. otherwise it should be pure ragdoll
reyhard should be able to confirm
You sure you couldn't just use https://community.bistudio.com/wiki/CfgMoves_Config_Reference#die
Or is 'die' redundant/unused now?
i would assume so
I did manage to disable ragdolls by setting the ragdoll boolean to 0 in DeadState.
maximilionus was working on something like this as well, but I don't believe it's still in development.
That's all of them? That might be useful
Thanks
Well, I've got them working just fine with DeadState, it's just a matter of figuring out the parenting.
@stoic lily
ive got the iteminfo.scope error again, how do i solve this again?
@regal jacinth wrong inheritance setup
I'm trying to animate a switch in a vehicle to either an "off" or "on" position based on the animationSource speed value threshold (10) using:
{
source = "speed";
type = "rotation";
selection = "switch";
axis = "switch_axis";
minValue = 0.00;
maxValue = 10.00;
angle0 = "rad 0";
angle1 = "rad 0.1";
};
class switch_on: switch_off
{
minValue = 10.10;
maxValue = 20.00;
angle0 = "rad 40";
angle1 = "rad 40.1";
};```
but what happens is that the switch is always in the (animated) "on" position for all speed values. Any suggestions?
(`speed` is also used in other control animations in the model.cfg through a range 0-20)
angle0 corresponds to the source phase, not the minValue
Might have to play around with phaseBeg or minPhase if they still work
Thank-you very much, I'd forgotten about the phase. Now experimenting with them in the animation but not yet seeing a result.
The solution was simple in the end. It just needs a single animation, as the switch 'stays' in position "on" for animationSource values above maxValue:
{
source = "speed";
type = "rotation";
selection = "switch";
axis = "switch_axis";
minValue = 10.0;
maxValue = 10.1;
angle0 = "rad 0";
angle1 = "rad 40";
};```
can anyone help me with this? can't load my p3d, wondering if my pathing is wrong? object builder loads my p3d fine, and I did all the rvmats
Drop f117A\addons from your path
yes sir!
Repack and try again
agreed
First folder in that path is usually whatever folder that config is in. Unless your changing something in another folder.
if someone is familiar with doing pylons on ground vehicles, i could do with a fresh pair of eyes. im still having my pylon based rockets going to the commander of my vehicle and im not sure why
Did you find the turret path yet?
expand?
pretty sure ive done the turrets right
strangely enough, its not giving my driver the truckhorn either
correction on my comment about my pylons. when i place the vic down its set to gunner. but if i chance the pylons it changes to commander
trying to change pylons through zeus doesnt work either. tells me it doesnt actually have pylons
which is weird since i can change them in eden
@stoic lily Could you give me that full file?
Turret path is determined by the order turrets are written into the config. For example If you have a gunner subturret that is a weapon station on a main turret, the path is an array. Integer values like 0, 1 etc. might not give access to the turret you were looking for
hm. i have it following the vanilla APC configs. so mainturret with commanders turret nested inside
also strange that its not wanting to let me edit the pylon in zeus
I didn't think editing pylons was a vanilla feature of zeus
zeus? does he mean 3den or zeus? It certainly is vanilla feature of 3den
Then ACE probably only adds the feature to zeus for aircraft
hm. thats actually something i didnt consider. it does say specificly that this aircraft does not have pylons
I have exposed cargo seats but the ai doesn't shoot at them, is there something i have to specify in the config and if so what is it?
no
I mean in any other vehicle
oh, not that i can see, i just thought that might be an option.
pretty sure they do, as my grenadiers just happily murderated the occupants of a csat truck
could be they just targeted the truck
I dont think passengers are in AI target list in the manual orders either
hm looks about right - though normal orders for AI are to disembark when fired upon
they shoot the driver though
just make everything personturrets then ๐
I get a log that I cannot load my CO file, but then in game it's there?
Im using hidden selections to load my textures, idk if that's the right path?
verify the path in all RES LODs
How would I go about doing so?
How do I run the script? is there something in object builder that does so?
this is from command line
win+r, cd /d "pathToo2scriptFolder"
O2Script.exe -a O2Scripts\LogTextureAndMaterialsAllLODs_CmdLine.bio2s p:\test\name.p3d
G'day all, I'm looking for a config for the LoW Van to use in my mod. I have done some searching, but most of what i have found is fragmented. If any1 can direct me to where i can get the full config or reply here/msg me with one would be great. TIA
i have made several custom faces in arma that work perfectly well, however i'd like to put them in my mod, how would i go around defining them etc.
cfgFaces root class probably
So does mikeros tools pretty much extract all of arma 3's data and mounts it to a virtual drive? how does this differ from what arma 3's vanilla p drive mount?
mikero's tools as in the Arma3p
it extracts all of it and not just parts and the mounting method is more simpler and seems to work better with Win10
win 10 and arma tools have some problems with file access permission stuff that causes some tools have problems reading the mounted P drive
i am working on a config for an uniform retexture
and i have 1 issue
for some reason it randomly selects the cup anorak for the model of the uniform?
possibly your config inheritance is wrong or you have a typo somewhere
Hi!
Can anyone give a tip on how to implement the "rhs_deployedHandAnim" in a non RHS weapon (it's dependend of RHS of course)? There's no documentation on RHS website.
Thx!
@slow cypress you can use pastebin.com to paste the config and link it here
what about picture tho
only the folks from RHS can do that @dry plover
@slow cypress imgur or guazo or even paste on your own discord sever or friend chat and copy the link here
well are you sure you have edited correct texture to begin with?
yea because the cap does work
and when i do a settexture thing on the unit i tried to edit it gets the right uniform
so i think im doing something wrong with camo or something
hiddenSelections[] = {"Camo", "insignia"};```
like this stuff
you should inherit those
like that exact line?
it targets specific clothing parts or something
i dont know
im new to this
i only added the "Camo" thin g
thing
aaaaaaaaaaaa damnit
when i make a mission file and put the .paa file in the mission though
and put this in the normal police officer unit c++ this setObjectTexture [0,"milicija.paa"]; this setObjectTexture [1,"milicija.paa"];
then it looks like this
im clueless
how are you packing the pbo?
and you should not be adding anything to the hiddenSelections Array
it must stay the same as in the original model
me neither
its so weird
like the references to the other uniforms are correct and everything
and i dont know why it randomly selects the anorak uniform model
im just confused
@dry plover requires adding a weaponInfoType with the function call for rhs_fnc_handle_mg also
humm, I will take a look, thank you
@untold temple Worked perfectly. Thanks again ๐
basic question, still learning the basics.. once i make the Config.cpp with my CfgFunctions class... how do i pack it? with Addon Builder?
Yes
Keep in mind that you also need a CfgPatches in your config
And you can set the pbo prefix in the addon builder options
The CfgPatches can be empty i guess
Oh ok, now I understand ๐
CfgPatches is like a header for the addon, so it has the version, dependencies..
No-no.
You need to have your class, and requiredAddons
Every config needs a CfgPatches entry
ok... the config did compile but funny enough, the sqf were not copied into the pbo somehow
the functions appeared on eden, but blank
opened the pbo and there was no sqf
Probably the oath being wrong
What path did you use in cfgFunctions, where is your sqf, and what prefix did you configure in addon builder
the file is at the root of the addon folder, so next to the config.cpp
on addon builder, I haven't configured the paths, as it says it will compute it automatically
Correct. but if you let it do it automatically. You have to also enter the correct, automatically computed path in your CfgFunctions.
And any user can change the auto computed path and break your addon
So leaving on auto is generally a bad idea
hmmm okay
Your config.cpp will be at the path
\prefix\config.cpp
Same as your sqf file is.
If you don't set a prefix, it will be your pbo filename
But every user could rename it, change the prefix and cause your scripts to not be found

I'll try to configure the Addon prefix... but I don't get the relative part.... relative to what? config.cpp?
Relative to the root folder of your pbo
The config.cpp is usually right in the root.
Like I wrote above
nope, can't get it to work.. do i have to set the project in a special folder or something?
the project is located at P:\Test_Mod ; prefix set as Test_Mod
the Config.cpp
``class CfgPatches
{
class Potato
{
// Meta information for editor
name = "My potato test";
author = "Kiskadee";
url = "http://xkcd.com";
units[] = {};
weapons[] = {};
requiredVersion = 1.10;
requiredAddons[] = {};
};
};
class CfgFunctions {
class myTestTag {
class mySuperHelloWorldCategory {
tag="myTestTag";
class myfunction {file="helloworld.sqf"};
class myPotato {file="potato"};
};
};
};
``
Check CfgFunctions documentation again
On how to set path
You don't usually set file inside the lowest level
But if you want to, you have to use the correct path.
Your file is not at potato, it's at
\Test_Mod\potato
Ok, ok.. I've tried different ways to set the file path, to no result
class CfgFunctions { class myTestTag { class mySuperHelloWorldCategory { file="Test_Mod\potato"; class myPotato {}; //file named myPotato.sqf : Test_Mod\potato\myPotato.sqf }; class myOtherCategory { file="Test_Mod"; class helloWorld {}; //file named helloWorld.sqf : Test_Mod\helloWorld.sqf }; class AnotherTry { file = "Test_Mod"; class helloWorld {file="Test_Mod\helloWorld.sqf"}; //file named helloWorld.sqf : Test_Mod\helloWorld.sqf }; class abc{ file = "Test_Mod"; class abc {}; //file named abc.sqf : Test_Mod\abc.sqf }; class abc2{ file = "Test_Mod"; class abc {}; //file named fn_abc.sqf : Test_Mod\fn_abc.sqf } }; };
I'm very confused by all this, sorry if I didn't understood something very explicit
feeling like a potato rn
Neither of them did what I told you tho.
โ๏ธ

Your class AnotherTry almost got it.
Missing leading backslash, and you have file in there twice instead of only the second one
But the wiki page about functions library/CfgFunctions should explain how to do it
I ate that wiki page ๐
Okay, will keep trying to set this right
%ROOT% will be set automatically right?
because the wiki says
file = "myPath"; class myFunction {};
will get the file from %ROOT%\myPath\fn_myFunction.sqf
so, from what the wiki says I understand Test_Mod\potato would be fine searching for %ROOT%\Test_Mod\potato\fn_myPotato.sqf
No
%ROOT% is not a thing
Just set the full path. Like you did in the first example you sent. But use the correct path
i have problems with my eden unit previews, used alive and converted them to .jpgs but says it cant use them
While arma3 still be able to read this or does it need to be one hunk of text?
class PRF_Pawnee: B_Heli_Light_01_dynamicLoadout_F
{
faction="PRF_Contractors";
side=1;
displayName="Pawnee";
hiddenSelectionsTextures[]=
{
"a3\air_f\heli_light_01\data\heli_light_01_ext_ion_co.paa",
"a3\air_f\heli_light_01\data\heli_light_01_dot_ca.paa"
};
crew="PRF_Contractor_Pilot";
typicalCargo[]=
{
"PRF_Contractor_Pilot"
};
};
TIA
that looks completely fine
i prefer the code this way so thank you
coding styles are a personal preference ;)
but as long as the syntax is correct it will pack and run.
anyone know where to find valid strings for:
availableForSupportTypes?
...for an airplane
`class CfgVehicles
{
class LIB_GER_Unequip;
class sra_ger_agent_1: LIB_GER_Unequip
{
author = "Schraxt";
scope = 2;
displayName = "Agent (P38)";
faction = "sra_german_agents"
editorSubcategory = "german_agents";
uniformClass = "ff_suit";
genericNames = "LIB_GermanMen";
identityTypes[] = {"Language_LIB_GER","Head_EURO","LIB_Glasses"};
weapons[] = {"csa38_p38","Throw","Put"};
respawnWeapons[] = {"csa38_p38","Throw","Put"};
Items[] = {"FirstAidKit"};
RespawnItems[] = {"FirstAidKit"};
headgearList[] =
{
"H_NORTH_Fedora_B1", 0.5,
"H_NORTH_Fedora_B2", 0.5,
"H_NORTH_Fedora_B", 0.5,
"H_NORTH_Fedora_Br", 0.5,
"H_NORTH_Fedora", 0.5,
"H_NORTH_Fedora_O", 0.5,
"H_NORTH_Fedora_W", 0.5,
"H_NORTH_Homburg_Bl", 0.5,
"H_NORTH_Homburg_B", 0.5,
"H_NORTH_Homburg_Br", 0.5,
"H_NORTH_Homburg", 0.5,
"FF_Fedora", 0.5,
"FF_Fedora2", 0.5,
"FF_Fedora3", 0.5,
"FF_Fedora4", 0.5,
"FF_Fedora_Right", 0.5,
"FF_Fedora_Right2", 0.5,
"FF_Fedora_Right3", 0.5,
"FF_Fedora_Right4", 0.5
};
class DefaultEventhandlers;
class EventHandlers: DefaultEventhandlers
{init = "if (local (_this select 0)) then {[(_this select 0), [], []] call BIS_fnc_unitHeadgear;};";};
magazines[] = {"csa38_9mm_8xPARA","csa38_9mm_8xPARA","csa38_9mm_8xPARA","csa38_9mm_8xPARA","csa38_9mm_8xPARA"};
respawnMagazines[] = {"csa38_9mm_8xPARA","csa38_9mm_8xPARA","csa38_9mm_8xPARA","csa38_9mm_8xPARA","csa38_9mm_8xPARA"};
linkedItems[] = {"ItemMap","ItemCompass","ItemWatch"};
respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch"};
};
};`
Hello, I tried a headgear randomization, but somehow the unit has no headgear randomization
Has anyone an idea why?
after a long long time fighting it, I tried copying manually the sqf's into the pbo.... and it worked.
The addon builder wasnt supposed to copy them? I don't understand.
file="Test_Mod\potato"; class helloWorld {};
and
file="\Test_Mod\potato"; class abc {}; //file named fn_abc.sqf : Test_Mod\potato\fn_abc.sqf
seems fine... had to copy manually the sqf into the pbo and the functions appeared correctly on Eden, with the path right
lots of shenanigans
How did you manually copy into a pbo?
Unpacked the generated pbo with the tool on armaholic
Addon builder by default should not exclude sqf files, but you could configure it to ignore them
But I don't see why that would be the case
I see there's a "List of files to copy directly"
here it is, by default only *.p3d;*.paa
No idea what that means
"copy directly"
If that means don't touch them and just verbatim put into pbo, then p3d is wrong in there
i mean, it copies the images and stuff right so i guess if I add sqf there it will copy them too
And even if not sqf listed it should still be included
I'm looking to make an object that is only visible when thermals are being used, does anyone have any idea as to what values I need to change to make it so that a static object can give off heat?
Cant
Only vehicles and characters use TI texture and only vehicles have engine to control it.
Static objects calculate their temp from the brightness of their texture and exposure to sun if I recall right.
@hearty sandal i do actually have another question regarding the Config / Model Config of weapons and the Bolt Action rifle iam making. is it possible to delay the Casing ejection ?
probaly need to code it separately into eventhandler
or check out how other modded bolt rifles are done if they have that kind of features
i mean i looked at bnaes he did it as a model over the model config with an animation which looks "shit" imo
one approach yes
could probably be done very pretty too but bit difficult to set up in model.cfg
i guess il need to figure that one out myself thx allot for your help xD
yeh I dont have all the answers. ๐
i mean you have most of the anwsers to my questions xD
To declare a dependency on CBA should I put
requiredAddons[] = {"CBA_A3"};
?
oh ok, hmm, how do i find the names of the addons to declare as dependency?
They are in their pbo's config.cpp's CfgPatches
Make a Feedback tracker ticket, upload the RPT and mdmp, wait till I look at it and tell you
Roger
since its model related, i'm pretty certain that it has to do with an error in your model.cfg
you could post the model.cfg
what do you pack the pbo with? addonbuilder?
Huh?
?
You see something I don't? ๐
his F-117A mod is the culprit. And i know the most likely thing that can cause crashes is model.cfg related errors
might be a typo in model.cfg. If he packs with addonbuilder no errors will be checked
I still need the ๐ซ 
Well, i shall send it over, but one thing is, it was working before, it was AFTER i loaded the wrong p3d and ran my game when things started crashing, i even loaded the right one but, no luck. My feedback is uploading the files right now
what do you mean "loaded the wrong p3d"?
Well, I had originally exported the p3d with all the updated UV's, materials, and such. But I forgot to drag it into my model folder and when I ran my code, my jet look.... botched. so I replaced the p3d, and now it's been crashing since. I should also mention. I read from some weird source that you were suppose to export your opacity textures in pngs... which also kind of botched things
Idk if i corrupted my files or whatever, or if it's code related
Ill send over my code
do you pack the addon? Or do you work with filepatching?
I pack it
binarize too?
I don't binarize, is that an issue?
that means you use addonbuilder, which does no error checking at all. So yes
or manager...
Well what's funny about mikero's is, i tried to use it but it gave me some weird "rapify" error the entire time, and I even went as far as resetting my settings in Reg edit and i still couldn't get it to work. Couldn't really find anything on google about it so i kinda just let it be
I had all the .dll's installed
perhaps paste the error message here then
in your situation it is the best tool to use
yes sir
im guessing binarize would fail / crash with it, and that also means it will crash the game if you try to load unbinarized model into it
"rapify -PeW "@F-117A\addons\F117A_Nighthawk\config.cpp" "P:\temp@F-117A\addons\F117A_Nighthawk\config.bin""
'rapify' is not recognized as an internal or external command,
operable program or batch file.
is there any config related to the brightness of Thermal Vision? I have the problem on my server, that the vision is very bright in nights, and somewhat bright on days
how does one remove grease dot (aiming helper) in the little bird cockpit?
It's not an object texture. I've also tried removing "GetIn" event handlers, no help.
class RHS_MELB_AH6M
{
class AnimationSources: AnimationSources; (5)
class Attributes: Attributes; (7)
class Components: Components; (1)
class Turrets: Turrets; (1)
};```
(according to utils 2) utility...
It's not an object texture it is object texture
hi, how can i put the main weapon holder in front of the character ?
Well. Which one?
rhsusf\addons\rhsusf_melb\data\optics\melb_crosshair_dot_ca.paa
you can either hide that texture with crosshair animation ("Addcrosshair") or hiddenSelections ( hiddenSelections[] = {[... - some existing selections], "crosshair"};)
you can use that hidden selection to change its shape too
@abstract plover
Thanks.
Hello. There would be someone who would be able to help with config on the unifom and vest ?
I'm having trouble putting two config into one.
Do hidden selections work for weapon attachments?
untill someone who knows for sure can confirm either way you can check out if any vanilla attachements have them
My gut feeling is that they dont, but could be im wrong
hi, i am trying to implement the FFV on a BMR. I have already gotten the TurnIn and TurnOut to work, but I still need to turn the cargoTurret 180ยบ. And I'm a bit noob in this matters.
From what I have seen, I have to create an animation in the rotation cfgModel so that when the turnOut is activated, the proxyX rotates, right?
Hi everybody, i've just a question for the RGB colors of the reflectors ...
color[] = {1300,1300,2200};
How can i use my color picker ? Because it's not like 0 , 15 , 255 for exemple (sorry for my english)
@small axle color[] = {R,G,B} where 0-1 range represents 0-255 in most color pickers. Values above 1 are coefs to intensity
Related to this, I have tried seting the turnIn And TurnOut (turnOffset = -180ยบ) but I don't see any kind of rotation. How does this work?
turnoffset is only for AI calculations
ok, so for turning the "player body"/cargoproxy 180ยบ It must be done with model.cfg and "user" Animations?
can't it be done using the limitsArrayTop and limitsArrayBottom?
yes, it's done with model.cfg
ok, thx.
Can someone explain me what this means: In class "92nd_uniform_M81_00_RCT" is abstract config class "92nd_uniform_M81_00_RCT_u" and can't be used with uniform.
@brisk dock This might help you.
https://forums.bohemia.net/forums/topic/185256-problems-with-uniform-config/?do=findComment&comment=2921825
Hi, I want to add one compartment light.
I have added this into myVehicle class:
class compartmentsLights
{
class Comp1 // first class is asociated with Compartment1, second with Compartment2,....
{
class Light1
{
color[] = { 25,30,20 };
ambient[] = { 5,0,0 };
intensity = 0.8;
size = 0;
useFlare = 0;
flareSize = 0;
flareMaxDistance = 0;
dayLight = 0;
blinking = 0;
class Attenuation
{
start = 0;
constant = 0;
linear = 1;
quadratic = 70;
hardLimitStart = 0.15;
hardLimitEnd = 1.15;
};
point = "light_interior1";
};
};
};
Where light_interior1 is a point defined in the Memory LOD.
I'm missing something else? There isn't so much information related with this stuff.
Hi guys, i can't use Addon Builder, when i want to pack my mod it say : Cfgconvert task failed (code =1), any idea ? My config : https://hastebin.com/omafikiyir.kotlin
if you get addon builder to fail packing you got some serious issue
mlife ... im starting to see the issue
@meager trail what issue do you have?
I don't see the compartment light spawn. I have tried in all the seats but I don't see any light
I have checked myVehicle class in the Arma 3 config and it shows the class ComparmentsLights in the right place.
I am making a map with tunnels. Is using a config file how I make them dark when the map is set to day time?
I assume those seats have correct compartments defined, right?
mmm how it is definded? ๐ As far as I know they are defined by default into the Compartment 1 right?
no, by default there is no compartment
aaaa XD ok, so could be this
it's defined with this?
cargoCompartments[] = {Compartment1};
yes
ok
this one is for cargo, there is separate for driver & turrets
ok, I will try to define this right. Thx
@hot pine yep it worked, thx for your help.
Hello people, I'm browsing through the config for the AR-2 Darter drone ("CfgVehicles" >> "B_UAV_01_F") and I'm unable to find the entry where the user action for disassembling the drone into a backpack is defined. What should I be looking for?
@sullen fulcrum can't do it in config
Yup worked it out after a bit of trial and error. setAperture command with a trigger and area.
@strange egret any problem with lifers ?
i dont know is a problem in the config or something.
but my problem is the Vehicle Turret gunnerview and external view.
my vehicle have a gun on the backside from the vehicle.. My cam stuck in gunnerview and in external view only to the front of the vehicle driving.
Pictures: https://cdn.discordapp.com/attachments/294232104265449472/796032841737699358/unknown.png
I played with values in "init AngleY" from class Viewoptics and viewgunner with 180 degrees. same problem.
in initTurn = 180 is only my turret in 180 degrees and looking to the front of the vehicle driving...
any idea? =*(
@junior bane how is you vehicle looking like in object builder? Gun should be always pointing to the forward and then be animated with min/max turn params
here is example how to setup rear facing turret
minElev=-35;
maxElev=35;
initElev=0;
minTurn=-245;
maxTurn=-115;
initTurn=-180;```
okay. its a good idea. i check it out ๐ thx
@hot pine now, i turn all my LODยดs in 180 degrees in object builder and the external view worked, but i cant now looking up/down. left and right is ok. the first person view looking backward in vehicle driving. i used my values.
with your values, is the weapon inverted and the views ok.
can you post pic from object builder? You can use imgur for instance
https://prnt.sc/wguzle picture from object builder
edit: with your values is external camera, weapon inverted and the first person is correct^^
the class gunnerview and optics is only for ironsight, correct?
You should only rotate gun - just like on the picture that i posted
๐ okay... i look in the vodnik with two guns.. i try it
@hot pine with your values and rotate the gun in OB:
https://prnt.sc/wgyamu
https://prnt.sc/wgyb5c
i dont know.. i cant understand the system....
you also have to rotate gunner & make another animation for it
search here or in model makers for some tips, I think simkas had similar issue few months ago
Hey guys, anyone messed around with the ammo and muzzle coefficients of muzzle attachments?
Trying to create an attachment that adjusts the hit and spread value of the weapon. Playing around with the values to try and understand them. When I set the hit at 100 it did no damage to the VR entity when equipped. Setting it at 10 made me kill the VR entity in 4 hits where as without the attachment it's a 1 shot kill.
So that made me think the coefficient is just inverse, but then that wouldn't make sense for the other values such as visiblefire and audiblefire. as they're less than one, so if the coefficients were reversed then the suppressors would make weapons more detectable?
simkas could help me a little bit. 1-person is ok, but the weapon doesnt rotate. does someone have an idea?
https://prnt.sc/wh1ozh
wrong selection names?
Further testing with the muzzle attachments. Changing the hit value to 0.5/1/2 produces no difference. Still the same damage applied. Does this value not get used by the game?
@hearty sandal you mean me?
i dont know... the problem is, my third person cam and first person cam is not the same direction. Third Person get in front of the car and my first person is backwards of the car.... additionally my weapon is in the wrong way after i sit on the gunner seat...
Have you searched discord first? Here you have another example of rear facing machine gun & machine gunner
I finally got my Mikero's to work, apparently my environment path wasn't set up correctly, and now I am debugging so much!
๐ ๐ ๐ ๐
is there a way to make, for example, a vehicle into a static object?
Placing the vehicle model in TB ๐๐
TB?
im not sure what can be done in editor, got a guy from my unit ask me if i can make it static, got to do with something about ai walking through vehicles or something
something about not having ai and players walk through a vehicle when its set to a basic object (or whatever the name is)
pls. Exact problem, description too vague. Or better yet, tell him to ask himself. Middleman asking things usually works poorly
@hot pine Yeah i have searched But nothing found. I tried yesterday from scratch and i think it Work now. Yet is Not complete rdy . The First Look is okay. I dont know where is the Problem. I use The example from Arma 2 - vodnik.
BTW the weapon facing in Model was Not a Problem. Problem was, the weapon Doesnt Turn ingame.
Thx for help. Now, i Little Problem is, the third Person cam has 2 crosshair... joy:
Thx dir help
"To make vehicle just a prop kinda think so people can walk around it"
the best answer i could get
i think he wants it not simulated, but that messes up apparently
then no can do I suppose
Im sure theres more to this but if theres no more info on the situation and what is used and where and how and why then thats the best I can come up with
maybe someone else can come up with something.
for future though #arma3_scenario might be the place to put this kind of mission making related things
maybe, he wanted me to add it as a separate object in a mod
Place vehicle
Lock it
.
Hello, my BinMake registry edit is gone? I'm going to repair arma 3 but im wondering how? lol
binmake registry edit?
Well, there is the BiStudio software in the HKLM registry
you dont have to worry about that
Oh!
if you mean whats in the PboProject logs
Yeah, I thought it was something I had to deal with, thanks for the info!
๐ yeh no need to do anything about that
@regal jacinth you can only the model "enablesimulation false" but not walk on it. The most vehicle in arma have not "Roadway" on it.
Alternativ, you can make a mod with new config and create a static object with the p3d model name, new classname etc
still cant walk on it if it has no roadway to walk on
Zitat: the most vehicle in arma have no "Roadway" on it.
i have found the problem i think:
https://cdn.discordapp.com/attachments/294232104265449472/796410080798965780/unknown.png
dont change the value of: minValue = "rad -360"; maxValue = "rad +360"; i changed from - to +... ๐คฆโโ๏ธ
how do I configure different view limits for a turned in 3d interior view and turned out? right now what I set in ViewPilot seems to affect both
theres viewpilotOut or something along that line - another class
Hello Everyone, hope we all had a good holiday.
Does anyone know what the following does in the man classes?
primaryAmmoCoef = 0.4;
secondaryAmmoCoef = 0.2;
handgunAmmoCoef = 0.1;
maybe thats the treshold when unit reports that it is out of ammo
Would make sense. Thanks ๐
Anybody aware of how to prevent the Arma 3 Units patch from appearing on the shoulder of a specfic uniform? Is there a property I can set in the uniform to disable that from config?
afaik it's hardcoded and can only be added/removed by modifying the model itself
๐ as far as I know this is it
Sad ๐ฆ
do you maybe know of any examples that use it?
Has anyone seen CfgMarkers shadow=2 ?
Wiki says shadow is a true/false entry.
But as far as I can see, shadow=2 can also be a thing
I tried and can't see the difference
maybe unimplemented and does the same as 1/true xD
is it possible to remove user actions from an inherited vehicle
class UserActions {};
is it possible to add my own after that?
just add yours inside the brackets
I did that and my ones work but the originals still appear
pastebin your config
no, i might also be misremembering... maybe i confused viewpilot vs. viewoptic (instead of outside view). So now i'm not sure.
FFV has seperate rotation limits but idt that helps you.
Hey everyone, does anyone know why my custom backpack get duplicated when I go to add it on chest using the backpack on chest script? It will put my backpack on chest but also leaves it on my back as well. This only happens with my custom backpacks, I tried base class of Bag_Base, as well as the carryall base.
You probably would have to consult whoever made that mod
Quick question about coding accuracy and impact into a weapon - I am working on a custom rifle, and I have looked over a few other mods to see how to code in accuracy and impact. Would this be the Inertia and dispersion variables?
Dispersion is how much the bullet will stray from going straight. You then have recoil which is how much the gun kicks each time it is fired
So then what is the variable to impact (how hard it hits the target)?
so the damage is inherit to the ammo not the weapon itself?
yes, and it depends on the speed, see typicalSpeed
your weapon can have a higher initspeed though, for example on a longer barreled version
So if you lower the dispersion, you increase the accuracy of the round fired - the deviation from center is less.
if you increase the HIT on the round, the round will hit harder, and if you also increase the initspeed of the weapon itself, it will send thr bullet out faster as well? So the initspeed would basically be the muzzle velocity of the weapon
yes
okay. That makes sense. What does the inertia variable exactly do then?
that's how fast you can turn with the weapon and how long until you align your sights again
so fast and spot on with SMG and slow with heavy machinegun
that's one of the newer things explained a bit here: https://community.bistudio.com/wiki/Arma_3:_Weapon_Config_Guidelines
Okay. thats interesting. thanks for the help!
Does arma not support characters with accents on them in class properties, or even music filenames?
elaborate? what is it you are trying to do?
I am creating a class which hold the music info. Some artist names have accents on letter in their names, which are also present in the filename of the song. Arma just skips these tracks and plays something else.
classnames should be kept simple
They are not present in the classname
They are present in the properties of that class
can you give an example of what does not work?
ill send a screenshot yeah
you will need to upload it somewhere and link here
thats fine, needs to be utf8
is the music free though?
Yeah it is
So, what would be the cause then?
Since well, it isn't playing
Oh , could it be my editor not saving it with utf-8 encoding then?
I'll try that
mhm that does not seem to work
It seems to be a problem when the filename includes a accented character
or both, not sure
check lupasrename or any other mass renaming tool
perhaps some problem with the file itself?
if you rename some file that is proven to work to replace that one does it work?
No I don't think so
It have multiple files that have accented letters in them
That is no coincidence ๐
Ah well, I actually generated the config with a program I wrote but I didn't think about that possibly causing issues ๐
thank you @stoic lily , that works wonders
so it was character encoding issue? @buoyant oracle
I suppose so
so i have like 20 guys in a single composition, and i want them to be in 4 squads of 5. what code would I use in my config to do that?
instead of having 19 guys follows one commander
Anyway to disable the driver slot on a rescue basket for example if it inherited off of a boat, my cargo spot works fine but it has a get in as driver which makes you invisible when you get in
set the getin/out and driver actions as empty ""
Thanks @hearty sandal
@tawny trench best to carry on here
you inherit from a unit
so you need to inherit its evenhandlers
so the evenhandler class needs to be in it
and possibly to not to break the previous class you need to create its original inheritance chain too
so define the eventhandle class at the top of every unit?
the wiki page for the config inheritance should explain it
no?
inside the unit class you are inheriting from
oh okay so just define it in one unit and call that one
yeah sorry im not a coder im a lil slow at this
nu
SOrry dude I'm still so confused, can you give me an example? Is the code i pasted enough to work with?
class LIB_GER_rifleman_HeerSch12K98
{class eventhandlers}
class FB_or1_shtz_p38: LIB_GER_rifleman_HeerSch12K98
{
class eventhandlers : evenhandlers
{
class yourEventhandlerthingy
};
}
with the brackets?
and then where does the headgearlist go?
replaces the yourEventhandlerThingy like it is now
OOOOOOOOOOHHHHHHHHHHHHHHHH
I needed to TELL Lib_Ger_riflemen to hold an eventhandler
this is wrong channel to ask such @raven rapids
so the new guys could use it
@hearty sandal yea i know but nobody there so i figured id ask
oh man thanks goat wow
I was mad confused for a sec cuz this - {X};
Looks different to me than this:
{
X
};
works perfect my dude! i couldnt of done it without ya
๐
https://pastebin.com/9wVcqX8B vest and helmet not showing in arsenal
is it possible to make a character without a head?
You probably could configure a empty head type
i suppose id just dont put anything in Texture then
Hey guys, any idea how to implement custom compass?
Only thing I was able to do was to substitute the inventory item so it's displayed on the ground differently
But in UI it's still vanilla
can't see anything in config affecting that
cant remember exactly how it was, but check the GM configs in ingame config viewer or config dump how its set up
afaik is the compass hardcoded, although you should be able to override the control
hardcore hardcode
fixed auto-correct
it actually uses uiModel=
It's not in vanilla compass
But if you add it to yours it works ๐คท๐ปโโ๏ธ
Unfortunatelly though the same p3d is used for map and for first person view
So you can't have them in different positions or different models
It works quite well after fiddling around with it a bit ๐
make different models?
there should be 2 ones that look same but are used differently as far as I know
Iโm working on an M777 Artillery for my mod and got it working, however, when I fire at a low angle, the gun and its gunner glide backwards. I have a geometry with everything weighted. Any idea what could be causing this? Thank you in advance guys and gals!
Adjust muzzleImpulseFactor for the magazine
Can that be 0 by the way? Or does that break a calculation somewhere so best keep it at like 0.1?
@untold temple Thank you very much, it now works like a charm.
so lets say i want to make a class that just has info about weapon loadouts, item loadouts, etc. what would i use? not the "class" definition, right?
like i what to have one class that has a random helmet code i can call to any character, another class for Rifle X loadout, another class for Rifle Y loadout
So it can be like:
Rank 1 Class
Rank 2 Class
Rifle X Load Class
Rifle Y Load Class
Random Helm Class
Character A: Rank 1
{ Rifle X Load Class, Random Helm Class};
Character B: Rank 2
{ Rifle Y Load Class, Random Helm Class};
can someone help me out with adding a custom face for ai?
anyone?
Is it possible to aim down the weapon sights in vehicle NOT directly forward?
The cameraDir doesn't affect the camera direction when aiming
And I have a static weapon that cannot have the barrel aimed forwards, it needs to be about 20degrees up in the base model
(because crew IK)
still would like help with this
@sick zephyr camDir & camPos
class Rear: OpticView
{
camPos = view_rear;
camDir = view_rear_dir;
hitpoint = Hit_Optic_Driver_Rear;
OpticsModel = "\rhsafrf\addons\rhs_optics\vehicles\rhs_sosnau_dcam";
};```
needs to be about 20degrees up in the base model use minElev = 20? Otherwise it won't work with AI
If I use minElev I can't setup the crew IK properly. It's an AA gun that crew won't reach if it's not rotated upwards
Thanks nonetheless
why you cannot make IK correctly? You can create 2nd bone attached to main gun which has counter animation to fix it in proper place
you can share pic of vehicle you are talking about so some more precise solution could be suggested
I'm not home right now, all I can share is the picture of historical weapon ๐
As you can see, if the weapon is at 0 degrees the soldier can't reach it with his head
So I can't make an animation for it at 0 degrees
And as I understand it - I would have to make animation for the weapon at 0 degrees
for it to work at minElev=20; properly
I would have to make animation for the weapon at 0 degrees yes, you then can do 2nd animation to move gunner properly - it would work with AI properly then
@tawny trench don't think that's possible in the way you would want.
How would I set it up?
https://www.youtube.com/watch?v=xNnc9ZxGN88 something similar to this I guess - make animation in stretched pose (with feets even being above the ground level) and then add IK for legs & bone for gunner
It's more like a concept in current state than real solution. DShKM use legs bones to control leg movement.
How it's made from technical point?
I added in turret cfg following entries
gunnerLeftLegAnimName="legs";
gunnerRightLegAnimName="legs";
& created "legs" bone attached to "otocVez" selection. Gunner is moved to otocHlaven selection. In...
Seargent long arms
what if you had your initial model sorta like this https://prnt.sc/wls2wp ? then the gun gets rotated to the 20 degrees with the minElev and you have an animation that rotates the gunner proxy down in a similar way so then on init it'll end up being sorta like this https://prnt.sc/wls33w
yup!
But then the legs clip on the ground, the IK needs to be set up
The only solution are the streched legs really
it is far from perfect system due to how there seems to be no proper control on how the bones/joints behave
but better than nothing
then add IK for legs & bone for gunner - ik points for that could be attached to same turret as weapon and rotated once by 20 degrees
is there any up to date method of calculating gear ratios and other things related to the complexGearbox? I found this thread but all the links don't work anymore and the OP even says the info isn't really correct anymore https://forums.bohemia.net/forums/topic/155974-tutorial-creating-custom-engine-gearbox-and-suspension-vehicle-config/
what tank is it? maybe you can find real values, then you have a starting base
there's no way I'm going to find real values
๐คทโโ๏ธ there is no newer guide
gear ratios and all that torque /engine stuff isnt precise science (because everythin is dependant on some non-physical values, like dampingInAir on wheels and clutch strength )
use a vanilla config of a truck or car, then tweak it to your liking. If you leave RPM values of engine the same, you dont need to change gear ratios. Just change torque values and peakPower
make sure you use diag.exe and EPEVehicle dialog for debugging
I have a vehicle that has two forward gears, the issue I get now is that the transition between the two gears doesn't seem right and the vehicle caps out at a very low speed, like 14 km/h on the highest gear
why only 2 gears?
because that's how that vehicle is
doesnt mean it has to be modelled like that
my ratios are like this now, mostly from just small tweaks ```GearboxRatios[]=
{
"R1", -6.5,
"N", 0,
"D1", 9.79,
"D2", 4,
};
transmissionRatios[]=
{
"High",
12.5
};
I somehow managed to get it to max out at a little higher but it's still not getting anywhere close to a reasonable speed
is rpm @ max if you are at 14kph?
drive at 14kph and make a screenshot of EPEVehicle dialog.
I asked this before, but if i want to make a class that just has info about weapon loadouts, item loadouts, etc. what would i use? not the "class" definition, right?
So it can be like:
Rank 1 Class
Rank 2 Class
Rifle X Load Class
Rifle Y Load Class
Randomized Helmet Class
Character A: Rank 1 Class
{ Rifle X Load Class, Randomized Helmet Class};
Character B: Rank 2 Class
{ Rifle Y Load Class, Randomized Helmet Class};
??? no thats not how it works. Unless you have ultra special custom script setup then i have no idea what you want to do
Regarding tank discussion - most likely it's damping rate value that needs tweaking
or MOI, or gear step, or RPM, or suspension being borked and wheels dragging, or gear efficiency
so this is my setup for every unit i have right now
I do think it might have something to do with wheels since the config I'm using is copied from another vehicle that has a somewhat different suspension and wheel setup
going from a T-34 wheel setup to a torsion bar suspension
basically im asking if there is a a way to set up the magazines, items, headgearlist etc as their own groups that i can just call separately so each unit code length isnt so long
torsion bars dont exist in physx world
and given that the config works on the t-34 but does such weird stuff on this tank, it could be related to wheels
yeah but I mean just in general, the wheels are laid out very differently and are different size
use macros
i think a3 samples even has some
is the EPEVehicle stuff part of dev branch?
so I switch to dev branch, run the game and then call the EPEVehicle dialog from the console?
no simkas, you need to start the arma3_diag.exe instead of the regular exe
only this way its available
btw, is it possible to group units in squad compositions?
like i have one composition that just has 19 guys lead by 1 guy
no you cant have subgroups. Unless you call the "red /blue/green team" sub groups
but i dont think you can do it by config. Only by script
oh so only custom compositions can have subgroups?
there are no subgroups in arma. You can use red/blue/green team thing to select different soldier quicker
but AI wont use them differently
no i just mean have it so it just plops down 4 squads of 5
instead of 1 squad of 20
yeah cuz i can make a company sized custom composition
but i guess theres nothing that I can do in configs huh? :(
idk if you can predefine 3den compositions by config
I think you can make groups in config
i mean theres something called datatype="group" in custom compositions that i think defines group
cfgGroups, yes, but he wants to spawn multiple groups with one click
a group is 1 squad
so this is the platoon i want to split into 4 sqauds
right now it spawns as one fat squad
one click probably is not possible
thats why im saing... 3den composition, that has multiple squads predefined
have you just tried to save it as split groups?
right so i should just make a custom composition if i wanna go multiple squad sized?
yes
well squads are still nice to have as groups...
yeahhh
i thought i could have everything in one nice little mod folder tho :(
well thanks a bunch you guys!
idk if you can define 3den compositions by config. check it yourself
i wouldnt know where to start look tbh
"All in one config" dump
just started getting into arma 3 config editing last week so this is all new to me
look what composition names exist by default. Then search for them through a all in one config
yeah but all the comps i see dont have anything bigger than one squad
oh you mean look at the sqe files?
oh yeah ive looked at the ifa3 config files.
yeah but i got a plan you guys helped me. i know exactly what im gonna do.
oh wait
how do I get the letters รผ and ร to show up correctly?
where?
"vรถllig einfach"
like in the side bar
where are you trying to use them?
never use them for class names or variables
probably best ๐
no im just try to use them for displayname's
GHIEST's mod seems to be able to use them successfully, so i dont know im doing wrong
use ze string table https://community.bistudio.com/wiki/Stringtable.csv
displayName = "$STR_SomeCsvString"
and in csv
STR_SomeCsvString, "superTrooper", "sรผperTrรถรถper"
i dont see why it shouldnt work in regular config though. Maybe you save it as some wrong file encoding
yeah im probably making a bunch of noob mistakes left n right
what should the file encoding be?
its set to UTF-8
do you do
displayName=sรผpertrรถรถper;
or
displayName="sรผpertrรถรถper";
is there anyway to randomize things like weapons or uniforms?
you can create a script which runs on init
but not on a config level?
a config is static, so the only thing you can do as call a function from the config which does that (similar to headgear on vanilla units)
wait so how does the helmetgearlist code work?
on init it calls https://community.bistudio.com/wiki/BIS_fnc_unitHeadgear
wait so it is a script?
yes, which is called in the unit config:
class EventHandlers: EventHandlers {
init="if (local (_this select 0)) then {[(_this select 0), [], nil] call BIS_fnc_unitHeadgear;};";
};
so you can do the same thing with weapons and unifroms then?
just replace the BIS_fnc_unitHeadgear?
so if you want to do the same with other items, create a custom script which does that and call it on init
Hey @hot pine thanks for help, it worked with minElev and looong streched legs ๐
On that note, any idea how this was made: https://www.youtube.com/watch?v=Ta0iQwDCenw ?
Manipulating the gunner stick anim sources that were developed for the Tanks DLC
whaaaa?
where can I find out more?
is the eye memorypoint moved with that fancy animsource?
If I remember correctly, yes
I can't remember the name of the source or its config handle off the top of my head, but reyhard posted an explanation here on discord a few weeks ago if you can search for those terms
There is this compass source that works like that
The source is higher the faster you rotate your view
Also I was trying to animate a memory point on handheld weapon and it won't work, is it simpler for vehicles?
search animationSourceStickX and I think you'll find reyhard's post
Do not use this type of Stringtable anymore
Use the xml one.
Why?
If you dont add all supported languages, there will be nothing displayed.
The xml one has a standard (mostly English names), so if you dont add any type of language, the English one will be shown
- you can add packages for a better overview
- you can add container
And its way better, a lot better.
I had to learn it too, ive used still the OFP way with .csv
xml has multiple fallbacks.
I think in this order
English, Original, first language listed
maybe swap English and Original, don't wnana check now
Pre 2.00 (or maybe 2.02 I forgot) the xml tables were TERRIBLE for Game startup time though. But I fixed that

Yeah i dont got it all in my mind, and im atm on my phone ๐
But its Original (you can add it in English, that will be shown for all languages you havent added in your stringtable) and then the other languages like English, German etc.
Thanks for fixing. I really like to sort the stuff ๐
Hey guys if i wanted to edit a config to a mod and change its stat how could i execute that? I found the STAT in the Config viewer and i want to change it. Is this possible and if so how?
you would need to make a config patch mod that runs on top of the other one
no
rapWarning: **********missing file(s)***************
Addon files\Bosenhanced\config.cpp circa Line 26: Bosenhanced\Images\Combat_Armor_lite_go.paa
Addon files\Bosenhanced\config.cpp circa Line 27: Bosenhanced\Combat_Armor_lite_GO.p3d
Addon files\Bosenhanced\config.cpp circa Line 57: Bosenhanced\Combat_Armor_lite.p3d
rapWarning: **********missing file(s)***************
rapWarning: **********missing file(s)***************
Getting this error when trying to build the PBO with pboProject. Not sure if my config is messed up or..
Id say you project folder setup is not good
You have a link to a sample for the project folder setup?
Ah ok, I found a video showing how to set it up I believe
basically you can see that your real path and the path you have set up in your config is mismatching
and Id advice against spacebar in file and folder names in game filesystems
Bosenhanced\BOS_Enhanced_Vest\config.cpp: config.cpp uses external classes but has no RequiredAddons to say where they are.
I'm wayy too new to this
The only external class references I believe I have are
class InventoryItem_Base_F;
class ItemCore;
required addons array is in cfgPatches
class CfgPatches
{
class Bosenhanced_Addon
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {};
};
};
it declares what addons (pbos) need to be read before your addon so that the configs you inherit from actually exist and are loaded when you try to use them
you could use oldman_loadorder to load your addon after all vanilla stuff
dont remember the exact syntax off the top of my head but you should be able to find it with searching the channel history
or googelo
Alright, I'll give that a shot
requiredAddons[] = {A3_Data_F_Oldman_Loadorder};
Made it pack ๐
Now to see if the model actually goes on my person, and not my feet again
Can someone show me how to edit a config please? I want to change a single stat to a mod and i understand that i would have to create a patch file on top of it i just would like someone to help guide me through this because i am still learning about all of this. Any help would be greatly appreciated!
In File \Bosenhanced\BOS_Enhanced_Vest\Combat_Armor_lite.cfg: circa Line 160 EOF encountered
New pastebin for the cfg
you're missing an end bracket
is there a tutorial that shows how to edit a vehicle/gun/static mg's crew & ammo loadout?
Hi guys, I'm trying to use a CBA slider to effect a particular sound volume in the example here its the MX, but its going to end up being a few different sounds. My slider is going to go from zero to one and I'm hoping to just send a multiplier to the particular sound(s).
{
class Rifle_Shot_Base_SoundSet
{
soundShaders[] =
{
MX_Closure_SoundShader,
MX_closeShot_SoundShader,
MX_midShot_SoundShader,
MX_distShot_SoundShader,
MX_tailInterior_SoundShader
};
volumeFactor = CK_Mmult*1.6;
volumeCurve = InverseSquare2Curve;
sound3DProcessingType = WeaponMediumShot3DProcessingType;
distanceFilter = weaponShotDistanceFreqAttenuationFilter;
spatial = 1;
doppler = 0;
loop = 0;
};
};```
So, I'm hoping to effect the volumeFactor with a multiplier, is this possible and if so how do i sent it to the particular sound? Do I just have to redefine the class?
```
code
```
@queen gust
Sorry for dumb
Is there a way to make it so that when using a hiddenSelectionTextures you get a random result from an array of textures each time the object spawns? I want to do different variation on an object without having to create different objects entirely via classnames
can be easily done with scripts & setObjectTexture command
so before I go wasting time with more experiments can I use muzzles and modes on artillery pieces to change between indirect fire and direct fire or will enabling artillery computer automatically make it use indirect fire anyway?
artillery computer will make it fire only in indirect fire mode
Speaking of which, is there a way to hide a weapon from the artillery computer?
IE. An artillery SPG that has the artillery weapon and a coaxial machinegun
Right now it shows both
You need 3 hiddenselections for it
ye and selection for each
that
and the selections need to be in the model
not textures
selections
like the camo is a selection
and should cover the faces that use the first texture of that list
it would be faster to do it manually in your case
Id recommend making the selections where you made the actual model
it is likely easier there if you are more familiar with the program
so you dont have to try to figure out O2 so much
no idea. never used it myself
Can someone make me a config stat change mod to a mod please? Ive been researching how to do it and im not getting anywhere. All im trying to do is change a simple stat but i guess i have to make a mod to do that as a patch and i have no clue how
is small stat change that crucial?
yeah bc its kinda broken
so i wanted to nerf it
its the active ECM for the f-22 by firewill
you do know that it would only work on server you run or on single player?
Hey, weird question, but if I was having trouble writing a config.cpp file, is this the best place to ask?
It's been awhile since I have coded anything, let alone in ArmA lol
well, what is your problem?
I think it's my file path, but I'm not exactly sure. I'm trying to make a subclass of a vest, retexture it, and then load it as a mod. It all works up until the game tells me that it can't load the texture
But the file loads fine, the two vests I'm adding show up, just with the parent vest's texture
what is the current path you have set in the config?
hiddenSelectionsTextures[] = {"\Henry_Vest\Data\h_vest_rgr_co.paa"};
creative naming, I know lol
and the directory on your P drive is: P:\Henry_Vest\Data\h_vest_rgr_co.paa ?
What's a P drive?
I don't know, right now my file structure looks like @sullen fulcrum_Vest\Addons\Henry_Vest.pbo\Data\h_vest_rgr_co.paa
Apologies Henry for the tag!
what tool do you pack your pbo with?
addonbuilder or filebank?
Filebank
gui or cmd?
gui i guess, didn't know there were two
so it looks like this?
you're going to need to use something else, the gui doesnt let you define a prefix i dont believe
Ah word, I need a prefix?
I noticed it in a different pack, but didn't know what it meant
it defines the filepath for the pbo in arma basically. filebank does it as the filepath to the source folder so unless your addon folder is in the root of a drive it will be wrong.
Ahhh that could do it
I had a feeling it was file path related
Any preferred methods/tools?
I have pbo manager but it seems to only do extraction
you could use filebank cmd to manually define the prefix, or addonbuilder gui. most people recommend mikero tools. there is a few tools out there for packing pbos though.
Hmmm I might test out the addonbuilder since I have it already installed
I think we're on the right path... Does the file path need to change now that I added the pbo prefix?
no
Hello there, I made a post in texture_makers about a problem applying a texture to the GA Carrier GL model, but would it be more appropriate to post it here as it is a bit config-related ?
Hi guys. I am working on the ammo for some M107 mod. Wanted to give sound to the HE ammo when detonating. Works good when the ammo detonates hitting the ground. But when the ammo hits some object, NO explosion sound is to be heard. What am I doing wrong?
Unfortunately on account of the 2000 characters limitation, the config is too long for being posted here. Even when posting only the relevant Ammo section. Here is the link to my config
https://www.mediafire.com/file/91domva5dnhk5gx/config.cpp/file
@dreamy flare soundImpact[] = {"", 1, 1}; impactGroundSoft[] = {"soundImpact", 1}; impactGroundHard[] = {"soundImpact", 1}; impactMan[] = {"soundImpact", 1}; impactIron[] = {"soundImpact", 1}; impactArmor[] = {"soundImpact", 1}; impactBuilding[] = {"soundImpact", 1}; impactFoliage[] = {"soundImpact", 1}; impactWood[] = {"soundImpact", 1}; impactGlass[] = {"soundImpact", 1}; impactGlassArmored[] = {"soundImpact", 1}; impactConcrete[] = {"soundImpact", 1}; impactRubber[] = {"soundImpact", 1}; impactPlastic[] = {"soundImpact", 1}; impactDefault[] = {"soundImpact", 1}; impactMetal[] = {"soundImpact", 1}; impactMetalplate[] = {"soundImpact", 1}; impactTyre[] = {"soundImpact", 1}; impactWater[] = {"soundImpact", 1};
here you have list of all impacts per surface (i.e. when hitting metal plate on vehicle)
@hot pine Many thanks. Simply strg copy into config file, right?
no, you still need to adjust it
you have to change soundImpact sound to whatever you want
Rgr, will experiment a bit
@hot pine Think it works better now, but nothing is to be heard when vehicles are hit. No matter if armoured or not.
...
multiSoundHit[] = {
"soundHit1",
0.25,
"soundHit2",
0.25,
"soundHit3",
0.25,
"soundHit4",
0.25
};
soundImpact[] = {"multiSoundHit", 1, 1};
impactArmor[] = {"soundImpact", 1};
impactBuilding[] = {"soundImpact", 1};
impactConcrete[] = {"soundImpact", 1};
impactDefault[] = {"soundImpact", 1};
impactFoliage[] = {"soundImpact", 1};
impactGlass[] = {"soundImpact", 1};
impactGlassArmored[] = {"soundImpact", 1};
impactGroundHard[] = {"soundImpact", 1};
impactGroundSoft[] = {"soundImpact", 1};
impactIron[] = {"soundImpact", 1};
impactMan[] = {"soundImpact", 1};
impactMetal[] = {"soundImpact", 1};
impactMetalplate[] = {"soundImpact", 1};
impactPlastic[] = {"soundImpact", 1};
impactRubber[] = {"soundImpact", 1};
impactTyre[] = {"soundImpact", 1};
impactWater[] = {"soundImpact", 1};
impactWood[] = {"soundImpact", 1};
class CamShakeExplode {
power = "(13^0.5)";
duration = "((round (13^0.5))*0.2 max 0.2)";
frequency = 20;
distance = "((13^0.5)*3)";
};
class CamShakeHit {
power = 13;
duration = "((round (13^0.25))*0.2 max 0.2)";
frequency = 20;
distance = 1;
};
};
I've implemented correctly, yes?
Building roofs do not work either.
soundImpact[] is array for actual sound sample
so it's not correctly set
you probably had some pop up errors
@plush bone I was having a similar problem just yesterday! I was trying to retexture Kerry's vest, and I ended up getting it working, maybe the exchange I had with connor can help?
Otherwise, a little more info would be quite helpful
hey @rocky nebula thanks for answering, I made a post in #arma3_texture initially with my code and picture for reference if it helps ^^
Did you have a problem with selectionTextures as well ?
I did
The issue was basically that I wasn't using a pbo prefix so ArmA was having difficulty finding the texture
So it would tell me it wouldn't load
Then, I realized that the texture was getting overrode in the ItemInfo subclass, which may happen to you as well as you have hiddenSelection, but not hiddenSelectionTextures
Try putting that code in the item info section as well, and see if that helps
Also, I'm not sure if this would help or not, but does the Vest_Camo_Base class have the shoulder pads? If you are doing a retexture of the GL Rig, it may make sense to declare this custom vest as a subclass of the GL rig, not Vest_Camo_Base
In my case, I knew I basically wanted Kerry's vest but with a retexture, so I declared my vest as a subclass of Kerry's so that way the only real necessary changes were to the texture and I wouldn't even need to remap things. I did the same thing with Kerry's backpack as well
Here is my original post: Hello there if anyone would be kind enough to spend a moment helping me, I have a bit of a problem retexturing the GA Carrier GL Rig. I think there is a problem with the way I apply the second camo selection. The first camo applies to the vest base but the "Pauldron" part of the armor on the arms stays invisible. Code and picture below for reference.
class test_GlRig2 : Vest_Camo_Base
{ scope = 2; displayName = "Test 2: GL Rig Jungle Camo"; picture = "-"; model = "A3\characters_f_beta\INDEP\equip_ia_ga_carrier_gl_rig.p3d"; hiddenSelections[] = {"Camo1,Camo2"}; hiddenSelectionsTextures[] = {"m_res_costaverde\Data\camos\jungle_vest_co.paa","m_res_costaverde\Data\camos\jungle_GLRig_co.paa"}; class ItemInfo: VestItem { uniformModel = "A3\characters_f_beta\INDEP\equip_ia_ga_carrier_gl_rig.p3d"; containerClass = "Supply120"; mass = 80; armor = "200"; passThrough = 0.3; hiddenSelections[] = {"Camo1","Camo2"}; }; };
https://imgur.com/LN4zOCY
Well it's technically a retexture of the GL Rig
It looks sick! If it's a retexture for the GL rig, I would just declare it as a subclass of the GL rig instead of the Vest_Camo_Base
but i wanted to use the GL Rig model and ramp up the stats ^^
Yep that option seems to work
Exactly! So if my OOP memory holds, you can still edit the stats if it's a child class and beef them up ๐
But you made a good point with the Vest_Camo_Base and the hiddenSelections
I think I'm gonna go with that then
weird thing is, for the GA Carrier it worked just fine
wait... is it a vest or an uniform? because you're messing up the configs there...
Strange! It really must be the shoulder pads then
A vest sir
What do you mean ?
hiddenSelections[] = {"Camo1,Camo2"};
^^ borken
picture = "-";
most likely will return an error
Oh wait he's right
You have Camo1 and Camo2 as a single array entry
{"Camo1", "Camo2"}
Oh damn
That's the issue

and that also explains why it worked for the GA Carrier
Thanks haha Imma try with a correctly written array haha
armor = "200"; passThrough = 0.3;
not entirely sure if this works in ItemInfo directly
otherwise the code seems right to you
Yeah I was wondering if it still worked
better use HitpointsProtectionInfo ?
Yeah I'll look more into details about the armor things
Other than the array and what Grezvany just said, I think it looks alright from a syntax perspective
No worries! Good Luck!
Thanks ! ^^
when setting up the model.cfg for a weapon ... does anyone know how to unhide a mag in mid animation once uve set it to hide already is there a unhide function for that anyone knows of?
yes, unhidevalue
what about for arma 2?
the Arma 3 weapon sample's model.cfg includes an example of its use
cuz thats an a3 value only
No, nothing for arma 2
There was a way to do it indeed. I will have to go look back at some old addons
some of the addons i tried to find examples of i couldn't get access to the model.cfg files so im lost atm
Can't find the thing I was thinking of in any of my old A2 projects sorry. I seemed to remember that people did it by translating the magazine several meters away from the weapon so that it couldn't be seen, then moving it back
but wouldn't it appear somewhere else on the map? or i guess u can do it underground and it would work right
Yeah in some circumstances it would be seen by someone, but IIRC that's one of the methods folks used to do it with specific timing
Otherwise I think you would have to rely on the anim being mirrored and messing around with minphase, maxphase, minvalue, maxvalue. I have some of that in a model.cfg for a weapon but I don't know how it looked ingame whether it did indeed hide and then unhide, or just hid then popped back when the reload anim was finished
If I wanted to change the initspeed of an ammo, how would I do that?
by changing the initspeed in magazine, or the weapon that fires it... unless its a subprojectile, then in the respective parent ammo class...
Sorry if this is the wrong chat, but im trying to find the Arma 3 HUD files by that I mean the weapon info top right and vic info top left. Trying to use a hud over ride but need a example
RscWeaponInfo afaik
weaponInfoType, turretInfoType, unitInfoType, etc. they point to classes in RscInGameUI
Ty I will investigate
-snip- nvm. this is apparently supposed to happen.
Hey guys!
I have a question about MFDs and Datalink. Can I merge it?
I can implement sensor data to MFD, using
class Draw {
class SensorGroup
{
class Sensor
{
type = sensor;
};
};
};
any ideas?
ping me plz. )
deal with it. I had a problem with vehicleConfig sensor.)
Is any way to get direction from this type = "sensor"?
Iโm doing some planning, and wanted to get some guidance before proceeding.
The problem I have is the Arsenal is too busy with all the mods we have. I know there is a way in eden and through sqf.
I have a few mission makers and I would like to keep the Arsenal the same between mission makers and servers preferably though our unit mod. But still allow members to have some freedom with choosing a loadout.
But are there any config based solutions to a limited Virtual arsenal?
Or anyone face similar issues? And have a better solution ?
Does anyone know if theres any way to increase the dustEffect on helis?
Can the variables be overwritten though? It sounds like they're calculated somehow
like with any config, you can override it
Ah ok, how can I do that? It's not like it's a class so I'm not sure how I can edit it