#arma3_config

1 messages · Page 126 of 1

hearty sandal
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is thera Optre bomb class that uses that model?

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if yes, use that as inheritance parent

shy knot
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class OPTRE_bomblauncher_500lb: Mk82BombLauncher```
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Inherit from OPTRE_bomblauncher_500lb

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Instead of Mk82

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Wait

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Thats weapons

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Silly me

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One moment

native aspen
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kk

shy knot
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class OPTRE_Bo_500lb: Bo_Mk82```
native aspen
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How did you find that so fast

shy knot
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I'm an OPTRE Dev 😛

native aspen
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I have been sent a blessing from the Gods

shy knot
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inherit from OPTRE_Bo_500lb and remove model =

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That should work fine

native aspen
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    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";
    };
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Like this?

shy knot
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Yes

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That should be ok

native aspen
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Time to see

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I don't see a missing files for it anywhere! Yay

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Now to fix the other dependent mod

shy knot
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That's because you're inheriting from it directly. As long as you have the addon loaded, it'll work

native aspen
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You are truly a God my friend

shy knot
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Going back to my issue @hearty sandal(Sorry for ping) are there any fixes you are aware of for that?

hearty sandal
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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

true kelp
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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.

rough hatch
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what do you mean by "record"? is there some kind of utility in the diag exe to specifically see those limits, or what?

untold temple
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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

rough hatch
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alright, I'll try that

rough hatch
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I'm not sure I fully understand how to use that command, what are the bottom and top points supposed to be?

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does it literally mean the bottom and top limits?

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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?

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also, what does turnOffset do?

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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

untold temple
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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

rough hatch
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I'm trying that, but I just get what I described

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top limit is ignored and I can rotate 360 degrees both left and right

rough hatch
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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

hot pine
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are you sure you are in correct state? Turn in vs out?

rough hatch
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yeah, that's set in TurnOut

hot pine
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are you sure you are not turned in actually?

rough hatch
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oh, apparently I also needed to set maxOutTurn and minOutTurn values

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I guess the limitsArray ones don't actually handle the limits fully?

hot pine
hot pine
rough hatch
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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

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if they are set to pretty much anything else, then it seems to follow the limits

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though the top limits still don't seem to work, I can look up further than what I recored

untold temple
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Pretty sure they're meant to be +/- 180 not 360 anyway?

rough hatch
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but it doesn't really matter, being able to look up further is not a big issue

true oasis
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what's the new A3_Data_F_Oldman_Loadorder

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art of war load order?

wintry tartan
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A3_Data_F_AoW_Loadorder

true oasis
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updating some old mods of mine

hot pine
rough hatch
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it seems like it's ignored, unless it's set to 360 and -360

shy knot
shy knot
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Found the fix to my issue. It wasn’t using the entire UV space

hearty sandal
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@shy knot for the pip issue?

shy knot
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Yes

hearty sandal
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👍

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Could you perhaps write full description what the issue was and what fixed it? Or easier reference in case someone else has same issue?

shy knot
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Of course

shy knot
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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

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@hearty sandal Hopefully that's good. Explained exactly what to do

hearty sandal
shy knot
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Glad to be of assistance

winter rain
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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

kindred viper
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deleted

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nvm, I had the wrong pbo loaded

wintry tartan
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Why removed your post? 😭

kindred viper
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it was a huge dump of my cfgSoundShares and cfgSoundset, but since nothing was broken might as well not fill the channel)))

gritty rune
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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

hearty sandal
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Does the config have getInAction defines? @gritty rune

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If no action is defined, no action is available in game.

gritty rune
hearty sandal
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Yep it will need a GetIn action for it to show in game

kindred viper
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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

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How would I go about solving it?

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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; };

hearty sandal
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douple fires as in 2 shots come out or it takes 2 bullets?

kindred viper
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yeah

hearty sandal
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yeah 1 or 2 or both?

kindred viper
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Shoots twice and uses 2 bullets

hearty sandal
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compared to vanilla single shot reload time, is that a lot lower/higher or same?

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and why such oddly precise number

kindred viper
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its 700 rpm, it was 0.085 before but the issue was still present

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idk what vanilla rpm is, so cant compare rn

hearty sandal
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similar values seem to be in use

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are you sure your fire key just does not malfunction and double tap?

kindred viper
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Yeah, happens rather consistently and for other people too, and doesn't happen at all with other guns

gritty rune
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added getInAction and gunnerGetInAction to the Mule config, still no luck: ```cpp
getInAction = "GetInLow";
gunnerGetInAction = "GetInLow";
gunnerAction = "uns_M113_Gunner";
gunnerInAction = "uns_M113_Gunner";

hearty sandal
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are the get in memorypoints defined and in correct positions on the model?

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and with correct direction

gritty rune
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let me check the dir

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dir and point look good to me, hmm

hearty sandal
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which one you got pointing in?

gritty rune
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pos gunner is out, pos gunner dir inward toward the mule

hearty sandal
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sounds correct

untold temple
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Are the mem points weighted to some other selection? Like if you have the same point named as two different pos/dir selections?

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IIRC getIn points have to be isolated for each position rather than shared points

naive wren
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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

true oasis
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how do i add a selection to my vehicle?

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i have it named in the model

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but how do i get from the named selection of the model to "selectionNames" command

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ok, so my named selection shows up in selectionNames cursoObject but not with getCursorObjectParams

nimble owl
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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?

flint goblet
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@nimble owl shouldn't make much of a difference if any, personally, I prefer keeping my faction pbo's seperate.

nimble owl
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Thanks! I was curious if I was creating a mess or keeping it organized haha

frigid flower
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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.

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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)

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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

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Maybe there's a way to.. inherit the base item's ItemInfo? And only change the uniformClass without messing with the model?

true oasis
frigid flower
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ohhh thank you

winged bluff
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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";
};

lethal gale
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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);
        };
    };
low token
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Aren't Macros writen in Capital letters?

frigid flower
hearty sandal
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yes unless something breaks them

signal bramble
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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

wintry tartan
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pboManager? 🤔

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Also post the thing you're trying right now

signal bramble
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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.

wintry tartan
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I don't care you're lost or not... Put your current progress

signal bramble
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im not on rn lol

lilac temple
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i thought thios may be a alr chat to put it

wintry tartan
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No. Stay in one topic

untold temple
icy coral
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is it possible to rotate the TurnedIn View 90 degrees to the left instead of having the look straight to the front ?

rancid lotus
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{

    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

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Nvm, got it working

frigid flower
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What was the issue?

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I'm about to delve into weapon making so that info might be useful

rancid lotus
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Oh, I forgot to define the rest of the stuff in muzzleslot

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Displayname, linkproxy etc.

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Just copied it over from the original weapon and it works great

frigid flower
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Makes sense

shy knot
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I'm getting Error: Wheel reference not initialized and the wheels rotate in buldozer but not in game. What am I missing?

echo ingot
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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

true oasis
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how do i give the preprocessor command PREP a path

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it keeps looking in my mod root folder

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as in

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mod\fnc_function.sqf

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when iw ant it to look into mod\functions\fnc_function.sqf

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or should i give up using PREP and use cfgFunctions instead

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the CBA guides recommend using PREP

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but i've been using cfgFunctions so far

grand zinc
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PREP is not a preprocessor command

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its a macro, defined by CBA

true oasis
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how do i use it?

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and more importantly, should i use it?

grand zinc
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It needs the proper script_component.hpp and script_mod.hpp files with proper definitions set

true oasis
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as opposed to CfgFunctions?

grand zinc
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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

true oasis
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im trying to learn the CBA style setup

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but im hardly being told what is so much better about it

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all i need is CBA to function properly with preInits and such

grand zinc
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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

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if you don't, you can do it all manually, write file paths yourself in the eventhandlers and such

true oasis
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also, what's the difference between cfgFunctions preInit = 1;
and calling a function in CBA preInit EH?

grand zinc
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no difference

grand zinc
true oasis
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so im just as good using BIS-standards over CBA

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🤔

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is this just something that predates the BIS standard?

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cfgFunctions

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yeah, that works

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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
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or will i have to redefine the entire class if i want to change just one variable in it?

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wait, enoch is still encrypted?

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it's almost 2 years since that DLC was released

slim halo
slim halo
true oasis
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there is no BaseClass.myVariable = 0; functionality in arma configs, i suppose

slim halo
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check the inheritance in config viewer

true oasis
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but i dont want to change what it inherits from, but what it has

slim halo
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you'll have to mention those as well

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that's how it works

true oasis
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that's not the issue though

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the issue is that i dont have an option to add a single variable to a single class

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but i have to redefine the whole class

slim halo
#

no

true oasis
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and i cant just inherit the original class to the redefine

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no?

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ok, so how do i do it then?

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that's what im asking here

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i dont want to edit the parent

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i want to edit that exact class

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lets say the class is BaseClass

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and i want to add variable myVariable to the BaseClass

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how do i do that?

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because

class BaseClass {
  myVariable = 0;
};```
resets the entire class
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it thinks im redefining the class

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not adding to it

wintry tartan
#

What is the situation specifically?

slim halo
#

@true oasis for example:

class RscControlsGroup;
class RscControlsGroupNoScrollbars;

class RscDebugConsole: RscControlsGroupNoScrollbars {
    onLoad = "call DBUG_fnc_consoleLoaded";
};
#

adds the onLoad variable

true oasis
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ok

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but wont that just redefine it again, but with variable from its parent?

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because i want to keep everything else, but only add one variable

slim halo
wintry tartan
#

Just follow what Leopard said. That's how to do that

slim halo
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check the parents

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"mention" them (kinda like forward declaring them)

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and inherit from the last parent

true oasis
#

ok

rancid lotus
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Hey, how would one go about offsetting a muzzle attachment from the actual barrel of a gun?

wintry tartan
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No way via config but model

rancid lotus
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I'm working with a team on a custom muzzle attachment and need it offset like 0.2m downwards

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Oh so only via model?

wintry tartan
#

True

rancid lotus
#

Darn, alright

true oasis
#

not just the weapon

rancid lotus
#

What do you mean?

true oasis
#

as in, you can offset the muzzle attachment moddle

rancid lotus
#

Gotcha

river ravine
#

Is there any way to reduce the 'intertia' of turrets?

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e.g. make them feel more 'snappy'?

hot pine
#

there is no inertia on turrets in vanilla

river ravine
#

Hmm, could've sworn GM or some mods' turrets were a bit snappier.

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ah well

hot pine
#

you can increase turret rotation speed but that's not related to inertia

river ravine
#

gotcha

shy knot
#

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

winter rain
#

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

hearty sandal
#

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

shy knot
#

Here is what the RPT says

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And the only animated sections I have right now are the wheels

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I’m using wheel source

hearty sandal
#

what are you packing the pbo with?

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perhaps pastebin the config

shy knot
#

PBOProject

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I'd toss it into Pastebin, but apparently there's some offensive language in it?

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Having to use Ghostbin

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Bare with me

hearty sandal
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cant spot anything specific in it but I think you have quite a bit of clutter in it for testing

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so Id say bake it basic as possible and inherit the rest

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possibly use mrap as parent class instead car_f

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and then when the basic technical stuff works then start fiddling with the specifics

rancid lotus
#

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?

shy knot
#

Do you have a model.cfg?

hearty sandal
#

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

shy knot
#

Yeah, I've got 0 idea what is causing the wheels to not turn

hearty sandal
#

perhaps a typo somehere

river ravine
#

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.

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e.g. chassis pointing left in reality shows as pointing right.

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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)";
};
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I'm just wondering if there's anyway to edit this through configs or a script even?

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Or is there a way to change it so the hull image rotates it, but turret image doesn't?

dry frost
#

Are flare dispense origin points/angles only defined in the model? or is there a component for cfgvehicles?

winter rain
dry frost
#

Sorry,

I mean for configuring the points and angles it is fired from, from a particular helicopter

winter rain
#

Ah
I think config and model related

#

Config the feature and model memory points

dry frost
untold temple
#

memoryPointCM[] and memoryPointCMDir[]

dry frost
#

in cfgVehicles or model.cfg

untold temple
#

yes

dry frost
#

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?

untold temple
#

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

dry frost
#

Thanks mate, will investigate 🙂

true oasis
#

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

untold temple
#

CBA has a keybinding system

rancid lotus
#

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?

true oasis
#

since i cant override those

#

well, more specifically i cant override the right mouse button

#

everything else on the keyboard/mouse i can

wheat sluice
#

Suppressors are always prefixed with "muzzle_" so just search for entries starting with "M" and you'll see all the classnames.

lean ridge
#

@wintry tartan wat doe you mene wits 3. requirments [H]; the [] is here not to declare things in an array. {H}.

wintry tartan
#

array[H] = {}; incorrect.
array[] = {H}; correct.

lean ridge
#

oke

#

@wintry tartan

lean ridge
#

I dit

#

Class CUP_B_US_Crew_OCP
{
cost = 100;
requirments [] = {};

#

[] = {};

frigid flower
#

Anyone know where I can get the Mk200's model.cfg?

lean ridge
#

Class CUP_B_US_Crew_OCP
{
cost = 100;
requirments [] = {};

#

like this

wintry tartan
#

Can you recognize the between requirments and []? Get rid of it

lean ridge
#

so like tis Class CUP_B_US_Crew_OCP
{
cost = 100;
requirments = {};

wintry tartan
#

Read what I wrote, once again, please...

lean ridge
#

Class CUP_B_US_Crew_OCP
{
cost = 100;
requirments[] = {};

wintry tartan
#

Correct

lean ridge
#

oke

frigid flower
wintry tartan
#

No

#

Since well... will violate EULA

frigid flower
#

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

lean ridge
#

still dusent work

#

plz help

wintry tartan
frigid flower
#

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

wintry tartan
#

Ah I get what vertex groups you meant

frigid flower
#

Yee

lean ridge
wintry tartan
frigid flower
#

Alright, I'll ask there.

lean ridge
wintry tartan
lean ridge
#

😦

lean ridge
#

@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

lean ridge
#

I did it, thank you for your help @wintry tartan

molten silo
hearty sandal
#

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

molten silo
#

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 😆

hearty sandal
#

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

molten silo
#

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

hearty sandal
#

I dont like to guess when there is wild error rampant in the backgound.

molten silo
#

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

hearty sandal
#

remove the custom face from the game

#

then try it out

molten silo
#

i did and still nothing

#

same issue

true oasis
#

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?

winter rain
#

@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.

hearty sandal
#

yeah nothing you can do to fix it.

orchid delta
#

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) ?

hearty sandal
#

its quite impossible to say without knowing how your scripts work

regal gate
orchid delta
#

Okay, I'll ask them

little warren
#

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

winter rain
#

so if you want 40° at all, you have to make maxTurn= 20; minTurn= -20; initTurn = 0;

little warren
#

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;

winter rain
#

so its a CargoTurret?

little warren
#

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

winter rain
#

have you checked the \Arma 3 Samples\Addons\Test_Heli_01 ?

little warren
#

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

untold temple
#

Is it inheriting from the ghosthawk?

little warren
#

it does @untold temple

untold temple
#

Then it's possible that it's using limitsArray, since BI added those to the ghosthawk turrets

little warren
#

i'll try and get rid of it

little warren
#

i figured it out and my turret rates are good now

molten silo
#

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

winter rain
#

@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

torn coral
true oasis
winter rain
hearty sandal
#

discarded stuff like that may not be the best learning material either

molten silo
hearty sandal
#

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

winged bluff
hardy crow
#

Where can you find the animations config ? for a mod?

hearty sandal
#

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

little warren
untold temple
#

Did you add hiddenSelectionsMaterials or something?

hearty sandal
#

sounds about right. you will know when you look inside

#

(also properly set up P drive should already have that unpacked for you)

hardy crow
#

how would i 'properly' set that up? please

true oasis
#

because the uniforms are ok

#

the models are just broken

hardy crow
hearty sandal
#

eh wut?

#

you never pack extracted pbos

#

thats just breaks them

hardy crow
#

oh, bruh

#

lel

hearty sandal
#

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

hardy crow
#

so, i have to make my own config from complete scratch?

hardy crow
hearty sandal
#

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

hardy crow
hearty sandal
#

well

#

yes?

#

how else can the animation work?

little warren
#

@untold temple i have only 2 selections that get hidden which is the fuel probe and an american flag in the back

hardy crow
#

@hearty sandal looking into arma 3 samples now

little warren
#
            {
                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

hearty sandal
#

@hardy crow there may not be animation config examples there.

hardy crow
hearty sandal
#

I dont know what kind of animation you are trying to plug in

#

so blobdoggoshruggoogly

hardy crow
hearty sandal
#

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

hardy crow
fast matrix
#

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.)

hearty sandal
#

this would be good place to start

hardy crow
hearty sandal
#

well I guess both

#

@hardy crow im sorry but I have stuff to do and cant produce each step for you

#

experiment with it

fast matrix
#

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.

hearty sandal
#

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

fast matrix
#

Gotcha.

hearty sandal
#

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

fast matrix
#

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.

hearty sandal
#

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

fast matrix
#

Gotcha.

hearty sandal
#

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

fast matrix
#

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

little warren
#

is anybody here good with damage textures?

#

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

hearty sandal
#

do those correspond to correct hiddenselections?

#

the order of the damage textures array that is

little warren
#

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

hearty sandal
#

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

little warren
#

like this right

#
        hiddenSelectionsMaterials[]={"\data\objects\GCS\GCS_01.rvmat"};
        hiddenSelectionsTextures[]={"\data\objects\GCS\GCS_01_co.paa"};```
#

but the hiddenselections stuff doesn't go under class damage?

hearty sandal
#

no

#

but its the same model

little warren
#

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

hearty sandal
#

ah you know what

#

oh read that wrong

#

nevermind

little warren
#

everything matches up on my end in the model.cfg and the config

hearty sandal
#

but each of those triplets corresponds to a hiddenselection

little warren
#

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

hearty sandal
#

did you change destruction type perhpas?

little warren
#
                {
                    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

frigid flower
#

Why are they commented out

little warren
#

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

hearty sandal
#

yes well it does not catch typos and missing parts

#

you may have deleted something by accident

little warren
#

i'll just redo them from scratch

little warren
#

@hearty sandal lol still doesn't work just redid them

hearty sandal
#

at this point I got no other ideas

little warren
#

same lmao

#

i hate this game sometimes lol

hearty sandal
#

its probably something simple

hardy crow
# hearty sandal experiment with it

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?

hardy crow
#

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 😁

winter rain
#

Isnt in the Arma 3 Samples animation stuff?

hardy crow
winter rain
#

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 👍

winter rain
#

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 😜

shy knot
#

Model.cfg?

slim halo
hardy crow
hardy crow
hardy crow
hearty sandal
#

Soz I'm at bed rest for few days.

shy knot
#

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

shy knot
#

Update: got it working

vague tendon
#

Is there a config guide on doing a rocketpod for a jet?

hearty sandal
#

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.

vague tendon
#

ok I'll try that out

swift depot
#

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 ?

wheat sluice
#

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.

hearty sandal
#

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.

swift depot
#

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 blobcloseenjoy

#

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 derpWolf

shy knot
#

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

hearty sandal
#

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

shy knot
#

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”

hearty sandal
#

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

shy knot
#

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?

hearty sandal
#

Peeps there know that stuff the best

frigid flower
#

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

hearty sandal
#

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

frigid flower
#

fair enough

hearty sandal
#

of course would be nice if someone would write such things

frigid flower
#

It really would

hearty sandal
#

but people who do stuff rarely have time

shy knot
#

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?

hearty sandal
#

is it a building or a vehicle?

#

a it probably does not need to be any component hitpoint

shy knot
#

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

hearty sandal
#

physics object?

#

sounds dangerous 😅

shy knot
#

Yeah, it honestly is. It sometimes works, sometimes launches into orbit

hearty sandal
#

does it really need to be a turret?

#

could be just animated model?

#

since its so huge

#

or does it really shoot at things

shy knot
#

It shoots at things like it does in Reach. It's pretty cool

hearty sandal
#

alright then

#

just put DANGER ZONE label somewhere on it

shy knot
#

Going back to my question. What’s the standard hit point armor for a man without armor? 0.4?

hearty sandal
#

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

plain wedge
#

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

plain wedge
wintry tartan
#

Change ammo parameter I think. If you wondered about it, you can check the config viewer

fading palm
#

Hey do anyone have a good .pbo crypter so i can make my files?

slim halo
#

so i can make my files
I'm not sure if you mean you just want to pack it or actually encrypt it

fading palm
#

pack it so people wont have the ability to change it, open it or anything to do with it just from playing.

#

@slim halo

finite bronze
#

is there a way in the config to make it where only the driver has the action to open the vehicle doors?

hearty sandal
#

useraction condition can be build so that it checks if character is driver

#

and then the action shows only to that character

slim halo
hardy crow
#

@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?

slim halo
#

just start from the standard rifle aiming position
what does that have to do with config?

hardy crow
#
  1. 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?

  2. 'AidlPercMstpSrasWrflDnon_G01_player', /(https://imgur.com/269aU5v),

hearty sandal
#

nope no

slim halo
#

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

hearty sandal
#

you rewrite only parts you want to change

slim halo
#

learn inheritance and config modification

slim halo
#

it adds a new animation called stool_sit

hardy crow
slim halo
hardy crow
slim halo
#

loop?

hardy crow
#

inloopout of one animation

slim halo
#

I have no idea what that is meowsweats

#

I know there's no such thing in anim config tho meowsweats

hardy crow
hearty sandal
#

those need the interpolation arrays defined

#

so that the game knows how the animtions connect

slim halo
#

(or connections)

hearty sandal
#

those too

#

depening on what command is used to play the animation though

hardy crow
#

played via button

hardy crow
hearty sandal
#

yes but a button is likely connected to some sort of script that is a collection of commands

#

what triggers the commands is irrelevant

hardy crow
#
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'];
        };
    };
};
slim halo
#

you weren't supposed to copy paste the exact thing meowsweats
and your connectTo is completely wrong
look at some examples

and you forgot to close the brackets

slim halo
#

and again, that's not how you set up connections and interpolations

hardy crow
#

well, my knowlege in coding goes as far as !alive, switchmove, playmove, setunitpos, this flyinheight;, so you can imagine

slim halo
#
InterpolateTo[] = {"AadjPcrhMstpSrasWpstDdown_AmovPcrhMstpSrasWpstDnon",0.02,"Unconscious",0.02};
#

an example

slim halo
#

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)

hardy crow
hardy crow
slim halo
hardy crow
slim halo
hardy crow
slim halo
#

Depends how much stuff there is 😛

hardy crow
shy knot
#

What does the first 1 value represent of sound[]={"",1,1}?

royal briar
#

how can you define min and max range for artillery/mortars ?

#

so that inRangeOfArtillery command works with them properly

hot pine
#

engine is automatically calculating it

royal briar
#

ok, I ask because the unsung mortars dont work well with the inRangeOfArtillery command

#

they never think the range is too close

hot pine
#

calculation is based on speed of projectile (which is modified by artileryCharge param in weapon firemode) & max elev of weapon.

royal briar
#

ok thx, i'll pass that info to the unsung modders

slim halo
royal briar
#

no they are ok

royal briar
#

but vanilla mortars think around 35m is far enough. which isnt much

hearty sandal
#

mortars have different fire modes for different distances

royal briar
#

yes but does that effect inRangeOfArtillery command?

hearty sandal
#

yes I believe so was not so

royal briar
#

testing with player in vanilla mortar I can't see difference when switching fire modes

hot pine
#

inRangeOfArtillery is testing all fire modes

royal briar
#

so if any firemode is good will it return true?

hot pine
#

yup

royal briar
#

ok

#

what I noticed is that even inRangeOfArtillery returns true the mortar may not do anything with commandArtilleryFire if the target is too close

rancid lotus
#

How does one make a plane into a UAV? What would the attributes be?

slim halo
#

I think if you inherit from the UAV class it'll be mostly set up for you

rancid lotus
#

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

rancid lotus
#
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?

narrow swallow
rancid lotus
#

Worked, thanks!

karmic forge
#

Is it possible to make flare rockets with variable fuses that can be changed through a scroll wheel option?

hot pine
#

only by scripting

novel torrent
#

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?

long oyster
#

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?

wheat sluice
#

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.

long oyster
#

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?

wheat sluice
#

You could try extracting the weapons_f.pbo archive. Then debinarise the config.cpp in the explosives sub-folder.

long oyster
#

Huh. I never knew you can actually debinarize things. Is that in the A3 Tools?

wheat sluice
#

Yep.

#

BankRev to extract pbo and CfgConvert (BINtoCPP) for debinning the config.

long oyster
#

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.

wheat sluice
#

Don't forget to modify the Put weapon in CfgWeapons too. Otherwise your explosive won't be plantable even if you equip it.

long oyster
#

But I should be able to circumvent that by inheriting vanilla explosive values for my own explosives?

wheat sluice
#

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.

long oyster
#

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.

long oyster
#

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 😄

little warren
#

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

sweet cairn
#

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

hearty sandal
#

where do you check/how do you see that the values revert

#

how do you pack your addon?

sweet cairn
#

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

karmic forge
#

I'm no arma modding expert but trust me, debugging and packing is MUCH faster with pboproject and a properly set up pdrive.

long oyster
#

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.

long oyster
#

Cheers. Wow. Yup, this is why I never got into modding 😄

#

Using search functions is hard, okay 😄

hot pine
#

thanks god that discord search is quite good - I hate looking for some info in messanger or skype conversations

long oyster
#

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.

shy knot
#

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?

quick gorge
#

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

novel lava
#

is added to the ammo class

quick gorge
hot pine
#

if yes, then this need to be scripted

somber meadow
#

Got a couple ammoCfg questions that the reference hasnt been much help with so any input appretiated:

  1. 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?

  2. 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

hearty sandal
#

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

somber meadow
#

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?

hearty sandal
#

is it just a bullet or does it have submunitions?

somber meadow
#

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.

hearty sandal
#

ah

somber meadow
hearty sandal
#

missile is indeed quite different animal

somber meadow
#

that would make sense, but thrust is disabled

hearty sandal
#

because of the thrust things

somber meadow
#

at least set to zero, but I can imagine their simulation is very different still

hearty sandal
#

air fricitions etc set the same?

#

and how much does it differ from the bullet shot

somber meadow
#

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.

hearty sandal
#

is the apex spg9 shot any close to what you want?

somber meadow
#

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

hearty sandal
#

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

somber meadow
hearty sandal
#

oh right you were making 2 different shot types

#

why though?

#

whats the purpose of the missile shot?

somber meadow
somber meadow
hearty sandal
#

ah so not 2 different shot types in 1 weapon

#

but 2 different weapons side by side?

somber meadow
#

yeah thats the set up

#

sorry for not making that clear

hearty sandal
#

are you sure the missiles ballistics would be the same as the cannons ballistics in reality?

somber meadow
#

yeah, its a spotting round

hearty sandal
#

a right

somber meadow
#

hence the tracer issue as well ><

hearty sandal
#

how far does the tracer last?

somber meadow
#

using the vanilla 50cal call tracer, with initSpeed changed in cfgMag, tracer lasts roughly 350/400 meters

hearty sandal
#

that is quite short indeed

#

I wonder could the tracers visibility be related to speed

somber meadow
#

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

hearty sandal
#

The same simulation could make sense here since it is a dumbfire round

#

there is nothing in the missile simulation that you really need

somber meadow
#

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

somber meadow
hearty sandal
#

I think missile sims main use is the thrust simulations

somber meadow
#

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?

hearty sandal
#

I wager you need to adjust your texture accordingly. Also a turret in cfgVehicles can have range zeroing capability

somber meadow
#

Ideal, thankyou

frigid flower
#

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

placid jay
#
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

frigid flower
#

I put that in the weapon's config? That looks like init scripting to me

hearty sandal
#

firedMan eventhandler

#

weapons can use those now too

frigid flower
#

I'll give it a shot

frigid flower
#
    {
        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

neon agate
#

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.

hearty sandal
#

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

neon agate
#

i found weapons yes

#

im looking for magazines

hearty sandal
#

or you can use all in one config diag command to dump to create a full config file

neon agate
#

all i found are "magazineproxies"

hearty sandal
#

yes magazines are in there too

neon agate
#

which dont have the configs

#

then im blind lol

#

i think i see how its done in arma, ok

#

all in one config

hearty sandal
neon agate
#

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

hearty sandal
#

¯_(ツ)_/¯

neon agate
#

B_556x45_Ball im guessing is the standard 556 ammo? judging by the stanag config...i THINK

hearty sandal
#

"just something or another" usually is not as easy to achieve

#

but yes that is the defail 556 ammo

neon agate
#

ty. will give it a go

frigid flower
#

Do any of you know where the base game 'radio protocol'/voices are defined?

hearty sandal
#

what is it that you are looking for to do?

frigid flower
#

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

hearty sandal
#

well the "all config dump" is probably the best way to start tracing how the things work together

frigid flower
#

The what

hearty sandal
#

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

frigid flower
#

That worked, thank you

opal crater
#

dubbing_radio_f iirc

slow cypress
#

i have an issue with a face im making

#

and i dont know if im supposed to be here

#

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??

hearty sandal
#

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

slow cypress
#

what do you mean with tools setup?

#

because maybe thats where i went wrong

hearty sandal
#

arma 3 tools, P drive etc

slow cypress
#

oh i did use arma 3 tools

#

but i think it might be

hearty sandal
#

preferably also Mikeros toolset

slow cypress
#

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?

hearty sandal
#

possibly

slow cypress
#

is there a way to fix it then?

#

because im guessing i have some colors that arent allowed then or something right

hearty sandal
#

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

slow cypress
#

oh

#

i mean it looks like this now

hearty sandal
#

well it kinds looks alright

#

but blobdoggoshruggoogly

slow cypress
#

damn

hearty sandal
#

could also be your P drive and tools setup

neat canyon
#

Did you align everything to the original uv coordinates? @slow cypress

hearty sandal
#

or the RVMAt you made

neat canyon
#

Since you combined 4 nohqs

slow cypress
#

that might be it maybe

hearty sandal
#

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

slow cypress
#

guess i have to set up the p drive or something then

hearty sandal
#

you dont have it?

#

how did you pack the pbo?

slow cypress
#

not atm i think

#

using arma 3 tools

hearty sandal
#

well that would be the starting point of your problems then

#

cant make mods without properly setting up the tools and the development workflow

slow cypress
#

i mean it worked fine for like almost a year

#

gonna set up the p drive right now

hearty sandal
#

ok then. you do as you like.

slow cypress
#

its set up i think

hearty sandal
#

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

slow cypress
#

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

hearty sandal
#

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.

slow cypress
#

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

hearty sandal
#

I would strongly suggest using the Mikerto toolset and pboProject as it can find a lot of errors you can make

slow cypress
#

i downloaded it once and didnt know how to use it correctly

hearty sandal
#

it is quite essential tool for beginners

#

you will want to learn how to use it

haughty token
#

Am I right in thinking that a drone inherits it's base class from the relevant vehicle type?

#

I.E Darter == Air

hearty sandal
#

quite likely

#

easy to check from the vanilla conifgs though

haughty token
#

Yeah 'tis thank you 🙂

ripe elk
#

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

shy knot
#

A3 has multiple folders

#

With a bunch of configs

dense jolt
#

Games only 25 gigs after reinstall

ripe elk
#

the one in documents The game still runs just reallllllllyyyy poorly

dense jolt
#

Just reinstall it

ripe elk
#

can you send me that config? please I would really appreciate it

dense jolt
#

Just reinstall the game my man

ripe elk
#

okay fair enough
let me just wait 2.756 more hours

sullen fulcrum
#

Anyone know why my UI images become transparent when i launch the game but are perfectly fine on the files?

wintry tartan
#
  1. File name?
  2. Resolution?
wintry tartan
#

@sullen fulcrum ^

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

wintry tartan
#

1028 is wrong. Set it to 1024

sullen fulcrum
#

ah okay

meager trail
#

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;
};
untold temple
#

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

meager trail
#

ok, understod. Thx 😍

meager trail
#

@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

long cargo
#

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

hearty sandal
#

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

long cargo
#

Yeah, but how do I write a config? I had randomized clothing in mind too but I dont know jack shit about configs

hearty sandal
#

the wiki will be helpful study material

burnt vine
#

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?

hearty sandal
#

what about your config does not work?

#

and do you have P drive modding environment set up? and the tools? and preferably Mikeros toolset

burnt vine
#
  1. Scope doesn't appear inside of Arsenal.
  2. Scope can be placed in editor and brought into inventory but not placed on rifle.
  3. I get this "nameSound error" when starting the test. and a selectionanim error
#

i don't have a P drive modding env set up

hearty sandal
#

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

#
  1. is related to 2. as you would have to configure the rifle weapon be compatible with your new scope
#
  1. is probably just config errors you have
burnt vine
#

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

hearty sandal
#

no weapons have compatible items defined in their configs

#

as far as I remember anyway

burnt vine
#

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.

hearty sandal
#

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

burnt vine
#

added how exactly?
Just make a duplicate that states the same class and adds only it as a compatible item?

hearty sandal
#

@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

burnt vine
#

i use that, yeah

hearty sandal
#

its simple to use and has nice syntax highligting

#

(like in the pictures above)

burnt vine
#

whoops

#

what's listed on the lines about CowsSlot there

#

SlotInfo?

hearty sandal
#

those are the compatible scope classes with the default cowSlot_Rail

burnt vine
#

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";
};*/
hearty sandal
#

a weapon can then inherit that cowslot definiton

hearty sandal
#

which you dont want to do

burnt vine
#

ah shucks

hearty sandal
#

you would want to add your new scope into that list

#

not have just your scope in it

burnt vine
#

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?

hearty sandal
#

no, this overwrites it

burnt vine
#

well im not sure how I would add it to the list then outside of forcing a change on the base game file

hearty sandal
#

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

burnt vine
#
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";
};