#arma3_config

1 messages · Page 121 of 1

meager trail
#

@sullen fulcrum
You can modify it like this in you addon config.cpp
Change the inherited class "B_Heli_Transport_01_F" for the class you want to change the dustEffect to

class MyHelyWithDifferentDust : B_Heli_Transport_01_F
{
      dustEffect = "HeliDust"; // change by your dust effect.
};

Although I think there are addons in the workshop that does it so if you only want it for your mission you may take a look.
Edit: https://steamcommunity.com/sharedfiles/filedetails/?id=1537745369&searchtext=dustEffect

#

Hi as you may remember I was struggling with the FFV (Fire from Vehicle). With the help from reyhard I achieved this:
https://forums.bohemia.net/forums/topic/232065-fire-from-vehicle-ffv-config-base/?do=findComment&comment=3427071
My problem now is that you can't getIn to the cargoTurrets from outside.
If I change the property: isPersonTurret from 1 to 2 you can getIn form Outside but the inside animations and view doesn't seem to work as I want.
What I'm doing wrong? I have seen the example in the cargoTurret in the arma 3 Samples (Helicopter) and it has isPersonTurret set to 1 so it should work?

sullen fulcrum
#

@meager trail I'm talking about changing the size of the effect

#

Even HeliDustBig is tiny

orchid delta
#

Hi !

I'm a complete beginner (I've never done anything else than playing the game, really), and I need help. I'm currently playing on a Life Server, where I'm planning to make an airsoft field, with all the gear needed. But because it's a life server, I can't let the players wander around the map with military grade ballistic vests. I asked earlier how I could "create" my own vests (using a vanilla vest and giving it no ballistic protection). How can I do that ?

Thanks ^^

orchid delta
#

(I'm looking to edit a green [with the US Flag] carrier lite)

dreamy flare
#

@hot pine Got no popups. It just did not work. Could you hint me to a config where it is defined correctly? I would then just port and modify to my needs. Cheers.

rocky nebula
#

Hi @orchid delta! I am new to coding in ArmA as well, but I think this can be a pretty simple coding job. Assuming you want a new vest in game, you are going to need to create a new vest class, and change the ballistic protection of the vest. Sounds complicated, but let's walk get a bit more indepth. Conceptually, I would start by making this new vest, let's call it PaintBallVest, a sub class of the US Carrier Lite vest. By declaring the vest to be a subclass of the US Carrier Vest, you "inherit" all the variables and details from the parent. Therefore, you'll only have to change a few things. Within your vest's class, there should be an ItemInfo class, and within that, a class called HitpointsProtectionInfo, and that is where I believe you can make the vests have no ballistic protection.

#

Hope that helps! 🙂

wind birch
#

hi, do you guys know if there is a way to mod in a extra SubSubCategory to the eden hierarchy ?

untold temple
#

Not unless you modify the whole Eden editor, which I am not sure you can do

narrow musk
#
 class SZ_Chair: ThingX
  {
    displayName = "Chair";
    scope = 2;
    side = 4;
    model = "\bed\Chair.p3d";
    acex_sitting_canSit = 1;  // Enable sitting
    acex_sitting_sitDirection = 180;  // Direction relative to object
    acex_sitting_sitPosition[] = {0, 0, 1};  // Position relative to object (may behave weird with certain objects)
    XEH_ENABLED;  // Enable XEH (only necessary if XEH is not yet enabled for this class or the one this inherits from)
   };

pboProject gives me an error here
what did I do wrong?

#

Expected ]={
don't get it

untold temple
#

XEH_ENABLED; macro is there to be referenced? Does it actually require the ; at the end or does it create a ;;

narrow musk
grand zinc
#

its a macro

#

you need the macro definition if you want to use it

#

its from CBA

#

ACE code assumes you have the macros defined

narrow musk
#

so I should write this somewhere?

#

#define XEH_CLASS

#

not sure how macros work

strange egret
narrow musk
#

thanks I'll check it out

strange egret
#

there was a biki page on pre processor commands (which macro are), but cant find it on the quick. maybe google for it

#

A3 samples also use macros

#

mainly for defining values

narrow musk
#

net even sure what they actually are
just trying to make a chair😭
I'll look for it thanks

strange egret
#

it will come in handy very often, so it wont hurt to know

echo ingot
#

Hey, does anyone know what precisely the parameter maxRecoilSway affects?

orchid delta
#

@rocky nebula thank you !

echo ingot
#

Or maybe a different kind of question, does anyone know what parameter you can change to affect weapon sway?

#

Arma 3 fatigue and ACE stamina are disabled so they're not affecting it

gritty thorn
#

hello I want to make an addon in which you put a button at the top of the pause menu that says something for example "revive" and when you touch it while unconscious, pretend that a doctor gives you an EPA and you can continue playing the mod. work with ace3 I saw it in a channel but they do not pass the addon and I do not know how to make an addon like that and someone helps me I would be very grateful.

#

could someone help me do something like that

#

thanks

strong shuttle
#

The ACE full heal function is globally available, so when you call that it will work.
Adding a button on the Pause Menu (which calls that function) is also not too complicated.

#

You could check RHS on how they add their button there, although I guess a fully scripted method exist as well.

gritty thorn
gritty thorn
#

Does anyone know what is the pbo of the rhs configuration menu?

stiff thistle
#

rhs_main

gritty thorn
#

thanks @stiff thistle

narrow musk
#

I though I had understood it but I guess I've clearly not
have I done something wrong?
maybe I need to somehow have cba stuff in my p drive in order to pack it correctly?

#define XEH_CLASS CBA_Extended_EventHandlers
#define XEH_CLASS_BASE DOUBLES(XEH_CLASS,base)
#define XEH_DISABLED class EventHandlers { class XEH_CLASS {}; }; SLX_XEH_DISABLED = 1
#define XEH_ENABLED class EventHandlers { class XEH_CLASS { EXTENDED_EVENTHANDLERS }; }; SLX_XEH_DISABLED = 0

  class SZ_Chair: ThingX
  {
    displayName = "Chair";
    scope = 2;
    side = 4;
    model = "\bed\Chair.p3d";
    acex_sitting_canSit = 1;  // Enable sitting
    acex_sitting_sitDirection = 180;  // Direction relative to object
    acex_sitting_sitPosition[] = {0, 0, 1};  // Position relative to object (may behave weird with certain objects)
    XEH_ENABLED;  // Enable XEH (only necessary if XEH is not yet enabled for this class or the one this inherits from)
   };
};
strong shuttle
#

perhaps just do #include "\x\cba\addons\main\script_macros.hpp" ???

#

no need to define stuff which is already defined 🤷‍♂️

narrow musk
#

I would still need to have script_macros.hpp in my p drive right?

strong shuttle
#

well yes

#

extract CBA on your P drive and you're done

narrow musk
#

do I need to unpack the pbos?

strong shuttle
#

yes, just like you did with the Arma 3 files

#

I just use ExtractPbo and extract to P:

narrow musk
#

ah yeah that should be better for mass unpacking stuff

#

ExtractPbo doesn't seem to work
does PboManager have a mass unpack tool?

strong shuttle
#

not that I know of

narrow musk
#

did it manually

strong shuttle
#

and I also don't believe it unbins the files

narrow musk
#

oh

strong shuttle
#

although should be fine for pboProbject to pack stuff

narrow musk
#

I'm getting an error and it says #uninclude
I think the path is right
I dumped all the pbos directly into P

#uninclude //\cba_main\script_macros_common.hpp

#uninclude //\cba_main\script_macros.hpp
class SZ_Chair: ThingX
{
displayName = "Chair";
scope = 2;
side = 4;
model = "\bed\Chair.p3d";
acex_sitting_canSit = 1;  // Enable sitting
acex_sitting_sitDirection = 180;  // Direction relative to object
acex_sitting_sitPosition[] = {0, 0, 1};  // Position relative to object (may behave weird with certain objects)
XEH_ENABLED;  // Enable XEH (only necessary if XEH is not yet enabled for this class or the one this inherits from)
In File bed\config.cpp: circa Line 54 Expected ]={
strong shuttle
#

path should be \x\cba\addons\main\script_macros.hpp, no idea where those #unincludes come from...

narrow musk
#

I don't get it what is x supposed to be?
if I just copypaste that line it gives me an error saying its missing
having unpacked the folders directly in the P drive the path to that hpp is \cba_main\script_macros.hpp

#

I know I'm being very dense rn but I've never done anything like this

pulsar shell
narrow musk
#

I simply inherited from a camping chair to circumvent the whole deal but I would still prefeer to understand this situation if anyone can

stiff thistle
#

the path from P:\ is supposed to match the pbo prefix.

steady beacon
#

Is there a way to change the mine detector UI range for a custom detector?

orchid delta
#

Hi. I'm completely new to arma 3 modding/coding/... . I'm willing to create a vest without any ballistic protection. I re used the code I can find here : https://community.bistudio.com/wiki/Arma_3:_Characters_And_Gear_Encoding_Guide

I'm just using V_PlateCarrier1_blk instead of the bandolier. My folder is built like this : "Gilet Airsoft" contains config.cpp and "data", wich contains "Staff.paa"

Until class Veste_Staff I'm pretty sure I'm good, but once I'm at the uniformModel line I don't know what to do :

{
    class ItemCore;
    class V_PlateCarrier1_blk: ItemCore
    {
        class ItemInfo;
    };
    
    class Veste_Staff: V_PlateCarrier1_blk
    {
        author = "Venelli V2";
        scope = 2;
        displayName = "Gilet Airsoft (Staff)";
        picture = "\A3\Characters_F\data\ui\icon_V_PlateCarrier1_blk_ca.paa";
        hiddenSelectionsTextures[] = {"\Gilet_Airsoft\data\Staff.paa"};

        class ItemInfo: ItemInfo
        {
            uniformModel = "\A3\Characters_F\BLUFOR\equip_b_bandolier";            
            containerClass = Supply80;        
            mass = 15;
            
            class HitpointsProtectionInfo
            {
                class Chest
                {
                        hitPointName = "HitChest";
                        armor = 16;
                        passThrough = 0.3;
                };
            };
        };
    };
};```
#

I don't want to have a modified weight or the "size of the pockets", I really just want a basic vest with the Staff.paa texture and no ballistic protection

#

I mean, I guess I have to add some more HitPoints and remove the uniformModel/containerClass and mass bit, but I can't understand how to reduce the ballistic protection

wheat sluice
orchid delta
#

Okay thanks !

#

Do I need to add hiddenSelection [] = "camo"; between picture and hiddenSelectionsTextures ? Someone told me that without that it won't work

wheat sluice
#

No need to redefine it because the vest you're inheriting from already has that selection defined.

orchid delta
#

Okay thanks ^^

wheat sluice
#

Just to explain why you don't have to: V_PlateCarrier1_blk inherits from Vest_Camo_Base which has "camo" defined for hiddenSelections.

#

The equip_b_bandolier model only has one selection which is conveniently also called "camo".

orchid delta
#

If i don't want to touch the weight or whatever, can I remove the code from uniformModel to mass ? Or do I need to keep it ?

wheat sluice
#

Do you want your custom vest to look like the vanilla Carrier Lite (Black) or is it supposed to look like the Slash Bandolier?

orchid delta
#

It's supposed to look like the Carrier Lite

wheat sluice
#

It's okay to delete the line then. No need to redefine the model since you're inheriting from the Carrier Lite.

#

Supply and mass can be kept if you want it to have a custom maximum storage space and weight.

orchid delta
#

No, the vanilla are fine ^^

#

Really just the Carrier Lite with a custom texture and no ballistic protection

wheat sluice
#

Delete those two lines as well in that case.

orchid delta
#

Okay

#

So is it good ?

{
    class ItemCore;
    class V_PlateCarrier1_blk: ItemCore
    {
        class ItemInfo;
    };

    class Veste_Staff: V_PlateCarrier1_blk
    {
        author = "Venelli V2";
        scope = 2;
        displayName = "Gilet Airsoft (Staff)";
        picture = "\A3\Characters_F\data\ui\icon_V_PlateCarrier1_blk_ca.paa";
        hiddenSelectionsTextures[] = {"\Gilet_Airsoft\data\Staff.paa"};

        class ItemInfo: ItemInfo
            
            class HitpointsProtectionInfo
            {
                class Body
                {
                    hitPointName = "HitBody";
                    armor = 0;
                    passThrough = 1;
                };
            };
        };
    };
};```
wheat sluice
#

Yep. Try it out ingame.

orchid delta
#

Okay, thanks !

wheat sluice
#

I just noticed you're missing a brace under ItemInfo.

orchid delta
#

I was wondering why I got an error

wheat sluice
#

Always make sure you use something like CfgConvert's CPPtoBIN to validate your config.

orchid delta
#

the "class ItemInfo : IteamInfo" ?

wheat sluice
#

Yeah.

#

One brace will do: {

orchid delta
#

Yeah, the error told me 'c' encountered instead of '{'

#

I can't see it in the virtual arsenal :/

wheat sluice
#

Did you define it on your CfgPatches?

#

Add a weapons[] = {} array and put an entry for the custom vest like this

#
    {
        requiredAddons[] = 
        {
            "A3_Data_F_Oldman_Loadorder"
        };
        requiredVersion = 0.1;
        units[] = 
        {
        };
        weapons[] = 
        {
            "MyCustomVest"
        };
    };```
orchid delta
#

Nop... I think I can't read, I forgot the CfgPatches...

wheat sluice
#

You kinda need the CfgPatches for the game to load your addon. 😛

orchid delta
#

Yeah x)

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I just thought for two second, and went back to the wiki x)

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So, MyGlorious thing is simply just the name of the addon, if I don't need any required addon, what do I write in it ?

wheat sluice
#

It's good practice to put A3_Data_F_Oldman_Loadorder in because that forces configs for vanilla content to be read by the game first.

orchid delta
#

Okay

wheat sluice
#

You can technically get away with not having anything in it but...that can cause unpredictable results.

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Especially if you're loading lots of addons.

orchid delta
#

Yeah okay, I'll leave it

#

MyCustomVest should be the "Veste_Staff" right ?

wheat sluice
#

Yep.

hearty sandal
#

When inheriting, requiredAddons is always mandatory.

orchid delta
#

Apparently I'm missing a } somewhere

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Oh, I forgot one at the end of CfgPatches --'

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I think I used the wrong PlateCarrier, I only have a shadow on the character's torso

hearty sandal
#

Likely your texture is not present

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What do you use to pack the pbo?

orchid delta
#

Arma 3 Tools

hearty sandal
#

And do you have the P drive set up?

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What in Arma 3 tools?

orchid delta
#

FileBank

hearty sandal
#

Why?

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Addon builder is the correct tool from there

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Although addon builder works only if you have no errors in your files.

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As it has not much in error checks

orchid delta
#

What's the purpose of the P drive ?

hearty sandal
#

It represents the game engines filestructure

orchid delta
#

Okay

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So I guess it's not supposed to be empty ?

hearty sandal
#

P: root is equal to game engine file structure root

#

No. It should contain the unpacked game data and your addon files in your project folders sso you can pack a proper pbo

orchid delta
#

OKay

#

is it possible to mount the P drive somewhere else than the C drive ?

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Cause I don't have enough space on it for my game

hearty sandal
#

Yes you can configure its location in the settings

orchid delta
#

OKay thanks

#

So, I mount the P drive, extract the game data, and then ?

high osprey
#

Hey, anyone point me in the right direction?
I'm hoping to make a weapon not able to be placed in a backpack, without just setting its mass to a really high number

hearty sandal
wheat sluice
orchid delta
#

When I try to extract the game data, I have an error "The path is not of a legal form"...

#

It's really just a empty hard drive, I don't get it

hearty sandal
#

Probably needs a folder @orchid delta

wheat sluice
#

i.e. allowedSlots[] = {801}; means that the weapon can only be placed in the user's vest.

#

If the array's left empty like so: allowedSlots[] = {}; then it means it can't fit into any slot.

high osprey
#

Though i remembered setting this up before but I guess not

#

oh

#

I actually already did that 12 months ago. Oops

#

thanks anyway!

high osprey
#

Run into a new issue where if I'm replacing a disposable weapon with the used variant once fired, the zoom level and vision modes reset when the new weapon is added.
Anyone think of a workaround?

hearty sandal
#

Disposable weapons are not supported by default, so in the way you are doing it, probably not possible to do anything about it

high osprey
#

yes, sadly don't see a way to force weapon zoom level and vision mode.

#

will have to get creative here

#

is there a way to detect when you go into/come out of weapon sights?

hearty sandal
#

if there is, it might have eventhandler

#

but doesnt it make sense that the new disposable weapon is in fact in its default settings

high osprey
#

the issue here is that it's a beam riding munition; the operator needs to track the target and if the zoom resets while doing that it will disrupt things and looks generally naff :/

hearty sandal
#

so how are you making the switch to new one?

#

and why not just use the normal reload mechanism at that point

#

if you basically just "reload" the weapon

high osprey
#

I had used a fired EH and swap out to the used tube

hearty sandal
#

why do you need to swap the tube?

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cant the tube just be the ammo?

high osprey
#

please wait, lawman is thinking

hearty sandal
#

you probably could delay the swap too since its fired event triggered

#

and do it after the fired shot is dead

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or when player does something else

#

presses R or some such

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or just make player manually swap it in inventory

high osprey
#

ideally I'd want to avoid the possible jump in zoom level once the projectile is destroyed, but delay until then is currently my most feasible solution

#

so the 'used tube' method was to make it non-reloadable while still having the missile be a suitable weight

#

Just thinking over how the 'tube is the ammo' method would work

#

I'll have to give that some further thought and try some things out. Thanks for the help goat

hearty sandal
#

you can always study how other mods that have disposable weapons have done it

high osprey
#

ay, I looked at RHS's M136 and the Redeye in GM - both are fire and forget though and don't have zoom levels or imaging modes to worry about.
But i'll keep an eye out

untold temple
#

Use a magazine proxy for the rocket

#

by default, AT and UGL magazines delete as soon as the mag is emptied

#

but if not, there's a config property you can use

high osprey
#

what does that do? I've seen how the used tubes in other mods have a dummy round in them, is that what you mean

orchid delta
#

When trying to make a pbo using addon builder I have an error (Build failed. Result code=1), what am I doing wrong ?

high osprey
#

make sure arma is not running

orchid delta
#

It's not running

untold temple
#

NVM, you're probably mostly using the disposable framework to stop the weapon from being reloadable so animating the empty launcher instead of swapping it for a different class, isn't a full solution

orchid delta
#

Can someone explain me how I'm supposed to use Addon Builder ? I always have the "Result code=1" but can't find what it means

high osprey
orchid delta
#

Thanks ^^

high osprey
#

If you use mikero's tools you'd get better error reports though. Just be careful not to download anything sus if you decide to go down that route 🙂

orchid delta
#

I'll try that

hearty sandal
#

bytex hosts mikeros tools currently

#

PMCwiki and ARMAdocs have guides on how to set them up

orchid delta
#

Okay thanks

#

I suppose I need pboProject ?

hearty sandal
#

yes but just install all of them

orchid delta
#

Okay

high osprey
#

do mikero's tools actually install anything? I never saw any programs added to the OS

strong shuttle
#

I does put some stuff in the registry, but nothing that would/could break your computer

high osprey
#

interesting

high osprey
#

and what rotation is it in

hearty sandal
#

0,0,0 is yes the right angle

#

long edge is up. short forward

#

in model space

#

note that most things are build facing rearwards

#

or left

high osprey
#

great, thanks

tawny trench
#

can you functions that are geared towards scripts in config files?

#

like can i use "selectRandomWeighted" arrays in a config files to randomize uniforms once i start a mission in eden?

strong shuttle
#

you can call a script on init from a config which will execute whatever you want to do

#

similar to how headgear is randomized for units

#

although I wouldn't randomize uniforms, since that will require to change the unit (so it's easier to simply place different units with different uniforms)

hearty sandal
#

👆 This, unit is the individual character, randomizing too much in config is bad.

tawny trench
#

yeah thats what i meant. script on init is fine.

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i just want it baked into the config

#

wait so your saying its easier to just have:
Soldier Uniform1
Soldier Uniform2
Soldier Uniform3

#

than have a config that says:
Soldier 1 config:
randomize script on init:
Uniform1
Uniform2
Uniform3

hearty sandal
#

no baking such in config is not very good idea

tawny trench
#

cuz basically im trying to cut my code length down cuz i have a one soldier for each rank, with each separate weapon, with each separate uniform, and its getting really hard to debug them all.

#

ah okay

hearty sandal
#

separate uniforms should stay separate

tawny trench
#

gotcha

#

thanks for the warning

hearty sandal
#

since you still need that character config anyway

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since character class + uniformItem class == uniform/character

tawny trench
#

oh really?

#

uniformClass equals a character class?

hearty sandal
#

maybe this is better

#

to not confuse you with equals

#

uniform is the character

tawny trench
#

even if i have it on a dependency?

hearty sandal
#

yes

tawny trench
#

huh

#

so wait to be clear

hearty sandal
#

each uniform/character is separate entity

#

this is not to be confused with identity

tawny trench
#

class FB_or8_zf_Bmp40: LIB_GER_unterofficer_HeeroFwMp40 // 11 (OR-8) Zugführer B[MP40] Oberfeldwebel
{
displayName="11 (OR-8) Zugführer B[MP40] Oberfeldwebel";

    uniformClass="U_LIB_GER_unterofficer_HeerOfwMp40";
    
    weapons[]=  {"LIB_MP40", "LIB_P38", "LIB_Binocular_GER", "Throw", "Put"};
    respawnWeapons[]=  {"LIB_MP40", "LIB_P38", "LIB_Binocular_GER", "Throw", "Put"};
    
    KIT_MP40_FW
    AMMO_6MP40_2P38_1G1S
    HEERHELM_UFFZ
};
hearty sandal
#

uniform/character is not the identity of a unit in game

#

just what it looks like

tawny trench
#

putting any randomization function in unformclass function would be a BAD idea?

hearty sandal
#

yes that would break it

tawny trench
#

got it

#

cuz that defines the character

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or changing on init jacks up the character definition?

hearty sandal
#

it makes no sense to do it there

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since you need class soldier1 class soldier 2 soldier 3 soldier 4 anyway

tawny trench
#

okay so heres my issue

hearty sandal
#

so why would you make a soldier 5 that can be 1 2 3 4

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or soldier 1 that sometimes is 2 3 4

tawny trench
#

so rank has three different types of uniform: one with boots, one with shoes, and one with their sleeves rolled up

untold temple
#

@high osprey to add to what HorribleGoat said, [0,0,0] on the proxy object's grid is at the right angle of the triangle so long as your proxy object has autoCenter 0 as a named property in the geometry LOD. If it's autocentre 1 or undefined, the proxy object can load with some weird offset

hearty sandal
#

👍

#

then you have rank1_boots rank1_shoes rank1_sleevesup

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no way around that

tawny trench
#

no way to randomize that in anyway?

hearty sandal
#

no on immediate placement

#

you would need to create that logic into the mission itself

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that is where it belongs

tawny trench
#

so im confused how does the helmet randomization work?

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cuz my config works fine with it

hearty sandal
#

thats different from the character

#

character has gear

tawny trench
#

okay but uniforms are completely different

hearty sandal
#

gear can be swapped

tawny trench
#

uniforms are a nono

hearty sandal
#

if you want to swap what unit it is then you swap the actual unit

tawny trench
#

okay

hearty sandal
#

you are way way over thinking this

tawny trench
#

so i should just leave uniforms alone

hearty sandal
#

yes

tawny trench
#

thank you goat

hearty sandal
#

that randomisation does not save you any config rows

#

it actually makes more

#

and makes not sense anyway

#

youre way overthinking it

tawny trench
#

and you just saved me from a horrible road of deadend ideas

hearty sandal
#

when you come up with something that is not normally done in Arma there is a good chance there is a reason for it

tawny trench
#

hahahaahah i figured

hearty sandal
#

or if someone has not done it before you

#

since the game is old

tawny trench
#

thats when i see youve posted recently i perk up and hope to get a staight answer from you

#

"goat will straighten me out here"

hearty sandal
#

doesnt mean good ideas cant be invented still but its good to spitball them around

#

😝

tawny trench
#

GOAT GOAT IS THIS GOING TO WORK?? thing is literally falling apart

#

"n...no man. just do what you were doing before."

#

oh OH OF COURSE! YOURE A GENIUS MAN THANKS SO MUCH

tawny trench
#

well if i do end releasing this minimod on the workshop, im definitely giving you credit

high osprey
#

pretty sure goat isn't actually that horrible

high osprey
#

Sadly, still seem to have missed something in setting up the proxy - it's not showing up in game

upbeat valley
#

Hey guys! I'm literally brand new, made a model and everything else needed - icon and well, model - and now i have to do my config.
Now since im incredibly new to this, ive probably f'ed a good couple things up.

{
    class Rev_vending
    {
        units[]={"USB"};
        weapons[]={};
        requiredVersion= 1.03;
        version= 1.14;
        fileName = "louis_usb.pbo";
        author = "Louis";
    };
};

class CfgVehicleClasses
{
    class Gatt_Structure
    {
        displayName="Revo Vending Machines";
    };
};

class MyMod
    {
        requiredAddons[] = 
        {
            "A3_EditorDatapack"
        };
        requiredVersion = 0.1;
        units[] = 
        {
            "USB"
        };
        weapons[] = 
        {
        };
    };

class CfgMagazines
{
    class CA_Magazine;
    
    class rev_inv_usb: CA_Magazine
    {
        displayName="USB";
        scope=2;
        mass=.5;
        author="Louis";
        picture="\USB\Icons\USB_icon.paa";
        model="\USB\Objects\USBDrive.p3d";
        descriptionShort="A USB";
    };
#

Oh wow sorry for the spam

hearty sandal
#

@upbeat valley did yo try to pack this with pbo project yet?

upbeat valley
#

Honestly, im not too sure how to :/

orchid delta
#

Sooo... My addon seems to be working fine (and I understood why I had an error, my folder was named "Gilet Staff" and not "Gilet_Staff"), but I can't see the texture of the vest... I only have the shadow "(I guess it's a shadow ?). I guess I did something wrong with the PAA but I don't know what

hearty sandal
#

its a retexture I recall

#

so cant be previewed on the model in budozer

orchid delta
#

Yep, it's a retexture

tawny trench
#

btw, what function or code do i need to clear a unit from a vehicle/stationary weapon and replace it with one of my own?

orchid delta
#

Maybe my path to the .paa is wrong ?

hearty sandal
orchid delta
#

Yep ^^

hearty sandal
#

this kind of crossposting is against the server rules

tawny trench
#
    {
        displayName="MG34 (Lafette)";
        scopeCurator = 2;
        scopeArsenal = 2;
        faction="FRISCOHeer";
        typicalCargo[]= {"FB_or1p_ogr_Bp38"};
        magazines[]=
        {
            "LIB_100Rnd_792x57",
            "LIB_100Rnd_792x57",
            "LIB_100Rnd_792x57",
            "LIB_100Rnd_792x57",
            "LIB_100Rnd_792x57",
            "LIB_100Rnd_792x57",
            "LIB_100Rnd_792x57",
            "LIB_100Rnd_792x57",
            "LIB_100Rnd_792x57",
            "LIB_100Rnd_792x57",
            "LIB_100Rnd_792x57",
            "LIB_100Rnd_792x57"
        };
    };```
#

i thought typicalcargo would replace the orginal soldier in the machinegun but it didn't

upbeat valley
#

So bad news, i tried packing it, and it says there is an error in the Config file

#

"Error in config d:\00 arma\objects\usb\config.cpp"

hearty sandal
#

so currently you dont seem to have P drive

#

and you have donth have any modTag_ prefixing in your folders

upbeat valley
#

Ive mounted my p drive, was the folder supposed to be in there ?

hearty sandal
#

yes

upbeat valley
#

Haha i suppose this is why im so new to it 😂

#

Now the directory is "P:\00ARMA\Objects\USB"

upbeat valley
#
{
    class MyMod
    {
        units[]={"USB"};
        weapons[]={};
        requiredVersion= 1.03;
        version= 1.14;
        fileName = "louis_usb.pbo";
        author = "Louis";
    };
};

class MyMod
    {
        requiredAddons[] = 
        {
            "A3_EditorDatapack"
        };
        requiredVersion = 0.1;
        units[] = 
        {
            "USB"
        };
        weapons[] = 
        {
        };
    };

class CfgMagazines
{
    class CA_Magazine;
    
    class rev_inv_usb: CA_Magazine
    {
        displayName="USB";
        scope=2;
        mass=.5;
        author="Louis";
        picture="\USB\Icons\USB_icon.paa";
        model="\USB\Objects\USBDrive.p3d";
        descriptionShort="A USB";
    };
#

this is my config, its saying its wrong but i cant see anything blatantly missing from it?

hearty sandal
#

last };

#

and extra class mymod

upbeat valley
#

Wait sorry do i just remove the entire last };?

hearty sandal
#

no add one

upbeat valley
#

ohhh i think i know what you mean

#
{
    class CA_Magazine;
    
    class rev_inv_usb: CA_Magazine
    {
        displayName="USB";
        scope=2;
        mass=.5;
        author="Louis";
        picture="\USB\Icons\USB_icon.paa";
        model="\USB\Objects\USBDrive.p3d";
        descriptionShort="A USB";
    };
};```
#

like that?

hearty sandal
#

y

#

now good luck, I got to bounce

upbeat valley
#

okay, thank you man 🙂

#
{
    class MyMod
    {
        units[]={"USB"};
        weapons[]={};
        requiredVersion= 1.03;
        version= 1.14;
        fileName = "louis_usb.pbo";
        author = "Louis";
        regaddons[]=A3_Data_F_Oldman_Loadorder
    };
};

class CfgMagazines
{
    class CA_Magazine;
    
    class rev_inv_usb: CA_Magazine
    {
        displayName="USB";
        scope=2;
        mass=.5;
        author="Louis";
        picture="\USB\Icons\USB_icon.paa";
        model="\USB\Objects\USBDrive.p3d";
        descriptionShort="A USB";
    };
};```
this is my new config, still giving me an error 😦
narrow swallow
#

Is there a macro for using quotes in config? What I have currently is cutting off the statement.

// hpp
statement = QUOTE([QGVAR(selectWeapon), [_hoveredEntity, primaryWeapon _hoveredEntity], _hoveredEntity] call CBA_fnc_targetEvent);
// cfg
statement = "handgunWeapon _hoveredEntity], _hoveredEntity] call CBA_fnc_targetEvent)";
opal crater
#

It's cutting off because you're using commas inside macro.

narrow swallow
#

oh, I need ARR?

opal crater
#

Yes

high osprey
#

Thoughts on triggering an EH when a player removes a mag from a weapon (without reloading?)
I tried to do with with a 'put' EH in the weapon config but doesn't seem to be firing

steady beacon
#

Is there a sound setting to enable a sound when a cluster round creates it's submunitions?

untold temple
#

Make the parent round an explosive and use the explosion sound

high osprey
slow cypress
#

hi im having trouble with config of a uniform

#

for some reason

#

2 of my uniforms only show up in the ace arsenal

#

while the other one doesnt

#

does anyone know why this is?

strange egret
#

are they added to cfgPatches?

slow cypress
#

could that be the reason?

hearty sandal
#

yes

molten silo
hearty sandal
#

possibly missing proper weighting selections in the p3d

#

since names look like they match

#

possibly you are packing it with something that cant properly pack it

molten silo
#

@hearty sandal How should I go about fixing it?

hearty sandal
#

check if your weighted selections are correct in the p3d...

molten silo
#

what should they be?

hearty sandal
#

they should match the character so that it can move with it

molten silo
#

all the positioning is correct. I used the base piece of a working vest that I was given and all I did was add assets onto it. the only thing I did myself was the configs so I assume the issue is there

hearty sandal
#

then no idea

#

sounds like you have all the parts correctly set up without any ptoblem

molten silo
#

also to get textures working perfectly should I make a texture list?

#

because Ive been having issues there aswell

hearty sandal
#

texture list?

molten silo
#

Ive seen some people i know use textures.lst

#

is that a requirement for textures to work? or do all the textures just go into data

hearty sandal
#

textures.lst is not something you need to do

#

and people should have no need to do anything with it

#

if your vest has more than 1 texture set/material you may need to revise your workflow

chilly jewel
#

in a2 some machinegun turrets on vehicles can be used with RMB and on others that doesnt work (i mean using the iron sights with a single right mouse button click). is there a config entry that has something to do with this? the turret config reference doesnt mention it

gilded jungle
#

Any way to define a vehicle on whether infantry should shoot at it? For example AI know to shoot a car. How can i define it in a CPP to make AI infantry say shoot an air unit?

steady beacon
#

@untold temple yeah tried that but it requires the parent ammo hitting something, but I'm unfamiliar with the config sound entries, is there one to play a sound when something is destroyed perhaps?

high osprey
#

don't suppose there's a way to make it so something can't be placed inside containers? afaik allowed slots is only inventory slots?

#

alternatively I'd be interested in any methods for adding an EH to any unit who get's given or picks up a specific weapon

strong shuttle
#

I'm trying to use a macro to create an array in my configs, however it currently returns it as a string instead.
Obviously do I have CBA script_macros included, and everything is working and packing (with pboProject) without any issues.

#define ADDITEMS(ITEM,COUNT) [ARR_2(#ITEM,COUNT)]

class CfgSupplies {
   class GVAR(MedicalSupplies) {
      displayName = "Medical Supplies";
      items[] = {
         ADDITEMS(ACE_fieldDressing,25)
      };
   };
};

My expected result:

class CfgSupplies {
   class TAG_MedicalSupplies {
      displayName = "Medical Supplies";
      items[] = {
         ["ACE_fieldDressing",25]
      };
   };
};

Actual result:

class CfgSupplies {
   class TAG_MedicalSupplies {
      displayName = "Medical Supplies";
      items[] = {
         "[""ACE_fieldDressing"","25"]"
      };
   };
};

What am I doing wrong here? 🤔

grand zinc
#

config arrays are {}

#

not []

strong shuttle
#

I should have known 🤦‍♂️

grand zinc
#

yep

high osprey
#

Can someone explain the link between the CfgVehicles entry for inventory items and CfgWeapons?
For example item "Item_FirstAidKit" vs "FirstAidKit".

I can see that the vehicles entry is the one you place in eden editor and that the rotation and position of this works out nicely compared to placing a cfgWeapons thing on the ground. Whereas cfgWeapons is the one you place in the inventory, and if you just have this then placing the object on the ground has some rotation issues.

But i can't see how to link one to the other?

grand zinc
#

The cfgVehicles entry is a invisible ammobox, that is just prefilled with one first aid kit

high osprey
#

ah, that stars to make sense now.
I'm guessing this is the bit that says what to fill it with:

class TransportItems

#

Ok, i think I can make this work now. Thanks Dedmen!

tawny trench
#

is there a tutorial on the config structure of vehicles and stationary guns?

#

im just trying to replace the unit whos manning a machinegun and i cant figure it out

hearty sandal
#

not any full comprehensive one that would explain everything.

#

the A3 sample tank could provide necessary information with its commented config

strong shuttle
hearty sandal
#

those should be the same for all vehicles

tawny trench
#

cool thanks goat

high osprey
#

why is it that "FirstAidKit" inherits from itemCore and gets away without having to have properties like airFriction and submerged, but if I create a new item based on itemCore I'm being given errors for not defining these?

#

sorry, i mean the "item_firstAidKit" inheriting from "Item_base_f"

hearty sandal
#

look back how the inheritance goes before that

#

those values should be defined somewhere along the way

high osprey
#

i've found it was because I changed simulation type to "thing" I think

#

changing back to "house" seemed to fix

slow cypress
#

i have an issue with an uniform i retextured

#

i have ace loaded

#

and for some reason units with that uniform seem to be immortal

#

i have no idea what could be causing this

dense elbow
#

Hello
I have a vehicle with an open cockpit and I added these too params:
occludeSoundsWhenIn = 1; obstructSoundsWhenIn = 1;
but the sounds coming from the outside are still muffled in 1st person. Any ideas what the problem is or how I can get things to sound the same in 1st and 3rd person?

hearty sandal
#

@slow cypress your config is probably not right

#

soundattenuation

#

@dense elbow

digital python
#

So I am retexturing some vehicles and I have successfully modded in a rextexture of said vehicles but I was wondering if there was a way to add a flag to a vehicle through thr config file? I know how to do it in the init using the set flag thing but is there a way to to do it through the config?

wintry tartan
#

hiddenSelectionsTextures[] is the thing

digital python
#

so in the brackets is where I would paste "this forceFlagTexture "\A3\Data_F\Flags\Flag_us_CO.paa" or?

wintry tartan
#

Oh wait, sorry a flag?

digital python
#

yeah you post that code and it outs a flag on vehicles that waves

#

like on a little ple

wintry tartan
#

You want to put a flag on a vehicle by default?

digital python
#

basically because in game you can post that line in the init and it adds a flag to the vehicle and I want it to actually be added to the modded vehicle when placed

wintry tartan
#

That's what EventHandler's work

digital python
#

is that somewhere in a config file then thats what im trying to figure out

wintry tartan
digital python
#

I just couldnt send a pic here so thats what i was referencing

wintry tartan
#

Just use imgur or such

digital python
#

ah

#

sorry

#

but yeah thats what im trying to set up is that flag

wintry tartan
#
class your_awesome_vehicle: whatever_parent_is
{
  class EventHandlers
  {
    class yourTag
    {
      init = "whatever";
    };
  };
};```
digital python
#

ah thank you im not sure where to put that in the config but that helps me figure it out a bit better

wintry tartan
#

your_awesome_vehicle in the example is the vehicle in CfgVehicles

digital python
#

class textureSources
{
class 1SSF_cust1
{
displayName="1SSF Odin";
author="Vengen";
textures[]=
{
"\1ssf_willys\data\1ssfodin.paa",
};
factions[]=
{
"LIB_US_ARMY"
};
};
};
textureList[]={};
class EventHandlers
{
init="this forceFlagTexture "\A3\Data_F\Flags\Flag_us_CO.paa";
};
class 1SSF_cust2
{
displayName="1SSF Beagle";

#

this is the first vehicle followed by the display name of the second vehicle where have i messed up the event handler part?

wintry tartan
#

What's the error?

digital python
#

Build failed. Result code=1
CfgConvert task failed.
File C:\Users\acthe\Desktop\flag\addons\1SSF_willys\config.cpp, line 52: Config: Unsupported escape sequence \A after this forceFlagTexture
File C:\Users\acthe\Desktop\flag\addons\1SSF_willys\config.cpp, line 52: '/CfgVehicles/1SSF_Willys/EventHandlers.3': '' encountered instead of '='
Config : some input after EndOfFile.
Error reading config file 'C:\Users\acthe\Desktop\flag\addons\1SSF_willys\config.cpp'
Class destroyed with lock count 1


Build result

OK

#

this is what it says when trying to pack it

wintry tartan
#

Also show us your entire config, not a part of it

digital python
#

you want copy paste or you just want the whole config file itself

wintry tartan
#

Both are the same

digital python
#

how can i send you the config file itseld because it has too many characters to copy and paste

wintry tartan
#

pastebin or something

digital python
#

not sure how pastebin works

#

may i just pm it to you becuase i dont know how that stuff works

wintry tartan
#

You can copy the link of it if you do it so you can post it publicly

digital python
#

yep dont know how to share a link to a file

wintry tartan
#

I mean DM

#

So, please point out where is the start of 1SSF_Willys and where is the end

#

Because it's so confusing

digital python
#

each camo should start with the line similar to "class 1SSF_cust"

#

if you want i can send the original config that didnt have the part where i tried to add the flag

wintry tartan
#

Alright so you want to say line 55 is the end?

digital python
#

I dont know. Just pretend I accidentally figured out how to do config files becuase i barely got this config to work in the first place

#

im am very very new and barely know what im doing

wintry tartan
#

I don't know is not an allowed answer today, so let me change the question, Line 23 to 54 supposed to be 1SSF_Willys right?

digital python
#

sure i think

#

there is one main base vehicle that is placed down then when you edit the vehicle there are 3 camos to choose from that are the "1SSF Cust" parts

#

so that config in short is only one vehicle but has 3 camo to choose from

wintry tartan
#

Okay here're errors you made:

  1. You failed to close the brackets; Line 81 is the end of 1SSF_Willys
  2. Line 84's end bracket is closing nowhere
  3. The init line is not valid (also didn't closing quotation), you should do:
init="_this#0 forceFlagTexture '\A3\Data_F\Flags\Flag_us_CO.paa'";```
4. I assume *1SSF_cust2* and *3* should also inherits something, but they didn't. This itself isn't a critical error, but won't do the thing you want
Not an error but 5. You should to think about indents
digital python
#

ill see what i can do

wintry tartan
#

Let's see if you can get what I mean. Don't worry everyone starts from nothing

digital python
#

ill be straight up i do not know how to tell which line is which

wintry tartan
#

Don't know what text editor you use so...

digital python
#

notepad lol

#

I use notepad and paint to do everything i have nothing fancy

#

like i said im just getting lucky that what im doing so far has worked

#

got a recomendation that will make me look like less of a moron?

wintry tartan
#

At least notepad++

digital python
#

alright i got it open in that

#

looking at line 84 now but i dont know what you mean by the bracket is closing no where

#

I dont really know the basics of config files I just know where to copy and paste what for somthing to work

wintry tartan
#

84 doesn't have the start

digital python
#

dont know what that means im just gonna take the cowards way out and give up and maybe get lucky later

wintry tartan
#
};  //<- this is the end```
digital python
#

thats the way it looked in the config before i tried to add the flag line and it worked fine

#

this is the config without the flag line and it works fine

#

and its setup the same way

wintry tartan
#

Yes, it is not a broken code. At least won't throw an error, but looks not a good and won't work as you intend

digital python
#

So far it has. I just cant figure out where to put the flag line at is all

wintry tartan
#
{
  class whatever
  {
    class whatever
    {
    };
  };
  class whatever
  {
    class whatever
    {
    };
  };
};```Also think about indents. You should do like this, so won't confuse you (this is not a valid config, just an example)
digital python
#

i can fix that like i said i just use a config file i found and copy and paste stuff in the right place. other than know where to post the right texture paths and what not i literally dont know anything about how to make a config

molten silo
#

Im trying to make foldable peltors compatable with ACE does anyone have a sample or is there any chance I can get some help with making my configs/getting it to work
HadesYesterday at 11:49 PM
I have the model and function SQF but what should I put in the config?

digital python
#

just help him ill try to figures this out on my own

wintry tartan
#

Why 🤔

strong shuttle
molten silo
#

yes I just want two options one being fold and the other being unfold (to fold and unfold peltors on helmet)

strong shuttle
molten silo
#

so when I add this code I wont need a fnc or SQF?

strong shuttle
#

you still need SQF to do the actual work, since it can only call a function

#

it doesn't magically do all the work for you 🤣

molten silo
#

i wish lmfao

#

where would I put the SQF in the config?

strong shuttle
hearty sandal
#

@molten silo I hope you know that you can't have that kind of animated parts on helmet

strong shuttle
#

Animations might not be possible, but switching out models shouldn't be an issue

#

Also do that with my LED Goggles 🥽 👀

hearty sandal
#

Sure. But the question seemed to point to that kind of thing being the goal.

slow cypress
high osprey
#

(Disregard my last, think I found a fix)

meager trail
#

Hello, I'm trying to make an AntiBunker ammo.

    class R_MRAAWS_HEAT_F;
    class SubmunitionBase;
    class myNewSubMunitionAmmo : SubmunitionBase
    {
        scope = 0;
        warheadName = "My explosive Sub Ammo";
        caliber = 1;
        explosive = 0.8;
        hit = 200;  
        triggerDistance = 0.7;    
    };    

    class myNormalRocketAmmo : R_MRAAWS_HEAT_F
    {
        warheadName = "My Normal ABK projectile";
        caliber = 1;
        explosive = 0.0;
        hit = 50;  
        submunitionAmmo = "myNewSubMunitionAmmo"; 
    };  

What it should make: penetrate 700 mm of concrete wall and explode.
Is this Base code correct? It doesn't seems to work for me

untold temple
#

triggerDistance = 0.7; means it will explode 700mm in front of the target

meager trail
#

oh ... so it should be -0.7?

untold temple
#

No, you'll want triggerOnImpact = 1; and submunitionInitialOffset = {0,0,0.7};

meager trail
#

ok, thx for your help.

high osprey
#

anybody confirm if userActions can be applied to weapons?

#

ok, found a forum post that suggests not. So what's the method should you need a user action with a weapon?

untold temple
#

You probably need to add it to the man

high osprey
#

oof, that sounds unpleasant

#

doesn't that risk getting a bit expensive if there's hypothetically 50 actions all being tested for

untold temple
#

Probably. But I am sure that some folks in #arma3_scripting will be able to advise on efficient ways of doing it.

#

You might be able to use the weaponInfoType rsc's onLoad to add actions to the player only when a particular weapon is held. But I don't know enough about scripting to tell you how to get that working efficiently

high osprey
#

this is an area I'm much less familiar with, but could be useful

#

where even is that in config?

untold temple
#

weaponInfoType is in the cfgWeapons class, the rsc classes that supply the features to that are in class RscInGameUI if I remember correctly

high osprey
#

ah ok, so weaponInfoType tells the UI which information to load?
And you can modify the corresponding UI's onload class to add an action if it's a certain weapon or whatever?

untold temple
#

All I know if you can use onLoad to call functions. Some community addons you will see it used to handle things like folding stocks or weapon safeties using keypresses. Whether action menu are possible, I don't really know 100% since it's not a usage case I have seen personally

high osprey
#

ok, well that's good to know. I'll investigate further - thanks!

high osprey
#

Sitrep: method works nicely. Was able to create a custom weaponInfoType so action is only added when this one weapon is switched to. Thanks again

untold temple
#

Does all the overhead of that action and checks for it, go away once the weapon is dropped or switched?

narrow musk
#

so I have a weapon specific custom crosshair
is there a way to make it follow the same colors the players uses for their UI?

woven flax
#

Is there a section to make a Land object like a house emit a sound over time? Like creaking of a windmill? Or should I leave that to a playsound3d sqf stuff

stiff thistle
eager cradle
#

could someone give me a pointer on trying to change the mass of an item in a mod to 0? (it serves as the in-scenario currency, where the current mass setting is 0.1)
This is the item's class hierarchy:

["Combustible","RavageItem","Laserbatteries","CA_Magazine","Default"]```

so in the custom mod's config, im trying to define the mass like this:
```class rvg_money: Combustible
        {
        mass = 0;
        };```
I'm new to this and am going by trial&error on the classes i need to specify as well, so im referencing these:

class CA_Magazine;
class Laserbatteries;
class RavageItem;
class Combustible;

so far the change hasnt taken effect and i get a couple of messages on launch that indicate im not quite on track
hearty sandal
#

@woven flax looping animation with animationsource sound

#

and time as a source

woven flax
#

@hearty sandal Thank you!

#

Do you know how much of an impact soundsources have on performance?

hearty sandal
#

there is likely a limited number of sounds that can play at one time

#

so I would not advice on tens of sounds that go into small area

woven flax
#

Understood. Thank you!

hearty sandal
#

sound shaders perhaps can mix together multiple sounds

kindred valley
#

Can anyone help me with doing inheriting right?

#

I want to change only a few values on SensorsManagerComponent and I dont know what to inherit.

steady beacon
round crow
#

Looking for anybody that might be of help. I'm having issues trying to build a mod right now. When trying to run make.py it fails on every module and gives me this error

ERROR: Module not successfully built/signed. Check your P:\temp\troops_training_packing.log for more info.```
Thing is it isn't generating logs for some reason. The P:\Temp is empty (I manually created the folder since it wasn't managing to do it)
Any idea?
#

pboProject is installed and running fine, and powershell appears to recognize it just fine

#

I'm mostly confused about how it's now generating any error logs at this point. I don't see any other channel more specific to help with the issue so I decided to post here

rough hatch
#

is there any weapon/ammo config property that defines the maximum speed of a target that AI will shoot at with the weapon?

untold temple
#

On vehicles there's FCSMaxLeadSpeed for turrets, and missileLockMaxSpeed for missiles, plus maxSpeedThreshold for the sensor

rough hatch
#

are you sure FCSMaxLeadSpeed is for turrets? wiki says it should be in the weapon config

#

also what units is that in? the wiki says m/s but then it also says that 27.7 is 100 km/h

untold temple
#

turret weapons I meant

#

And 27.7m/s is 100 km/h. (100*1000m)/(60*60s) = 100,000m/3600s = 27.7m/s

rough hatch
#

oh right, I didn't even register that one was /s and the other was /h

rough hatch
#

I've set the FCSMaxLeadSpeed to a very high number but my AA gun still doesn't seem to fire at anything going faster than like 350 km/h

#

even if ai seems to track them perfectly

stoic lily
#

@round crow PM mikero directly on discord or BI forum

kindred valley
#

@steady beacon

  //Hornets
    class OPTRE_UNSC_hornet_CAS;
    class VES_AV14_AGM: OPTRE_UNSC_hornet_CAS
    {
        Components;            //line 397
    };
    class 59th_Hornet_AGM: VES_AV14_AGM
    {
        dlc="59th_STB_Auxiliary";
        author="Ornell, Tran";
        scope=2;
        scopeCurator=2;
        forceInGarage=1;
        displayName="[59th] AV-14A2 Hornet";
        editorCategory="59th_Shock_Trooper_Battalion";
        editorSubcategory="59th_STB_Air_Vehicles";
        crew="OPTRE_UNSC_Airforce_Soldier_Airman";
        mainRotorSpeed=5;
        backRotorSpeed=4;
        tf_hasLRradio=1;
        tf_isolatedAmount=.4;
        tf_range=12000;
        armor=250;
        altFullForce = 6000;
        maxSpeed=450;
        liftForceCoef=3;
        cyclicAsideForceCoef=4;            //These values make it behave less like a slug.
        cyclicForwardForceCoef=1.75;
        backRotorForceCoef = 2;
        bodyFrictionCoef=0.20000001;
        weapons[]=
        {
              "Gatling_30mm_Plane_CAS_01_F",
              "Laserdesignator_pilotCamera",
              "CMFlareLauncher",
              "Missile_AGM_02_Plane_CAS_01_F"
        };
        magazines[]=
        {
              "1000Rnd_Gatling_30mm_Plane_CAS_01_F",
              "Laserbatteries",
              "300Rnd_CMFlare_Chaff_Magazine",
              "6Rnd_Missile_AGM_02_F",
              "6Rnd_Missile_AGM_02_F"
        };

#
        class Components: Components
        {
            class SensorsManagerComponent
            {
                class Components
                {
                    class IRSensorComponent: SensorTemplateIR
                    {
                        class AirTarget
                        {
                            minRange=0;
                            maxRange=2000;
                            objectDistanceLimitCoef=-1;
                            viewDistanceLimitCoef=-1;
                        };
                        class GroundTarget
                        {
                            minRange=0;
                            maxRange=2000;
                            objectDistanceLimitCoef=-1;
                            viewDistanceLimitCoef=-1;
                        };
                        maxTrackableSpeed=300;
                        animDirection="mainGun";
                        angleRangeHorizontal=50;
                        angleRangeVertical=50;
                        aimdown=-0.25;
                    };
#

line 397: '/CfgVehicles/VES_AV14_AGM.Components': ';' encountered instead of '='

#

Thats the error I get

#

I wanted to modify the sensors without screwing up any other things in the components class like the pylons.

sick zephyr
#

Hey guys, any way to tweak the speed of tracks animating?

#

The "pasoffset" selections are running nicely but they are definitely too slow, not sync with the ground

#

I haven't found those in class UVanimations

hearty sandal
#

for a tank?

rough hatch
#

keep in mind that has to be integers, it can't be like 2.5 or something

#

but it can be negative numbers if you want to reverse it

hearty sandal
#

👍

sick zephyr
#

Thank you ❤️

#
Integer: Default 1

Speed of tracks UV animation. Use negative number to move tracks in opossite direction

tracksSpeed = 1.4;

^straight from BIKI

  1. has to be integer
  2. for example 1.4
  3. ???
rough hatch
#

yeah the wiki has a lot of stuff like that

#

"integer, for example 2.4"

sick zephyr
#

Also on topic of tanks

#

I've been struggling to make my tank go faster than 30kmph

#

the maxSpeed = 65; is setup

#

I've doubled the engine power but it only increased the top speed by about 3kmph

rough hatch
#

it could be a lot of things, the gearbox settings, omega, torque, rpm and possibly even wheel configs

hearty sandal
#

trackspeed value is a multiplier to the default I suppose

#

negative multiplier turning it backwards

steel crown
#

Hello! I've been attempting to have some Eden objects from a mod put into Zeus so it can be accessed. I noticed a bunch of objects like some houses, or weaponry is available in Eden but not Zeus. I've got some code written and a few showed up, but others didn't. Can someone help me? Willing to stream my code.

wintry tartan
#
  1. No crossposts.
  2. Show us your config via pastebin or such
steel crown
#

Apologies. I wasn't sure which channel was the right one to post it in. I am available to stream as I need to give context to the config if that makes sense.

wintry tartan
#

No streams please if you want to troubleshoot. Make a log

steel crown
#

I am unaware on how to do that?

wintry tartan
#

pastebin

steel crown
#

For context, this items exist already in the mod. Their classes are at the top, including in config.cpp

wintry tartan
#

Make sure your CfgPatches have them

steel crown
#

I don't have one.

#

Disregard, I have it here and they are there also.

#

Some work and some don't yet the only difference in code is the class name and inheritance from the mod.

molten silo
#

Im getting " Truncated file. Missing one or more};. Error starts near token 'Hynes_core_folded_light_on' : ItemCore
In File WIP_Helmet\config.cpp: circa Line 120 EOF encountered" when attempting to pack my file

#

Heres the code

#

class CfgPatches
{
class WIP_Helmet
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Characters_F","rhsusf_c_weapons","ace_main"};
};
};
class CfgMods
{

};

class cfgWeapons
{
class Vest_Camo_Base;
class ItemCore; // External class reference
class HeadgearItem; // External class reference
class V_PlateCarrier1_rgr;
class VestItem;
class NVGoggles;
class InventoryItem_Base_F;
class Uniform_Base;
class UniformItem: InventoryItem_Base_F
{

class Hynes_core : ItemCore {
    author = "ColinHynes";
    dlc = WIP";
    scope = 2;
    weaponPoolAvailable = 1;
    displayName = "Ops-Core Fast Carbon High Cut AOR1 (Colin Hynes)";
    model = "WIP\Hynes_core.p3d";
    ace_hearing_protection = 0.85;
    ace_hearing_lowerVolume = 0.75;
    class ItemInfo : HeadgearItem {
        mass = 5;
        uniformModel = "";
        modelSides[] = {6};
        allowedSlots[] = {801, 901, 701, 605};
        class HitpointsProtectionInfo {
            class Head {
                hitPointName = "HitHead";
                armor = 36;
                passThrough = 0.1;
            };
        };
    };
};
#

class Hynes_core_light_on : ItemCore
{
author = "ColinHynes";
dlc = WIP";
scope = 0;
weaponPoolAvailable = 1;
displayName = "Ops-Core Fast Carbon High Cut AOR1 (Colin Hynes)";
model = "WIP_Helmet\Hynes_core_lit.p3d";
ace_hearing_protection = 0.85;
ace_hearing_lowerVolume = 0.75;
class ItemInfo : HeadgearItem {
mass = 5;
uniformModel = "";
modelSides[] = {6};
allowedSlots[] = {801, 901, 701, 605};
class HitpointsProtectionInfo {
class Head {
hitPointName = "HitHead";
armor = 36;
passThrough = 0.1;
};
};
};
};
class Hynes_core_folded : ItemCore
{
author = "ColinHynes";
dlc = WIP";
scope = 0;
weaponPoolAvailable = 1;
displayName = "Ops-Core Fast Carbon High Cut AOR1 (Colin Hynes)";
model = "WIP\Hynes_core_folded.p3d";
class ItemInfo : HeadgearItem {
mass = 5;
uniformModel = "";
modelSides[] = {6};
allowedSlots[] = {801, 901, 701, 605};
class HitpointsProtectionInfo {
class Head {
hitPointName = "HitHead";
armor = 36;
passThrough = 0.1;
};
};
};

#

class Hynes_core_folded_light_on : ItemCore
{
author = "ColinHynes";
dlc = WIP";
scope = 0;
weaponPoolAvailable = 1;
displayName = "Ops-Core Fast Carbon High Cut AOR1 (Colin Hynes)";
model = "WIP_Helmet\Hynes_core_folded_lit.p3d";
class ItemInfo : HeadgearItem {
mass = 5;
uniformModel = "";
modelSides[] = {6};
allowedSlots[] = {801, 901, 701, 605};
class HitpointsProtectionInfo {
class Head {
hitPointName = "HitHead";
armor = 36;
passThrough = 0.1;
};
};
};
};

stiff thistle
#

i would say it is a missing } at the end of the Hynes_core_folded class, but its hard to say when you paste the entire config in chat like this instead of on https://sqfbin.com/ or similar so we can actually read it properly

molten silo
#

then let me do that real quick

stiff thistle
#

line 80 missing "

#

the syntax highlighting makes that one easier to spot

#

same with line 32 and 102

molten silo
#

just fixed all those

stiff thistle
#

line 28 missing };, and you need to add another at the bottom

molten silo
#

"In File WIP_Helmet\config.cpp: circa Line 28 Expected class {"

#

after adding what you said

stiff thistle
#

so the whole line should be {};

molten silo
#

ok that workde

#

then I got this
rapWarning: missing file(s)*****
WIP_Helmet\config.cpp circa Line 36: WIP\Hynes_core.p3d
WIP_Helmet\config.cpp circa Line 82: WIP\Hynes_core_folded.p3d
rapWarning: missing file(s)*****
rapWarning: missing file(s)*****

#

but those are all in the folder aswell as in the config

stiff thistle
#

should they start with WIP_Helmet\ instead of WIP\ like the other lines do?

molten silo
#

yes I guess I forgot to fix those ones

#

ill try packing again

#

alright that worked

#

now I might be back once i try to pack my interaction files

hearty sandal
#

@molten silo please delete the cross posts best to keep debugging of a problem in same place

molten silo
#

my bad sorry

graceful dragon
hearty sandal
#

Is the model in that path on your P drive?

graceful dragon
#

If you count Workdrive as P drive, yes. Here's my path to the model:
C:\Games\Steam\steamapps\common\Arma 3 Workdrive\SCP_CB\Facility_Structure\Door01_2_Buttons.p3d

hearty sandal
#

No you should have a virtual P drive that reads that work drive folder

graceful dragon
#

ok

#

So there's no problem with my config? All I need is P drive?

hearty sandal
#

Could be. Hard to say for sure but no P drive could be a major part of your problem

#

Next thing you tell me is probably that you use PboManager to make pbos

graceful dragon
#

I was using Arma 3 Addon Builder, I'll try that one too

hearty sandal
#

No dont

#

Manager is not correct tool. Usually people who have trouble also make the mistake of using it.

#

But yeah your development environment setup is missing

graceful dragon
#

Understood. I will use Addon Builder, but what else I could be missing? Just tried with P drive mounted, and got the source path in the Addon Builder set to P drive. But it gave me a same same error. Cannot open object scp_cb\facility_structure\door01_2_buttons.p3d. Could it be a problem with my p3d file? or my config file?

hearty sandal
#

What tutorial?

graceful dragon
#

referred*

#

hello? What website or material should I refer to if I want to try fix the issue by reinstalling all the Arma 3 Tool stuff and workdrive?

graceful dragon
high osprey
#

I'm not going mad right? Hidden selections textures should work with magazines?

untold temple
#

Yeah, if the magazine is set up correctly to use hiddenSelections. They don't work on the ground model though

kindred viper
#

How would one go about making a gun that changes its holding animation based on the grip in the bipod slot, like RHS has done with their guns?

#

I tried only copying the 'rhs_grip_attachement ="ClassName_grip1"' (or whatever the actual line is called) and making those class names in the same way that RHS did them, but the animation didn't change when I grabbed a grip

#

Is there an sqf I need to call in the config, or something done to the model? Or smth else?

untold temple
kindred viper
#

I c what I missed, thank you!

#

Didn't know the wiki was updated this much already, happy to see that is happening)

high osprey
hot pine
high osprey
#

well yeah i meant more in terms of engine operation, why have the same function but one case works for ground display the other doesn't

hot pine
#

because magazines can use different models, like pouches

#
  • magazine proxies are more expensive to render than those simple ground holders & were added quite late to the game
molten silo
#

hey i’m pretty new to the modding community and i just tried modeling my own helmet and putting it in game and i’ve had a few peopel check and they say my config is looking good but for some reason when i load up arma and go to arsenal and select my helmet nothing comes up... and it isn’t a case of it being on the ground i mean litterally nothing appears or changes... can anyone help?

#

it doesnt seem to be my p3d as I switched them out with working ones and it still didnt work

hearty sandal
#

@molten silo try unpacking your pbo to see if the files and folder structure match what you have on your P drive and config

tawny trench
#

what is the "units[]=" used for in a character config?

#

i've just been listing every character i've made in it like a previous config was doing, but is it necessary to do that?

#

so it's basically:

#
{
    class *my pbo*
    {
        units[]=
        {
        *all my characters under cfgvehicles*
        };
    };
};```
#

is this necessary to have?

hearty sandal
#

yes

tawny trench
#

so what does it do exactly, sir?

hearty sandal
#

lists the units you have made for the engine

#

I doubt we have any sirs here either

tawny trench
#

lol

hearty sandal
#

😛

tawny trench
#

so not listing them wont have them show up in eden?

#

even if i define them as scope 2?

hearty sandal
#

Eden yes would still work, Zeus requires them

tawny trench
#

aaah so they wont show up in zeus

hearty sandal
#

could be some other stuff too but those are the main points

tawny trench
#

interesting

#

btw goat do you have any links to the projects you've worked on?

hearty sandal
#
Mod DB

Lost Dragons is a multiplayer total modification aiming to bring out a new thrilling gamemode for Arma3 . Our concept is futuristic objective based team warfare with randomly generated map elements to ensure every game is a unique experience with completely...

#

And I've adviced a few in stuff

tawny trench
#

cool man i'll check it out

hearty sandal
#

work in progress stuff pretty much still.

tawny trench
#

yeah looking forward to the first release

hearty sandal
#

second. 😝 We had early alpha out for a while couple of years back when we took part in the Make Arma Not War competition.
Its been taken out since then as it became too old.

molten silo
#

then I have all my individual sqf files

#

so I have the actaul icons in the ace menu but it doesnt actually change the models

rough hatch
#

in a reloadSound array, what do the values after the path to sound mean?

pallid snow
#

Hey, is there a way to force rscDisplayMain to only load a particular world? Require it as apart of my own main menu

molten silo
#

https://sqfbin.com/olikosivasewekadelez
}
In File P:\flb_headgear_interaction\config.cpp: circa Line 71 extraneous character(s). Expected class, define, or varname
In File P:\flb_headgear_interaction\config.cpp: circa Line 71 extraneous character(s). Expected class, define, or varname

Rapify error
"flb_headgear_interaction.pbo not produced due to error(s)"

#

can I get some help 🙂

strong shuttle
#

line 32

dense elbow
hearty sandal
dense elbow
#

Also is there a max amount of wheels per track on Tank classes?

#

I remember reading 8 somewhere

hearty sandal
#

8 physx ones perhaps yes

#

dont quote me on that though, dont remember off the top of my head

dense elbow
#

I'll do some digging ThumbsupCoolCowboyRat

stiff thistle
hearty sandal
#

should be possible I believe

molten silo
#

where did I go wrong??

#

(this is for ace interactions trying to make models with foldable peltors)

strong shuttle
#

Yeah... You didn't read the CfgFunctions documentation right?

molten silo
#

and working HDID (small light tabs on helmet)

strong shuttle
#

Because that's not how it works...

molten silo
#

where exactly did I go wrong?

strong shuttle
#

Do you have anything in the CfgFunctions class?

molten silo
#

no

strong shuttle
#

That's why the engine doesn't know which function name should go to which file

molten silo
#

what should I put in theri?

strong shuttle
#

Check the wiki, it explains it better as I can

molten silo
strong shuttle
#

If you would fix the configs... Than it will lost likely work

molten silo
#

im sorry but im new and I dont know where the issues begin

#

all I need to know is did I input everything into the cfgFunctions right

molten silo
#

im not sure if the issue is still in my config or if its in the sqf

#

would replacing the "_" in the config with "" when calling for the action files change anything?

molten silo
#

ok

#

thanks

molten silo
#

https://sqfbin.com/imeyesefugizonaboras

Truncated file. Missing one or more};. Error starts near token 'CAManBase' : Man
In File flb_headgear\config.cpp: circa Line 208 EOF encountered
not sure what im missing

stiff thistle
#

Missing one or more}; .........

#

this is the same issue you keep having. check all your classes have an open { and close };

molten silo
#

ok I got it I was just looking at the wrong spot for close

ebon pivot
#

yes hi my config is broke the uniform isnt showing up

#

30 seconds to upload it rq

#

I have no idea what's causing it

#

if you could tag me in your reply that'd be appreciated

strong shuttle
# ebon pivot I have no idea what's causing it
  • your configs are all over place (aka opening/closing them)
  • you inherit configs out of thin ear (requiredAddons only has A3 addons, and nothing from what you try to use)
  • units[] and weapons[] are not being used
  • references between units, uniforms, backpacks, factions, etc. are wrong

If you copy&paste a config, make sure you also modify the values which should be changed

graceful dragon
novel lava
#

is anyone aware of a way to change the origin point of an explosion, Cfgammo ofcourse.

to shortly explain what i'm trying to do:
I have a satchel charge style explosive, the model center is deliberately offset due to the intention of it (it's a bangalore, you slide it under barb wire to explode it)

I was hoping there was a memorypoint or something that can be set to change the origin of the explosive

I tried using the directional mine simulation, which has explosionPos and explosionDir
but it behaves strangely when the direction is facing directly upwards, or atleast it doesn't seem to like when things are very close to it and deals minimal damage to them

hearty sandal
#

There is not but possibly you can make that effect with a submunition

ebon pivot
ebon pivot
#

would help if i called the right classnames

novel lava
sullen fulcrum
#

Hello, I've changed the animation of one of my gunner positions but now they're floating in the air. Is there any way I can change this through config?

hearty sandal
#

sure but your animation has to match the original position

rough hatch
#

why does my weapon attachment get tagged as a dlc item? when I mouse over it says it's a "premium item" and has the usual "press X to purchase this DLC"

#

I've tried setting dlc="" in the config

hearty sandal
#

is it inheriting from a DLC item?

sullen fulcrum
hearty sandal
#

no, proxy is what defines the position of the chracater

#

if you make your animation properly you dont have to change anything in the model

sullen fulcrum
hearty sandal
#

then you will need to change the proxy position

#

preferably use a vanilla proxy that looks like the animation you want to use

#

so you can align it properly

sullen fulcrum
#

Righto, thank you!

rough hatch
gilded jungle
#

Any way to make ai to shoot at a plane using a definition of some sort in the vehicle config?

hearty sandal
#

depends on what weapon AI is using and if that weapon is defined to be used against air targets if I remember right

gilded jungle
#

@hearty sandal Currently looking at the weapon config example. I dont see anything. Can you give me a bit more?>

hearty sandal
#

wiki has weapon config reference

#

and sensor config reference

#

I believe those could help

somber meadow
#

hi all, sorry if this is better put elsewhere.
I'm making a static with 2 weapons. So far the majority of weapon effects are backwards! such that with the main weapons projectile goes in the right direction, the modelled projectile is backwards. And the secondary fires from the first's muzzle points, and in the opposite direction -_-
Any help on what i;m messing up would be excellent. Config scrub here I'm afraid.

hearty sandal
#

perhaps you have modeled it backwards

somber meadow
#

if everything was going in the wron dircetion sure, but it isnt?

#

to check, looking down the barrel should be what, looking into X positive?

#

not sure if relevant but eden and VR placement indicates the model as a whole in the correct orientation

strange egret
#

post the config on pastebin or similar service. Otherwise we will be guessing the rest of the day

somber meadow
#

of course, will do

#

theres the config, I'm afraid I am very new&bad at configs

#

any and all advice much appretiated

strange egret
#

So all the projectiles go into the correct direction?
What about the particles? They are reversed?

somber meadow
#

so, main weapon (L6_120mm) throws the projectile in the right direction, but the projectile itself is flying backwards (minor)
the second weapon (L6_spotting) fires in the opposite (backwards) direction, and from the main weapons muzzle rather than its seperate one.
effects for the spotting rifle match the direction of fire (backwards) but are in the correct place.
effects for the main weapon are large and hard to decifer, but i believe they are in the correct direction.

hearty sandal
#

are they custom projectiles?

somber meadow
#

not yet, currently using the arma spg projectiles

hearty sandal
#

what direction is it pointing at in OB

strange egret
#

for the projectile i assume it custom - you just need to flip that model around 180°

somber meadow
#

it will be, but not yet and yeah, thats easy done

#

the spotting rifle is my big issue

hearty sandal
#

thats not the issue at the moment if vanilla is wrong way

#

show top view picture from OB

somber meadow
#

ofc

hearty sandal
#

seems to be correct

strange egret
#

"muzzle_main" point - is that in front of "muzzle_main_dir" or not?

#

it needs to be like this:
gunBeg = "tur1_mzl_start"; //barrel's front point in the model (barrel tip)
gunEnd = "tur1_mzl_end"; //barrel's rear point in the model. (weapon chamber)

#

ignore the "" names, you can use yours.

somber meadow
#

Okedoke can do. But it’s still in the wrong place

#

How can I solve that one?

#

I have muzzle main in the end of the barrel, and muzzle main dir out down range from it

strange egret
#

then it needs to be like this: gunBeg = "muzzle_main_dir"; and gunEnd the other one

somber meadow
#

Funky will do, any thoughts about the second muzzle?

strange egret
#

that will fix the second muzzle

#

because this setting determines the direction of every gun weapon. Idk what "L6_120mm_BAT" actually uses for ammo - if its a missile launcher it may use the memoryPointMissileDir and memoryPointMissile for direction and position instead

somber meadow
#

That weapon is pretty much a direct inheritance from the arma 3 spg

#

(There is no separate config yet, all in that paste)

#

I’ll have a look at those points, thankyou so much for advice!

strange egret
#

this would explain why projectile is facing in the wrong direction too, because you launch the missile with negative velocity, but since your direction of weapons is also flipped it goes in the correct direction but faces backwards

#

btw - jfyi - spotting rounds are not really (vanilla) AI compatible. Not that they dont work... its just that AI will know your exact location if you hit them or hit near to them with a spotting round (even if it doesnt do any discernible damage), and since the vehicle counts as high threat anti tank weapon, they will immediately pulverize you.

somber meadow
#

We use them with other things, better to have them as an option to use if desired, and just know that engine limited stuff means what you said above. Used to it with smaw, law 80 etc

#

Thanks for the heads up though

somber meadow
#

Any further thoughts again very much appretiated thankyou

strange egret
#

memoryPointGun = ""; <- this needs to be at the barrel tip of the machinegun
right now its muzzle_main, which is just the same as the 120mm

tawny trench
#

I don't know if this is the right place, but is there a way to make it so it doesn't name compositions as "alpha 1-1" "alpha 1-2" etc? when you place them down?

molten silo
#

when I try to switch from Hynes_core to Hynes_core_lit, it doesnt switch anything

somber meadow
#

can't see anything im obviously missing in configviewer myslef

high osprey
#

any tips for simulating inaccuracy in AI using SACLOS guidance?
I've setup the ammo to have a good balance of trackOversteer/manualControlOffset etc, which makes it suitably difficult for players to hit fast targets.
The AI however, seem to just hit the point without fault

untold temple
#

maneuverability and sideAirFriction are also applicable IIRC

high osprey
#

indeed. Still leaves us with the problem of different control abilities between players and AI

#

starting to think the only solution is to make a new ammo type for AI use that has oversteer / meaneuvre issues and swap them with some sleight of hand onFire or some such

neat canyon
#

Hello, I'm making a gun right now and I want it to be able to use all available scopes, from what I understand this is done by "compatibleItems" but my question is would I have to add each scope's class name or is there an "all" option? lol, thanks

#

nvm im dumb forgot samples existed

somber meadow
#

do animation sources such as trigger isempty and isSelected work for vehicle weapons?

hearty sandal
#

is selected should work I think, is empty also

#

trigger not sure but possibly

somber meadow
#

thanks, I must just be doing it wrong then ><

untold temple
#

Don't think trigger does work. isSelected's function is served by a combo of maxHoldsterValue source and cfgWeapons holdsterAnimValue param

sullen fulcrum
#

Hello, I am trying to tweak the dispersion of a gun but when I do it there's no sound, I am inheriting a vanilla gun's class

hearty sandal
#

@sullen fulcrum you are likley breaking the config then

sullen fulcrum
#

I read something about the class not being declared but I don't understand where to declare it, so I put this into the config class Mode_SemiAuto; class Single;

hearty sandal
#

pastebin your config and link it here

sullen fulcrum
#

It's my first gun so apologies for the messy config lol

hearty sandal
#

ok so everything you inherit in the weapon need to be inside the dmr_04 class so you inherit them from it

#

that way they have working properties for the stuff you do not alter in your new class

sullen fulcrum
#
    {
class Mode_SemiAuto;
class Single;```
#

like this?

#

@hearty sandal

#

well that did not work lol, I'm very new to weapon configs, could you send me the part that I need to fix?

#
    class srifle_DMR_04_F: DMR_04_base_F
    {
        class WeaponSlotsInfo;
        class Mode_SemiAuto;
        class Single;
    };
    class srifle_myke_vss: srifle_DMR_04_F
    {``` this didnt work either
hearty sandal
#

have you read the wiki page for config inheritance

#

it explains it better than I do

sullen fulcrum
#

not really, will take a look

sullen fulcrum
#

@hearty sandal Can you help me? I read it and still don't really understand it, I tried putting this but it didn't work class Single { class Mode_SemiAuto { dispersion=0.00018; }; };

hearty sandal
#

sorry im in the middle of something at the moment. If you search this disocrds history you might be able to find where I explained it last time

#

there are few pictures there that could help

sullen fulcrum
#

Alright thanks

remote salmon
#

Was wondering if anyone could help me. I am currently working on a custom car we have made for fun. More of a meme then anything else in reality. I already have a custom sound file for the horn that works in arma. The issue I am having is getting a horn on the vehicle itself. I know it has something to do with the CfgWeapons section but so far I have not found much help on the internet. The only thing I got to work so far was a scroll wheel option as a temporary fix. However I wanna make it like a normal car horn where you just click. Thanks in advance if anyone is able to help!

pseudo cedar
raven knot
#

anyone have experience vehicle getting wiggly? when i turn left, it will counter to right for a bit after finishing turn. like those physic ball experiments lol. and when i move forward and brake it will do a frontflip.

strange egret
#

either you turn too strongly / center of mass is too high
or your suspension is not stiff enough for the vehicle weight

raven knot
#

im thinking bad config, but i could not find the thing affecting thiss

strange egret
#

also there is anti roll bar coefficients

#

whats the vehicle? mrap?

raven knot
#

apc

#

ive tried arb, didnt fix it

strange egret
#

whats the weight distribution? is it in the middle or is it top heavy? how much mass? How many wheels? what sprungMass and spring strength?

raven knot
#

14000 mass, evenly distributed.
sprungMass = 2625;
springStrength = 200000;
springDamperRate = 24000;

#

too low?

strange egret
#

you didnt say how many wheels. 8?

raven knot
#

5 wheels

#

including sprocket?

strange egret
#

tracked, you mean?

raven knot
#

yea

strange egret
#

only the ones that touch ground

raven knot
#

5 then

strange egret
#

per side ?

raven knot
#

yes

strange egret
#

hm no your sprung mass seems to be even stronger than necessary. The suspension would be fully extended when it just sits on the ground, is that correct?

raven knot
#

i think so

strange egret
#

sprung mass needs to be exactly the weight divided by the wheel count that touch the ground, or the vehicle will not sit have the suspension centered.
But i doubt correcting it would fix your problem

raven knot
#

why is that?

strange egret
#

well if it flips in turns and when stopping then changing the suspension travel a bit is not going to change that

#

still worth correcting

#

at what speeds does it flip?

raven knot
#

well i think 1

#

before this

#

it will just flip slowly before even i got to do anything

strange egret
#

then your wheel setup is borked

raven knot
#

model wise?

strange egret
#

check all names of the physx points in config and memLOD if they correctly match

#

you might have cross-connected some points leading to giant wheels and other shenanigans

raven knot
#

alrighty ill check

#

found one of the wheel axis is grouped together with damper_destruct_axis

#

fixed that

#

and it still happens, but it is better

#

all names matched correctly

strange egret
#

how large are your wheels ? Because i have a feeling physx tank doesnt like small wheels

raven knot
#

around 0.5m

#

height and length

#

0.3m width

strange egret
#

should be large enough to be out the perceived danger zone

#

welp, then i have no idea. Sound like one of them random annoying things you cant figure out by trying logical things.

raven knot
#

hmm

#

do you mind taking a look at my config?

strange egret
#

that wont help. Such issues are a combined issue of all things - model, model.cfg and config

raven knot
#

because i checked, names are all match between those 3

strange egret
#

Either you try and start completely fresh (just bare minimum that is required to get physx working) and hope you dont get it again, or you try to eliminate the error by completey redoing individual parts (config, model.cfg, memLOD, physxLOD) without copying them over

raven knot
#

my physx lod does not contain my wheels

strange egret
#

yes but other things in it can interfere

raven knot
#

well i dont think thats the case

#

must be my model.cfg and config

strange egret
#

🤷‍♂️ i can only say that i had a tank that drove me nuts and i completely replaced everything several times over, until it finally went away for some reason. And that was the 6th tank or so i made...

raven knot
#

😩

#

well might as well do it and see if i can fix it

strange egret
#

do you use arma3 diag?

#

epevehicle and the suspension debug info is helpfull, you can see (in the numbers) the resulting wheel diameter. If its completely different to your wheel diameter, you know something is wrong with memlod

#

and one or the other (forgot) shows where the wheel contacts are, if you drive on objects (not on terrain though)

raven knot
#

arma3 diag? whats that?

strange egret
#

the last straw you have for your custom vehicles acting weirdly

#

you need to be on devbranch, then you have this .exe which allows to use special debug commands

raven knot
#

yea im reading that

#

how do i install dev branch?

#

nvm

#

googled it

strange egret
#

on steam right click arma, then under betas you can select it

raven knot
#

will it disrupt my normal arma gaming?

strange egret
#

yeah, its different patch version, so cant join stable version servers

raven knot
#

and if i want to play on normal server i have to undo the betas?

strange egret
#

yes

#

you can switch to dev branch, copy the .exe, then switch back to stable, and copy it back into the folder. Should still work.

raven knot
#

noted

#

i see

#

thats easier then

#

thanks dude!

#

wait

#

where do i put this command?? "All" diag_enable true;
it says missing ; when i put it on debug console

strange egret
#

diag_toggle "EPEVehicle";for example

#

execute -> enabled. Execeute again -> disabled

raven knot
#

error missing ;

#

maybe it doesnt work on stable branch?

#

oh wow you can update the config without restarting the game with arma3 diag

#

same error even on dev branch

raven knot
#

its like the code is not there

hearty sandal
#

Note, you only need to get the diag exe from the dev build and it will run on stable branch too

#

Or was that covered already 😝

raven knot
#

but as you see the code doesnt work

#

it was covered already

hearty sandal
#

Try diag_enable

#

Or look through Web what the command needs to be

raven knot
#

cannot

#

i keep getting error missing ;

#

that is straight copy and paste command from the biki

#

diag_toggle "Animation";

strange egret
#

have you actually started the diag.exe? Or have you started normally/ via arma launcher?

raven knot
#

i've tried both

#

when started diag.exe, my vehicle is not there

strange egret
#

you work with file patching?

raven knot
#

im not sure what that is but no

strange egret
#

try using just "original" dev branch then if that at least works

#

wait, if you dont have your vehicle there it just means you dont have your mod loaded

#

need to create a shortcut and add the mod to be loaded

raven knot
#

did that already

#

it does not appear

strange egret
#

in editor or visually as in the model being invisible

raven knot
#

in the editor list

#

"G:\SteamOnNVME\steamapps\common\Arma 3\arma3diag_x64.exe" -mod=P:\Packed@RMAF <-- shortcut target

#

trying on dev branch now

strange egret
#

"Packed@RMAF" is that a valid addon folder even?

raven knot
#

its a discord thing @

#

you put a \ and @ together, the \ will be gone

strange egret
#

ah ok

#

code tags solve that... just saying

raven knot
#

ahh stupid os

#

everytime i make a shortcut it will go auto admin mode, that's why it does not appeara

#

okay it works not but there is an error. apparently i need to finish up all my lod first 😂

strange egret
#

some you can just click away

#

but any error should be investigated. Also, is your RPT clean? probably not

raven knot
#

it need view pilot lod

#

i havent make it yet

#

since my config have things that need the lod

strange egret
#

it will just display 0 lod then, its not necessary to function

raven knot
#

tried ignoring it, it wont go away

#

oh well problem for another day, i gotta go sleep. thanks alot dude

#

👍

strange egret
#

i think hitting cancel should stop it from appearing. diag.exe displays more errors than stable, but i never had one that couldnt be stopped (except the errors that crash the game...)

raven knot
#

yes you're right, clicking abort make it go away

#

but i cannot see anything after running diag_toggle "EPEVehicle";

strange egret
#

take a vanilla vehicle and test that then - a console should appear (you need to drive though)

#

no reason it wouldnt work on your custom vehicle (unless it doesnt have physx at all, in which case... that would explain a lot 😄 )

hearty sandal
#

you kinda are not in the physX dev phase yet if your model is lacking things

high osprey
#

anyone remind me what the property is that maxes a missile explode when it gets near a target, not just on impact?

high osprey
#

found it - proximityExplosionDistance

gilded jungle
#

weapons[] = {"gatling_30mm"};
how can define like another gunners weapon? Or multiple gunners? Same with the magazine how can i define them for each gun?

untold temple
#

Have to do it in the turrets class

north bronze
#

Are config event handlers global or local?

class EventHandlers
{
    init = "myAddon_object = _this select 0;";
};
scarlet hornet
#

Is anyone have an idea to attach default destruction effect to the model which has named properties “map=walls”?
Writing dstrtype=default on config.cpp causes a bug like it: https://youtu.be/b_G39cszDp8

#

and it may be related to EditorCategory

hearty sandal
#

for terrain objects you cant

scarlet hornet
#

What do terrain objects mean?

hearty sandal
#

things that are placed on terrain premade. In your case that is not the case though.

scarlet hornet
#

ok, i got it

stoic lily
#

@north bronze config is not different to scripted i am fairly sure. in any case: init = executed everywhere

ebon pivot
#

probably not the right channel, but how do i make an object not able to be dragged/carried with ACE without having to change the files and shit

high osprey
#

any documentation on creating custom missile trails?
I see some classes in the config file for missile0, missile1 etc

grand zinc
high osprey
high osprey
#

Only I'm having difficulty defining a new entry in there now.
/CfgCloudlets.mySmokeTrail': encountered instead of "="

untold temple
#

Not much that people can do to help you spot the mistake if you don't post the config

high osprey
#

yeah that's fair. I had virtually nothing in cfgCloudlets though so was a bit confused

#

I see the incredibly basic omission now though

#

I had forgotten to type class before my new class :/

untold temple
#

Ah yeah, I do that more often than I'd like to admit

hearty sandal
#

everyone needs to write down their own personal checklist for stuff they often make bugs with.. My first item on that list is write the rest of the list xD

hot pine
grand zinc
#

I checked 1.96 config and only the viper helmets used it

high osprey
#

so I have a launcher that fires and there's a big puff of smoke behind the launcher and a small flame.
I'm trying to change or remove it, but either I've missed which config entry is responsible several times over or it's something in the p3d?
Going a bit mad trying to find out what this is, I feel like it's probably very obvious

strange egret
#

check what you are actually inheriting

high osprey
#

with respect to what value?

untold temple
#

gunparticles probably

high osprey
#

ay, that's probably it. merci beaucoup

high osprey
#

does direction work as an animation source for projectiles?
I can't seem to get it working

hearty sandal
#

dont think so

untold temple
#

wiki page says any, but probably just means vehicles

hearty sandal
#

@high osprey how do you try to use it?

high osprey
#

I've tried a whole bunch of iterations with little success.
My latest example:
class rotateHead { type = "rotation"; source = "direction"; selection = "head"; axis = "spin_axis"; memory = 1; //sourceAddress = "clamp"; //loop definitely not working beyond 1 rotation minValue = 0; maxValue = 1; angle0 = 0; angle1 = rad 360; };

#

I found if i put it as the controller for a 'hide' animation, in some setups it would hide the part in seemingly all rotations, and in some it would be unhidden in seemingly all rotations

#

Will have to come back to this when I'm a bit less tired tbh

hearty sandal
#

direction as far as I know is compass direction

untold temple
#

Yeah it is

high osprey
#

meaning it only applies to actual vehicles?

hearty sandal
#

not necessarily but I think you are trying to use it wrong

high osprey
#

probably tbh. These animation controllers don't usually do what I think they're going to
Will check back in tomorrow :/