#arma3_config

1 messages · Page 133 of 1

untold temple
#

Ah right, well boneName is typically using the damper selection

shy knot
#

I’ve got track pods on a vehicle, is it possible to have suspension on them or would it be better on the individual wheels

zenith drift
#

in cfgAmmo, inside of a bullet class, for sounds such as supersonicCrackNear, or hitGroundSoft, is it possible to use sounds defined in cfgSounds, instead of sounds defined inside of the class?

gritty rune
hearty sandal
#

cargoProxy?

gritty rune
#

yes

#

I mean the turrets are defined as isPerson and cargoTurret inheritance

hearty sandal
#

proxy in all view/fire etc lods

gritty rune
#

when I change to NewTurret I at least don't see my own proxy

#

no proxy in fire geo

#

strangely the driver looks the same as above

nimble sequoia
#

Are you using custom rtm's for the character? If so, check with vanilla instead.

gritty rune
#

using now a basic config inheriting from B_Lifeboat , same problem. Something in the model seems broken

hearty sandal
#

check if there is in fact a missing proxy

#

or wrong indexing on them

gritty rune
#

omg, the cargo view was gone and it was stuck in res lod and somehow this broke it, sorry!

hearty sandal
#

😅

pallid sierra
#

is there a way to get every parameter possible for a CfgWorlds? even ones that aren't defined? cause looking through, there is some missing ones like ambientCloud[] = {}

slim halo
#
configFile >> "CfgWorlds" >> "Altis" >> "Weather" >> "LightingNew" >> "Lighting0" >> "ambientCloud"
#

¯_(ツ)_/¯

hearty sandal
#

all in one config dump perchance

pallid sierra
#

I see there are a billion of those now. guess i was looking in the wrong spot. I'm looking to change the cloud color but do i have to change it for all 30 of these LightingX classes?

pallid sierra
#

currently have this so far after inherits

        class Lighting0
        {
            ambient[] = {{0.173,0.239,0.373},1};
            ambientCloud[] = {{0.173,0.239,0.373},0.05};
            ambientMid[] = {{0.173,0.239,0.373},0.88};
            ambientMidCloud[] = {{0.173,0.239,0.373},0.044};

            cloudsColor[] = {{0.33,0.69,0.14},11.016}; //greenish
        };

gonna see if it works

urban basin
pallid sierra
pallid sierra
#

okay so i think I have to apply it to all LightingX classes. how can I apply the same things to multiple classes, like using the above code but applying it to Lighting0-44

slim halo
#

I mean not all of it

#

only the names

pallid sierra
#

didn't know if there was a way just like inheriting

slim halo
#

well you better not inherit, unless they do it themselves (which I think they don't)

#

just define a macro

#

and reuse it

#
#define PROPS {\
            ambient[] = {{0.173,0.239,0.373},1};\
            ambientCloud[] = {{0.173,0.239,0.373},0.05};\
            ambientMid[] = {{0.173,0.239,0.373},0.88};\
            ambientMidCloud[] = {{0.173,0.239,0.373},0.044};\
            cloudsColor[] = {{0.33,0.69,0.14},11.016};\
            }
class Lighting0 PROPS;
class Lighting1 PROPS;
...
pallid sierra
#

alright i dig it

#

@urban basin
it kinda works with just changing the clouds color, though now I'm throwing errors cause I didn't do something right lol
https://imgur.com/a/En7zsHX

#

messed something up with rain as now rain doesn't exist lol

pallid sierra
#

so do I need a class Weather; before my modification of Weather?

slim halo
#

inside CAWorld

pallid sierra
#

gotcha, and I assume do the same with LightingNew?

#

i didn't have errors with that though, all of the previous entries exist

pallid sierra
#
class Weather;
class Weather
{
  class LightingNew
  {
    //blah
  };
};

gives me an error that something is already defined

long oyster
#

Yes, Weather is already defined.

pallid sierra
#

I guess I'm not understanding. Been reading the wiki on class inheritance as well. Do I create my own custom class then inherit it into Weather?

long oyster
#

First you're defining Weather as just blank, and then you're defining it again with new subclasses.

#
class Weather;
class TestWeather: Weather
{
  class LightingNew
  {
    bla bla
  };
};```
#

If I were to guess?

slim halo
long oyster
#

I had a problem a little while back with something I find comparable doing some explosives, turned out I had already defined something and then tried defining it again instead of either inheriting the first definition, or editing it.

pallid sierra
pallid sierra
slim halo
#

it's forward declaring it

long oyster
#

Leopard is much more qualified to help you, I'll let you guys be.

slim halo
pallid sierra
slim halo
#

because they're not inheriting from anything

#

@pallid sierra

pallid sierra
#

the games original weather entries are still missing with this way as well

slim halo
pallid sierra
#
configFile >> "CfgWorlds" >> "Malden" >> "Weather"
[]
["A3_Map_Malden"]
slim halo
#

add:

class DefaultWorld;
pallid sierra
#

hmmm why am I having to do all this when EO just added only SimulWeather and didn't have an issue.
his original code

class CfgWorlds
{
    class CAWorld;
    class Malden: CAWorld
    {
        class SimulWeather
        {
                  //blah
        };
//close parenth

is it because he potentially filled out every single entry, even ones that he was going to copy?

slim halo
#

no parents

#

you have to do it because Malden/Weather is inheriting from CAWorld/Weather, and CAWorld/Weather is inheriting from DefaultWorld/Weather

pallid sierra
#

facepalm
i see what you mean now

so I would be adding DefaultWorld before my CAworld

slim halo
#

yes

slim halo
pallid sierra
#

what a rabbit hole

slim halo
#

if it does you'll have to do:

class DefaultWorld {
  class Weather;
};
```instead
slim halo
#

not complete yet tho

#

currently working on it

pallid sierra
#

so

class CfgWorlds
{
    class DefaultWorld
    {
        class Weather;
    };
    class CAWorld
    {
        class Weather;
    };
    class Malden: CAWorld
    {
        class Weather
        {
            class LightingNew
            {

or do I have to nest CAworld + children inside of default

slim halo
#

no

#

it's good

pallid sierra
#

yeah still not pulling in. no parents present

slim halo
pallid sierra
#

it looks like there is 3 weathers when I use a different config tool

["Weather","Weather","Weather"]
slim halo
#

it only has 2 parents

pallid sierra
#

that was looking in polpox's viewer when I had malden > weather selected

slim halo
#

how many does it show for Malden itself?

pallid sierra
#

idk i had exited to do edits. which weather did you want me to try without?

slim halo
#

DefaultWorld of course

pallid sierra
#
class CfgWorlds
{
    class DefaultWorld
    {

    };
    class CAWorld
    {
        class Weather;
    };
    class Malden: CAWorld
    {
        class Weather
        {
            class LightingNew
            {

doesn't work

class CfgWorlds
{
    class DefaultWorld;
    class CAWorld
    {
        class Weather;
    };
    class Malden: CAWorld
    {
        class Weather
        {
            class LightingNew
            {

doesn't work

slim halo
#

the first one was obvious

pallid sierra
#

should I be doing something like CAWorld: DefaultWorld?

slim halo
#

afaik no. but you can try

#

@pallid sierra btw have you even listed the required addons?

pallid sierra
#
class CfgPatches
{
    class SullenSkies_Malden
    {
        author = "EO";
        units[] = {};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = {"A3_Data_F","A3_Map_Data","A3_Map_Malden"};
    };
};

just have EOs original above it

slim halo
#

what missing entry do you get?

pallid sierra
#

all 6 or 7 of Weathers original entires. The error always throws the rain entry first

#

you click on weather and there is no entries

slim halo
#

Weathers original entires
wdym?

pallid sierra
#

grabbing screen

pallid sierra
#

children are still present with their own values

slim halo
#

maybe do Weather: Weather?

#
class CfgWorlds
{
    class DefaultWorld;
    class CAWorld
    {
        class Weather;
    };
    class Malden: CAWorld
    {
        class Weather: Weather
        {
            class LightingNew
            {
pallid sierra
#

curious if i even need default world... gonna do further testing

slim halo
#

yes you did

#

@pallid sierra hmm actually

#

looks like no

#

I don't think it has anything that CAWorld doesn't

pallid sierra
slim halo
#

just remove class DefaultWorld

pallid sierra
hallow saffron
#

Can anyone think of a reason why my rvmat is trying to find the textures from the OLD root folder?

I'm porting some abandoned content, and I've brought everything into the new mod folders, pointed all the configs and the rvmats to the new folders.

The models load, the camo textures are applied, but then I get "cannot load textures, oldmodname\data\bagname\bagname_nohq.paa cannot be found". And it looks like you'd expect for a model without a proper rvmat.

The old mod was using a $PREFIX$ file, and no matter what I've changed or done, it still seems to want to use that previous filepath.
What am I missing?

hallow saffron
#

just pbo manager, and the rvmats are not binarized.

slim halo
#

use addon builder

#

or pboProject

#

whichever you prefer. but not pbo manager

hallow saffron
#

Ok I'll give that a try. What does the addon builder do that's pbo manager does not? Specifically WRT the texture files.

slim halo
#

¯_(ツ)_/¯

#

pbo manager is just buggy and old

#

the best thing you can use it for is packing scripts

#

it's very bad when it comes to models and textures and stuff

pallid sierra
hallow saffron
#

I gotcha. This is my first foray into textures and models. All my other mod packing has just been scripts and .paa's.

pallid sierra
#

what format is this anyways fogColor[] = {{0.761,0.656,0.388},0.025};

is the final number the alpha? cause I sometimes see it over 1... like 11.5

hallow saffron
#

@slim halo still cannot load texture. lol

slim halo
slim halo
hearty sandal
#

porting some "abandoned content" is a bit vague. You sure you have permission to do this porting @hallow saffron

pallid sierra
hearty sandal
#

its light power multiplier thingy @pallid sierra

#

the last number

#

[color R,G,B], power/luminocirty/somesuch

hallow saffron
hallow saffron
pallid sierra
#

can I make a macro where there is an increasing variable every time like a for "_i" in sqf?

hallow saffron
pallid sierra
hallow saffron
pallid sierra
#

@slim halo if I have 3 post init functions, how do I determine which one fires first? does it go in the order of listing in cfgfunctions?

opal crater
#

They should run in config order. If in doubt add some logging and check.

slim halo
#

If you want an exact execution order, postInit only 1 function, and call the reset from inside it

lapis bay
#

My uniform and helmet shows up twice in the arsenal, is that supposed to happen?

#

Same classname and everything

grand zinc
grand zinc
hearty sandal
lapis bay
slim halo
grand zinc
slim halo
slim halo
grand zinc
#

They are

#

But they are in ONE scheduled script, not multiple seperate ones

slim halo
#

huh

#

got it

#

I thought it spawns them all

slim halo
#

can I make a macro where there is an increasing variable every time like a for "_i" in sqf?

#
no you can't.
grand zinc
#

He didn't say he wanted a loop, only a increasing variable, which counter does.
You cannot loop in preprocessor

slim halo
opal crater
slim halo
#

so I guess there's only 1 handle

#

which just made me wonder

#

can you terminate it

#

and break other scripts using postInit?

#
terminate _thisScript
opal crater
#

does it work for nested calls?

#

it's [] spawn {call { call _yourFunc } }

slim halo
#

well it's a local variable

#

so if postInit works like that yes

#

testing time

#

or pinging Dedmen time? thonk

opal crater
#

They do not shadow the variable by doing private

#

why ping dedmen, If mod wants to break the game it can do it in 100 other ways anyway

grand zinc
grand zinc
opal crater
#

or sleep 0.1 xD

#

(if singleplayer)

grand zinc
#

Quite a few mods actually do that, voyager compass does it on server side which almost regularly breaks TFAR and makes people come to me because "TFAR is broke"
Or MCC mod also does it sometimes, making you stuck in endless loading screen when joining a server

slim halo
opal crater
#

What I'm doing wrong:

[] spawn {
    systemChat ("before " + str diag_frameno);
    terminate _thisScript;
    call {terminate _thisScript};
    systemChat "after";
};

both print for me ;-D

slim halo
#

yeah I noticed the same thing

grand zinc
#

terminate might only set a flag to terminate next iteration

opal crater
#

til

#

yeah, works with sleep after it.

slim halo
#

for all postInits

#

as expected

#

so yeah, you can break them

grand zinc
#

you can just read initFunctions.sqf code to see how postInit works...

opal crater
#

well, so if dedmen is borded he can safeguard postinit from accidental termination I guess

#
private ["_didJIP","_time"];
#
private ["_didJIP","_time","_thisScript"];
#

L611

grand zinc
#

I don't do scripts stuff

#

and you can still break it with waitUntil so.. why bother

#

if people wanna break it they have all kinds of ways

opal crater
#

in game files bloblurkinglenny

grand zinc
#

functions_f.pbo

opal crater
#

P:\a3\functions_f\initFunctions.sqf

#
class CfgFunctions {
    init = "A3\functions_f\initFunctions.sqf";
};
slim halo
#
_fnc_scriptname = "postInit";
            {
                {
                    _time = diag_ticktime;
                    [_x,didJIP] call {
                        private ["_didJIP","_time"];
                        ["postInit",_this select 1] call (missionnamespace getvariable (_this select 0))
                    };
                    ["%1 (%2 ms)",_x,(diag_ticktime - _time) * 1000] call bis_fnc_logFormat;
                } foreach _x;
            } foreach _this;
```![notlikemeow](https://cdn.discordapp.com/emojis/700311897937018890.webp?size=128 "notlikemeow")
#

what are these tests for?

_test = bis_functions_mainscope setPos (position bis_functions_mainscope); if (isnil "_test") then {_test = false};
                _test2 = bis_functions_mainscope playMove ""; if (isnil "_test2") then {_test2 = false};
                _test3 = bis_functions_mainscope playMove "BIS_SupportDevelopment"; if (isnil "_test3") then {_test3 = false};
#
if !(_itemVar in _functions_listPreStart) then {
                                                _functions_listPreStart set [count _functions_listPreStart,_itemVar];
                                            };```

pushBackUnique? or hashmap? thonk (I know it's old btw)

opal crater
#

It works, it's known to be properly secured. No one will touch this script these days.

slim halo
#

it's slower than what it should be meowsweats
of course that's not its main source of slow down but still it could use a touch up

void berry
#

So I've been messing with fixed wing configs, and I want to know, what exactly does changing envelope or DraconicTorqueYCoef do? I've read the reference page on the wiki and tried testing, but I haven't really been able to get a concrete answer of lowering the TorqueYCoef value for this speed does this or raising it does that
Envelope is less of a concern and I think I have a solid idea of what it does, but I could be wrong about envelope as well

lapis lynx
#

anyone know of a way to make a sound (ogg) launch inside 'dialog' space. when .sqf isn't yet 'usable' only way ive found to do it is with some jacky injection

slim halo
lapis lynx
whole night
#

I've got an odd question, are there different sound configs for AFM (advanced flight model) and SFM (simple flight model)?
Using the Hatchet MH-60M and the RHS CH-47 and UH-60, the sound appears to differ between AFM and SFM. It is particularly noticeable on the RHS CH-47.

I have looked in the vanilla heli_transport_01_F config and can't find any place where sounds differ for AFM/SFM.

hot pine
whole night
rapid crystal
#

How do I have multiple categories for objects in my mod? Do I individually pack each category?

ruby phoenix
#

What are the parameters that set the MIL\MOA accuracy in ACE?

untold temple
#

Dispersion value in the weapon’s firemode class

ruby phoenix
#

Makes sense, thank you!

whole night
#

Got another weird question, is there any config attribute which would prevent AI from firing?

I'm trying to get the Hatchet H-60 AI door gunners to work but I'm having no luck. I have gotten them to work with a script but that's not a great solution.

I have tried replacing the Turrets attribute in CfgVehicles with that of the vanilla Ghost Hawk as well as replacing the custom miniguns attributes with that of the LMG_Minigun_Transport.

The AI have ammo and can fire (canFire returns true), they look and track the target as expected, the only issue is they don't fire. I have tested the vanilla Ghost Hawk and it works as expected.

sullen fulcrum
#

Anyone know what I need in my config for glass windows to work on a house? I've got the model right I think, I've got 2 thin cubes each named something like Glass_1_hide with an intact texture and Glass_1_unhide with a shattered texture.
As far as the config I have no idea, I looked at a vanilla config but got confused.

#

I also don't know how hitpoints work but I saw in the sample house a floating grid of vertices

zenith drift
#

Is anybody aware how to get supersonicCrackNear[] and supersonicCrackFar[], in cfgAmmo, to use randomly selected sounds? Or at least to have a random pitch?

brittle solstice
#

I'm having 2 issues with a med chest model that I can't sort out. I'm pretty sure that there something in my model.cfg that isn't right.
https://imgur.com/73qAtcv

  1. The "Open Chest" user action and icon appears and the crate lid opens with animation sound as it should. Once open, the "Close Chest" user action does not appear and so it can't be closed.
  2. I can't figure out how to get the healing action to work. I've been going around and round in circles.
    config.cpp
    https://pastebin.com/Et6WCf7i
    model.cfg
    https://pastebin.com/rcXsSCzC
rough hatch
#

animationSourcePhase for that might just remain 0

#

I usually use animate to run the animation and animationPhase to check its state inside configs, those seem to work

#

and does that "Heal_Action" exist in the model as either a memory point or selection?

hearty sandal
#

AnimateSource has better network performance and can animate multiple parts at once @rough hatch in case you did not know.

ruby phoenix
#

Does anyone have a basic tutorial on writing an model.cfg for a weapon with a underbarrel grenade launcher? I believe I have made an absolute mess out of my model.cfg

hearty sandal
#

no

#

that is way too specifc thing for a tutorial

#

what you need is to experiment with model.cfg enough to understand how it works

ruby phoenix
#

Okay, fair enough. What I seem to be getting is that it keeps asking for a .begin, even though no other I have seen has a .begin in the model.cfg

#

*no other example

hearty sandal
#

you are missing something else then

#

my advice is start over

#

do 1 thing at a time

#

test until it works

#

so you learn how to build it

ruby phoenix
#

alright, thanks!

rough hatch
#

have you tried looking at toadie's models? the open sources on github are very useful for learning how to do that kind of stuff

true spire
hearty sandal
#

do you have permission to include L4D2 sounds into your mod? @true spire

true spire
#

I haven't thought that far ahead yet

#

If i don't get permission i can always have it for personal use though

hearty sandal
#

no

#

you start with permission

#

dont be a dick

true spire
#

How would i go about getting permission?

hearty sandal
#

contact who whoever owns the rights to the game

#

developer etc

true spire
#

Alright thank you

delicate comet
#

So I'm trying to fix a modded weapon's GL sight, the ranging is all wrong, for example ranging to 300 sends the grenade out to 450~, i found https://community.bistudio.com/wiki/Arma_3:_Weapon_Config_Guidelines this wiki page which makes some mention of how the memory points work, but i dont see any description of how to figure out the correct numbers for a properly aligned scope

#

tbh I don't understand how arma handles bullet ballistics and scope ranging, does the weapon creator have to just test? does arma do some magic to figure it out?

#

specifically in regards to the page up page down ranging option for most scopes

hearty sandal
#

since you cant change the animations on the sights

delicate comet
#

well i guess i could change the ballistics of the GL round

#

which sounds very tedious

hearty sandal
#

quite

#

and it wont even work

#

if the sights are fubar

delicate comet
#

i know the guys who make the mod and could get it fixed, but what does it take to fix something like that?

#

is it just a process of manual ranging and testing until you've got the right numbers?

hearty sandal
#

yes

delicate comet
hearty sandal
#

well you can get it close if you know a bit of math to calculate the approximate angles for the sights

delicate comet
#

oh thats true, since the exit velocity is right there in the grenades config

hearty sandal
#

but manual tweak is pretty much always needed

delicate comet
#

okay well, thanks for the info, i shall now descend into a rabbithole of math-based suffering

hearty sandal
#

👌

novel lava
#

does anyone know what effects planes losing speed when making elevator turns? like I presume its multiple things but ive been tweaking various values and had inconclusive results. the main one was thrustCoef which worked until the plane slowed down enough that it started speeding up again

#

in my case I have two planes with near identical flight models (with the major difference being top speed) and the slower of the two bleeds speed fine when elevator turning, the faster only does when I crank down the thrustCoef at the lower end and as said, only works for awhile

hearty sandal
#

at what altitude?

#

or does it make any difference

zinc kindle
#

Do they have the same mass?

novel torrent
#

My plane seems to constantly move foward after engine start up, ive played with the center of mass for awhile now and can't seem to get it to stop, any ideas?

delicate comet
#

i can confirm

#

i am in a math based hell.

#

im getting close tho

#

i've gotten the error down from like 122 to -7

mortal sail
#

does the deleteIfEmpty parameter for magazines actually work?

novel lava
novel lava
#

so like 300-500m

dry frost
#

Hey where do you configure different sound volumes for different seats in a vehicle?

ruby phoenix
#

Alright, I now need to test my grenade launcher sight to get the proper angles. How would I go about doing this, as I can't really find any information on it. Where do I start? I just read a few lines up that math is involved. Anybody know how exactly?

hearty sandal
#

you either test it out or try to calculate the ballistic arch

#

if you look at the grenade sight and how it animates it is set up so that each animation rotates view so that gun is always pointing little bit higher

#

to achieve higher arch and higher distance

#

if you have trouble figuring out the math, you can just simply tweak it until its good

#

as in place objects at X ranges in VR and go shoot them so you know if your sight is over or under

#

and then adjust the rotation until its good

#

then move to next one

ruby phoenix
#

alright, thanks! I can work with that

hearty sandal
#

it is just applying some logic into the problem

ruby phoenix
#

Yeah, I may have been overthinking it. Thanks for pointing me in the right direction!

junior bane
#

can someone tell me where i can change that arma standard skeleton for my custom model?

#

is that integrated in the anims?

hearty sandal
#

yes it is

#

so you will need to setup whole new animations

junior bane
#

ah yeah i see. but i need a new pivotpoint skeleton like a3 samples ( ManSkeleton_Pivots ) right?

hearty sandal
#

you need that and completely new animations for new shaped skeleton

#

animations do not scale

junior bane
#

yeah i know. thx for help

crisp hazel
#

i'm trying to add some scripts through CfgFunctions but no matter what I get "script ... not found" errors on start up
my CfgFunctions looks like this:

class CfgFunctions {
  class SCT_acewc {
    class functions {
      class canAttach {};
      class canDetach {};
      class componentAttach {};
      class componentDetach {};
    };
  };
};

and in my addon they look like:
sct_acewc\functions\fn_canAttach.sqf
sct_acewc\functions\fn_canDetach.sqf
sct_acewc\functions\fn_componentAttach.sqf
sct_acewc\functions\fn_componentDetach.sqf
with sct_acewc being the addon root
i've tested the scripts in a mission and i know they all work without errors

#

nevermind, i was able to get it to work with file = "\sct_acewc\functions"; inside the class functions

lethal cliff
#

I'm not sure what I'm doing wrong. I'm trying to add in ViV cargo to a vehicle that doesn't normally have it, I added the Carrier class, gave it two memory points on diagonal ends of the area I want to convert, but what keeps on happening is that all the cargo ends up in the same spot. Is this a common problem? Has anyone else run into this before?

gritty rune
#

In Unsung we have the following declaration for eventhandlers for CAManBase. As we do not inherit any EventHandlers, will this cause conflicts with other mods, or is it safe as we declare the init eventhandler as a subclass of EventHandlers? ```cpp
class Man;
class CAManBase: Man
{
class EventHandlers
{
class UNS_DSAI_UNITINIT
{
init = ...

opal crater
#

w8, need to check.

#

I thought you're talking about your own class 😄

#

CAManBase inherits it's EventHandlers from All

#

so you're breaking the inheritance chain.

gritty rune
#

that's what I feared, sigh

opal crater
#
        class Land;
        class Man: Land
        {
            class EventHandlers;
        };
        class CAManBase: Man
        {
                class EventHandlers: EventHandlers
                {
                        class UNS_DSAI_UNITINIT
                        {
                                init = ...
opal crater
gritty rune
#

let me try that real quick with released Unsung

#

11:40:31 [CBA] (xeh) WARNING: CAManBase does not support Extended Event Handlers!

opal crater
#

well, you broke it for everyone then.

#

also you could run with ACE and execute:
call compile preprocessFileLineNumbers "\z\ace\addons\medical\dev\test_hitpointConfigs.sqf"
to check if you're not doing similar breakage with HitPoints.

gritty rune
#

strangely is stated addon: expansion, not Unsung: ```
11:42:25 [CBA] (xeh) WARNING: CAManBase does not support Extended Event Handlers! Addon: expansion

opal crater
#

If any mod breaks any of these it's unusable for me as it means it was done without understanding how configs work and just breaks stuiff without reason NotLikeThis

opal crater
gritty rune
#

guilty as charged, this has been in Unsung forever - I had intended to fix it with the subclass declaration, but obviously failed

grand zinc
#

so depending on loadorder it might not be your addon.
But your requiredAddons should always require basegame so you shouldn't be loading before vanilla DLCs think_turtle

gritty rune
#

ok, thanks @opal crater this fixed the CAManBase extended EH - now all vehicle classes are suspect as well 😦

opal crater
grand zinc
#

Yes, but if you use correct loadorder you will always load after vanilla, so if its you breaking it, that should make you show up and nor vanilla?

hot pine
#

So the question is - are you using correct loadorder @gritty rune ? 😄

gritty rune
#

in theory every Unsung pbo should have requiredAddons[] array including uns_main and uns_main has as requiredAddons[]: cpp requiredAddons[] = { "A3_Data_F_Tank_Loadorder", "A3_Dubbing_Radio_F", "A3_Map_Stratis", "A3_Map_Stratis_Scenes_F","A3_Map_Altis_Scenes_F","A3_Missions_F", "A3_Map_VR_Scenes_F","A3_Map_Tanoa_Scenes_F" //,"A3_Map_Malden_Scenes_F","A3_Missions_F_Orange" };

#

but the above error tells me that this is not always the case, uns_main in requiredAddons[].

hearty sandal
#

Tanks loadorder is old now. Aow is latest

#

Also having just the loadorder there should be enough

opal crater
#

yeah loadorder is enogh, rest is redundant, tanks or aow should not matter for mods that do not extend stuff from aow.

gritty rune
#

what's aow?

limber citrus
#

A3_Data_F_Aow_Loadorder

#

^ thats the loadorder name for art of war

gritty rune
#

so if I put that into uns_main requiredAddons it is sufficient?

untold temple
#

Should be. It’s the last “addon” in the vanilla game so all other classes should have loaded before that one since it’s set up to depend on the other BI addons for you

brazen merlin
#

can anyone tell me what makes vehicles show up in the virtual arsenal?

#

i have a vehicle that is duplicated in the list (inherited from vanilla class), which i don't want to show in that list, but i have no idea how.

brazen merlin
#

hm. seems like vanilla vehicles of different factions dont use that

slim halo
limber citrus
#

according to the wiki, yes

#

scopeArsenal = 2; // 2 = class is available in the Virtual Arsenal; 0 = class is unavailable in the Virtual Arsenal.

brazen merlin
#

doesn't seem to have an effect on my stuff. the vehicle is still in the virtual garage

#

what's really weird is that this doesnt happen with all vehicles. some aren't duplicated.

slim halo
brazen merlin
#

from the classes in the 3den editor

gritty rune
#

and after a very extended lunch break, good news for Unsung and CBA cpp 15:44:43 PhysX3 SDK Init ended. 15:44:45 [CBA] (xeh) INFO: [0,22.179,0] PreStart started. 15:44:46 [CBA] (xeh) INFO: [0,22.269,0] PreStart finished. 15:44:47 SimulWeather - Cloud Renderer - noise texture file is not specified!

brazen merlin
#

forceInGarage = 0;is the property that vanilla vehicles have

lapis bay
#
class cfgWeapons
{
    class ItemCore;
    class VestItem;
    class Vest_Camo_Base: Itemcore
    class PAVN_V_Chestrig: Vest_Camo_Base
    {
        author = "lemonstone92";
        scope = 2;
        weaponPoolAvailable = 1;
        allowedSlots[] = {901};
        scopeCurator = 2;
        displayName = "Chicom Chest Rig (K07)";
        model = "rhsafrf\addons\rhs_infantry3\gear\vests\rhs_chicom.p3d";
        hiddenSelections[] = {"camo"};
        hiddenSelectionsTextures[] = {"pavn\pavn_vests\Data\PAVN_V_Chestrig.paa"};
        class ItemInfo: VestItem
        {
            uniformModel = "rhsafrf\addons\rhs_infantry3\gear\vests\rhs_chicom.p3d";
            containerClass = "Supply90";
            mass = 10;
            class HitpointsProtectionInfo
            {
                class Diaphragm
                {
                    HitpointName = "HitDiaphragm";
                    armor = 3;
                    passThrough = 0.6;
                };
                class Body
                {
                    hitpointName = "HitBody";
                    armor = 0;
                    passThrough = 0.8;
                };
            };
        };
    };
};```
#

keep getting the error "In File P:\pavn\pavn_vests\config.cpp: circa Line 17 Expected class {", anything wrong here?

brazen merlin
#

where is line 17?

lapis bay
#

class PAVN_V_Chestrig: Vest_Camo_Base

brazen merlin
#

class Vest_Camo_Base: Itemcore missing something here

#

{};

lapis bay
#

ah, i see now

#

fixed

hearty sandal
#

older versions adding duplicates

brazen merlin
#

true, but in this case i dont have duplicated files.

#

i managed to remove all duplicated vehicles now except for one. still investigating on why this wont disappear

hearty sandal
#

base class perhaps?

oak slate
#

I really do not understand identityTypes... Say I make an entry in cfgIdentities is there a way I can just assign that identity without whatever this convoluted thing is? Like using setIdentity in an sqf script?

#

the wiki is also so unclear on it, or I'm missing something

Identity Types are explained in the Headgear section of this guide.

so I go to that section, and there's no mention of it

#

I just want no glasses, 1 specific face, no special name, default pitch, NoVoice speaker. For all instances of this unit...

brazen merlin
#

you can run normal script code in the init eventhandler class

#

if that's enough for you

#

if it's vanilla faces, you can just run the normal script code there and it should work once you start the mission.

#

if it's custom faces, there is some more stuff involved. generally the whole identity thing with faces and all is a huge convoluted mess.

oak slate
#

I've tried to add the eventHandler property a couple times

#

but each time it just refuses to get through pboproject

tepid saffron
#

Question about pre-processor commands: Is it possible to nest IFs? i.e. ```
#if __has_include( <some file> )
#if __has_include( <some other file> )
<some code>
#end if
#end if

grand zinc
#

yes, aka should be.....
Better test though 🤣

tepid saffron
#

it seems to not work. I'm getting Preprocessor failed with error - invalid filename(empty filename) when the first condition is not met ("some file" is missing).

#

However, I can dismiss that error and then Arma proceeds to load and run.

grand zinc
#

I recently fixed a "invalid filename" error.
Maybe it prints more info on dev branch or profiling branch

tepid saffron
#

Prints where? It's not exiting with a link to an error log. Sorry, new territory for me 🙂

#

...oh, you probably meant in the error message itself! duh.

grand zinc
#

Yes, and in your RPT

#

!rpt

charred sealBOT
#
Arma RPT

Arma generates a .rpt log file each time it's run, which contains a lot of information like the loaded mods, or any errors that appear, this log file can be very useful for troubleshooting problems.

To get to your RPT files press Windows+R and enter %localappdata%/Arma 3

Additionally see the wiki page for more info: https://community.bistudio.com/wiki/Crash_Files

To share an rpt log here, please use a website like https://sqfbin.com/ to upload the full log, that way the people helping you can take a look at it and try to figure out the problem you're having together with you.
Note: RPT logs can hold personal information relevant to your system, the game or others.

tepid saffron
#

Thanks! I'll dig deeper

grand zinc
#

also helps to start the game with -debug start parameter

#

prints more verbose log messages

tepid saffron
#

Related question: is it possible to do something like #if __has_include( <some file> ) AND __has_include( <some other file> ) <some code> #end if instead in order to check multiple conditions?

grand zinc
#

no

tepid saffron
#

With -debug parameter, and in main, dev, and profiling branches (I tried all 3) I don't get any more detail than 16:39:25 Warning Message: Preprocessor failed with error - Invalid file name(empty filename). But hey, at least I learned some new things about troubleshooting 🙂 Thanks, Dedmen!

tepid saffron
#

And a follow-up: it occurred to me that including an ELSE statement might make it work as I was hoping, but it's still causing the same error. ```
#if __has_include( <some file> )
#if __has_include( <some other file> )
<some code>
#end if
#else
#end if

zenith drift
#

Does anybody know how to properly add tracers to a weapon in A2OA? I'm looking at the default configuration for "200Rnd_556x45_M249". It shows "tracersEvery = 4". Yet when the m249 is shooting with that mag, there are no tracers.

wintry tartan
#

How about tracersEvery = 1;?

zenith drift
#

wouldn't tracersEvery = 4 show tracers though?

#

there must be some config elsewhere that is interferring

wintry tartan
#

=1 means one in one bullet has tracer which means every bullets

#

@zenith drift ^

stray sage
zenith drift
#

I'm going to check ammo right now. Only one I'm not sure of is tracerScale

stray sage
#

Did you check model as well?

zenith drift
#

model of what

wintry tartan
#

Of tracer

stray sage
#

model=\ca\Weapons\Data\bullettracer\tracer_green; //tracer model for bullets or model= \ca\Weapons\granat; // shell model in case simulation=shotShell;

#

First line in Reference mentioned above.

zenith drift
#

first of all, wher is the tracer model defined? Magazines or Ammo?

wintry tartan
#

Ammo

stray sage
zenith drift
#

I'm gonna take a look. from memory, i think it's set to tracer red

wintry tartan
#

Hey, why not just read the ref?

zenith drift
#

I have read the refs. They totally suck. Missing like 90% of the technical details.

wintry tartan
#

I thought both links have the exact info...

zenith drift
#

have what exact info?

wintry tartan
#

What determines the tracer

zenith drift
#

tracer model is not listed in cfgammo

#

nor cfgmagazines

zenith drift
#

"The model does not get displayed when tracers are created"

wintry tartan
#

Probably this does mean about shotShells?

zenith drift
#

if the wiki didn't suck, they would try to eliminate ambiguous language like that

wintry tartan
stray sage
#

You always have the option to open config yourself, and find stuff out.

zenith drift
#

anyway, for B_556x45_Ball, it says model = "\ca\Weapons\Data\bullettracer\tracer_red";

#

tracerScale = 1;
tracerStartTime = 0.05;
tracerEndTime = 1;

#

nothing in there that would indicate to me that tracers should be disabled for this type of bullet

wintry tartan
#

What are you trying exactly? Make a magazine which has tracers for every bullets?

zenith drift
#

just add tracers for the m249, it's 200 round mag

wintry tartan
#

And currently its not?

zenith drift
#

it has no tracers now

#

in cfgmagazines >> 200Rnd_556x45_M249, it has these properties... tracersEvery = 4;
lastRoundsTracer = 4;

#

now i'm testing the m249 with that mag right now. there are no tracers

wintry tartan
#

It has. Put your NVG

zenith drift
#

jesus... nvgOnly = 1;

#

might have been able to figure that out sooner if the cfgmagazines wiki entry had more to say about nvgonly than this: ""

wintry tartan
#

That's your job

zenith drift
#

nope, magazines

wintry tartan
#

Wiki is what the format that everyone can contribute

#

Huh can't find nvgOnly description other than two pages, both aren't CfgAmmo

stray sage
#

it is there in my ref, I hadnt copied it here cos I thought he would already be checking it

wintry tartan
#

That tho

stray sage
#

yep that is a miss

#

gotta be in cfgAmmo page , I noticed its absence too

wintry tartan
#

However flyingsauseinvasion, you should point out this fact in #community_wiki not just complain and mess the place

zenith drift
#

wait no, it should be in cfgammo.

#

but it's not listed there either

steady beacon
#

It's listed in the config mega list

zenith drift
#

you guys know if "burstRangeMax" is for A2 or only for A3?

zenith drift
#

doesn't seem to work for A2. Anyone know how to get a random length "burst" for weapon fire modes?

rough hatch
#

is there any way to make a hatch shared between two seats without scripting it?

#

if I set both turrets to the same hatch animation source, will it just sorta double open it?

hearty sandal
#

Id suppose you need to try that out

#

it might even work

rough hatch
#

I wonder how the turret hatch on the GM PT-76 works

#

PT-76 has a shared hatch like that

opal crater
#

You need to script it.

vocal imp
#

For the experienced, how could I fix this simple error? I've looked over wikis and all these other issues, but I can't seem to figure it out. I'm making an insignia mod, and so far the only issue I've ran into is building it. I went to use Mikero's tools to get a more in-depth reason why it wasn't working with normal AddonBuilder, and found that apparently there's "missing files" from my config. Going back through my config, and skimming the guide I used (alex109's insignia guide) seemed like everything checked out. So I've hit a roadblock and I'm not sure if I've missed anything... If you'd like to replicate it, I followed the guide through and through until the point of adding my own content, and said content would pertain to the patches and images that would be put as insignias.
From what I've noticed, the "missing files" seem to be the lines that contain the filepath to the textures. example line being: texture = "\umbrella_corps_patches\patches\100ShotOneKill.paa"; which I had followed the naming convention to a Tee, or at least I thought. Every line that contained the texture for the specific insignia had come up as missing. My folder structure went as follows: \umbrella_corps_patches\config.cpp and \umbrella_corps_patches\patches including .pbo

hearty sandal
#

how are you packing the pbo

vocal imp
#

I at first used Arma 3 Tool's FileBank, but tried Mikero's to see if there would've been any difference. I came to find that Mikero's was less-suggested as it didn't have the signing ability or something related to official tools.

hearty sandal
#

you have found wrong information

#

mikeros tools sign pbos just fine

#

filebank is also a bit odd choise

#

do you have P drive set up?

untold temple
vocal imp
hearty sandal
#

well the tools are designed to work through it

#

its not absolutely necessary

#

but it does make it a lot more easier to make working addons

vocal imp
#

I kind of have something like it, utilizing my D: drive as a work-kind of drive, which is what I had the folder set in

hearty sandal
#

well. that probably is part of your current problem

#

Id really suggest using the default workflow

vocal imp
#

As a recap, what would the default workflow consist of?

hearty sandal
#

P drive setup, (PMCwiki has simple steps to do it with mikeros tools) and using addon builder or pboProject to pack your stuff into a pbo

#

pboProject has a lot of debug that tell you when you make errors so I would suggest using it

vocal imp
#

That's what I figured with Mikero's stuff, helped me figure out that trying to pack the data came up as missing files somehow... even though through config it seemed to line up with the structure of the addon.

#

Had a theory, maybe the template provided by alex109 might be outdated or something along the lines. Just tried running through the template version and even that one came up with the error of missing files. Odd...

hearty sandal
#

template?

tepid saffron
hearty sandal
#

dont trust templates from the interwebs 😅

vocal imp
#

true true... I had a thought that since it was alex109's, one who had actually made insignias before, the template would've worked. Gonna have to see about making my own after I return home. Thanks for the help so far, though, Goat!

lapis bay
#

hey, my uniforms, vests, and helmets appear twice in the arsenal for some reason

#

any reason for this?

zenith drift
#

A2OA: Is it possible to find all addons that are modifying a weapon? I cannot get certain changes to stick to ak74 or m14.

dense elbow
#

Hey, how do I disable a drivers turnout function on a tank class vic?

#

gunners have outGunnerMayFire = 0;

#

but I haven't found anything like that for drivers

#

Looked through the merkava config since the driver cant turnout from that vic but nothing

hearty sandal
#

check its driverInAction and driverAction.

dense elbow
#

Non of those

#

It was forceHideDriver = 1;

hearty sandal
#

👍 👍 👍

delicate comet
#

hey, I'm trying to change the colour of the "light" and the smoke of a missile effect, but the wiki page for particles is uh... a lil confusing

#

are there any examples in arma of inheriting something like a missile effect and changing it somehow

wintry tartan
#

There's no such super dedicated for a small part of configuring tutorial I'm 99% sure. What exactly you have right now and how its not working?

delicate comet
#

nothing, i'm not sure where to put a change to a particle effect or how to modify it

#

because atm all i have at the moment is effectmissile="missile3";

#

i kinda understand what im tryna do, i wana put / change a color= field in the light subclass of the effect

#

but i'm not sure how to inherit off of missile 3, or where to put it

wintry tartan
#

Should be defined in two parts, configFile >> "missile3" and CfgCloudlets

delicate comet
#

oh so the config file of my ammo?

wintry tartan
#

What?

delicate comet
#

wdym by config file?

#

just like my main config.cpp, at the same level as cfgAmmo etc?

wintry tartan
#

If you ask so, you don't know what it is!

delicate comet
#

sorry let me explain my question better

#

im bad at this

wintry tartan
#

configFile is the root path of the entire Arma 3 config

delicate comet
#
cfgPatches
{
...
}
missile3
{
...
}

like this? i've not seen anything change something in the config at the root like that

#

at least i dont think

#

the cfgCloudlets part i understand

wintry tartan
#

Like if you'd like to point "CfgVehicles" in a script, configFile >> "CfgVehicles". Although this is not how to define/find a config in a config.cpp, this is how we should point some config colloquially

delicate comet
#
class CfgCloudlets
{
  class Missile3 : Default
  {
  };
};
#

so i understand how to modify something in the cfgcloudlets

#

but how would i put something in the root like that?

wintry tartan
#

So uhh, I'd like you to ask, did you ever done a Mod, which works properly?

delicate comet
#

yes

#

almost entirely from inheriting base arma classes and modifying them

wintry tartan
#

That's how it should. Well, you missed class in your code but is that intentional to save space?

delicate comet
#

thats just me poorly typing example pseudo code

wintry tartan
#

Fair. I almost start to worry about it!

delicate comet
#

lol

#

i just dont understand what you mean when you say i need to put something in the root config, like i dont understand how i'd add something there

wintry tartan
#

So, what exactly is the goal? How it should be?

#

Missile4 or something?

delicate comet
#

so i've got a custom missile, and i've done the model, texture, all the targeting config and stuff

#

currently i'm using Missile3 for the effectMissile

#

but i want to modify the effect to change the colour of the light and the smoke

wintry tartan
#

Okay. I'll be back to my office in a few so wait a bit, so I can share the idea

delicate comet
#

okay, thanks for taking the time to explain ^.^

wintry tartan
#

PS. to put a config in a root, do:

class CfgPatches {...}; //class located in toe root

SuperCoolVar = 1; //variable located in the root```
delicate comet
#

...

#

i think im just overthinking it

wintry tartan
#

I maybe tried to explain it like overcomplicatedly! :D

#

Apologies for that, I'm just suck at explaining

delicate comet
#
class CfgPatches
{
  ...
}
class CfgCloudlets
{
  class Missile3;
  class Hob_MissileFX : Missile3
  {
        color[]={{1,0,0,0.07},{1,0,0,0.003}};
  };
};
#

so for example to change the colour of the missile smoke trail to red

#

i'd need to do this to change the cfgCloudlets

#

and then put something in the root somehow?

#

well i understand how to put stuff in the root now

#

i'm just not sure what i need to put there

#

i guess i could just try this

#

oh do the part-effects go in cfgCloudlets and cfgLights, and does the ComplexEffect just go in the root?

wintry tartan
#
class Missile3
{
    class Light1
    {
        simulation = "light";
        type = "RocketLight";
        position[] = {0,0,0};
        intensity = 0.01;
        interval = 1;
        lifeTime = 1;
    };
    class Missile3
    {
        simulation = "particles";
        type = "Missile3";
        position[] = {0,0,0};
        intensity = 1;
        interval = 1;
        lifeTime = 1;
        qualityLevel = 2;
    };
    class Missile3Med
    {
        simulation = "particles";
        type = "Missile3Med";
        position[] = {0,0,0};
        intensity = 1;
        interval = 1;
        lifeTime = 1;
        qualityLevel = 1;
    };
};```Okay so, I'm back. This is the base config of the missile effect (more like almost every FXs)
delicate comet
wintry tartan
#

And the path is configFile >> "Missile3"

#

(You know what this doesn't make sense)

#

So like... you now get the idea. This is how the thing defined

delicate comet
#

i've been reading the wiki, i think the "complex effect" goes in configfile >>, and then the "simple effect" like smoke and lights go in their respective configs like configFile >> cfgCloudlets >> "missile3"

#

i think

wintry tartan
#
class CfgLights
{
    /*
        lot of smth
    */
    class RocketLight
    {
        diffuse[] = {1,0.25,0.05};
        color[] = {1,0.6,0.3};
        ambient[] = {0,0,0};
        brightness = "18 * fireIntensity";
        size = 1;
        intensity = 25000;
        drawLight = 0;
        blinking = 0;
        class Attenuation
        {
            start = 0;
            constant = 0;
            linear = 0;
            quadratic = 1;
            hardLimitStart = 100;
            hardLimitEnd = 200;
        };
    };
    /*
        and so on
    */
};```This is how the light defined
#
class CfgCloudlets
{
    /*
        you know what
    */
    class Missile3: Default
    {
        interval = 0.001;
        circleRadius = 0;
        circleVelocity[] = {0,0,0};
        angleVar = 1;
        particleFSLoop = 0;
        particleShape = "\A3\data_f\ParticleEffects\Universal\Universal";
        particleFSNtieth = 16;
        particleFSIndex = 12;
        particleFSFrameCount = 8;
        animationName = "";
        particleType = "Billboard";
        timerPeriod = 1;
        lifeTime = 2;
        moveVelocity[] = {0,0,0};
        rotationVelocity = 1;
        weight = 1;
        volume = 0.8;
        rubbing = 0.5;
        size[] = {1,2,2.8};
        color[] = {{0.5,0.5,0.5,0.07},{0.6,0.6,0.6,0.02},{0.7,0.7,0.7,0.01},{0.8,0.8,0.8,0.005},{0.9,0.9,0.9,0.003}};
        animationSpeed[] = {5};
        randomDirectionPeriod = 0.1;
        randomDirectionIntensity = 0.1;
        onTimerScript = "";
        beforeDestroyScript = "";
        blockAIVisibility = 0;
        lifeTimeVar = 0.2;
        positionVar[] = {0.3,0.3,0.3};
        MoveVelocityVar[] = {0.4,0.4,0.4};
        rotationVelocityVar = 20;
        sizeVar = 0.15;
        colorVar[] = {0,0,0,0};
        randomDirectionPeriodVar = 0;
        randomDirectionIntensityVar = 0;
    };
    /*
        yeah
    */
};```And finally, this is the particle
delicate comet
#
class CfgCloudlets
{
    class Missile3;
    class Light1;
    class Hob_SmokeFX : Missile3
    {
        color[]={{1,0,0,0.07},{1,0,0,0.003}};
    };
};
class Hob_MissileFX
{
    class Light1
    {
        simulation="light";
        type="RocketLight";
        position[]={0,0,0};
        intensity=0.0099999998;
        interval=1;
        lifeTime=1;
    };
    class Missile3
    {
        simulation="particles";
        type="Hob_MissileFX";
        position[]={0,0,0};
        intensity=1;
        interval=1;
        lifeTime=1;
        qualityLevel=2;
    };
    class Missile3Med
    {
        simulation="particles";
        type="Missile3Med";
        position[]={0,0,0};
        intensity=1;
        interval=1;
        lifeTime=1;
        qualityLevel=1;
    };
};
#

so i've put this under my cfgPatches

#

effectsMissile="Hob_MissileFX";

#

and i've got this in my ammo cfg

#

8:44:09 Warning Message: No entry 'bin\config.bin/CfgCloudlets.hob_missilefx'.

#

does it need to be done before i define the ammo

#

or have i messed up inheriting missile3

wintry tartan
#

Nada. Every sort of such error must be executed after the load of every configs

delicate comet
#

so more likely an inheritance issue?

wintry tartan
#

Ah, this isn't it

type="Hob_MissileFX";```
delicate comet
#

ah hah

wintry tartan
#

Should be SmokeFX

delicate comet
#

thanks

#

yea

#

i was writing it while understanding what the difference was

#

since the base arma calls them both missile3..

wintry tartan
#

Don't think feel

delicate comet
wintry tartan
#

(Arma Modding in a nutshell)

delicate comet
#

yup

wintry tartan
#

So anyways, you got the idea right?

delicate comet
#

yeah i think im on the right track now

#

many thanks for your help

hard chasm
#

if it helps, only inheritence classes must be declared before being inherited. Thus:

class apples
{
   color=red;
};

class oranges: apples{...};  // use it.  ```
#

anything like a cfgPatches can be declared anywhere in the file. Top, middle or bottom makes no difference.. It is 'customary' to put the name of the addon (eg cfgpatches) at top of file, but makes no difference.

#

Tthe 'tricky' bit, which is hard to grasp is the inherited class must be in scope. Thus:


class fruit
{
    class apples{...};  // a class ONLY known to other classes that inherit fruit
};```
rough hatch
#

this is kind of both a scripting and config question but I think it might fit more here, I have a vehicle with a hatch that is shared between two seats, I've set up event handlers that would open or close it when appropriate, they look like this turnOut = "params ['_vehicle']; if (isTurnedOut (gunner _vehicle) || isTurnedOut (commander _vehicle)) then {_vehicle animateDoor ['hatchTurret',1]}"; turnIn = "params ['_vehicle']; if (!isTurnedOut (gunner _vehicle) && !isTurnedOut (commander _vehicle)) then {_vehicle animateDoor ['hatchTurret',0]}"; but they don't seem to work, running the same code in debug console works as intended, but it doesn't seem to work within the config event handlers

#

ir there something special about how config EHs run code that makes that not work?

nimble sequoia
#

@rough hatch try adding a sleep 0.5;before doing the checks

rough hatch
#

guess that means I'm gonna have to spawn that

nimble sequoia
#

yes

#

I can't share code unfortunately (NDA), but it works along the lines you're thinking about

rough hatch
#

that didn't seem to work, unless I did something wrong, looks like this now sqf turnOut = "[_this # 0] spawn { params ['_vehicle']; sleep 0.5; if (isTurnedOut (gunner _vehicle) || isTurnedOut (commander _vehicle)) then {_vehicle animateDoor ['hatchTurret',1,false]} }"; turnIn = "[_this # 0] spawn { params ['_vehicle']; sleep 0.5; if (!isTurnedOut (gunner _vehicle) && !isTurnedOut (commander _vehicle)) then {_vehicle animateDoor ['hatchTurret',0,false]} }";

#

huh, weird, if I manually open the hatch debug console and then turn in, then it closes

#

so it looks like the turnIn EH works but not the turnOut

steel crown
#

I'm trying to overwrite some existing config so these vehicles go into their own designated editor categories and I keep getting a "member already defined error"

The issue is, one of the classes is based off of one already defined. OPTRE_m12_ins_apc is already defined. but OPTRE_M12_ins_med is based off of it, so it's just a circle. The moment I move one of the classes above the other, it tells me it isn't defined due to the hierarchy.

class OPTRE_M12_ins_apc : OPTRE_M12_base { displayname = "M12 APC Warthog"; editorPreview = ""; crew = "OPTRE_Ins_URF_Rifleman_BR"; faction = "MEU_Insurrectionist"; editorCategory = "MEU_URF"; }; class OPTRE_M12_ins_med : OPTRE_M12_ins_apc { displayname = "M12 APC Medical Warthog"; editorPreview = ""; crew = "OPTRE_Ins_URF_Rifleman_BR"; faction = "MEU_Insurrectionist"; editorCategory = "MEU_URF"; };

rough hatch
#

I'm trying to set up an amphibious tracker vehicle and I sort of have it driving okay in water, only problem is that it turns extremely slow, to a point where you can barely tell it even is turning, I've tried to tweak values like waterResistanceCoef but it doesn't seem to make much difference

dry mantle
#

question, at the end of model.cfg, should it be.

class "name".p3d: ArmaMan{};

or just

class "name": ArmaMan{};

grand zinc
#

first is syntax error

#

second is also syntax error

dry mantle
#

Cause after setting up the configs and model cfg and packing everything into a pbo, I'm getting cannot open object "directory".p3d

grand zinc
#

classnames have no quotes and no dots

dry mantle
#

yeah no I only put the quotes here for example

grand zinc
#

I'm getting cannot open object "directory".p3d
that means wrong model= path in config

#

not in model.cfg

dry mantle
#

Ah I see, thx.
This is my model path.

model = "\ScionConflictMooseWork\SamuraiHelmet\SamuraiHelmet.p3d";

Do I have any syntax errors? I have the right directory text address so, idk. Maybe I need a P: at the beginning?

grand zinc
#

some places want leading \ some don't

#

if you packed to PBO, make sure your prefix is correct

hearty sandal
#

never P: in game paths

#

is P:\ScionConflictMooseWork\SamuraiHelmet\SamuraiHelmet.p3d the actual path?

dry mantle
dry mantle
#

So I recieved some tips on the issue. Turns out it was pathing error. But now the helmet is spawning on arma mans balls, instead of his head. Any idea how to fix this?

hearty sandal
#

setup selection and model.cfg right

rough hatch
#

is there a way to make a vehicle wheel drive two animation sources?

#

like I have regular damper animation source for wheels and tracks but I want to also have a second animation source for each wheel that would only move part of a track only when the wheel goes up

#

but it seems like only the animation source defined as boneName will animate?

delicate comet
#

so I'm trying to make a custom explosion effect, and instead of using 2d sprites / "billboard" I have some "shards" of the model i'm exploding and want to use "SpaceObject" / 3d model particles.

I'm using the base arma GlassShard1 as a template for my CfgCloudlets simple particle, and basing the complex particle off of the "Impact Glass" complex particle

however, in game the effect does nothing, its the explosion effect for a missile and when the missile impacts it just disappears, and whats really confusing me is there are no errors at all in the logs. I've been using a mod called Emitter 3dtor to test my particles, and the CfgCloudlet class doesn't even show up, but my actual model is an option in the Emitter mods editor and works fine when i create it manually

#
class CfgCloudlets
{
    class Missile3;
    class GlassShard1;
    class HOB_SmokeFX : Missile3
    {
        color[]={{0.941,0.443,1,0.07},{0.941,0.443,1,0.003}};
        size[]={0.4,0.6,0.8};
    };
    class HOB_ShardFX : GlassShard1
    {
        particleShape="hob_mod\data\shard.p3d";
        particleType="SpaceObject";
    };
};
class HOB_ExplodeFX
{
    class Shards1
    {
        simulation="particles";
        type="HOB_ShardFX";
        position[]={0,0,0};
        qualityLevel=2;
        intensity=1;
        interval=1;
        lifeTime=1;
    };
};
#

heres the code, i dont understand how it can compile and load into arma fine, produce no errors at all, but just "do nothing"

slim halo
#

you've just defined some particle classes. nothing's using them

delicate comet
#

oh sorry thats just the effect code

#

my cfgAmmo config is uh.. quite big, so i wont post it all here

#

but it has

#
effectsMissile="HOB_MissileFX";
explosionEffects="HOB_ExplodeFX";
#

my missile effect, i.e the smoke trail works

delicate comet
#

the only thing ican think of is i have to preload my model, or somethings wrong in general with my model

#

i cant think of any other reason why it'd produce no errors at all, no missing x or anything, but just have no visual effect at all

delicate comet
#

could this be an issue with my model maybe? i have to admit i can only barely get a model through object builder

#

but i'm currently using the same model for the missile as i am for the explosion particle, and i see the missile model

hearty sandal
#

is that above your full config?

#

I think you might want to trace the effect config classes a little bit more to see where they are defined and what all is involved.

delicate comet
#
class CfgCloudlets
{
    class Missile3;
    class GlassShard1;
    class HOB_SmokeFX : Missile3
    {
        color[]={{0.941,0.443,1,0.07},{0.941,0.443,1,0.003}};
        size[]={0.4,0.6,0.8};
    };
    class HOB_ShardFX : GlassShard1
    {
        particleShape="hob_mod\data\shard.p3d";
        particleType="SpaceObject";
    };
};
class CfgLights
{
    class RocketLight;
    class HOB_LightFX : RocketLight
    {
        color[]={0.941,0.443,1};
    };
};
class HOB_MissileFX
{
    class Light
    {
        simulation="light";
        type="HOB_LightFX";
        position[]={0,0,0};
        intensity=0.0099999998;
        interval=1;
        lifeTime=1;
    };
    class Smoke
    {
        simulation="particles";
        type="HOB_SmokeFX";
        position[]={0,0,0};
        intensity=1;
        interval=1;
        lifeTime=1;
        qualityLevel=2;
    };
};
class HOB_ExplodeFX
{
    class Shards1
    {
        simulation="particles";
        type="HOB_ShardFX";
        position[]={0,0,0};
        qualityLevel=2;
        intensity=1;
        interval=1;
        lifeTime=1;
    };
};
#

this is my entire "effects" file

#

i'm inheriting off of the glass particle, and i dont see anything else in the base class that i'd need to change

#

apart from like, the momentum and stuff but thats all cosmetic

#

the MissileFX complex effect works great

#

both the light and the smoke trail are correct and working great

#

but for some reason the ExpodeFx doesn't show anything at all, and in the Emitter 3dtor mod's class preview, it doesnt even show up in the list of effects

brittle solstice
#

Where are the "Door States" configured for Object:Special States in the editor. Is there something that has to be done in the model.cfg? I'm trying to configure my assets so that the door states can be set in the editor but I don't see how that happens. I've compared several configs with my own and see no real differences in how my animations are set up. All animations work fine, but changing the door state icons has no effect.

delicate comet
#

oooh could it be to do with animation

#

i wish i could open the p3d for glassShard1 to see how its set up in object builder

#

but it looks like maybe the model has some kind of animation rooThink

novel torrent
#

Hello, how would I disable my planes HUD?

delicate comet
#

you mean like, in config?

#

like a custom plane?

#

i only know of the sqf command showHUD

delicate comet
#

okay it wasnt animations, i've got no idea why this works in Emitter but not in my complex particle definition

fluid spear
#

guys, out of curiosity of C++, are CfgClasses really valid cpp files or they are this way just for syntax?

grand zinc
#

its not actual c++

#

just somewhat close

narrow musk
#

is there a way to hide bodyparts when wearing uniforms/vests etc.?

#

or rather
have your custom uniform/vest etc.. hide the bodypart they're assigned to

untold temple
#

No. You can hide parts of vests when wearing certain uniforms but not the other way around

narrow musk
#

oh
I always though stuff like the CSAT viper helmets hides the faces underneath

hearty sandal
#

nope

#

why would they?

narrow musk
#

idk
maybe to not load something that can't be seen from any angle

#

at least texture wise thats one less drawcall

#

wait
don't uniforms do that though?
or is the shirt and underwear always loaded underneath uniforms?

untold temple
#

No, the entire character model is replaced by one that doesn't have that

narrow musk
#

then I could use a uniform model to hide bodypartsa

#

or rather
use a uniform model that for example doesn't have an arm.

#

geometry would still be there but better than nothing

untold temple
#

Not really hiding no. You're making a new character model without the arm

junior sparrow
#

does someone know what the item Zasleh2 is? it has an empty picture but a scope of 2

novel torrent
#

hello, to infer on my question yesterday, I would like the memoryPoint for the driver optics to change on UserAction, here is my code "doesn't work FYI"

class UserActions
        {
            class DLIR
            {
                priority = 3;
                displayName = "Switch to DLIR";
                condition = "player in this";
                statement = "memoryPointDriverOptics = ""DLIR_pos"" ";
                position = "FLIR_pos";
                radius = 10;
                onlyforplayer = 1;
                showWindow = 0;
                hideOnUse = 0;
            };
            class FLIR : DLIR
            {
                displayName = "Switch to FLIR";
                statement = "memoryPointDriverOptics ""FLIR_pos"" ";
            };
        };
hearty sandal
#

mmm

#

I dont follow

#

have you an example of where this would happen from vanilla or mods?

novel torrent
#

maybe the ac-130 mod, they have multiple camera's on their aircraft, I just want to change the memory point where the camera is for the pilot

hearty sandal
#

alright

#

so its definitely not done like this

#

😅

#

your satement is invalid

#

user actions cant change config attributes on the fly

novel torrent
#

that's what i figured loool, how do you think I should go about this then? Is there like a gunner camera that I can force the pilot to use?

hearty sandal
#

I have a feeling that you might not be able to change it

novel torrent
#

Really now? Hmmmmmm, so I cannot have two camera's you think?

#

Maybe I can make a gunners seat right ontop of the normal seat, and that seat will just change the camera

hearty sandal
#

How much offset do the cameras have?

novel torrent
#

well one is on the bottom and one is at the front

#

they probably like 5 meters apart

charred oriole
#

I'm using the arma tool for the first time, and i'm trying to debinarize this pbo so i can change something in the config
I assume i need to use "CfgConvertFilechng" but it's not working
And by not working i mean idk what the hell im doing 😂

hearty sandal
#

You generally don't need the full config or the original config even to change things.

You just need to write a config that is set up to run after the original config (requiredAddons) and contains the changes you want to make.

And that goes into your new config patch addon.

You do not repack the original mod as that is very very bad form.

kindred viper
ancient marsh
#

Hey does anyone know where the human ragdoll constraints are defined?

hearty sandal
#

Get allinone config dump and do search for ragdoll

ancient marsh
#

that sounds more complicated than it needs to be

hearty sandal
#

It is what it is. Option 1 is to not bother with it, option 2 is to grind the learning.

ancient marsh
#

Well ok, like I originally asked; if someone has some experience with ragdoll configs I'd be happy to hear from you

hearty sandal
#

What is it that you want to do with it?

ancient marsh
#

Want to configure ragdoll for non-human skeleton

stoic lily
#

cant get our custom mines to show up in ZEUS..

#

they have scope[XX] = 2; are set in units[] in cfgPatches, defines in cfgVehicles

#

is there again any implicit condition like needed to be in a soldier equipment, or ammo crate, or sth along these lines?

haughty token
haughty token
#

Wonder if someone can point me in the right direction, I'm trying to edit some of the cfgs of a vanilla vehicle (APC_Tracked). I've added an EH to change the cargo of the vehicle when it is spawned which completes however it crashes the server when spawned.

The EH has been added like this;

class RW_Warrior_30mm_Base : RW_Warrior_Base
    {
        class EventHandlers
            {
                init = "[_this select 0] call RW_Warrior_fnc_addVehicleLoadout;";
            };```
#

And the function is;

params["_FV"];

clearItemCargoGlobal _FV;
clearMagazineCargoGlobal _FV;
clearWeaponCargoGlobal _FV;
clearBackpackCargoGlobal _FV;

_FV addWeaponCargoGlobal ["UK3CB_BAF_L7A2", 1];
_FV addWeaponCargoGlobal ["launch_NLAW_F", 1];
_FV addMagazineCargoGlobal["UK3CB_BAF_762_100Rnd",6];
_FV addItemCargoGlobal["Toolkit", 1];
_FV addItemCargoGlobal["ACRE_PRC152",1];
_FV addItemCargoGlobal["UK4IB_Identifier_7Plt_HQ",1];
_FV addItemCargoGlobal["UK4IB_Identifier_7Plt_1",1];
_FV addItemCargoGlobal["UK4IB_Identifier_7Plt_2",1];
_FV addItemCargoGlobal["UK4IB_Identifier_7Plt_3",1];
_FV addBackpackCargoGlobal ["B_Bergen_mcamo_F", 1]; ```
#

It loads the inventory correctly on spawn, it does no crash when hosted locally

#

It does not crash when I comment out the EH

slim halo
#
init = "[_this select 0] call RW_Warrior_fnc_addVehicleLoadout;";
init = "call RW_Warrior_fnc_addVehicleLoadout";
haughty token
#

Yep!

haughty token
slim halo
haughty token
#

Yeah thanks, I'm just perplexed as there is nothing in logs and I've never had anything like this happen

#

It's not exactly a groundbreaking bit of functionality, just stuck on where it's going wrong

slim halo
haughty token
#

#1 yes
#2 Nothing exceptional only;

`16:31:03 RW_Warrior_30mm: cannon_ready_light - unknown animation source muzzle_hide_cannon
16:31:03 Ref to nonnetwork object 1b0ee5f6040# 1816918: apc_tracked_03_cannon_f.p3d REMOTE


Exception code: C0000005 ACCESS_VIOLATION at BDD25117`

#

Then it runs through the addons currently running and generates it's crash files

slim halo
#

they all take global args

haughty token
#

I thought it may be related to something else however as soon as I remove that EH, back to normal everything is fine.

stoic lily
#

@haughty token thanks. we do have all this already - it works for all but mines

slim halo
#

and put some sleep in it?

haughty token
#

Works fine 😛

slim halo
#

so just do that

haughty token
#

Oh sorry

#

Thought you meant just executing it in the init in-game

#

I will try and see what happens

slim halo
slim halo
haughty token
#

...I was being lazy and this was quicker for me

#

Also, easier to change

#

In my head, if I needed to change the contents quickly, I can change the function to take in variables from somewhere else

slim halo
#

I can change the function
don't you use the functions library?

haughty token
haughty token
#

Spawn worked perfectly

slim halo
#

that's why I suggested it

#

did you put any sleep in there?

haughty token
#

Nil

#

...should I have?

#

To let it sync?

slim halo
#

not sure blobdoggoshruggoogly

haughty token
slim halo
haughty token
#

Is there any downside to spawn over call?

slim halo
#

spawn is scheduled

#

call depends on current environment

#

if scheduled -> scheduled, if unscheduled -> unscheduled

#

in your case it was unscheduled (because it was running inside event handler code)

haughty token
#

So scheduled code = slightly more performance?

slim halo
#

scheduled code -> allow suspending the code so it may take longer to finish

#

all scheduled codes only have 3 ms to run in every frame

#

the more scheduled codes -> the longer they all take to finish (if all exceed 3 ms)

haughty token
#

Ok, thanks

#

I'm still totally confused as to why this would cause a full crash

slim halo
#

like I said, probably the object didn't sync

#

unscheduled code executes immediately, and doesn't give the game any chance to do anything else (it has no suspension)

haughty token
#

Ah right

normal kelp
#

probably goes here, might have to go somewhere else pls lemme know

#

how would I find out why a mod requires arma 3 apex?

slim halo
normal kelp
#

sure, but I want to know why so I can see if I can recommend the fix

#

like, maybe its something quick that they missed

slim halo
normal kelp
#

right but apex objects are free for everyone

#

yeah, I was trying to look at the configs and I wasn't entirely sure where to look

#

the RequiredAddons arrays seem fine?

slim halo
#

it should only give a warning afaik?

normal kelp
#

I tested on a user without apex

#

and you can't open the map in the editor

slim halo
#

@edgy nymph I guess you know the answer to this question better than anyone? 👆

normal kelp
#

oh I didn't know they were in here

#

convenient

shy knot
#

So, I have texture sources set up and it worked properly. Now, it doesnt but, changing the components changes the textures

iron bramble
#

So I am confused on something. I have been trying to create a custom version of a Vanilla weapon that fired a different ammo type. I know with certain modded weapons this config works but unsure how to get it to work for others.

  class 521st_Thing: arifle_Mk20_plain_F
  {
    magazines[]=
    {
      "20Rnd_762x51_Mag",
    };
    displayname="Test FIA weapon";
  };
};

Just mainly trying to learn random things to help if I ever try to create something from scratch

steady beacon
#

@iron bramble the , in magazines isn't needed unless you add other mags and the last }; unless it's the end of you weapons config

pastel talon
#

In cfggroups how do I make the AI spawn inside of a vehicle instead of outside via "position"?

tall jewel
#

Heyo, does anyone have an idea on how to randomize uniform selection (for about 4 uniforms) for custom units config.cpp?

hearty sandal
#

units represent single uniform usually. my advice is to do randomization on mission level instead of config level

lean yacht
#

hello are there any good tutorials for how to make a custom waypoint config I have a script for a deploy minefield script and I want to add it to the waypoint menu

hearty sandal
#

sounds like a bit too specific thing so I doutb there is a tutorial on that

#

especially if googling did not come up with any

silver lion
#

Hey guys

#

What is the code i need to put in my config to make my vic show up in zues

#

i am using scope 2 and it still does not show up in zeus

stray sage
untold temple
#

needs to be in cfgPatches units[] array as well

hot pine
#
  • crew of the vehicle needs to be scopeCurator = 2 & in CfgPatches too
silver lion
#

scope=2;
scopeCurator=2;

#

I have them both

#

Just seems to not exist

#

Could it be my category is not set to scope 2

#

or scopeCurator=2;

rough hatch
#

is it under units[] in cfgPatches?

silver lion
#

does it have to have the unit class in Units[]

#

so units[] = "unitclass"

hearty sandal
#

Yes

silver lion
#

sweet

hearty sandal
#

For zeus

silver lion
#

Sweet

hearty sandal
#

🍠

silver lion
#

Fixed it thank you

#

is there a way if my vic has no interior to force it to have a tank view

#

like the hud of a tank

hearty sandal
#

Gunner/driverForceOptics

silver lion
#

do i put driverForceOptics = 1

#

or somethin

compact elbow
#

Anyone able to tell me how to disable "manual fire" for the commander in ground vehicles? I looked at the config reference but couldnt find anything related to it :/

silver lion
#

@hearty sandal Anyway to force 3rd person as the only view just realized that my int is kinda broken

limber citrus
#

but also very much not a good idea

true oasis
#

Hey, is there a simple way to patch a class of another mod? say i need to change one value or add a child-class to a pre-existing class? Can i just go:

class ClassFromOtherMod {
  value_i_want_to_add = 1234;
};
```?
compact elbow
#

Not quite, you also need to inherit the base class i believe:

class 1715_cat_cay : CAWorld {
yourValue = changed;
};

true oasis
#

Thank you! ❤️

random thicket
#

We have an issue in our modset using CUP where Dshkms are first shot hyper accurate to 2km. It seems regardless of the mission AI skill and server's cfgAISkill. What am I looking for in the class config to adjust this?

stoic lily
#

@true oasis requiredAddons in cfgPatches + replacing the relevant class structure as Luca suggested

willow warren
#

Me and my buddy are modding weapons into the game, he has some experience doing vehicles but both of us are clueless as to getting the configs for a weapon to work. Tutorials have only been marginally helpful, anyone willing to talk us through it?

hearty sandal
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have you tried looking through the sample weapon?

willow warren
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Extensively.

hearty sandal
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what part does not work? the sample weapon should be fully working

willow warren
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Presently we have 2 issues.

  1. The model is not appearing in-game
  2. The arms of the character are stretching off like 5 meters to the side.
    We've done a number of things, including trying to just replace the .p3d of the sample weapon with our custom one to see where we're going wrong, but even that isn't working. We THINK we have all of necessary LOD's set up and named properly, having used the sample as a guide, but no luck.
hearty sandal
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do you have P drive and modding tools set up?

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what are you packing the pbo with?

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and for 2.

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your animation is made wrong or with a rig that has wrong weapon bone name (Weapon vs weapon)

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or the weapon bone has not been in correct position

willow warren
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We've packed the .pbo with Addon builder AND Filebank, neither has made a difference

hearty sandal
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neither really care if you have errors

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so how about the P drive

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could be your folder structure is messed up and does not match the path to the p3d

willow warren
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I've seen some stuff online talking about the Weapon vs weapon naming classification, haven''t messed around on that yet

hearty sandal
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in case you use Macsers rig I recall it has wrong W or w in the bone name

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so that has to be changed in order for the RTM to have correct bone name for the weapon bone

willow warren
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This is the first i'm hearing of a P drive, most of the tutorials I've been using seem to be missing bits and pieces (they just assume you know certain parts) and i've sorta had to piece them together.

hearty sandal
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as the hand animation is read as hand positions in relation to weapon bone position

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then youre development environment is not set up right

willow warren
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And that's what's causing the missing model right? The animation being the W/w difference?

hearty sandal
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tutorials rarely start from the very beginning and expect you to have working setup

hearty sandal
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at least those are the common mistakes made with these symptoms

willow warren
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Okay so next steps are set up the P-drive and then figure out where on earth my weapon bone is because I got this model from someone else who probably named it something funky.

hearty sandal
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not very promising start

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also for "stuff I got from X" do make sure its not ripped from somewhere

willow warren
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No I worked with a professional modeler, watched him do segments of it and paid for it properly.

hearty sandal
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better! 👍

willow warren
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If he ripped it, he put on a real show of it

hearty sandal
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well that can happen too. 😅

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the hands being off would be a weapon holding animation problem btw

willow warren
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It's a long story but I trust the guy (and can't find the model anywhere else so)

hearty sandal
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not anything related to the weapon model itself

willow warren
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Gotcha

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The help is GREATLY appreciated, like I said my buddy has some experience with this but I am totally clueless.

willow warren
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I did as was stated and have fixed both problems, also helped that I found a better example for configs than the basic vanilla one. Now I have a functioning gun, however it's facing backwards (assuming that's because I'm using a placeholder handanim) and the bullets are coming out slightly above the line of the bore (which I think I can fix with just messing with the memory points?). It also has no recoil, that one i'm stumped on as it's got the EXACT same code as the example in that regard, didn't touch that at all.

delicate comet
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I think this is more a config question than a scripting one, but;
so i'm trying to make my vehicle's troop bay doors open when the gear goes down, so I wrote this in just the editor debug console and it works great

this addEventHandler ["Gear", {params ['_vehicle', '_gearState']; _vehicle animateDoor ['troopdoors', if(_gearState) then [{1},{0}]];}];

but when i went to add it into the config for the vehicle, it didnt work, no errors in the logs just doesnt do anything

        class EventHandlers
        {
            class HOB
            {
                Gear="params ['_vehicle', '_gearState']; _vehicle animateDoor ['troopdoors', if(_gearState) then [{1},{0}]];";
            };
        };
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i've tried the "non extended way" where its just class EventHandlers { Gear=""; }; but that doesn't work either

slim halo
delicate comet
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gear state is a boolean

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according to the wiki for the gear event handler

slim halo
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I know

delicate comet
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oooooh

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instead of using if

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i see

slim halo
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and you want to return 0 1

delicate comet
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right right

slim halo
delicate comet
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testing

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init="diag_log 'my_vehicle_init';";

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i dont think so no

slim halo
delicate comet
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my vehicle is inherited from Helicopter_Base_H, do i need to do some inherit thing?

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like EventHandlers : EventHandlers or similar

delicate comet
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idk why the base arma ones wern't working, i looked around and saw some cba style ones, tried those and they work fine

class Extended_Gear_EventHandlers {
    class HOB_Helicopter 
    {
        gear = "params ['_vehicle', '_gearState']; _vehicle animateDoor ['troopdoors', (parseNumber _gearState)];";
    };
};
normal kelp
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@willow warren hey if you find a good tut on making a new weapon pls ping me with it, I'm in the early stages of making one and I'd really appreciate the help

willow warren
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I'm using the Zach Gibson one, but it's SUPER old and missing bits and pieces (as stated earlier in the chat, it assumes you know some stuff from other modding)

willow warren
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Forgot to ping, lol @normal kelp

normal kelp
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ok ty

left zodiac
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trying to override the main menu with a custom background scene and replace the middle button with a "join server" button with preset port and ip

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but it doesnt override it. any pointers?

dry frost
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have you set requiredAddons so it loads last?

dry frost
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Does anyone know how to set the soundAttenuation for FFV seats?

I can't seem to find reference to it anywhere, but the sound is wildy different from the cargo seat compared to the FFV seat. tried using OpenHeliAttenuation and SemiOpenAttenuation but no difference.

Thanks in advance

slim grove
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Arma keeps telling me that the base class I'm referencing for a new carbine is undefined, but I call the class directly above it

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class CLASSIMCALLING;
class MYNEWGUN: CLASSIMCALLING

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also can anyone explain what "class destroyed with lock count 1" means? I've googled everywhere and cant find an actual explanation of the process involved

nimble sequoia
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Do you have a CfgPatches {} with a requiredAddons entry that includes the class ClassImCalling?

slim grove
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yup

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it also worked for like 5 test builds

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it just suddenly stopped working despite me not touching that part of my config

slim grove
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I made a class (worm carbine01) directly above worm carbine02

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and wormcarbine02 references 01

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class WormCarbine02:WormCarbine01

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and for some reason it accepts WormCarbine01 without any errors, but then wont accept it as a reference for 02

slim grove
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nevermind figured out the issue

shy knot
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I'm trying to add a custom unit model into ArmA and it works, but the model wont show up in game

hearty sandal
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isnt that definition of does not work?

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how is it packed into pbo?

shy knot
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PBOProject Folder > SubFolder (for organization) > P3D

hearty sandal
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so what part of it does not show up in game and where in game exactly are you looking for it?

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and are you sure you are running the new pbo?

shy knot
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Pretty sure I am

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It shows up but is invis

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Right now, in Editor

hearty sandal
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does the p3d show up correctly in Buldzoer?

shy knot
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Yeah

hearty sandal
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aand textures are packed into the p3d too?

shy knot
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Right now, textures are still being made so no

hearty sandal
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so it has no textures?

shy knot
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Not right now

hearty sandal
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and no hiddenselections?

shy knot
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Yes. Just trying to get the model itself in game

hearty sandal
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is it still man uniform or something completely custom?

shy knot
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Completely custom unit model. Not a uniform or armor

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Like, ArmA man but diff model

hearty sandal
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does it use custom animations is what Im looking for

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yes that

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k should not be animations related

shy knot
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Currently no

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No anims tied

hearty sandal
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unless your model.cfg setup is booped

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do you have a model.cfg for it?

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have you made sure its not underground

shy knot
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Yes, I've tried raising it up high. I do not have a model.cfg for it as I've done unis and armor before. Just not a whole entire new "soldier"

hearty sandal
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units and armor all need model.cfg too 🤔

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soldier is just "uniform"

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or all uniforms are soldiers

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the visual look may be different but unit is a unit

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if you use a vanilla model path for the config does it show up then?

spice plaza
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What are the factors that affect the speed of a thrown grenade (or chemlight etc)? For example, in cfgMagazines, "HandGrenade" has an initSpeed of 18 (whereas say "Chemlight_red" has an initSpeed of 14). Then in cfgWeapons we have "Throw" >> "HandGrenadeMuzzle" >> initSpeed=75. When I use a fired EH to catch the grenade and check its speed with the speed command, it comes back as 64.8 (at the instant of capture).

How can I find the correct initial speed based on config entries? Are there other factors such as mass etc?

slim halo
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speed command gives the speed in km/h

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18 * 3.6 = 64.8

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you should've used vectorMagnitude velocity _grenade instead

hearty sandal
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🧮

sharp yoke
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Can anyone guide me the steps to implement a uniform

spice plaza
hearty sandal
sharp yoke
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alrite

tacit zealot
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I'm making a config for a custom faction. Is there a way to connect the hose of a SCBA backpack to a Regulator Facepiece in the config so the unit is all configured and ready to go in the editor/in game? Kind of like how the Vanilla CBRN units have their APR pre-attached to the backpack

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I know the init code that would be put in the editor, but I want that to be in the config, if that makes sense.

tacit zealot
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Also, how do I change the vehicle cargo when making a faction's config? I used Drongo's config generator but it didn't transfer the custom cargo.

sullen fulcrum
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I'm trying to make an object react by jumping when you shoot it

slim halo
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it's not defined anywhere in config (except animation stuff)

sullen fulcrum
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so how would I define the object?

slim halo
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also that's not how you define event handlers in config

solar sphinx
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I have absolutely no experience with modding on Arma3, I have a mod that messed with some of the default values of vanilla Arma3 equipment and I want to revert it back, but also want to keep using the mod.

https://steamcommunity.com/workshop/filedetails/?id=949252631

this mod changed the CSAT Katiba weapons from 30 to 20 ammo capacity, how might I undo that in the easiest way possible?

slim halo
solar sphinx
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yes. they overwrote the vanilla magazines, there are only 20s now

tacit zealot
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Ngl I always thought the Katiba mags looked small

solar sphinx
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they indeed look like 20s, but I dont think realism really matters in the 203X themed stuff, lol

as a gameplay part, I like it to be a little more balanced.

strange egret
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you can overwrite the overwrite with another mod on top

slim falcon
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Hola
I have made a vehicle class in cfgvehicles.
I want it to run a script when spawned in.
Ive come to the conclusion its done through init = ""

What would the line be to call the script?

hearty sandal
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a command to call script in whatever the folder path to it is. execVM or spawn has been used I think

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you can find some examples in vanilla configs too

slim falcon
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So i could basically do "this execVM myscriptpath.sqf"; ?

hearty sandal
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I think basically yes

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have you checked if the eventhandler wiki page has any examples?

solar sphinx
tacit zealot
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How would I go about setting a unit's insignia via the unit's faction config? I tried this (ignore the cbrn title):

    class EventHandlers:EventHandlers
    {
        class BIN_CBRN_INIT
        {
              init = "[this,'EAF_5thRegiment'] call BIS_fnc_setUnitInsignia;";
        };
    };

but only got errors when I placed the unit in the editor. Using '_this' instead of 'this' also threw errors. I tried taking a look at the CSAT story guy that has the Scimitar insignia pre-applied, but his configs weren't helpful to me.

wintry tartan
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Which is kind of hacky solution

tacit zealot
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so it looks like they just redefine the uniform texture, and then further define the insignia by using the hiddenSelectionsTextures. Interesting

shy knot
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Back again. I’ve looked over the sample ARMA unit and still can’t get my custom unit model to show up

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Is there anything that would cause something to be invisible

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But visible in Bulldozer

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This is what my unit code consists of, VERY barebones atm C++ class X: SoldierWB { scope=2; scopeCurator=2; faction="X"; side=2; author="Article 2 Studios"; displayName="X"; editorSubcategory="X"; model="path to p3d.p3d"; };

hearty sandal
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could the p3d be somehow faulty?