#arma3_config
1 messages · Page 126 of 1
class OPTRE_bomblauncher_500lb: Mk82BombLauncher```
Inherit from OPTRE_bomblauncher_500lb
Instead of Mk82
Wait
Thats weapons
Silly me
One moment
kk
class OPTRE_Bo_500lb: Bo_Mk82```
How did you find that so fast
I'm an OPTRE Dev 😛
I have been sent a blessing from the Gods
class OPTRE_Bo_500lb;
class IBL_carpet_I_bomb_ammo: OPTRE_Bo_500lb
{
hit = 10000;
indirectHit = 10000;
indirectHitRange = 30;
caliber = 3;
explosive = 1;
timeToLive = 240;
triggerTime = 5;
triggerOnImpact = "true";
};
Like this?
Time to see
I don't see a missing files for it anywhere! Yay
Now to fix the other dependent mod
That's because you're inheriting from it directly. As long as you have the addon loaded, it'll work
You are truly a God my friend
Going back to my issue @hearty sandal(Sorry for ping) are there any fixes you are aware of for that?
not off the top of my head. possibly it could be a gimbal lock type situation and it needs a tiny weebit of offset so its not perfectly straight
Hey people, looking for some help, pointing me at a tutorial or similar. I am making a Ajax Scout Vehicle (new BAF vic) and need to work on the config file, and need to create a new vehicle weapon to represent its 40mm auto cannon.
Can anyone help direct where to learn this pretty please with sugar on top.
what do you mean by "record"? is there some kind of utility in the diag exe to specifically see those limits, or what?
There’s a command in the diag exe that will record the x,y coordinates when you press a keybind. You press those as you trace along your desired polygon for the view limits and then press another keybind and it writes the limitsArray line to your clipboard to paste into the config
alright, I'll try that
I'm not sure I fully understand how to use that command, what are the bottom and top points supposed to be?
does it literally mean the bottom and top limits?
so like, look all the way down to the left, add bottom point, look all the way down to the right, add bottom point, look all the way up left and add top point, look all the way up right and add top point?
also, what does turnOffset do?
I don't think I'm doing this right, for testing purposes I recorded a very limited view, but that doesn't seem to then carry over when I paste those values, it's like it uses the limit for looking down, but not the limit for looking up and then I can also rotate left and right basically 360 degrees
Yes, you trace a line between points you want to be your top limits, top left and top right and any necessary points in between. Then do the same along the bottom. Then export the lines
I'm trying that, but I just get what I described
top limit is ignored and I can rotate 360 degrees both left and right
basically I recorded points like this https://prnt.sc/1185j98 and got these values limitsArrayTop[] = {{-0.3388, -0.8436}, {0.0495, 4.5749}}; limitsArrayBottom[] = {{-3.7042, 0.7327}, {-3.8088, 4.8095}};
but like I said, the only limit that seemed to work was down, I can look much further up and there seem to be no limits for left and right
are you sure you are in correct state? Turn in vs out?
yeah, that's set in TurnOut
are you sure you are not turned in actually?
oh, apparently I also needed to set maxOutTurn and minOutTurn values
I guess the limitsArray ones don't actually handle the limits fully?
that's for AI - it's in degrees and it's used on offroad where rear FFV seats are rotated by 180 degrees when turned out
nope, that's not relevant
I'm pretty sure the maxOutTurn and minOutTurn values do have an effect, if they are set to -360 and 360, you get the unlimited left and right rotation
if they are set to pretty much anything else, then it seems to follow the limits
though the top limits still don't seem to work, I can look up further than what I recored
Pretty sure they're meant to be +/- 180 not 360 anyway?
but it doesn't really matter, being able to look up further is not a big issue
A3_Data_F_AoW_Loadorder
I'm pretty sure that you are not using recorded limits then. maxOutTurn is ignored when recorded limits are used
it seems like it's ignored, unless it's set to 360 and -360
There should be some tutorials on YouTube you can find
Found the fix to my issue. It wasn’t using the entire UV space
@shy knot for the pip issue?
Yes
👍
Could you perhaps write full description what the issue was and what fixed it? Or easier reference in case someone else has same issue?
Of course
Issue with PiP? First, to get PiP to display, be sure you are editing the correct LOD. You then need a face like a square for example. Name that rendertargetX, where X can be any number. Add C++ #(argb,256,512,1)r2t(rendertargetX,1.0) to the texture only. Where X is the corresponding number to your rendertarget. You then need a class RenderTargets in your config.cpp with a subclass within. This is where you will place C++ renderTarget = "rendertargetX"; Next is another subclass called CameraView1. Here you will define your pointPosition and pointDirection. RenderQuality goes from 0-2. RenderVisionMode(See wiki for more info), we'll set this to 0 for now. And finally, FOV. Once your face is where you want, go into an editing software that allows you to check UVs and make sure that rendertarget face is using ALL of the available space. Otherwise, you'll get weird angles or other wacky stuff. Once packed, you should now have a working Picture in Picture
@hearty sandal Hopefully that's good. Explained exactly what to do
Excellent, thank you. That will help others too I'm sure!
Glad to be of assistance
I have to say one thing more.. i did a little project last days and noticed PiP is stretching stuff
You can fix that if you think a bit reversed, just as tip, play with the UV
Why removed your post? 😭
it was a huge dump of my cfgSoundShares and cfgSoundset, but since nothing was broken might as well not fill the channel)))
I suspect a config issue on the Unsung Mule with M-60. The gunner turret offers no get-in action from outside the Mule, neither to change seats to gunner when in one of the ffv positions. The model has a 'pos gunner' and 'pos gunner dir' and the memoryPointsGetInGunner and memoryPointsGetInGunnerDir are referring to these. Full config at https://tetet.de/arma/arma3/Download/unsung/config-m274.cpp - looking for ideas how to either debug this further or how to fix it
Does the config have getInAction defines? @gritty rune
If no action is defined, no action is available in game.
none available in current config, I check! gunnerAction and gunnerInAction are defined, but these are the anims solely
Yep it will need a GetIn action for it to show in game
I have a weird glitch, when my gun is in semi-auto, it sometimes double fires.
Assume it's smth to do with the reloadTime, in Single in the cfgWeapons
How would I go about solving it?
what it is rnsqf class Single : Single { class StandardSound : StandardSound { soundSetShot[] = { "test_rk62_Shot_SoundSet", "test_rk62_Tail_SoundSet" }; }; class SilencedSound : SilencedSound { soundSetShot[] = { "test_rk62s_Shot_Silenced_SoundSet", "test_rk62s_ShotTail_Silenced_SoundSet" }; }; reloadTime = 0.0857142857; dispersion = 0.000378155; aiBurstTerminable = 1; burstRangeMax = 3; minRange = 200; minRangeProbab = 0.5; midRange = 300; midRangeProbab = 0.7; maxRange = 400; maxRangeProbab = 0.3; aiRateOfFire = 1; aiRateOfFireDispersion = 2; };
douple fires as in 2 shots come out or it takes 2 bullets?
yeah
yeah 1 or 2 or both?
Shoots twice and uses 2 bullets
compared to vanilla single shot reload time, is that a lot lower/higher or same?
and why such oddly precise number
its 700 rpm, it was 0.085 before but the issue was still present
idk what vanilla rpm is, so cant compare rn
similar values seem to be in use
are you sure your fire key just does not malfunction and double tap?
Yeah, happens rather consistently and for other people too, and doesn't happen at all with other guns
added getInAction and gunnerGetInAction to the Mule config, still no luck: ```cpp
getInAction = "GetInLow";
gunnerGetInAction = "GetInLow";
gunnerAction = "uns_M113_Gunner";
gunnerInAction = "uns_M113_Gunner";
are the get in memorypoints defined and in correct positions on the model?
and with correct direction
which one you got pointing in?
pos gunner is out, pos gunner dir inward toward the mule
sounds correct
Are the mem points weighted to some other selection? Like if you have the same point named as two different pos/dir selections?
IIRC getIn points have to be isolated for each position rather than shared points
hello all, i was wondering has anyone ever been able to delay the startup time of a helicopter or car while also playing a sound in the interim between engine being turned on and the actual startup of the vehicle occuring?
say for example a helicopter when you press your elevate button or click engine on the heli will play a sound like a turbine engine starting up then after maybe 10 seconds the usual animations for the heli startup would play.
And then for a normal car the same thing except for 2 or 3 seconds a turning over sound would play before the normal vehicle startup. 🤔 thanks for any help
how do i add a selection to my vehicle?
i have it named in the model
but how do i get from the named selection of the model to "selectionNames" command
ok, so my named selection shows up in selectionNames cursoObject but not with getCursorObjectParams
Noob question. Making some factions, I'm curious. Does it make a measurable difference in load times if I'm spreading them out within several .pbos for organizational reasons or is it better to have all the config work in one .pbo?
@nimble owl shouldn't make much of a difference if any, personally, I prefer keeping my faction pbo's seperate.
Thanks! I was curious if I was creating a mess or keeping it organized haha
How do I add init code to a unit, in its config? Or can't I? I tried init = "[do stuff]" but that did nothing. The stuff in question is this forceAddUniform 'CUP_U_B_BDUv2_dirty_Alpenflage';. This should either give an error from me writing it incorrectly or, well, force add the uniform to the unit. But it does neither. Am I doing something wrong?
And I know I could just set uniformClass. Problem is the uniform in question is BLUFOR, not INDFOR, so the unit just spawns with no uniform (or naked body, for that matter. They're just floating hands and head) if I go that route. And I could inherit the uniform class in question and set the unit in ItemInfo to the unit I want to wear the uniform, but that "new" uniform itself has no model if I do that (no naked model, no uniform in sight). If anyone has any idea what that's happening, I'd be delighted to know. But the init will do for me if anyone knows how I can do that.
I made a couple of variants for testing and these were the results upon booting up the editor and hitting play (picture taken in editor for simplicity, take my word on the init one since that only executes after hitting play) https://media.discordapp.net/attachments/244119488826441729/830522574286094406/unknown.png
Inherited AAF one has no iteminfo, just a different display name, classname, and picture. Inherited Alpenflage has iteminfo since otherwise the character spawns with no uniform and becomes rayman (though it would seem they become rayman either way)
I'm losing my mind I've been trying to get this to work the whole week and it just doesn't. The moment I add ItemInfo it just kills itself and raymans the uniform. But if I don't the game takes it away because hur dur you can't do false flag that's a war crime. I might've already lost my mind actually tbh
Maybe there's a way to.. inherit the base item's ItemInfo? And only change the uniformClass without messing with the model?
add it in the eventHandlers class of the unit
here you go
ohhh thank you
Hi guys! I have a problem with the vehicle customization. I have made the AnimationSources class of a hide animation (emblems on doors), but it doesn't work in the virtual garage (the box won't check). I any case using the command animateSource works perfectly. Any idea what is wrong? The vehicle has more parts for a customization using hide animations and they work correctly.
config.cpp - AnimationSources class:
class comp_emblems_acr
{
displayName = "Emblemy AČR";
author = "Qinetix";
source = "user";
animPeriod = 0.000001;
initPhase = 0;
};
model.cfg:
class comp_emblem_acr1
{
type="hide";
selection="emblem_acr1";
source="comp_emblems_acr";
minValue=0;
maxValue=1;
hidevalue=0;
unHideValue=1;
};
class comp_emblem_acr2: comp_emblem_acr1
{
selection="emblem_acr2";
};
Im trying to add items and there not showing up in the empty tab on zues here is the config
class Box_NATO_Equip_F;
class GVAR(medicalBox): Box_NATO_Equip_F {
displayName = "Medical Box [61st]";
scope = 2;
scopecurator = 2;
hiddenSelectionsTextures[] = {"\A3\Supplies_F_Exp\Ammoboxes\Data\equipment_box_blufor_co.paa",QPATHTOF(data\textures\medical_Box2.paa)};
editorCategory = "61st_Aux";
editorSubcategory = "61st_Aux_supplies";
class TransportItems {
item_xx(ACE_Adenosine, 15);
item_xx(ACE_fieldDressing, 25);
item_xx(ACE_elasticBandage, 25);
item_xx(ACE_packingBandage, 25);
item_xx(ACE_quikclot, 20);
item_xx(ACE_bloodIV, 7);
item_xx(ACE_bloodIV_250, 7);
item_xx(ACE_bloodIV_500, 7);
item_xx(ACE_bodyBag, 5);
item_xx(ACE_epinephrine, 15);
item_xx(ACE_morphine, 15);
item_xx(ACE_plasmaIV, 10);
item_xx(ACE_plasmaIV_250, 10);
item_xx(ACE_plasmaIV_500, 10);
item_xx(ACE_splint, 15);
item_xx(ACE_surgicalKit, 2);
item_xx(ACE_tourniquet, 15);
};
};
Aren't Macros writen in Capital letters?
Are event handlers inherited?
yes unless something breaks them
hey, ive been trying to make custom factions latley, but i cant get past the pbo manager stuff and config stuff, if anyone could teach me thatd be great
honestly im completely lost, i tried doing it on a whim with a yt tutorial, its so confusing, i have no clue how to work w files and stuff.
I don't care you're lost or not... Put your current progress
im not on rn lol
i thought thios may be a alr chat to put it
No. Stay in one topic
Animation source name must match one of the model cfg animation classes. It’s kind of annoying but that’s the only way it seems to work in VhC, even with useSource. By default VhC uses the animate command rather than animateSource, and the garage checkboxes at least refer to animationPhase rather than animationSourcePhase
is it possible to rotate the TurnedIn View 90 degrees to the left instead of having the look straight to the front ?
{
scope = 2;
author = "41st COE";
displayName = "41st Bayonet Test";
picture = "41Dress\icons\41stlogo.paa";
};
class OPTRE_MA5B
{
class WeaponSlotsInfo
{
class Muzzleslot
{
compatibleitems[] = {"muzzle_snds_b","muzzle_snds_h_mg_blk_f","ace_muzzle_mzls_b","optre_ma5suppressor","optre_m6_silencer","OPTRE_M7_Silencer","41st_Bayonet1"};
};
};
};
So I'm trying to make a reconfig that adds a custom suppressor as an option for an external weapon, can anyone point me to what I'm doing wrong? All the muzzle items work as intended but none of the models show up on the guns
Nvm, got it working
What was the issue?
I'm about to delve into weapon making so that info might be useful
Oh, I forgot to define the rest of the stuff in muzzleslot
Displayname, linkproxy etc.
Just copied it over from the original weapon and it works great
Makes sense
I'm getting Error: Wheel reference not initialized and the wheels rotate in buldozer but not in game. What am I missing?
Hey, does anyone know where vehicle explosion damage is defined? Obviously vehicles blow up and cause damage but I can't find any reference to the damage value or radius anywhere in the configs
how do i give the preprocessor command PREP a path
it keeps looking in my mod root folder
as in
mod\fnc_function.sqf
when iw ant it to look into mod\functions\fnc_function.sqf
or should i give up using PREP and use cfgFunctions instead
the CBA guides recommend using PREP
but i've been using cfgFunctions so far
gotcha
how do i use it?
and more importantly, should i use it?
It needs the proper script_component.hpp and script_mod.hpp files with proper definitions set
as opposed to CfgFunctions?
If your mod is not using a CBA/ACE style setup, and you don't even know what the difference is.
That means you don't actually care and that CfgFunctions is fine for you
im trying to learn the CBA style setup
but im hardly being told what is so much better about it
all i need is CBA to function properly with preInits and such
If you want full CBA setup you need your script_mod.hpp and script_component.hpp's
if you have them, and have the proper names in them and have a matching pboprefix, then PREP and everything should work just like ACE uses it
if you don't, you can do it all manually, write file paths yourself in the eventhandlers and such
which would be?
also, what's the difference between cfgFunctions preInit = 1;
and calling a function in CBA preInit EH?
no difference
Look at examples. or that guide you sent yeah
so im just as good using BIS-standards over CBA
🤔
is this just something that predates the BIS standard?
cfgFunctions
yeah, that works
how do i add a variable to a class? i tried
class BaseClass {
myVariable = 0;
};```
but that just replaces the BaseClass.
i also tried inheriting it, but that caused an issue with the same class being defined twice
or will i have to redefine the entire class if i want to change just one variable in it?
wait, enoch is still encrypted?
it's almost 2 years since that DLC was released
it's an optional DLC
you have to follow the "parenthood" properly
i dont know what that means. I just want to replace one variable in a class 😅
there is no BaseClass.myVariable = 0; functionality in arma configs, i suppose
I mean what does that inherit from?
check the inheritance in config viewer
but i dont want to change what it inherits from, but what it has
that's not the issue though
the issue is that i dont have an option to add a single variable to a single class
but i have to redefine the whole class
no
and i cant just inherit the original class to the redefine
no?
ok, so how do i do it then?
that's what im asking here
i dont want to edit the parent
i want to edit that exact class
lets say the class is BaseClass
and i want to add variable myVariable to the BaseClass
how do i do that?
because
class BaseClass {
myVariable = 0;
};```
resets the entire class
it thinks im redefining the class
not adding to it
What is the situation specifically?
if you haven't mentioned its parents then yeah, you're redefining it
@true oasis for example:
class RscControlsGroup;
class RscControlsGroupNoScrollbars;
class RscDebugConsole: RscControlsGroupNoScrollbars {
onLoad = "call DBUG_fnc_consoleLoaded";
};
adds the onLoad variable
ok
but wont that just redefine it again, but with variable from its parent?
because i want to keep everything else, but only add one variable
Just follow what Leopard said. That's how to do that
as I told you just look at the config viewer
check the parents
"mention" them (kinda like forward declaring them)
and inherit from the last parent
ok
Hey, how would one go about offsetting a muzzle attachment from the actual barrel of a gun?
No way via config but model
I'm working with a team on a custom muzzle attachment and need it offset like 0.2m downwards
Oh so only via model?
True
Darn, alright
model of the muzzle attachment works too
not just the weapon
What do you mean?
as in, you can offset the muzzle attachment moddle
Gotcha
Is there any way to reduce the 'intertia' of turrets?
e.g. make them feel more 'snappy'?
there is no inertia on turrets in vanilla
you can increase turret rotation speed but that's not related to inertia
gotcha
I’m getting the wheels spinning in bulldozer but they won’t spin in game. I think it’s a config issue but I’m not sure what I’m missing
Check the Arma 3 Samples if you did yours like that. Config, Model.cfg and your p3d file
Out of the ship its hard to say what you are missing.. easiest way for you is to look if you did it like the samples are
means usually wrong animation source in use, or the wheels are part of multiple animated selections which is not allowed. Only 1 animated bone per selection
Here is what the RPT says
And the only animated sections I have right now are the wheels
I’m using wheel source
PBOProject
I'd toss it into Pastebin, but apparently there's some offensive language in it?
Having to use Ghostbin
Bare with me
cant spot anything specific in it but I think you have quite a bit of clutter in it for testing
so Id say bake it basic as possible and inherit the rest
possibly use mrap as parent class instead car_f
and then when the basic technical stuff works then start fiddling with the specifics
Hey, so I'm working on making some new weapons and attachments for my unit's mod but we keep getting this error whenever we load any of them in the editor:
No entry 'model.cfg/CfgModels.default'.
Any suggestions?
Do you have a model.cfg?
Id suggest you adapt to Mikeros toolset and pboProject so you get debug information while packing the pbo
cuts down a lot of testing time when you dont have to run the game again and again
Yeah, I've got 0 idea what is causing the wheels to not turn
perhaps a typo somehere
Trying to edit the RscOptics for my Leo 2. https://cdn.discordapp.com/attachments/544201783690526733/831387759192178698/20210412233730_1.jpg
I'm trying to make the chassis rotate but the turret stays stationary (from gunner's perspective). However, my method of swapping the textures and hoping it works didn't work. The turret stays stationary of course but the chassis rotates in the wrong direction.
e.g. chassis pointing left in reality shows as pointing right.
Here's the config for it:
class CA_TurretIndicator: RscPicture
{
IDC = IDC_IGUI_VEHICLE_DIRECTION;
type = CT_VEHICLE_DIRECTION;
textSize = "0.02*SafezoneH";
style = 0;
color[] = {0.95,0.95,0.95,1};
x = "5.25 * (0.01875 * SafezoneH)";
y = "10.5 * (0.025 * SafezoneH)";
w = "7 * (0.01875 * SafezoneH)";
h = "7 * (0.025 * SafezoneH)";
imageHull = "A3\Ui_f\data\IGUI\RscIngameUI\RscOptics\turretIndicatorTurret_RWS.paa";
imageTurret = "A3\Ui_f\data\IGUI\RscIngameUI\RscOptics\turretIndicatorHull_AAF.paa";
imageObsTurret = "A3\Ui_f\data\IGUI\RscIngameUI\RscOptics\turretIndicatorObsTurret_RWS.paa";
imageGun = "#(rgb,8,8,3)color(0,0,0,0)";
};
I'm just wondering if there's anyway to edit this through configs or a script even?
Or is there a way to change it so the hull image rotates it, but turret image doesn't?
Are flare dispense origin points/angles only defined in the model? or is there a component for cfgvehicles?
If im right a3/data_f/particleeffects/config, or just search in the data_f
Its defined in cfgCloudlets if im right, even if i understood your question right 😅
Sorry,
I mean for configuring the points and angles it is fired from, from a particular helicopter
I can't find any reference here though (or in cfgWeapons for that matter): https://community.bistudio.com/wiki/CfgVehicles_Config_Reference
I'm sure I've seen it before 🤔
memoryPointCM[] and memoryPointCMDir[]
in cfgVehicles or model.cfg
yes
sums up my success
In both, samples & the wiki page I don't see anything referring either
Opened up something else.
Found it. Cheers,
How does it behave though? If I add e.g 5 flare mempoints, will it automatically originate a flare from each point? and how will this lower the flare count?
Yeah it will generate particles at each point in the array. I think it also removes the correct number from the countermeasure magazine, but can't really remember what the behaviour was last time I looked
Thanks mate, will investigate 🙂
ios there a way to add more keybind presets?
lets say i have a mod that requires different keybinds and i dont want to make the player change all of their keybinds and instead just create a new preset they can apply to any profile they want
CBA has a keybinding system
Question- is the anywhere I can find a list of all the default muzzle classnames in the game without having to sift through all of CfgWeapons?
i have a keybinding system. My issue is with mouse-buttons
since i cant override those
well, more specifically i cant override the right mouse button
everything else on the keyboard/mouse i can
Suppressors are always prefixed with "muzzle_" so just search for entries starting with "M" and you'll see all the classnames.
@wintry tartan wat doe you mene wits 3. requirments [H]; the [] is here not to declare things in an array. {H}.
array[H] = {}; incorrect.
array[] = {H}; correct.
oke
I cant find more problems but it stil gifs error https://pastebin.com/5ZRAJAeB
@wintry tartan
Anyone know where I can get the Mk200's model.cfg?
No
Can you recognize the between requirments and []? Get rid of it
so like tis Class CUP_B_US_Crew_OCP
{
cost = 100;
requirments = {};
Read what I wrote, once again, please...
Class CUP_B_US_Crew_OCP
{
cost = 100;
requirments[] = {};
Correct
oke
Okay... is there any way to extract it from the file or something?
Bruh
What do I do then? I'm inheriting from the Mk200 with my gun, using the same vertex groups and animations, just different model, sounds, and calibre. But the model.cfg in the Samples folder is straight up broken and crashes binarise even if completely unedited
The wiki page for making a new gun is very confusingly structured to boot
Did you debinarize Mk200 and re-using it...?
No, I only looked it at as a reference. I didn't use any debinarised stuff
Just to know what the mempoints are called and stuff
Ah I get what vertex groups you meant
Yee
@wintry tartan https://pastebin.com/jaTw1qsp
still dusent work
plz help
Might #arma3_model had some knowledge bout it
Alright, I'll ask there.
@wintry tartan https://pastebin.com/jaTw1qsp
still dusent work
plz help
You won't get any further help from me with this terrible attitude. Go bother someone else
😦
@wintry tartan sorry for the bad attitude
I had a rough day and just wanted to finish this quickly
sorry if my english bad is not my first language
I did it, thank you for your help @wintry tartan
hey yall Im having a few issues with a uniform im making where for some reason the player arms dont switch to that of the head im using.. for example https://gyazo.com/17ea42db12fb7b0293d08544f9ecf62b
heres my config https://pastebin.com/0vkvVX0t already brought this up to models and couldnt come to a conclusion... if anyone knows the issue or can help me out id realy appreciate it
anyway. this part of config does has nothing to do with the arms
and from the looks of it, they are changed to different arms than what you have on the model
so it seem to be working
is there something specific i need to put in, in order for the arms to change?
because I dont think those arms really belong to the old man head 😆
well what do other uniforms look like?
with that head
and also it could be related to that identity config error you have
so you really have to solve that before you can debug this
but I mean the old man head is a vanilla face so it should work fine and hes obviously an african american player model so the arms deffinenetly shouldnt be white
so i assume the uniform is the issue if a working head is also not working when using it
I dont like to guess when there is wild error rampant in the backgound.
but what im saying is the error is connected to the face that i made... so when I use a vanilla face there is no error in the mix
because the error is connected to the face not the uniform
i've got a mod that is not mine, but which adds player uniforms. In first person view the uniforms show all weapons but the launcher. I used the DeBin tool to get a rough idea of what's inside the model and checked the view-pilot and it does have proxies for launchers. What gives?
what could be the issue?
could it be a config issue?
@true oasis
You shouldnt open other's stuff /and also not debinarize.. not allowed.
You should contact the author of this uniform mod and tell him about this issue you've noticed, as bug report and if he is willing to fix it.
yeah nothing you can do to fix it.
Hi ! I'm working on a Life server, and in my Config_Clothing file I only want people with a medic level of X to be able to buy an item in a shop, but I'm not sure of what I'm supposed to type. call life_medlevel = X or call life_mediclevel = X (I know the X is supposed to be a number, it's just for the example, X can be anywhere from 1 to 11 in my case) ?
its quite impossible to say without knowing how your scripts work
You can ask in the L*fe Discord server listed in #channel_invites_list
Okay, I'll ask them
am i doing something wrong with my door gunner turret, i'm trying to limit the turn radius of the gun but no matter what i change it to it won't change any turn limit
i'm editing these 2 values maxTurn=40; initTurn=40;
i have my door gunners hands working and moving with the gun good so i'm just trying to limit the turn to prevent stretching
maxTurn is maximum turn, initTurn is how it is at start if you place unit or start game, you need minTurn for minimum turn
so if you want 40° at all, you have to make maxTurn= 20; minTurn= -20; initTurn = 0;
testing right now its building
@winter rain that didn't do anything expect change the positioning of the gun when the helicopter is spawned the turn rates are still the same
minTurn=-20;
maxTurn=20;
initTurn=0;
do i need to tweak the one in class viewoptics
minAngleX=-30;
maxAngleX=30;
so its a CargoTurret?
its a door gunner yes
for a blackhawk helicopter on the left side
i just changed it back to its original values since the changes didn't work
minElev = -50;
maxElev = 30;
initElev = -60;
minTurn = 15;
maxTurn = 160;
initTurn = 90;```
then heres the viewoptics
{
initAngleX=0;
minAngleX=-30;
maxAngleX=30;
initAngleY=0;
minAngleY=-100;
maxAngleY=100;
initFov=0.69999999;
minFov=0.25;
maxFov=1.1;
};```
i'm just trying to limit how far left and right it can turn so it doesn't stretch my gunners arms
have you checked the \Arma 3 Samples\Addons\Test_Heli_01 ?
ya and i've been using this seems like no matter what i change is changing the limit
also theres no sample heli that has door gunners
Is it inheriting from the ghosthawk?
it does @untold temple
Then it's possible that it's using limitsArray, since BI added those to the ghosthawk turrets
i'll try and get rid of it
i figured it out and my turret rates are good now
hey yall Im having a few issues with a uniform im making where for some reason the player arms dont switch to that of the head im using.. for example https://gyazo.com/17ea42db12fb7b0293d08544f9ecf62b
heres my config https://pastebin.com/0vkvVX0t already brought this up to models and couldnt come to a conclusion... if anyone knows the issue or can help me out id realy appreciate it... I brought this up a lil bit ago but didnt get many responses
@molten silo i dont have it exactly in my mind cause im at work
But maybe try to find the solution in the Arma 3 Samples / Character / there is a basic naked character and look how the selections are and how they're defined in the model.cfg / config.cpp
Its something with hiddenselections im sure
@molten silo I believe Sentry is talking about this selection which can be found in the models.cfg https://gyazo.com/9be2215a4af092e55866f8109791cb8c https://gyazo.com/758e1b6269bc643025707575a97a0813
mod author said that anyone is free to poke around the mod for all they want and to republish it. Granted, i'm not publishing this nor am i teaching anyone any ways to debin p3d's
weird.. normaly if author gives permission to do such, stuff is open source and not binarized 🤔 but nvm.. I dont care anymore
discarded stuff like that may not be the best learning material either
so I just need to make sure thats in my model cfg?
preferably you would have the full sample model.cfg as base and inherit the cfgModels class ArmaMan for your charcter so you inherit all the basic stuff
@untold temple, thank you for the advice. It works now.
Where can you find the animations config ? for a mod?
for a mod, in mods files maybe. for A3 in anims_f.pbo or P:\A3\Anims_F\config.cpp (or thereabouts)
there are no templates for that as far as I know
my damage textures just stopped working and i have no idea why https://pastebin.com/gn367TTB
Did you add hiddenSelectionsMaterials or something?
anims_f.pbo.a3 - this right?
sounds about right. you will know when you look inside
(also properly set up P drive should already have that unpacked for you)
how would i 'properly' set that up? please
people have been trying to get the source from the author, but he left 2 years ago saying "do what you want"
because the uniforms are ok
the models are just broken
tried dragging and dropping 'anims_f.pbo.a3' (inside 'P:\modnamehere')
and pack, this error comes up; (https://imgur.com/3w6nWEu)
Addon source directory:
P:\modnamehere
Destination directory or filename (with 'pbo' extension')
P:\modnamehere\addons@addons
Options:
*. .p3d;.paa, *.pbo, *.cfg
addon prefix:
modname
path to project folder:
P:\modnamehere
(https://imgur.com/3w6nWEu) very confused
that pbo contains the vanilla data that you can look at for example
you dont repack it
you pack your own addon with your own config
so, i have to make my own config from complete scratch?
so, i have to make my own config from complete scratch?
well mostly yea
you probably could use some vanilla animation class as a base
depending on what kind of animation you are trying to get playing
so, youre telling me, i have to create my anims config, from scratch, including all interpolations etc? gestures, the lot?
@untold temple i have only 2 selections that get hidden which is the fuel probe and an american flag in the back
@hearty sandal looking into arma 3 samples now
{
source="user";
animPeriod=1;
displayName="Remove Fuel Probe";
};
class HideFlag
{
source="user";
animPeriod=1;
displayName="Remove Flag";
};```
they work fine
just last night all the damage textures were working and now today i noticed they aren't anymore
@hardy crow there may not be animation config examples there.
Yeah, checked, seriously, youre telling me i got to cover all interpolations from stand to crouch to rifle holster to pistol holster etc etc?
ok, a new animation for unholstering a pistol from a kipchak vest for example
so the difference between animations is that is it a like a single time cutscene animation that is played by script on special occaion or is it a actively used singular script and does it have movement element like "step over" or is it completely new moveset like walking, running, crawling etc
depending on that Id suggest you take a similar animation and base your config on that
mainly 2 but some 1, the above example would be a 2*
Trying to learn by doing with making a bangalore mod. Is there a good resource that explains how CfgAmmo, Magazine, Weapon and Vehicle interface? I understand the basic "cfgAmmo defines the missile or projectile characteristics for ammunition held in a cfgMagazine which, in turn, is used by a cfgWeapon, which, in turn, is selected for use in a (series of) cfgVehicles or added as a portable weapon for a soldier. " I guess I'm looking for something about their interaction / how they call on each other. I've been picking apart other explosives to try and figure it out, but a wiki/document would be handy.
My initial question is: if I'm making an explosive that can be "linked" up to three times (making a single, double, triple, or quadruple version of the explosive), can I define the Ammo and Magazine as single units, and use Vehicle to define the 1x, 2x, 3x, and 4x versions for when they've been "placed"? Or do I need to create 1x - 4x for Magazines and above?
I think I can wait until Vehicles to define the multiples, but I'm ignorant enough I thought I'd ask here.
(Caveat: I haven't decided yet if I'm going to have 4 different models for the 1x, 2x, 3x, 4x versions, with memory points to spawn additional explosives; or have the mod just place the "single" tube end-to-end, use "attach to", and script simultaneous explosions. Not sure which is cleaner / better / achievable.)
for @fast matrix or me? lel
well I guess both
@hardy crow im sorry but I have stuff to do and cant produce each step for you
experiment with it
Yeah, I've been going through that; looking at https://community.bistudio.com/wiki/Arma_3:_Characters_And_Gear_Encoding_Guide as well as the various Cfg Reference pages, and some other resources... Currently have some rough configs and inheritances set up, heavily notated... I have set up some basic replacement configs in the past.
It's not that I haven't done any homework, though I'm admittedly at a newb level; just 1> looking for someone to confirm / correct my assumption, and 2> find the explanations I've seen of the config interactions ... lacking or unclear, and was hoping there was a better reference that I've somehow missed.
ok so what you are trying to do is not really possible with normal weapon mechanics
unless you do each size variation as separate weapon or muzzle type
but also it likely needs to be separate weapon or more specifically ammo type
Gotcha.
because you want to do explosives that can be placed
and all such explosives, mines, satchescharges etc are ammo for the "put" weapon
and there you can only have 1 ammo per charge
Yeah. And, Ideally added to or subtracted from (check inventory for additional explosives, swap w/ the "next" size up).
I had started setting up separate configs for 1x through 4x, but then thought "these are just ammo types, it's the Vehicle that matters on placement", but I guess not.
no
you would have to build a a lot more complex system on top of that if you wanted to do some sort of dynamically linking bomb
Gotcha.
then again close enough distance the explosives usually detonate each other
and when you set off the charges you set off all that are in range
Yeah, OK. I think there might still be a way by checking inventory and then removing charges from inventory and swapping the item for a "larger" weapon type...? maybe? But obviously would need a lot of scripting and some more research on my end.
The 1 ammo per "put" charge is definitely a stumbling block.
Thanks
is anybody here good with damage textures?
they just won't show up heres my hitpoints class https://pastebin.com/gn367TTB
i also have the selections such as hull fuel and the others in the model.cfg
the texture pathes for the damage mats are correct going to a3 damage textures
do those correspond to correct hiddenselections?
the order of the damage textures array that is
see this is the weird part about it
i had it without doing the hiddenselections in the config and it worked
now all of a sudden its just quit working
well without hiddenselections the damage mats behave like hiddenselections on their own
with hiddenselections they have to match with them
or at least thats what I remember

like this right
hiddenSelectionsMaterials[]={"\data\objects\GCS\GCS_01.rvmat"};
hiddenSelectionsTextures[]={"\data\objects\GCS\GCS_01_co.paa"};```
i was looking at this https://forums.bohemia.net/forums/topic/188395-damage-textures-and-hiddenselections/
but the hiddenselections stuff doesn't go under class damage?
cause i did it like the chopper in samples and it doesn't have crazy hidden selections for damage like that
{
tex[] = {};
mat[] =
{
"A3\Air_F\Heli_Light_02\Data\Heli_Light_02_ext.rvmat", /// material mapped in model
"A3\Air_F\Heli_Light_02\Data\Heli_Light_02_ext_damage.rvmat", /// changes to this one once damage of the part reaches 0.5
"A3\Air_F\Heli_Light_02\Data\Heli_Light_02_ext_destruct.rvmat", /// changes to this one once damage of the part reaches 1
"A3\Air_F\Heli_Light_02\Data\Heli_Light_02_glass.rvmat",
"A3\Air_F\Heli_Light_02\Data\Heli_Light_02_glass_damage.rvmat",
"A3\Air_F\Heli_Light_02\Data\Heli_Light_02_glass_destruct.rvmat",
"A3\data_F\default.rvmat",
"A3\data_F\default.rvmat",
"A3\data_F\default_destruct.rvmat"
};
};```
lol this stuff is so confusing
everything matches up on my end in the model.cfg and the config
but each of those triplets corresponds to a hiddenselection
like i said before it was working this way and it just randomly stopped working when i was trying to add in destruction effects then i took those out and its still broken
did you change destruction type perhpas?
{
ammoExplosionEffect="";
class MH60L_Engine_Smoke_Left
{
simulation="particles";
type="SmallWreckSmoke";
position="exhaust_l_smoke";
intensity=0.5;
interval=1;
lifeTime=60;
};
class MH60L_Engine_Fire_Left: MH60L_Engine_Smoke_Left
{
type="SmallFireFPlace";
};
class MH60L_Engine_Sparks_Left: MH60L_Engine_Smoke_Left
{
type="FireSparksSmall3";
lifeTime=2;
};
class MH60L_Engine_Sounds_Left: MH60L_Engine_Smoke_Left
{
simulation="sound";
type="Fire";
};
class MH60L_Engine_Smoke_Right
{
simulation="particles";
type="SmallWreckSmoke";
position="exhaust_r_smoke";
intensity=0.5;
interval=1;
lifeTime=60;
};
class MH60L_Engine_Fire_Right: MH60L_Engine_Smoke_Right
{
type="SmallFireFPlace";
};
class MH60L_Engine_Sparks_Right: MH60L_Engine_Smoke_Right
{
type="FireSparksSmall3";
lifeTime=2;
};
class MH60L_Engine_Sounds_Right: MH60L_Engine_Smoke_Right
{
simulation="sound";
type="Fire";
};
};*/```
my destruction effects
those work fine
Why are they commented out
because i thought they were breaking the damage textures
but they're not
i mean the stuff is correct
{
armor = 999;
material = 51;
name = "hull";
visual = "hull";
passThrough = 1;
};```
name is the selection in the hitpoints lod and visual is the selection on the helicopter of what is "hull"
also in the model.cfg
"fuel","",
"sensors","",
"motor","",```
the only thing i can think of is just to completely redo them at this point
just kind of weird that all of a sudden they stop working when they were working fine, i also build with paid mikero's it normally catches any error thats there and its all been clean
yes well it does not catch typos and missing parts
you may have deleted something by accident
i'll just redo them from scratch
@hearty sandal lol still doesn't work just redid them
at this point I got no other ideas
its probably something simple
I understand, you seem like the only guy who knows the steps though, and you try to be helpful which is noted and appreciated.
Are you available to advise under an agreement by chance please good sir?
Can anyone give me a pointer in how to start writing up this anims config covering everything from scratch? Will buy u a coffee via ko-fi 😁
Isnt in the Arma 3 Samples animation stuff?
Checked but my knowledge snd understanding of it is very limited, looking for a stepup/helping hand to start off, will go it alone if no other option presents itself
With such character animations im a totally noob in Arma 3, I mean I havent looked into it yet cause I did not needed it yet. Maybe HorribleGoat is best person to ask about but he is a very busy developer.. maybe you got some luck 👍
Time will tell 🤣 😁
He knows everything and he also did a lot of character animations and also a lot deeper work with animations and im sure he is one of the only mod devs which knows that much. Just try 😜
What are you looking to do exactly?
Model.cfg?
you have to know how inheritance, etc. works.
take a look at this, you may learn a thing or two:
#arma3_animation message
and this is for understanding the attributes:
https://community.bistudio.com/wiki/CfgMoves_Config_Reference
and this:
https://forums.bohemia.net/forums/topic/167580-animation-explanation-of-the-magic-behind/
Have already asked him once, above, if he says no then he says no its no big deal
Config for anims sir
Now this is the pot of gold, couldn't find this info before! Will take some headbanging and some de-stress 1/2hr workouts and maybe some helpful nudges on way but now confident it can get done
Soz I'm at bed rest for few days.
Having an issue with my sight. I've got it working, but when I ADS, there should be a reticle but I get this https://imgur.com/2HSz8pR
I'm pretty sure I textured everything I needed to
Here it is in blender
Update: got it working
Is there a config guide on doing a rocketpod for a jet?
No. There are very few if any that specific guides.
Basically when you understand how configs work you can look at vanilla A3 configs for example and write your own.
ok I'll try that out
Hello,
i'm importing my first weapon today (from a free model website) and everything was fine until I tried to use the Inventory icons overlay method added in the 1.40.
The weapon icon work properly as expected but the acc icon properties doesn't seems to be changeable which means that the icon is not in the right place
https://i.imgur.com/tNa5w3D.png
I tried several values but nothing changes in game.
There's my WeaponSlotsInfo config :
{
mass=25;
class MuzzleSlot{};
class CowsSlot{};
class PointerSlot: PointerSlot
{
linkProxy="\A3\data_f\proxies\weapon_slots\SIDE";
displayName="$STR_A3_PointerSlot0";
compatibleItems[]=
{
"acc_flashlight_pistol"
};
iconPosition[]={1,1};
iconScale=1;
};
icon="\AN_SamuraiEdge\data\ui\icon_SamuraiEdge_AW_ca.paa";
};```
Does anyone here tried to use this feature ? Does it work or just in a non-working state atm ?
iconScale value shouldn't be that large unless you're using something that's smaller than 128x128px (default for A3's proxy position icons).
Also check your positioning.
I'd suggest using something like GIPP to autogenerate coordinates for your icon so that it's displayed properly too.
iconPicture should also be nested inside PointerSlot class.
when in doubt, compare to the sample first
also if that is SamuraiEdge from Resident Evil, please make sure its a self made model and not taken from any of the Resident Evil games.
I'm 99% sure this is a self made model, never seen this exactly's one in a RE game (I played them all)
I'll check that, thanks for the fast replies guy 
Ok, was probably working since the beginning but (I don't know why) my output folder changed and then I tried again and again on the same unchanged .pbo 
Ty for this, very useful 😍
Is there a way to play a sound for every shot in a burst? Say, I've got a burst of 3 rounds. I'd like a sound to be played everytime a shot is fired from that burst. I can only get 1 shot to play the sound
you need a sound that has 3 shots
or perhaps a soundSet can handle 3 shots. 🤔
is it a real burst or minigun type of full auto BRRRRT
may be best to ask on the #arma3_audio for more info though. Since thats where the soundwizards live
It fires a shot every 1.855 seconds in a 3 shot burst
Think of it like an autocannon but can only fire three rounds before having to “cool down”
i dont remember the details off the top of my head, but there are such sounds set up in game so best place to start looking is the vanilla sounds config.
If its like autocannon, check what sound autocannon burst has if there is any and see how that is set up
Would it be possible to copy the wss file and rename it to 1 2 and 3 and then do a begin1-3 for that?
Is there a template or something for custom visible lasers?
I've been looking through sample folders and wiki pages and can't find jack shit
no
there are so many things you can do in Arma that its not really possible to have template for everything
doing advanced things require understanding of how configs work and how to read them so you can look into how vanilla configs work and derive your own versions out of that.
+it may requrie knowledge on how models and configs interact with each other if you want to do more advanced model features
and these skills can be learned from the available samples
fair enough
of course would be nice if someone would write such things
It really would
but people who do stuff rarely have time
Ok, so, I've got a massive object that I'd like to be easily destructible once you get inside it. It has a core that I'd like it to be possible to take out with standard rifle fire. Maybe a few mags or so. I'm looking at armor for hitpoints and I'm not sure what to give it. It's a vital component obviously but, would say, the engine work? Or should it be hull?
is it a building or a vehicle?
a it probably does not need to be any component hitpoint
It's a static turret that players/AI can enter and walk around in
It's the Type-38 Tyrant from Reach
Custom model obv
Yeah, it honestly is. It sometimes works, sometimes launches into orbit
does it really need to be a turret?
could be just animated model?
since its so huge
or does it really shoot at things
It shoots at things like it does in Reach. It's pretty cool
Going back to my question. What’s the standard hit point armor for a man without armor? 0.4?
all in one config is your friend in such info
for something like core destruction you probably want to tie a hitpoint eventhandler on it
Idk where this is supposed to go so feel free to correct me
I need to change the Magazines on a rifle to fire blanks
BAF/3CB does this with their weapons I think
Does anyone know how I'd go about doing this
Change ammo parameter I think. If you wondered about it, you can check the config viewer
Hey do anyone have a good .pbo crypter so i can make my files?
crypter? 
you mean you want to make ebo?
so i can make my files
I'm not sure if you mean you just want to pack it or actually encrypt it
pack it so people wont have the ability to change it, open it or anything to do with it just from playing.
@slim halo
is there a way in the config to make it where only the driver has the action to open the vehicle doors?
useraction condition can be build so that it checks if character is driver
and then the action shows only to that character
The only tool I know that can do this is Mikero's tools. But I think it can also be decrypted very easily. Also in some cases encrypting your addon can cause issues.
@slim halo @hearty sandal
when im creating this animations config, just start from the standard rifle aiming position right?
do i need to rewrite the animations config, and even include existing animations if there is no new animations to replace said animation?
I don't understand what you're saying
just start from the standard rifle aiming position
what does that have to do with config?
-
do i have to rewrite the whole config from rifle raise to crouch to binocs for a mod addon? even if some animations arent being replaced?
-
'AidlPercMstpSrasWrflDnon_G01_player', /(https://imgur.com/269aU5v),
nope no
do i have to rewrite the whole config from rifle raise to crouch to binocs for a mod addon? even if some animations arent being replaced?
no
you rewrite only parts you want to change
learn inheritance and config modification
I already showed you one example
it adds a new animation called stool_sit
ok, but whats the meaning of this, 3 times?
};
};
};
?
when you open { you have to close it 
so what about when i want include the loop and out version also?
loop?
inloopout of one animation
'Acts_Kore_TalkingOverRadio_in'
Acts_Kore_TalkingOverRadio_loop'
'Acts_Kore_TalkingOverRadio_out'
(https://imgur.com/2palNWu)
those need the interpolation arrays defined
so that the game knows how the animtions connect
(or connections)
played via button
played via button
yes but a button is likely connected to some sort of script that is a collection of commands
what triggers the commands is irrelevant
class CfgMovesBasic;
class CfgMovesMaleSdr: CfgMovesBasic
{
class Default;
class StandBase;
class States
{
class weapon_animsinloopout: StandBase
{
file="P:\anims\animsin.rtm";
looped=1;
speed=1;
mask = "bodyFullReal";
rightHandIKCurve[] = {0};
leftHandIKCurve[] = {0};
ConnectTo ['animsloop.rtm', 'animsout.rtm'];
};
};
};
you weren't supposed to copy paste the exact thing 
and your connectTo is completely wrong
look at some examples
and you forgot to close the brackets
as I explained to that guy in #arma3_animation , there's no "bodyFullReal" mask
either remove that or replace it with an existing mask
and again, that's not how you set up connections and interpolations
well, my knowlege in coding goes as far as !alive, switchmove, playmove, setunitpos, this flyinheight;, so you can imagine
InterpolateTo[] = {"AadjPcrhMstpSrasWpstDdown_AmovPcrhMstpSrasWpstDnon",0.02,"Unconscious",0.02};
an example
this has nothing to do with sqf
configs are more "C++-like" (or any other OOP like Java and C#)
(they're not exactly C++ tho, so no need to know any C++ to do this)
put a jobpost up for this job @ (#creators_recruiting message), but not sure will get anyone so trying on own
@hearty sandal
how do i get the above animations to show in;
-
animation viewer
-
play via a button command?
- set up the config properly
keyDownevent handler (or addAction if you want to bind it to some action key)
- interesting...are you available to help advise me in creating this config by chance? under NDA and be paid ?
- see above*
I can help you set up the config, but no NDA
and no pay?
Depends how much stuff there is 😛
ok, will lets talk more, when were both more fresh, tomorrow morning 😄 sound good?
What does the first 1 value represent of sound[]={"",1,1}?
// filename, volume, pitch, distance (optional)
https://community.bistudio.com/wiki/Description.ext#CfgSounds
how can you define min and max range for artillery/mortars ?
so that inRangeOfArtillery command works with them properly
engine is automatically calculating it
ok, I ask because the unsung mortars dont work well with the inRangeOfArtillery command
they never think the range is too close
calculation is based on speed of projectile (which is modified by artileryCharge param in weapon firemode) & max elev of weapon.
ok thx, i'll pass that info to the unsung modders
do vanilla mortars think that?!
no they are ok
but vanilla mortars think around 35m is far enough. which isnt much
mortars have different fire modes for different distances
yes but does that effect inRangeOfArtillery command?
yes I believe so was not so
testing with player in vanilla mortar I can't see difference when switching fire modes
inRangeOfArtillery is testing all fire modes
so if any firemode is good will it return true?
yup
ok
what I noticed is that even inRangeOfArtillery returns true the mortar may not do anything with commandArtilleryFire if the target is too close
How does one make a plane into a UAV? What would the attributes be?
isUAV?!
and invisible AI crew
I think if you inherit from the UAV class it'll be mostly set up for you
Oh sweet, okay
Yeah, unfortunately with the thing I'm working on I'm hoping to inherit from a different plane class, hence why I'm looking to find the attributes
But yeah, thanks! I'll keep playing with it
class O_T_VTOL_02_vehicle_dynamicLoadout_F;
class O_T_VTOL_02_infantry_dynamicLoadout_F
{
class Components
{
class MFD
{
class AirplaneHUD;
};
};
};
class 41stSubProwler: O_T_VTOL_02_infantry_dynamicLoadout_F
{
side = 1;
faction = "BLU_F";
class Components: Components
{
class MFD: MFD
{
class AirplaneHUD: AirplaneHUD
{
color[] = {1,0.1,0.1,1};
};
};
};
//[...]
I know I'm mucking up the inheritance syntax here, can anyone point out what I'm doing wrong?
You need to declare O_T_VTOL_02_infantry_dynamicLoadout_F as inheriting from O_T_VTOL_02_vehicle_dynamicLoadout_F. See https://community.bistudio.com/wiki/Class_Inheritance#External_base_classes
Worked, thanks!
Is it possible to make flare rockets with variable fuses that can be changed through a scroll wheel option?
only by scripting
im thinking about making a new and improved blood lust mod, maybe one without the intense fps drops and flickering blood, with cleaner code!
should i be using the dammage and killed event handlers, or maybe one of you guys have a better idea on how to make blood come from a unit?
Hey. I was looking for some examples on how to config a new explosive in the game, but I found nothing in the samples or Google. I figured I might have a shot here. Anyone know of a good example specifically for explosives?
Take a look at how vanilla Explosive Satchels are set up. SatchelCharge_Remote_Mag (CfgMagazines) = the collectible item -> SatchelCharge_Remote_Ammo (CfgAmmo) = the actual explosive that gets placed onto the ground.
I did, via the in-game CfgViewer, but it seems... different in the CfgViewer to the Sample configs for other items. I have no idea where to begin. Is there another source of examples I could look at?
You could try extracting the weapons_f.pbo archive. Then debinarise the config.cpp in the explosives sub-folder.
Huh. I never knew you can actually debinarize things. Is that in the A3 Tools?
Ok, thanks.
Looking at the cfg already. Probably going to just copy it over for now and start adjusting values, see where that gets me. Hopefully eventually get what I'm hoping for.
Don't forget to modify the Put weapon in CfgWeapons too. Otherwise your explosive won't be plantable even if you equip it.
But I should be able to circumvent that by inheriting vanilla explosive values for my own explosives?
You still need to add it to Put's muzzles.
Unless you're strictly modifying the vanilla satchel and not creating a new custom one.
To be clear: I'm hoping to eventually get to having a Bangalore torpedo. Unless it ends like that one time I tried to make a custom vest, I guess.
So I will probably need an entirely new item, not to mention that simulating something like that... I'd probably have to figure out how to have a script fire on detonation if I don't want it to just be a flashy looking vanilla behaving satchel.
But for now, having a flashy looking vanilla behaving satchel is enough. Baby steps, right.
I got... something... in the game. But now, despite the fact that I have changed all display names in the CPP to "test charge" it shows up as Explosive Charge - and now I have two in the Arsenal. I also appear to be able to drop it, but when I took one of each, I could only place one, and the other action would not do anything. And I have no idea if the non-responsive was vanilla (and I screwed up) or if that was my mod attempt, but when I only take mine (via addMagazine), I can drop it and detonate.
So I guess the good thing is, I managed to, by sheer dumb luck, actually add it to Put, except now it's causing a whole other kind of problem.
Ah. Got a working charge now. That makes no sound. Thanks guys, I think suppressed explosives means enough C4 for one day 😄
is there a config parameter that allows an AI pilot to do CAS runs because my AI DAP pilot just flies around like he's normal transport and never uses his rocket pods
quick question for the wizards here: I'm looking to make a small edit to the AMV-7 Marshall, namely making an inherited clone and changing the weapons and increasing the water speed. I've succeeded in both of these, but any time I spawn an actual Marshall or anything else derived from it, the water speed changes revert to their default values. Is this because I'm inheriting from a scope=2 object? Or is there some other reason this might be happening?
I did something similar with the Assault Boat but inherited from Rubber_duck_base_F rather than B_Boat_Transport_01_F and didn't have this issue
where do you check/how do you see that the values revert
how do you pack your addon?
I notice them revert through functional testing
I can run my vehicle at 20kph in the water until I spawn a Marshall at which point my vehicle runs at the default 11
as for packing, it doesn't matter if I use PBO Manager or Addon Builder, I get the same result
fwiw I use PBO Manager for fast packing during internal debugging and then Addon Builder for final release
I'm no arma modding expert but trust me, debugging and packing is MUCH faster with pboproject and a properly set up pdrive.
Alright, I have figured out why the test explosive was not making any sound. Found a string of code it was missing (as it was not inheriting the class that actually had the sounds defined, but instead it's parent - or at least that's my understanding). Now to figure out how to convince ArmA to run a script when a charge is detonated.
Now comes the awkward part: Does anyone have any documentation for the "AmmoHit" event handler, seemingly of Laws of War fame? Google is failing me yet again.
search here for ammoHit 😉
Cheers. Wow. Yup, this is why I never got into modding 😄
Using search functions is hard, okay 😄
thanks god that discord search is quite good - I hate looking for some info in messanger or skype conversations
Ok. Got things exactly where I want them. Just, slight problem being, I have broken the vanilla demo charge in the process 😄
Thanks for the help, guys. I'll try to troubleshoot the whole "vanilla charge can't be placed now" and then send it out into the world for some more testing.
I've got 6 slots for missiles to come out of. But, I'd like 1 to fire from the left then 1 to fire from the right. Right now they fire from the same spot
I've designated the rocket points in config. Would that be where I'd need to work?
Does anyone here have any knowledge about how to disable/stop a bullet impact from creating that small black 'hit' decal, or is it hard coded into the shotBullet simulation?
This decal specifically,
This is for a specific bullet, not all bullets. So removing the decal altogether is not an option I can use.
I've had a look through the cfgAmmo class and everything related to 'crater' seems to not do anything
craterShape = "\A3\weapons_f\empty.p3d";
is added to the ammo class
ty 😘
are we speaking about ground vehicle?
if yes, then this need to be scripted
Got a couple ammoCfg questions that the reference hasnt been much help with so any input appretiated:
-
tracers - is there a way to make the tracer persist for longer? I'm inheriting from B_127_99_ball_tracer_red, but have changed to a lower speed, as such the tracer is 'going out' or dissappearing after too short a distance / time. What should I look at to alter this behaviour?
-
ballistics - I'm trying to match two different ammo classes such that they follow as close to identical trajectories as possible. I tried defining matching values for initspeed, airFriction, and coefGravity but this causes big issues when fired (1fps).
Any help or guidance much appretiated, thanks in advance
does the bullet travel beyond where tracer dies out?
and are we talking about some non bullet type shots that travel at very low speeds?
what is the problem in 2.?
@somber meadow
all ammo have set life time and at low speeds that life time can be reached before a lot of distance is traveled
okedoke, thanks for your reply.
For 1. the bullet does continue for significatly longer than the tracer, at least 3x. (Used fnc_tracebullets)
so at least we know the ammo life time isnt the problem there?
is it just a bullet or does it have submunitions?
for 2. yes, we have a ~450m/s recoilles rifle shot, being simulated as per the APEX SPG9 using simulation = "shotMissile"; and I am trying to match at least somewhat closely a 127x99 round currently using shotBullet.
ah
this is just a bullet inheriting directly from vanilla 127x99
missile is indeed quite different animal
that would make sense, but thrust is disabled
because of the thrust things
at least set to zero, but I can imagine their simulation is very different still
if I set them identical for both, when firing the shotBullet, the game gets stuck on 1 frame per second and the speed is incredible, like km/s despite initSpeed = 450
if I leave the bullet as inherited, the trajectory is kinda close but not the same despite very different config values. I assume this is all in the simulation difference.
is the apex spg9 shot any close to what you want?
well that gets me onto another problem. I need to sort zeroing other than point blank out somehow, but simply no, the spg9 shot uses thrust and a different init & max speed to my round
but are the ballistics similar?
what Im after is, could you use the SPG9 shot as base
and tweak it to fit your weapon
also if you are using real life values for the weapons parameters, those do not always apply
as Arma is not full real world simulation
do you mean for both by different ammo types rather than just the one maybe?
oh right you were making 2 different shot types
why though?
whats the purpose of the missile shot?
As an aside, this is not of importance for me at this stage, I have no experience / extensive data beyond muzzle velocity, expected range, and the sight reticle (including vertical range increments).
two different weapons, ballistically matched is my hope
ah so not 2 different shot types in 1 weapon
but 2 different weapons side by side?
are you sure the missiles ballistics would be the same as the cannons ballistics in reality?
yeah, its a spotting round
a right
hence the tracer issue as well ><
how far does the tracer last?
using the vanilla 50cal call tracer, with initSpeed changed in cfgMag, tracer lasts roughly 350/400 meters
https://gyazo.com/902b5dd701faba1fbac94e3c26c44901 to try help and visualise
that is quite short indeed
I wonder could the tracers visibility be related to speed
I think for the ballistics, that'll just need alot of trial and error to match unless I change both to use the same simulation. Thank you again for your help with that.
and RE the tracers, I am the big dumb
The same simulation could make sense here since it is a dumbfire round
there is nothing in the missile simulation that you really need
just incase anyone has the same problems. the reference page for cfgAmmo doesnt have any of it listed, but found in the inGame config viewer entries called tracerScale tracerStarttime and tracerendtime. funnily enough that last one made the tracer stay visible for longer XD
thats true, i think it maybe is used to get the model visible at launch speeds that shell sim doesnt feature. But i may be wrong on that
I think missile sims main use is the thrust simulations
I'll give that a shot, thanks again for you help.
Where would i look to zero the weapon beyond point blank range, I.e. so the gunner optic view is centered on a set range rather than just being coaxial with the gunbarrel?
I wager you need to adjust your texture accordingly. Also a turret in cfgVehicles can have range zeroing capability
Ideal, thankyou
How can I make a weapon I'm making have infinite ammo? As in, a weapon that can't be reloaded, and never runs out of ammunition
player addEventHandler ["FiredMan",
{
params ["_unit", "_weapon", "_muzzle", "", "", "", "", "_vehicle"];
if (isNull _vehicle) then
{
_unit setAmmo [_weapon, 1000];
_unit setWeaponReloadingTime [_unit, _muzzle, 0];
}
else
{
_vehicle setVehicleAmmo 1;
_vehicle setWeaponReloadingTime [_unit, _muzzle, 0];
};
}];
@past reef
I put that in the weapon's config? That looks like init scripting to me
I'll give it a shot
{
firedMan = "params ['_unit', '_weapon', '_muzzle', '', '', '', '', '_vehicle'];if (isNull _vehicle) then{_unit setAmmo [_weapon, 1000];_unit setWeaponReloadingTime [_unit, _muzzle, 0];}else{_vehicle setVehicleAmmo 1;_vehicle setWeaponReloadingTime [_unit, _muzzle, 0];};";
};```
Tried this, didn't work. Tried ``fired`` as well and that also didn't work. No errors
I tried doing it the way the wiki page for EHs shows it, either that's outdated, for something else, or I did something wrong
where would i find magazines for guns in the game files? trying to look at a few configs to figure things out, but i cant for the life of me find any
sample just calls another magazine i believe, but doesnt actually have a magazine sample. im trying to find something to go off that may have base classes for magazines or something. i really hate calling other items no matter what game im modding.
if you have your modding tools and P drive set up the arma files are in P:\A3\
and there are folders for weapon pbos there
with their respective configs
or you can use all in one config diag command to dump to create a full config file
all i found are "magazineproxies"
yes magazines are in there too
which dont have the configs
then im blind lol
i think i see how its done in arma, ok
all in one config
honestly i was just trying to find the ammo class names for 556 to put in my magazines haha. all this "Ball_" stuff has me confused
¯_(ツ)_/¯
B_556x45_Ball im guessing is the standard 556 ammo? judging by the stanag config...i THINK
"just something or another" usually is not as easy to achieve
but yes that is the defail 556 ammo
ty. will give it a go
Do any of you know where the base game 'radio protocol'/voices are defined?
what is it that you are looking for to do?
I want to make my own voices for a set of custom factions I'm working on, but the wiki page for it is confusing me. So I wanna look at how Male01ENG is defined and see what goes where and how
Look at it as a reference, then edit the wiki example based on that knowledge
well the "all config dump" is probably the best way to start tracing how the things work together
The what
it is a file that contains all loaded configs in one
there is a diag script command to make one
or you may found premade ones in BI forums
That worked, thank you
dubbing_radio_f iirc
i have an issue with a face im making
and i dont know if im supposed to be here
or in #arma3_texture
so what i did was i retextured a vanilla face
and got the rvmat from that same folder i found the face in
then i made a custom nohq file
referenced that in the rvmat
and now it looks like this
so what went wrong??
possibly wrong path, no proper tools setup, wrong kind for normalmap file, wrong method of applying the texture/material
it is more a #arma3_texture thing btw. but since you put all the info here, keep the rest here too
oh okay
what do you mean with tools setup?
because maybe thats where i went wrong
arma 3 tools, P drive etc
preferably also Mikeros toolset
how i made the nohq file
what i did was i combined like 4 nohq files in paint.net
and erased bits and pieces of it
is that where i went wrong?
possibly
is there a way to fix it then?
because im guessing i have some colors that arent allowed then or something right
dont really know, the normalmap sounds like it may not be done correctly at all
so I kinda doubt you can create one like that
damn
could also be your P drive and tools setup
Did you align everything to the original uv coordinates? @slow cypress
or the RVMAt you made
Since you combined 4 nohqs
what do you mean with that?
that might be it maybe
I would focus on other things than the normalmap file right now
like the P drive setup and RVMAT
and the config for the face
guess i have to set up the p drive or something then

well that would be the starting point of your problems then
cant make mods without properly setting up the tools and the development workflow
ok then. you do as you like.
its set up i think
I suggest you find PMCwiki tutorial and the tools and P drive setup guide there
to do it in reliable way
so you dont have to guess if it is
i got the popup to allow it and stuff
in arma 3 tools
so do i just
redo the .paa conversion now?
and hope for the best?
what i also might have done wrong is that the original .rvmat file was binarized
so i had to turn it into .bin and then convert it to .cpp
and change it back to .rvmat
if P drive is set up correctly, you have all the A3 rvmats and configs converted to readable format in the P:\A3 folder
sounds like you are building on a very unstable foundation right now and just trying to skip ahead without properly setting things up and understanding how things work together
I know everyone always wants to do/add "just some small/fast thing" but for things to work, the setup must be done right from the beginning.
i never knew man
i did things my way improvising a bit
but i didnt know i was skipping steps
good to know though thank you
I would strongly suggest using the Mikerto toolset and pboProject as it can find a lot of errors you can make
i downloaded it once and didnt know how to use it correctly
Am I right in thinking that a drone inherits it's base class from the relevant vehicle type?
I.E Darter == Air
Yeah 'tis thank you 🙂
hey so I accidentally deleted the config for arma 3 how do I get it back without having to re download the entire game tried validating files didn't fix it
Games only 25 gigs after reinstall
the one in documents The game still runs just reallllllllyyyy poorly
Just reinstall it
can you send me that config? please I would really appreciate it
Just reinstall the game my man
okay fair enough
let me just wait 2.756 more hours
Anyone know why my UI images become transparent when i launch the game but are perfectly fine on the files?
- File name?
- Resolution?
@sullen fulcrum ^
their path's are correct, they look fine when i double click, i sett heir resolution to 1028x1028... they render gray and transparent
1028 is wrong. Set it to 1024
ah okay
Hi, its possible to create an Invisible Vehicle Target that can be locked using IR? I have tried this but it doesn't seems to work.
class O_TargetSoldier;
class SPK_O_InvisibleTargetVehicle: O_TargetSoldier {
displayName = "MyIrTarget";
scope = 2;
scopeCurator = 2;
scopeArsenal = 0;
crewVulnerable = 0;
type = 1;
class HitPoints {};
irTarget = 1;
irTargetSize = 1.0;
};
well it probably needs to be a vehicle and to have an engine that runs to produce a thermal signature
Don't think standard IR missiles can lock on to man-type objects, which I assume the TargetSoldier parent class is somewhat based upon
ok, understod. Thx 😍
@untold temple yep it worked with Car_F
class Car_F;
class SPK_MyIrTarget_base_F: Car_F
{
displayName = "MyIrTarget";
model = "\A3\Structures_F\Training\InvisibleTarget_F.p3d";
side = 0;
scope = 2;
faction = "OPF_F";
};
thx
What's the best way to make a custom faction? I would prefer making one without Alive
There's not much online that I can find
custom addon with configs and required additional data for your faction
and references for any other required addons that may be needed if content from them is used
Yeah, but how do I write a config? I had randomized clothing in mind too but I dont know jack shit about configs
the wiki will be helpful study material
does anyone have a reference tutorial for coding optics that's better than the forum discussions or the BI Weaponslot page?
I'm stuck. I have everything the forums and the BI page mentioned about optics config work.
Alternatively, does anyone have a source on a successful change in optic-power to the DMS Vanilla Scope?
what about your config does not work?
and do you have P drive modding environment set up? and the tools? and preferably Mikeros toolset
- Scope doesn't appear inside of Arsenal.
- Scope can be placed in editor and brought into inventory but not placed on rifle.
- I get this "nameSound error" when starting the test. and a selectionanim error
i don't have a P drive modding env set up
Mikeros PboProject would be very helpful on catching config errors and missing paths.
it does requrie P drive though
with the extracted game data
PMCwiki has simple steps on how to set that up
- is related to 2. as you would have to configure the rifle weapon be compatible with your new scope
- is probably just config errors you have
But it's a generic scope so wouldn't it just work with any top slot rail on a rifle?
there's no rifle being made here it's only the scope. I saw something similar mentioned inside the forum post about this and got even more confused
no weapons have compatible items defined in their configs
as far as I remember anyway
so does that mean i have to go in and manually add this scope to every possible weapon?
i know there's CowsSlot
and then compatible items
but i thought that was for weapons to have for scopes getting attached
I probably missed something.
your scope you likely have to be added as compatible item to the default slot type
heres example from GMs configs I think
for example here SVD has unique slot type with only 1 type of scope compatible with it
a default rail slot
your scope would need to be added to this
added how exactly?
Just make a duplicate that states the same class and adds only it as a compatible item?
@long cargo to come back to the how to write a config, there are some examples of various configs in the Arma 3 samples, and like I said the BI wiki has pretty good documentation on how configs and classes work.
Id recommend notepad++ myself for the writing
i use that, yeah
what
whoops
what's listed on the lines about CowsSlot there
SlotInfo?
those are the compatible scope classes with the default cowSlot_Rail
I had this placed but eventually commented when I realized it did nothing.
/*class SlotInfo;
class CowsSlot: SlotInfo
{
linkProxy="\A3\data_f\proxies\weapon_slots\TOP";
displayName="$STR_A3_CowsSlot0";
compatibleItems[]=
{
RSF_LPVO = 1;
};
iconPicture="\A3\Weapons_F\Data\UI\attachment_top.paa";
iconPinpoint="Bottom";
};*/
aight, I'll try looking into it
this would be overwriting the default cowslot
which you dont want to do
you would want to add your new scope into that list
not have just your scope in it
wait so how about this:
class CowsSlot_Rail
{
linkProxy="\A3\data_f\proxies\weapon_slots\TOP";
displayName="$STR_A3_CowsSlot0";
compatibleItems[]=
{
RSF_LPVO = 1;
};
iconPicture="\A3\Weapons_F\Data\UI\attachment_top.paa";
iconPinpoint="Bottom";
};
doesn't that add it to the list?
no, this overwrites it
well im not sure how I would add it to the list then outside of forcing a change on the base game file
you want + in front of the =
you will need to keep the original intheritance of the cowsslot_rail intact though
so you will need the : cowsslot
and class cowsslot; before it
class CowsSlot;
class CowsSlot_Rail: CowsSlot
{
linkProxy="\A3\data_f\proxies\weapon_slots\TOP";
displayName="$STR_A3_CowsSlot0";
compatibleItems[]=
{
RSF_LPVO += 1;
};
iconPicture="\A3\Weapons_F\Data\UI\attachment_top.paa";
iconPinpoint="Bottom";
};
