#arma3_config

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hearty sandal
#

would have thought Exile devs would have been able to answer on that ๐Ÿ˜ฎ

rancid lotus
#

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

untold temple
#

No, that's the range of the vehicle's own sensors

#

radarTargetSize is how visible a vehicle is to a radar sensor

rancid lotus
#

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

stoic lily
#

@teal sluice could be via unitInfoType = "RscUnitInfoTank"; in cfgVehicles/defined in RscInGameUI

regal jacinth
#

do i just add gunnerType = "Class"; or is it more to it than that?

paper path
#

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

burnt vine
#

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

burnt vine
#

found it

#

i did it!

#

:D

buoyant oracle
#

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?

regal jacinth
#

alright so how do i randomize my crew in a for a vehicle

teal spindle
#

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!

paper path
#

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

paper path
#

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

untold temple
#

Turret path maybe isn't correct

paper path
#

idk

#

ive been screwing with this since last night with no luck

#

i have primarygunner = 1; for my main turret as well

small axle
#

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...

stoic lily
#

RscStandartDisplay => RscStandardDisplay

#

p:\bin\config.cpp
20391 class RscStandardDisplay

small axle
#

thx

#

Okey, so i search the Display for the spotlight, I think it's here. Thx a lot @stoic lily

slow cypress
#

ok so i have an issue

#

i am trying to retexture the chernarus police uniform

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but i am new to this so i took a template from another mod

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which works fine

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and there are no errors on launching the game with the mod

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but once i get into the game and in the arsenal

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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"
};```
stoic lily
teal sluice
#

is there any reason why to binarize config.cpp in Workshop mods? just asking, because I see it often both ways

hearty sandal
#

Yes. It loads faster

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Unbinarized mods are made wrong

stoic lily
#

well the difference is probably near zero for short configs

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even otherwise its probably just prolongs the startup loadtime a few ms

zinc kindle
#

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?

strange egret
# zinc kindle Does anybody airFrictionCoefs in aircraft config to refer to anything in the phy...

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

paper path
#

can you do dual barrel cannons using gunBeg and gunEnd? ik you can do dual barrels with MG based weapons using memoryPointGun[]

hearty sandal
#

no, but you could turn your cannon into bullet simulation using weapon and use memorypointGun[]

zinc kindle
#

@strange egret Damn, thanks.

paper path
#

huh

hearty sandal
#

bullet type weapons only can use memorypointGun[] method if I remember right

paper path
#

wonder if i could just change the values to make a slower firing MG based weapon and use the cannon shell model

hearty sandal
#

yes

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thats what I meant

strange egret
hearty sandal
#

that works too

#

or fired eventhandler setpos thing

strange egret
#

^but not on the projectile, as it will fly a while before its affected

paper path
#

thatll be up to the other team members. im just getting it in game for them

hearty sandal
#

what is it? :3

#

always interested in multi cannon things

paper path
#

just a dual barreled AT style turret

strange egret
#

bullet simulation has some disadvantages for projectiles that dont travel extremely fast

rancid lotus
#

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

#

Any suggestions?

river falcon
#

Is there a way to turn reflectors on and off with useractions instead of L?

hearty sandal
#

in what vehicle?

#

some of them should have scroll wheel actions for lights

river falcon
#

Custom vehicle, I am adding police lights to a vehcle

hearty sandal
#

ah

river falcon
#

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

hearty sandal
#

Id suppose it should be possible

river falcon
#

I mean I know it is possible, I have seen it before

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I just dont know how to do it which is why I am asking here

rancid lotus
#

Any word on changing HUD colors? Having a really hard time here

hearty sandal
#

no word

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@rancid lotus theres this kind of parameter in the vehicles MFD config

rancid lotus
#

I've already tried editing that parameter in my config, and I haven't been able to get it to change

hearty sandal
#

theres more of those too

rancid lotus
#

Hmmm... didn't change it when I updated the config but I will try it again later

hot pine
#

@rancid lotus look for user mfd values

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There should be config explanation on Bohemia forums in hud topic

pseudo juniper
#

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?

grand zinc
#

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

pseudo juniper
#

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

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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

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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

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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

grand zinc
grand zinc
pseudo juniper
#

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

grand zinc
#

As I said, check on their github wimi

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Wiki

#

They have the example code there

pseudo juniper
#

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';";
    };
};
regal jacinth
#

how do i add preview pictures for units in the editor list?

stiff thistle
#

editorPreview="\path\to\preview.jpg";

regal jacinth
#

thanks

rugged halo
#

Anyone here good with CfgMoves?

stoic lily
#

@rugged halo whats the question(s)

rugged halo
#

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.

stoic lily
#

iron front had custom ones. maybe even still defined in IFA3 - however in A3 you should need killedEH scripting to trigger them

rugged halo
#

Would you really need an event handler for it?

stoic lily
#

only the vehicle ones are still anims AFAIK. otherwise it should be pure ragdoll

#

reyhard should be able to confirm

rugged halo
#

Or is 'die' redundant/unused now?

stoic lily
#

i would assume so

rugged halo
#

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.

stoic lily
#

this are the IF definitions

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maybe ragdoll = 0; actually works to disable it

rugged halo
#

That's all of them? That might be useful

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Thanks

#

Well, I've got them working just fine with DeadState, it's just a matter of figuring out the parenting.

#

@stoic lily

regal jacinth
#

ive got the iteminfo.scope error again, how do i solve this again?

stoic lily
#

@regal jacinth wrong inheritance setup

nimble sequoia
#

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)
untold temple
#

angle0 corresponds to the source phase, not the minValue

#

Might have to play around with phaseBeg or minPhase if they still work

nimble sequoia
#

Thank-you very much, I'd forgotten about the phase. Now experimenting with them in the animation but not yet seeing a result.

nimble sequoia
#

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";
};```
novel torrent
#

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

paper path
#

Drop f117A\addons from your path

novel torrent
#

yes sir!

paper path
#

Repack and try again

nimble sequoia
#

agreed

paper path
#

First folder in that path is usually whatever folder that config is in. Unless your changing something in another folder.

paper path
#

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

untold temple
#

Did you find the turret path yet?

paper path
#

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

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trying to change pylons through zeus doesnt work either. tells me it doesnt actually have pylons

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which is weird since i can change them in eden

rugged halo
#

@stoic lily Could you give me that full file?

untold temple
#

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

paper path
#

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

untold temple
#

I didn't think editing pylons was a vanilla feature of zeus

strange egret
#

zeus? does he mean 3den or zeus? It certainly is vanilla feature of 3den

paper path
#

both

#

i have ACE loaded in my modlist. it includes an option to modify pylons

untold temple
#

Then ACE probably only adds the feature to zeus for aircraft

paper path
#

hm. thats actually something i didnt consider. it does say specificly that this aircraft does not have pylons

junior folio
#

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?

hearty sandal
#

does AI target cargo seats at all?

#

I have a feeling it does not

junior folio
#

no

hearty sandal
#

I mean in any other vehicle

junior folio
#

oh, not that i can see, i just thought that might be an option.

strange egret
#

pretty sure they do, as my grenadiers just happily murderated the occupants of a csat truck

hearty sandal
#

could be they just targeted the truck

#

I dont think passengers are in AI target list in the manual orders either

strange egret
#

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 ๐Ÿ˜›

novel torrent
#

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?

stoic lily
#

verify the path in all RES LODs

novel torrent
#

How would I go about doing so?

novel torrent
#

How do I run the script? is there something in object builder that does so?

stoic lily
#

this is from command line

#

win+r, cd /d "pathToo2scriptFolder"

#

O2Script.exe -a O2Scripts\LogTextureAndMaterialsAllLODs_CmdLine.bio2s p:\test\name.p3d

echo cedar
#

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

ancient hatch
#

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.

stoic lily
#

cfgFaces root class probably

novel torrent
#

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

hearty sandal
#

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

slow cypress
#

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?

hearty sandal
#

possibly your config inheritance is wrong or you have a typo somewhere

slow cypress
#

can i dm you the pictures and files?

#

i mean config text

dry plover
#

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!

hearty sandal
#

@slow cypress you can use pastebin.com to paste the config and link it here

slow cypress
#

what about picture tho

hearty sandal
#

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

hearty sandal
#

well are you sure you have edited correct texture to begin with?

slow cypress
#

yea because the cap does work

hearty sandal
#

different models

#

so they could be using different textures

slow cypress
#

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

hearty sandal
#

you should inherit those

slow cypress
#

like that exact line?

hearty sandal
#

no idea what it is

#

in the original config

slow cypress
#

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

hearty sandal
#

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

slow cypress
#

using armatools

#

arma 3 tools - addon builder

hearty sandal
#

at least its that

#

off the top of my head dont know what the problem is.

slow cypress
#

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

untold temple
#

@dry plover requires adding a weaponInfoType with the function call for rhs_fnc_handle_mg also

dry plover
#

humm, I will take a look, thank you

#

@untold temple Worked perfectly. Thanks again ๐Ÿ™‚

dreamy wedge
#

basic question, still learning the basics.. once i make the Config.cpp with my CfgFunctions class... how do i pack it? with Addon Builder?

grand zinc
#

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

dreamy wedge
#

The CfgPatches can be empty i guess

#

Oh ok, now I understand ๐Ÿ˜‚

#

CfgPatches is like a header for the addon, so it has the version, dependencies..

grand zinc
#

Every config needs a CfgPatches entry

dreamy wedge
#

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

grand zinc
#

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

dreamy wedge
#

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

grand zinc
#

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

dreamy wedge
#

hmmm okay

grand zinc
#

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

dreamy wedge
#

I'll try to configure the Addon prefix... but I don't get the relative part.... relative to what? config.cpp?

grand zinc
#

Relative to the root folder of your pbo

#

The config.cpp is usually right in the root.
Like I wrote above

dreamy wedge
#

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"};
};
};
};
``

grand zinc
#

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

dreamy wedge
#

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

grand zinc
#

Neither of them did what I told you tho.

dreamy wedge
grand zinc
#

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

dreamy wedge
#

I ate that wiki page ๐Ÿ˜‚

#

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

grand zinc
#

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

regal jacinth
#

i have problems with my eden unit previews, used alive and converted them to .jpgs but says it cant use them

echo cedar
#

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

strong shuttle
#

that looks completely fine

echo cedar
#

i prefer the code this way so thank you

strong shuttle
#

coding styles are a personal preference ;)
but as long as the syntax is correct it will pack and run.

dry carbon
#

anyone know where to find valid strings for:
availableForSupportTypes?

#

...for an airplane

icy tapir
#

`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?

dreamy wedge
# grand zinc Just set the full path. Like you did in the first example you sent. But use the ...

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

grand zinc
#

How did you manually copy into a pbo?

dreamy wedge
#

Unpacked the generated pbo with the tool on armaholic

grand zinc
#

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

dreamy wedge
#

I see there's a "List of files to copy directly"

#

here it is, by default only *.p3d;*.paa

grand zinc
#

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

dreamy wedge
#

i mean, it copies the images and stuff right so i guess if I add sqf there it will copy them too

grand zinc
#

And even if not sqf listed it should still be included

dreamy wedge
#

I don't even see an option to ignore stuff

#

weird

wheat flicker
#

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?

hearty sandal
#

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.

rare wyvern
#

@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 ?

hearty sandal
#

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

rare wyvern
#

i mean i looked at bnaes he did it as a model over the model config with an animation which looks "shit" imo

hearty sandal
#

one approach yes

#

could probably be done very pretty too but bit difficult to set up in model.cfg

rare wyvern
#

i guess il need to figure that one out myself thx allot for your help xD

hearty sandal
#

yeh I dont have all the answers. ๐Ÿ˜…

rare wyvern
#

i mean you have most of the anwsers to my questions xD

dreamy wedge
#

To declare a dependency on CBA should I put

requiredAddons[] = {"CBA_A3"};

?

grand zinc
#

Yes

#

Usually people use cba_main. But I think cba_a3 exists too

dreamy wedge
#

oh ok, hmm, how do i find the names of the addons to declare as dependency?

grand zinc
#

They are in their pbo's config.cpp's CfgPatches

novel torrent
#

How do I figure out what happened with this log?

grand zinc
#

Make a Feedback tracker ticket, upload the RPT and mdmp, wait till I look at it and tell you

novel torrent
#

Roger

strange egret
#

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?

hearty sandal
#

Huh?

strange egret
#

?

hearty sandal
#

You see something I don't? ๐Ÿ˜…

strange egret
#

his F-117A mod is the culprit. And i know the most likely thing that can cause crashes is model.cfg related errors

hearty sandal
#

Aaa

#

๐Ÿ˜ต

#

Good call

strange egret
#

might be a typo in model.cfg. If he packs with addonbuilder no errors will be checked

grand zinc
#

I still need the ๐ŸŽซ pout_kitty

novel torrent
#

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

strange egret
#

what do you mean "loaded the wrong p3d"?

novel torrent
#

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

strange egret
#

do you pack the addon? Or do you work with filepatching?

novel torrent
#

I pack it

strange egret
#

binarize too?

novel torrent
#

I don't binarize, is that an issue?

strange egret
#

that means you use addonbuilder, which does no error checking at all. So yes

hearty sandal
#

or manager...

novel torrent
#

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

hearty sandal
#

perhaps paste the error message here then

#

in your situation it is the best tool to use

novel torrent
#

yes sir

strange egret
#

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

novel torrent
#

"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.

teal sluice
#

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

paper path
#

anyone familiar with MFD stuff?

#

for doing tank huds etc etc

abstract plover
#

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...
hot pine
#

It's not an object texture it is object texture

wispy anvil
#

hi, how can i put the main weapon holder in front of the character ?

abstract plover
hot pine
#

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

abstract plover
#

Thanks.

strange pebble
#

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.

desert wing
#

Do hidden selections work for weapon attachments?

hearty sandal
#

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

desert wing
#

Ok

#

Looks like a no

#

thanks anyway!

meager trail
#

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?

small axle
#

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)

hot pine
#

@small axle color[] = {R,G,B} where 0-1 range represents 0-255 in most color pickers. Values above 1 are coefs to intensity

meager trail
hot pine
#

turnoffset is only for AI calculations

meager trail
#

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?

hot pine
#

yes, it's done with model.cfg

meager trail
#

ok, thx.

brisk dock
#

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.

meager trail
#

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.

atomic storm
hearty sandal
#

if you get addon builder to fail packing you got some serious issue

strange egret
#

mlife ... im starting to see the issue

hot pine
#

@meager trail what issue do you have?

meager trail
#

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.

sullen fulcrum
#

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?

hot pine
meager trail
#

mmm how it is definded? ๐Ÿ˜… As far as I know they are defined by default into the Compartment 1 right?

hot pine
#

no, by default there is no compartment

meager trail
#

aaaa XD ok, so could be this

#

it's defined with this?
cargoCompartments[] = {Compartment1};

hot pine
#

yes

meager trail
#

ok

hot pine
#

this one is for cargo, there is separate for driver & turrets

meager trail
#

ok, I will try to define this right. Thx

#

@hot pine yep it worked, thx for your help.

trim cypress
#

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?

hearty sandal
#

@sullen fulcrum can't do it in config

sullen fulcrum
#

Yup worked it out after a bit of trial and error. setAperture command with a trigger and area.

atomic storm
#

@strange egret any problem with lifers ?

junior bane
#

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? =*(

hot pine
#

@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

#
            minElev=-35;
            maxElev=35;
            initElev=0;
            minTurn=-245;
            maxTurn=-115;
            initTurn=-180;```
junior bane
#

okay. its a good idea. i check it out ๐Ÿ™‚ thx

junior bane
#

@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.

hot pine
junior bane
#

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?

hot pine
#

You should only rotate gun - just like on the picture that i posted

junior bane
#

๐Ÿ˜„ okay... i look in the vodnik with two guns.. i try it

junior bane
hot pine
#

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

echo ingot
#

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?

junior bane
#

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

hearty sandal
#

wrong selection names?

echo ingot
#

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?

junior bane
#

@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...

hot pine
novel torrent
#

I finally got my Mikero's to work, apparently my environment path wasn't set up correctly, and now I am debugging so much!

hearty sandal
#

๐Ÿ‘ ๐Ÿ‘ ๐Ÿ‘ ๐Ÿ‘

regal jacinth
#

is there a way to make, for example, a vehicle into a static object?

winter rain
#

Placing the vehicle model in TB ๐Ÿ˜‚๐Ÿ™ˆ

regal jacinth
#

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

hearty sandal
#

cant make it static

#

but will need to know the exact problem in order to advice

regal jacinth
#

something about not having ai and players walk through a vehicle when its set to a basic object (or whatever the name is)

hearty sandal
#

pls. Exact problem, description too vague. Or better yet, tell him to ask himself. Middleman asking things usually works poorly

junior bane
#

@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

regal jacinth
#

"To make vehicle just a prop kinda think so people can walk around it"
the best answer i could get

hearty sandal
#

ยฏ_(ใƒ„)_/ยฏ

#

drop it down without fuel

regal jacinth
#

i think he wants it not simulated, but that messes up apparently

hearty sandal
#

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

regal jacinth
#

maybe, he wanted me to add it as a separate object in a mod

winter rain
#

Place vehicle
Lock it
.

novel torrent
#

Hello, my BinMake registry edit is gone? I'm going to repair arma 3 but im wondering how? lol

hearty sandal
#

binmake registry edit?

novel torrent
#

Well, there is the BiStudio software in the HKLM registry

hearty sandal
#

you dont have to worry about that

novel torrent
#

Oh!

hearty sandal
#

if you mean whats in the PboProject logs

novel torrent
#

Yeah, I thought it was something I had to deal with, thanks for the info!

hearty sandal
#

๐Ÿ‘ yeh no need to do anything about that

junior bane
#

@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

hearty sandal
#

still cant walk on it if it has no roadway to walk on

junior bane
junior bane
rough hatch
#

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

strange egret
#

theres viewpilotOut or something along that line - another class

woven flax
#

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;
strange egret
#

maybe thats the treshold when unit reports that it is out of ammo

woven flax
#

Would make sense. Thanks ๐Ÿ™‚

pseudo juniper
#

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?

strong shuttle
#

afaik it's hardcoded and can only be added/removed by modifying the model itself

hearty sandal
#

๐Ÿ‘† as far as I know this is it

pseudo juniper
#

Sad ๐Ÿ˜ฆ

rough hatch
grand zinc
#

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

opal crater
#

what's that? no shadow, full shadow, outline?

#

like fonts?

#

never seen it set to 2.

grand zinc
#

some special shadow

#

I think its similar to fonts

#

dunno how it actually looks

grand zinc
#

I tried and can't see the difference

opal crater
#

maybe unimplemented and does the same as 1/true xD

echo kelp
#

is it possible to remove user actions from an inherited vehicle

stoic lily
#

class UserActions {};

echo kelp
#

is it possible to add my own after that?

stoic lily
#

just add yours inside the brackets

echo kelp
#

I did that and my ones work but the originals still appear

stoic lily
#

pastebin your config

strange egret
shrewd marsh
#

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.

hearty sandal
#

You probably would have to consult whoever made that mod

high sable
#

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?

echo ingot
#

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

high sable
#

So then what is the variable to impact (how hard it hits the target)?

pseudo cedar
#

hit= in your cfgAmmo class

high sable
#

so the damage is inherit to the ammo not the weapon itself?

pseudo cedar
#

yes, and it depends on the speed, see typicalSpeed

#

your weapon can have a higher initspeed though, for example on a longer barreled version

high sable
#

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

pseudo cedar
#

yes

high sable
#

okay. That makes sense. What does the inertia variable exactly do then?

pseudo cedar
#

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

high sable
#

Okay. thats interesting. thanks for the help!

buoyant oracle
#

Does arma not support characters with accents on them in class properties, or even music filenames?

hearty sandal
#

elaborate? what is it you are trying to do?

buoyant oracle
#

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.

hearty sandal
#

classnames should be kept simple

buoyant oracle
#

They are not present in the classname

#

They are present in the properties of that class

hearty sandal
#

can you give an example of what does not work?

buoyant oracle
#

ill send a screenshot yeah

hearty sandal
#

you will need to upload it somewhere and link here

buoyant oracle
grand zinc
#

thats fine, needs to be utf8

hearty sandal
#

is the music free though?

buoyant oracle
#

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

stoic lily
#

check lupasrename or any other mass renaming tool

hearty sandal
#

perhaps some problem with the file itself?

#

if you rename some file that is proven to work to replace that one does it work?

buoyant oracle
#

No I don't think so

#

It have multiple files that have accented letters in them

#

That is no coincidence ๐Ÿ˜„

#

Ah well, I actually generated the config with a program I wrote but I didn't think about that possibly causing issues ๐Ÿ˜›

#

thank you @stoic lily , that works wonders

hearty sandal
#

so it was character encoding issue? @buoyant oracle

buoyant oracle
#

I suppose so

tawny trench
#

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

little warren
#

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

hearty sandal
#

set the getin/out and driver actions as empty ""

little warren
#

Thanks @hearty sandal

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

tawny trench
#

so define the eventhandle class at the top of every unit?

hearty sandal
#

the wiki page for the config inheritance should explain it

#

no?

#

inside the unit class you are inheriting from

tawny trench
#

oh okay so just define it in one unit and call that one

tawny trench
#

yeah sorry im not a coder im a lil slow at this

hearty sandal
#

no need to be sorry about that

#

we all started from 0

tawny trench
#

so like this?

hearty sandal
#

nu

tawny trench
hearty sandal
#

class LIB_GER_rifleman_HeerSch12K98
{class eventhandlers}

class FB_or1_shtz_p38: LIB_GER_rifleman_HeerSch12K98
{
class eventhandlers : evenhandlers
{
class yourEventhandlerthingy
};
}

tawny trench
#

with the brackets?

hearty sandal
#

this is where your classes then inherti things

tawny trench
#

and then where does the headgearlist go?

hearty sandal
#

replaces the yourEventhandlerThingy like it is now

tawny trench
#

So Like this:

hearty sandal
#

this goees here

#

compare to the wikis example too

#

this is almost the same

tawny trench
#

OOOOOOOOOOHHHHHHHHHHHHHHHH

#

I needed to TELL Lib_Ger_riflemen to hold an eventhandler

hearty sandal
#

this is wrong channel to ask such @raven rapids

tawny trench
#

so the new guys could use it

hearty sandal
#

yes thats one way to explain it

#

๐Ÿ‘Œ

raven rapids
#

@hearty sandal yea i know but nobody there so i figured id ask

tawny trench
#

oh man thanks goat wow

#

I was mad confused for a sec cuz this - {X};

#

Looks different to me than this:
{
X
};

hearty sandal
#

ah indeed

#

I was lazy to type it out properly

tawny trench
hearty sandal
#

๐Ÿ‘

south bison
winter cargo
#

does anyone have a simple scope config that utilizes an overlay for its sight?

#

nvm

regal jacinth
#

is it possible to make a character without a head?

hearty sandal
#

You probably could configure a empty head type

regal jacinth
#

i suppose id just dont put anything in Texture then

sick zephyr
#

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

hearty sandal
#

cant remember exactly how it was, but check the GM configs in ingame config viewer or config dump how its set up

strong shuttle
#

afaik is the compass hardcoded, although you should be able to override the control

strange egret
#

hardcore hardcode

strong shuttle
#

fixed auto-correct

sick zephyr
#

it actually uses uiModel=

#

It's not in vanilla compass

#

But if you add it to yours it works ๐Ÿคท๐Ÿปโ€โ™‚๏ธ

hearty sandal
#

compass and the watch can both be customized

#

๐Ÿ’ฏ sure about that

sick zephyr
#

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 ๐Ÿ˜„

hearty sandal
#

make different models?

#

there should be 2 ones that look same but are used differently as far as I know

teal spindle
#

Iโ€™m 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!

untold temple
#

Adjust muzzleImpulseFactor for the magazine

echo ingot
#

Can that be 0 by the way? Or does that break a calculation somewhere so best keep it at like 0.1?

teal spindle
#

@untold temple Thank you very much, it now works like a charm.

tawny trench
#

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};

regal jacinth
#

can someone help me out with adding a custom face for ai?

tawny trench
#

anyone?

sick zephyr
#

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)

tawny trench
hot pine
#

@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

sick zephyr
#

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

hot pine
#

you can share pic of vehicle you are talking about so some more precise solution could be suggested

sick zephyr
#

I'm not home right now, all I can share is the picture of historical weapon ๐Ÿ˜„

#

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

hot pine
#

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

hearty sandal
#

@tawny trench don't think that's possible in the way you would want.

hot pine
#

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...

โ–ถ Play video
grand zinc
#

Seargent long arms

rough hatch
#

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

hot pine
#

yup!

sick zephyr
#

But then the legs clip on the ground, the IK needs to be set up

#

The only solution are the streched legs really

hearty sandal
#

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

hot pine
rough hatch
strange egret
#

what tank is it? maybe you can find real values, then you have a starting base

rough hatch
#

there's no way I'm going to find real values

strange egret
#

๐Ÿคทโ€โ™‚๏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

rough hatch
#

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

strange egret
#

why only 2 gears?

rough hatch
#

because that's how that vehicle is

strange egret
#

doesnt mean it has to be modelled like that

rough hatch
#

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

strange egret
#

is rpm @ max if you are at 14kph?

#

drive at 14kph and make a screenshot of EPEVehicle dialog.

tawny trench
#

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};

strange egret
#

??? no thats not how it works. Unless you have ultra special custom script setup then i have no idea what you want to do

hot pine
#

Regarding tank discussion - most likely it's damping rate value that needs tweaking

strange egret
#

or MOI, or gear step, or RPM, or suspension being borked and wheels dragging, or gear efficiency

tawny trench
#

so this is my setup for every unit i have right now

rough hatch
#

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

tawny trench
#

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

strange egret
#

torsion bars dont exist in physx world

rough hatch
#

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

strange egret
#

i think a3 samples even has some

rough hatch
#

is the EPEVehicle stuff part of dev branch?

rough hatch
#

so I switch to dev branch, run the game and then call the EPEVehicle dialog from the console?

tawny trench
#

aaah macros

#

thank x3

strange egret
#

no simkas, you need to start the arma3_diag.exe instead of the regular exe

#

only this way its available

tawny trench
#

btw, is it possible to group units in squad compositions?

#

like i have one composition that just has 19 guys lead by 1 guy

strange egret
#

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

tawny trench
#

oh so only custom compositions can have subgroups?

strange egret
#

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

tawny trench
#

no i just mean have it so it just plops down 4 squads of 5

#

instead of 1 squad of 20

strange egret
#

not that i know of

#

thats what 3den compositions are for i guess

tawny trench
#

yeah cuz i can make a company sized custom composition

#

but i guess theres nothing that I can do in configs huh? :(

strange egret
#

idk if you can predefine 3den compositions by config

hearty sandal
#

I think you can make groups in config

tawny trench
#

i mean theres something called datatype="group" in custom compositions that i think defines group

tawny trench
#

but im not sure how to use it in a config

#

oh hey goat

hearty sandal
#

well since there is the group tab in eden

#

those got to come from somewher

strange egret
#

cfgGroups, yes, but he wants to spawn multiple groups with one click

tawny trench
strange egret
#

a group is 1 squad

tawny trench
#

so this is the platoon i want to split into 4 sqauds

#

right now it spawns as one fat squad

hearty sandal
#

one click probably is not possible

strange egret
#

thats why im saing... 3den composition, that has multiple squads predefined

hearty sandal
#

have you just tried to save it as split groups?

tawny trench
#

right so i should just make a custom composition if i wanna go multiple squad sized?

strange egret
#

yes

tawny trench
#

and not bother with a config.cpp file?

#

oh poo :(

strange egret
#

well squads are still nice to have as groups...

tawny trench
#

yeahhh

#

i thought i could have everything in one nice little mod folder tho :(

#

well thanks a bunch you guys!

strange egret
#

idk if you can define 3den compositions by config. check it yourself

tawny trench
#

i wouldnt know where to start look tbh

hearty sandal
#

"All in one config" dump

tawny trench
#

just started getting into arma 3 config editing last week so this is all new to me

strange egret
#

look what composition names exist by default. Then search for them through a all in one config

tawny trench
#

yeah but all the comps i see dont have anything bigger than one squad

tawny trench
#

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 รŸ to show up correctly?

hearty sandal
#

where?

strange egret
#

"vรถllig einfach"

tawny trench
#

like in the side bar

hearty sandal
#

where are you trying to use them?

strange egret
#

never use them for class names or variables

hearty sandal
#

probably best ๐Ÿ‘†

tawny trench
#

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

strange egret
#

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

tawny trench
#

yeah im probably making a bunch of noob mistakes left n right

#

what should the file encoding be?

#

its set to UTF-8

strange egret
#

do you do
displayName=sรผpertrรถรถper;
or
displayName="sรผpertrรถรถper";

tawny trench
#

is there anyway to randomize things like weapons or uniforms?

strong shuttle
#

you can create a script which runs on init

tawny trench
#

but not on a config level?

strong shuttle
#

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)

tawny trench
#

wait so how does the helmetgearlist code work?

strong shuttle
tawny trench
#

wait so it is a script?

strong shuttle
#

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;};";
};
tawny trench
#

so you can do the same thing with weapons and unifroms then?

#

just replace the BIS_fnc_unitHeadgear?

strong shuttle
#

so if you want to do the same with other items, create a custom script which does that and call it on init

sick zephyr
untold temple
#

Manipulating the gunner stick anim sources that were developed for the Tanks DLC

sick zephyr
#

whaaaa?

#

where can I find out more?

#

is the eye memorypoint moved with that fancy animsource?

untold temple
#

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

sick zephyr
#

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?

untold temple
#

search animationSourceStickX and I think you'll find reyhard's post

winter rain
# strange egret use ze string table https://community.bistudio.com/wiki/Stringtable.csv

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

grand zinc
#

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

winter rain
#

Yeah i dont got it all in my mind, and im atm on my phone ๐Ÿ˜…

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 ๐Ÿ˜

tacit merlin
#

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?

hearty sandal
#

you would need to make a config patch mod that runs on top of the other one

tacit merlin
#

so I couldn't Edit that in game?

#

@hearty sandal

hearty sandal
#

no

cyan hazel
#
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..

hearty sandal
#

Id say you project folder setup is not good

cyan hazel
#

You have a link to a sample for the project folder setup?

hearty sandal
#

P:\A3

#

for example ๐Ÿ˜„

#

usually P:\TAG\TAG_weapons\config+stuffs

cyan hazel
#

Ah ok, I found a video showing how to set it up I believe

hearty sandal
#

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

cyan hazel
#
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;
hearty sandal
#

required addons array is in cfgPatches

cyan hazel
#
class CfgPatches
{
    class Bosenhanced_Addon
    {
        units[] = {};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = {};
    };
};
hearty sandal
#

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

cyan hazel
#

Alright, I'll give that a shot

cyan hazel
#
requiredAddons[] = {A3_Data_F_Oldman_Loadorder};

Made it pack ๐Ÿ˜„

#

Now to see if the model actually goes on my person, and not my feet again

tacit merlin
#

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!

cyan hazel
#
In File \Bosenhanced\BOS_Enhanced_Vest\Combat_Armor_lite.cfg: circa Line 160 EOF encountered
#

New pastebin for the cfg

stiff thistle
cyan hazel
#

Thanks, your pfp matches how I feel

#

The vest still spawns at me feet ๐Ÿ˜ญ

tawny trench
#

is there a tutorial that shows how to edit a vehicle/gun/static mg's crew & ammo loadout?

queen gust
#

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?
viral rapids
#

```
code
```
@queen gust

queen gust
ornate pendant
#

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

hot pine
steady beacon
#

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?

hot pine
#

artillery computer will make it fire only in indirect fire mode

novel lava
#

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

hearty sandal
#

You need 3 hiddenselections for it

hearty sandal
#

ye and selection for each

hearty sandal
#

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

hearty sandal
#

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

tacit merlin
#

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

hearty sandal
#

is small stat change that crucial?

tacit merlin
#

yeah bc its kinda broken

#

so i wanted to nerf it

#

its the active ECM for the f-22 by firewill

hearty sandal
#

you do know that it would only work on server you run or on single player?

tacit merlin
#

yeah i know

#

thats the point

#

im not using for multiplayer

rocky nebula
#

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

strong shuttle
#

well, what is your problem?

rocky nebula
#

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

strong shuttle
#

what is the current path you have set in the config?

rocky nebula
#

hiddenSelectionsTextures[] = {"\Henry_Vest\Data\h_vest_rgr_co.paa"};

#

creative naming, I know lol

strong shuttle
#

and the directory on your P drive is: P:\Henry_Vest\Data\h_vest_rgr_co.paa ?

rocky nebula
#

What's a P drive?

stiff thistle
#

if you dont know then you probably dont use it

#

what is your pbo prefix

rocky nebula
#

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!

stiff thistle
#

what tool do you pack your pbo with?

rocky nebula
#

ArmA tools

#

The PBO packer that comes with that

stiff thistle
#

addonbuilder or filebank?

rocky nebula
#

Filebank

stiff thistle
#

gui or cmd?

rocky nebula
#

gui i guess, didn't know there were two

stiff thistle
rocky nebula
#

Yep

#

Didn't know it could be run from cmd

stiff thistle
#

you're going to need to use something else, the gui doesnt let you define a prefix i dont believe

rocky nebula
#

Ah word, I need a prefix?

#

I noticed it in a different pack, but didn't know what it meant

stiff thistle
#

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.

rocky nebula
#

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

stiff thistle
#

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.

rocky nebula
#

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?

stiff thistle
#

no

rocky nebula
#

Ok sick, no error but the texture didn't change

#

Thanks for all your help!

plush bone
#

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 ?

dreamy flare
#

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

hot pine
#

@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)

dreamy flare
#

@hot pine Many thanks. Simply strg copy into config file, right?

hot pine
#

no, you still need to adjust it

#

you have to change soundImpact sound to whatever you want

dreamy flare
#

Rgr, will experiment a bit

dreamy flare
#

@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?

dreamy flare
#

Building roofs do not work either.

hot pine
#

soundImpact[] is array for actual sound sample

#

so it's not correctly set

#

you probably had some pop up errors

rocky nebula
#

@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

plush bone
#

Did you have a problem with selectionTextures as well ?

rocky nebula
#

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

plush bone
# rocky nebula I did

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

plush bone
rocky nebula
#

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

plush bone
#

but i wanted to use the GL Rig model and ramp up the stats ^^

rocky nebula
#

Exactly! So if my OOP memory holds, you can still edit the stats if it's a child class and beef them up ๐Ÿ™‚

plush bone
#

But you made a good point with the Vest_Camo_Base and the hiddenSelections

plush bone
#

weird thing is, for the GA Carrier it worked just fine

strong shuttle
#

wait... is it a vest or an uniform? because you're messing up the configs there...

rocky nebula
#

Strange! It really must be the shoulder pads then

strong shuttle
#

hiddenSelections[] = {"Camo1,Camo2"};

#

^^ borken

#

picture = "-";
most likely will return an error

rocky nebula
#

Oh wait he's right

#

You have Camo1 and Camo2 as a single array entry

#

{"Camo1", "Camo2"}

plush bone
rocky nebula
#

That's the issue

plush bone
rocky nebula
#

and that also explains why it worked for the GA Carrier

plush bone
#

Thanks haha Imma try with a correctly written array haha

strong shuttle
#

armor = "200"; passThrough = 0.3;
not entirely sure if this works in ItemInfo directly

plush bone
#

otherwise the code seems right to you

plush bone
plush bone
#

better use HitpointsProtectionInfo ?

#

Yeah I'll look more into details about the armor things

rocky nebula
#

Other than the array and what Grezvany just said, I think it looks alright from a syntax perspective

plush bone
#

anyway thanks to you both for your help !!

#

^^

rocky nebula
#

No worries! Good Luck!

plush bone
#

Thanks ! ^^

torn urchin
#

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?

untold temple
#

yes, unhidevalue

torn urchin
#

what about for arma 2?

untold temple
#

the Arma 3 weapon sample's model.cfg includes an example of its use

torn urchin
#

cuz thats an a3 value only

untold temple
#

No, nothing for arma 2

torn urchin
#

theres a way to do it tho cuz ive seen weapons mods have mag hiding.

#

when reloading

untold temple
#

There was a way to do it indeed. I will have to go look back at some old addons

torn urchin
#

some of the addons i tried to find examples of i couldn't get access to the model.cfg files so im lost atm

untold temple
#

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

torn urchin
#

but wouldn't it appear somewhere else on the map? or i guess u can do it underground and it would work right

untold temple
#

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

abstract orbit
#

If I wanted to change the initspeed of an ammo, how would I do that?

strange egret
#

by changing the initspeed in magazine, or the weapon that fires it... unless its a subprojectile, then in the respective parent ammo class...

rigid solstice
#

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

grand zinc
#

RscWeaponInfo afaik

untold temple
#

weaponInfoType, turretInfoType, unitInfoType, etc. they point to classes in RscInGameUI

rigid solstice
#

Ty I will investigate

paper path
#

-snip- nvm. this is apparently supposed to happen.

vast junco
#

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. )

vast junco
#

deal with it. I had a problem with vehicleConfig sensor.)

vast junco
#

Is any way to get direction from this type = "sensor"?

pulsar shell
#

Iโ€™m 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 ?

sullen fulcrum
#

Does anyone know if theres any way to increase the dustEffect on helis?

sullen fulcrum
#

Can the variables be overwritten though? It sounds like they're calculated somehow

strong shuttle
#

like with any config, you can override it

sullen fulcrum
#

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