#arma3_config

1 messages ยท Page 138 of 1

ashen sluice
#
// do this
class Foo
{
};

// don't do this
  class Bar
{
};
#
// do this
class Foo
{
  class Bar
  {
  };
};

// don't do this
class Foo
{
class Bar
{
};
};
hardy crow
#
class CfgGesturesMale
{
    class Default;
    
    class BlendAnims
    {
        Gesture_mask[] = {};
    };

    class States
    {
        class GestureAdvance: Default
        {
            file = "\fp\fp\gestureadvance.rtm";
            looped = 0;

This correct or not?

ashen sluice
#

in a sense, so far

#

the empty blend mask is suspicious though

hardy crow
# ashen sluice ```CPP // do this class Foo { }; // don't do this class Bar { }; ```

Amendment No. 7 - as per requested to fix indentation

class CfgMovesBasic
{
    class ManActions
    {
        GestureAdvance[] = {"GestureAdvance", "Gesture"};
    };

    class Actions
    {
        class ManActions
        {
        class RifleBaseStandActions;
        class RifleProneActions: RifleBaseStandActions
        {
            GestureAdvance[] = {"GestureAdvanceProne", "Gesture"};
        };

        class PistolStandActions;
        class PistolProneActions: PistolStandActions
        {
            GestureAdvance[] = {"GestureAdvanceProne", "Gesture"};
        };    
    };
};
ashen sluice
#

okay, now do you see the problem?

hardy crow
ashen sluice
#

yes

hardy crow
hardy crow
#

i know Actions is mentioned in cfgmovesbase, cfgmovesmalesdr, and empty cfggesturesmale, but not sure why

hardy crow
# ashen sluice yes
1. class CfgGesturesMale
{
    class Default;

        class BlendAnims
        {
            mask_here[] = {};
        };

    class States
    {
        class GestureAdvance: Default
        {
            file = "\fp\fp\gestureadvance.rtm";
            looped = 0;
        };

This Right?

ashen sluice
#

no

#

class BlendAnims is too indented

hardy crow
hardy crow
#

blendanims goes inside cfggesturesmale > default right?

hardy crow
hearty sandal
#

yes that is wrong

#

and no blendanims dont go there

#

pls man

#

get the all in one config and use it as reference

hardy crow
hearty sandal
#

this is a good google-fu exercise

urban basin
#

Idk why this isn't working

class C_Truck_02_covered_F;
class WCF_Vrana_Truck_Cargo : C_Truck_02_covered_F
{
    scope = 2;
    scopeCurator = 2;
    side = 2;
        displayName = "Vrana Truck Cargo";
    faction = "wcf_vrana";
    crew = "WCF_Vrana_Worker";
    typicalCargo[] = {"WCF_Vrana_Worker"};
    textureList[] = {"OrangeBlue",0.1,"OrangeOlive",1,"BlueBlue",0,"BlueOlive",0};
};
hearty sandal
#

is not working how?

urban basin
#

won't show up in the editor

#

I might have found the error

#

The faction was civ and I put side=2...

hearty sandal
#

that could be a problem

tacit zealot
#

I want to modify the fatigue for certain unit classes, and discovered CfgMovesFatigue. I inherited from it for each unit class I want to modify and set different values, but nothing seemed any different ingame.

    /*extra stuff snipped*/
    class CfgMovesFatigue:CfgMovesFatigue{
      aimPrecisionSpeedCoef = 1;//5
      staminaCooldown = 30;//10
      staminaDuration = 300;//60
      staminaRestoration = 60;//30
      terrainDrainRun = 0;//-1
      terrainDrainSprint = -.1;//-1
      terrainSpeedCoef = 0.9;
    };
  };```

Did i put this class in the wrong place?

Edit: I made a child class of CfgMovesFatigue in the root of the addon, and set the variable `movesFatigue = "CfgMovesFatigueNPCyborg";`, didn't appear to work

As a temporary workaround, I used this:```class CfgInventoryGlobalVariable {
    maxSoldierLoad = 1500;
};```
shy knot
#

I'm trying to have my vehicles atgms move positions after firing and I've copied everything I can find involving the missile selections and it still isn't working

#

Any tips

runic heart
#

Hey all having trouble getting units to spawn through zeus. They are spawnable in editor but i can't get them to show in zeus at all.

class Wasp_ACSAT_Medic: SC_SE_Urban_Medic
    {
        author="Nightwolf";
        scope=2;
        scopeCurator=2;
        scopeArsenal=2;
        displayName="Medic";
        faction="Scion_Empire_EA";
        editorSubcategory="Arid_CSAT";
        nakedUniform = "SC_Uniform_Gloves_Tan";
        uniformclass="SC_Uniform_Gloves_Tan";
        backpack = "Wasp_ACSAT_Pack_Med";
        hiddenSelectionsTextures[]= 
        {
            "\sc_equipment\data\combat_uniform\cu_tan_co.paa"
        };
        linkedItems[]=
        {
            "SC_Uniform_Gloves_Tan",
            "Wasp_ACSAT_Heavy",
            "SC_Helmet_WP_ACSAT",
            "ItemMap",
            "ItemCompass",
            "ItemWatch"
        };
        respawnLinkedItems[]=
        {
            "SC_Uniform_Gloves_Tan",
            "Wasp_ACSAT_Heavy",
            "SC_Helmet_WP_ACSAT",
            "ItemMap",
            "ItemCompass",
            "ItemWatch"
        };
    };

I have the
scope=2;
scopeCurator=2;
scopeArsenal=2;
in the config but they still don't appear

hearty sandal
#

do you have them listed in cfgPatches units array

runic heart
#

no

#

i was not aware of that

hearty sandal
#

that would be it then

runic heart
#

awesome

#

let me give it a go

hearty sandal
shy knot
#

Though, my missile 1 and 2 selections are apart of mainturret

#

Should they be separate?

hearty sandal
#

yes

#

only last animated selection must be used

shy knot
#

Alright, I've unlinked them from mainturret. Could that've been my issue? Using 2 selections and animating them?

hearty sandal
#

possibly

#

what animation source are you using?

shy knot
#

For the missiles?

hearty sandal
#

yes

shy knot
#

missiles_revolving and missiles_reloadmagazine

#

Think I might've found the issue

#

missile_move was 2 points instead of 1

runic heart
#

after much bitching and moaning it works

#

helps to actually pack the PBO as well >.>

shy knot
#

Nope, that didnt do it

shy knot
hearty sandal
#

do the animations do anything in buldozeR?

#

and why missiles_revolving?

#

revolving on its own should work since it plays after weapon fire

shy knot
#

It asks for missile1.begin in Buldozer so I cant see it

#
class missile_move_1
            {
                type="translation";
                source="missiles_revolving";
                selection="missile_move";
                sourceAddress="clamp";
                minPhase=0.7;
                maxPhase=0.8;
                minValue=0.7;
                maxValue=0.8;
                memory=0;
                offset0=0;
                offset1=1;
            };
            class missile_move_2
            {
                type="translation";
                source="missiles_reloadmagazine";
                selection="missile_move";
                sourceAddress="clamp";
                minPhase=0;
                maxPhase=0.1;
                minValue=0;
                maxValue=0.1;
                memory=0;
                offset0=0;
                offset1=-1;
            };```
#
"missiles", "mainturret",
            "missile_1", "missiles",
            "missile_2", "missiles",
            "missile_move", "mainturret"```
hearty sandal
#

missile1 being would be axis point

#

you dont have axis defined

#

translation type always needs memorypoint axis

#

yours is set to not use memorypoints

#

and no axis begin end is defined

#

only the translationsX/Y/Z work without memorypoints

shy knot
#

So, what would I use as the axis?

#

Another memory point or one of the missile ones

hearty sandal
#

memorypoints

#

2 of them

#

that define the movement direction

#

and length

hearty sandal
#

it can be any direction you want

#

the 2 axis memorypoints define the direction

shy knot
#

So, missile_1 and missile_2 are my axis points?

hearty sandal
#

no

#

you make new ones

shy knot
#

Ah

hearty sandal
#

you never used axis memorypoints?

#

๐Ÿ˜…

shy knot
#

I've never done missiles changing firing points before lol

hearty sandal
#

yes but axis memorypoints are the salt of translation animations

shy knot
#

Does just one axis work

#

Ok, now it's stretching to the bottom of the model. I'll play with the values

hearty sandal
#

๐Ÿ‘

#

good luck

shy knot
#

Any way to easily get a value for a point?

#

Like, x fires at y then z fires at 1

#

Say, one point is at 5 and Iโ€™d want to get the value for the next point

hearty sandal
#

im not sure what you mean by next point

shy knot
#

Say, a model.cfg entry requires a # value to point where it is on the model

dense forum
#

Does anyone have a template RVMat for a balaclava that supports alpha? I'm making something like this

shy knot
#

Yep. Still lost

stark mantle
#

How 2 I mak config change??????????????????????????????????????????????????????????????????????????????????????

wintry tartan
#

First of all, be nice and less question marks

stark mantle
wintry tartan
#

What do you need exactly?

stark mantle
#

escape from tarkov ๐Ÿฅด

wintry tartan
hearty sandal
hearty sandal
dim meteor
#

Is there a way to change the color of smoke coming off the vanilla flares like F_40mm_Red

hearty sandal
#

Through a config addon yes

dim meteor
#

Is there a specific value to change?

hearty sandal
#

Very likely yes. What that is I don't know.

hardy crow
#

what does the "equivalentto" code do?

glossy flax
#

HEy, does anyone have the CfgMainMenuSpotlight Classnames for the two Western Sahara missions shown in the Main Menu. Couldn't find them in the config viewer.

opal crater
#

It's added to the display.

#

Not to the CfgMainMenuSpotlight

#
class RscDisplayMain: RscStandardDisplay {
    // delete all Spotlights added directly to the display. (only saw it in WS CDLC so far)
    delete Spotlight;
};
glossy flax
#

Would that mean, that I would not be able to add my own spotlight then?

opal crater
#

?

#

Nothing changed regarding the spotlight functionality.

glossy flax
#

Thanks alot, worked wonderfully ๐Ÿ‘

gleaming sentinel
#

quick question, trying to hide parts of my helmet through config so I can have multiple versions of it without using more than 1 model. How do I go about this?

hearty sandal
#

you cant

#

you need to make different p3ds

#

@gleaming sentinel

gleaming sentinel
#

ughh, so it only works with vehicles then eh

#

Thanks for your quick response and assistance

round lodge
#

I am trying to retexture vehicles. The issue I have is that the tempest refuses to change itself at all, the MRAP is completely fine and works with the assigned hiddenselection texture. Is there any issue in here?

    class kur_MRAP_01_hmg_F: B_MRAP_01_hmg_F {      
        scope = public;
        side = 2;
        faction = "kur_army";
        displayName = "[KUR] Hunter HMG";
        editorSubcategory = "kur_vics";    
        hiddenSelections[] = {"camo1", "camo2", "camo3"};
        hiddenSelectionsTextures[] = {"KUR_core\data\vehicles\MRAP_01\MRAP_01_base_KURkhk_CO.paa", "KUR_core\data\vehicles\MRAP_01\MRAP_01_adds_KURkhk_CO.paa", "KUR_core\data\vehicles\Turret_KURkhk_CO.paa" };
        };
    class kur_truck_03_covered: O_Truck_03_covered_F {      //tempest
        scope = public;
        side = 2;
        faction = "kur_army";
        displayName = "[KUR] Tempest Transport (Covered)";
        editorSubcategory = "kur_vics";
        hiddenSelections[] = {"camo1", "camo2", "camo3", "camo4"};
        hiddenSelectionsTextures[] = {"KUR_core\data\vehicles\Truck_03\Truck_03_ext01_KURkhk_CO.paa", "KUR_core\data\vehicles\Truck_03\Truck_03_ext02_KURkhk_CO.paa", "KUR_core\data\vehicles\Truck_03\Truck_03_cargo_KURkhk_CO.paa", "KUR_core\data\vehicles\Truck_03\Truck_03_cover_KURkhk_CO.paa" };
brazen merlin
#

does anyone know how to add a new animal to the zeus animals class? it's driving me crazy

gleaming sentinel
clever geyser
#

Can someone help me figure out how the ADR/P90's visual config works? A friend has asked me to write the necessary code to bring his retexture into the game. I'm not new to configs but this retexture is a bit more than usual.

He has modified these three files and made sure they work by replacing the files in weapons_f_mod, and they're good:
body_black_co, metal_co, mag_ca

I've successfully written a config for a retextured P90 (which is a separate gun from the vanilla p90) with the following in cfgweapons, which successfully modifies the main body of the P90 (but not the magazine of course, and metal_co seems to control the textures of the front of the gun so not that part either):

class SMG_03C_TR_black;
class TAS_P90_TR_Pink: SMG_03C_TR_black
{
    hiddenSelections[] = {"camo"};
    hiddenSelectionsTextures[] = {"Autismo_Seals_Unit_Mod\addons\TAS_P90_Edits\Textures\body_pink.paa"};
};

(I also have a couple other lines in the config like author, as well as a separate config for a new ammo and magazine that ups the P90 damage a bit)

However, I've dug through all the configs of weapons_f_mod and I see no references to metal_co or mag_ca so I don't know how to retexture them in the config. Does anyone know how Bohemia set the ADR/P90 to use these texture files so that I can do the same with the retextured files?

hearty sandal
#

@clever geyser those texture names do not sound like vanilla weapon texture names so its unlikely you find reference to them

clever geyser
#

my friend might have abbreviated them, let me check my unmodified copy of weapons_f_mod

hearty sandal
#

I believe this is base ADR class

clever geyser
#

all from weapons_f_mod folder:
m_adr97mag_ca.paa (might actually be mag_ca.paa, forget which one he retextured, I'll check)
body_black_co.paa
metal_co.paa

clever geyser
#

I've looked through it and there's model and then there's a camo textured for the non-black ones

hearty sandal
clever geyser
#

I've only done helmet retextures for friends in the past so might be missing something obvious unique to weapons and magazines

hearty sandal
#

you can see the available hiddenselections and textures in the camo or khaki variant

stray sage
brazen merlin
#

the module

#

currently has goats, sheep,..

hearty sandal
stray sage
#

You need to create new classes inherited from ModuleAnimals_F

clever geyser
brazen merlin
clever geyser
#

I've seen some things about mag proxies when googling but I don't think the p90 supports that? I think there's something simpler

hearty sandal
hearty sandal
#

or some other p90

stray sage
brazen merlin
#

in 3den everything works fine

clever geyser
hearty sandal
#

just making sure as you said you had modded p90 from elsewhere

clever geyser
#

I don't know what option in cfgMagazines controls the texture is the problem. Current:

class CfgMagazines
{
    class CA_Magazine;
    class 50Rnd_570x28_SMG_03;
    class TAS_50Rnd_570x28_EP_SMG_03: CA_Magazine
    {
        author = "Guac";
        scope = 2;
        displayName = "5.7mm 50Rnd EP Magazine";
        ammo = "TAS_570x28_EP_Ball";
        count = 50;
        initSpeed = 715;
        picture = "\a3\weapons_f_mod\data\m_adr97mag_ca.paa";
        tracersEvery = 0;
        descriptionShort = "A P90 magazine containing 50 Enhanced Performance rounds.";
        mass = 12;
    };
#

(ammo is defined elsewhere)

#

What discord code block should I be using for config boxes btw? sqf?

#

or is there a better one for configs specifically

stray sage
#

At least not using the same module sooo... or am I missing it?

brazen merlin
#

there is

clever geyser
#

Here's weapons_f_mod default mag config. AFAIK none of these are the texture?

class CfgMagazines
{
    class CA_Magazine;
    class 50Rnd_570x28_SMG_03: CA_Magazine
    {
        author = "$STR_A3_Bohemia_Interactive";
        scope = 2;
        displayName = "$STR_A3_CfgMagazines_50Rnd_570x28_SMG_031";
        ammo = "B_570x28_Ball";
        count = 50;
        initSpeed = 715;
        picture = "\a3\weapons_f_mod\data\m_adr97mag_ca.paa";
        tracersEvery = 0;
        descriptionShort = "$STR_A3_CfgMagazines_50Rnd_570x28_SMG_032";
        mass = 12;
    };
};
brazen merlin
#

sites -> animals

hearty sandal
#

aaand the magazine itself is probably not made to support retexturing

round lodge
stray sage
clever geyser
hearty sandal
#

yes indeed it does not support texture change

clever geyser
brazen merlin
hearty sandal
#

cfgmagazinewells would allow you to make another magazine that fits the same magazine well

#

instead of hacking your new magazine into the vanilla class

#

but ADR does not have magwell functionality

#

and the ADR mag can not be retextured

clever geyser
gleaming sentinel
clever geyser
#

and do you know how bohemia textured it? some non-config magic (since I only see "model =" as the single visual-related thing in config and I assume model is just the usual untextured 3d object thing like it usually is) or what?

stray sage
brazen merlin
#

hard to explain

#

there is lots of crap connected to it

#

such as the CuratorOnly_Modules_F_Curator_Animals in CfgPatches

#

like i wrote, i made a copy of everything with goat in name, but the new entry doesnt show up

hearty sandal
round lodge
hearty sandal
#

hiddenselections just change from what is default

clever geyser
#

and editing bohemia's p3ds is super illegal iirc?

clever geyser
#

thx

round lodge
#

unless allowed

gleaming sentinel
round lodge
#

such as all games before arma 3

clever geyser
#

Thanks for the help and putting up with me @hearty sandal!

gleaming sentinel
gleaming sentinel
#

I love that guac, right out of sao

round lodge
gleaming sentinel
#

Do you have a pbo set up already?

round lodge
#

yes

#

I have everything up

gleaming sentinel
#

It will be there if its not binarized

round lodge
#

what?

gleaming sentinel
#

Otherwise you will need to make a new one from the provided examples

hearty sandal
#

but it does not have hiddenselection defined for it so it can not be changed

round lodge
#

the problem I have is, I have a working one but I copy and paste, and the other vehicle doesnt work

#

both are vanilla

#

they show up but the only issue is the second vehicle is applied with vanilla textures - when i dont want to

gleaming sentinel
#

I know, it doesnt work because its not set up to work

#

Do you understand how the texture selections actually work?

round lodge
#

yes

#

I have made them numerous times myself for my own mods

gleaming sentinel
#

Then you know the model.cfg needs to have the selections defined in it. If they arent, then it wont work. Not all vehicles have the same defined selections. If you are changing a vanilla arma vehicle, you would need to know which selections it has defined already

round lodge
#

im sorry but youre not really helping me

gleaming sentinel
#

I hope someone else here can assist you

round lodge
#

:/

#

both have hiddenselections yet the truck refuses

hearty sandal
#

you got a classname for the vanilla truck at hand?

round lodge
#

O_Truck_03_covered_F

hearty sandal
#
        hiddenSelections[]=
        {
            "Camo1",
            "Camo2",
            "Camo3",
            "Camo4"
        };
        hiddenSelectionsTextures[]=
        {
            "\A3\Soft_F_EPC\Truck_03\Data\Truck_03_ext01_CO.paa",
            "\A3\Soft_F_EPC\Truck_03\Data\Truck_03_ext02_CO.paa",
            "\A3\Soft_F_EPC\Truck_03\Data\Truck_03_cargo_CO.paa",
            "\A3\Soft_F_EPC\Truck_03\Data\Truck_03_cover_CO.paa"
        };
        class TextureSources
        {
            class Hex
            {
                author="$STR_A3_Bohemia_Interactive";
                textures[]=
                {
                    "\A3\Soft_F_EPC\Truck_03\Data\Truck_03_ext01_CO.paa",
                    "\A3\Soft_F_EPC\Truck_03\Data\Truck_03_ext02_CO.paa",
                    "\A3\Soft_F_EPC\Truck_03\Data\Truck_03_cargo_CO.paa",
                    "\A3\Soft_F_EPC\Truck_03\Data\Truck_03_cover_CO.paa"
                };
                factions[]=
                {
                    "OPF_F"
                };
                displayName="$STR_A3_TEXTURESOURCES_HEX0";
            };
            class GreenHex
            {
                displayName="$STR_A3_TEXTURESOURCES_GREENHEX0";
                author="$STR_A3_Bohemia_Interactive";
                textures[]=
                {
                    "\A3\Soft_F_Exp\Truck_03\Data\Truck_03_ext01_ghex_CO.paa",
                    "\A3\Soft_F_Exp\Truck_03\Data\Truck_03_ext02_ghex_CO.paa",
                    "\A3\Soft_F_Exp\Truck_03\Data\Truck_03_cargo_ghex_CO.paa",
                    "\A3\Soft_F_Exp\Truck_03\Data\Truck_03_cover_ghex_CO.paa"
                };
                factions[]=
                {
                    "OPF_T_F"
                };
            };
        };
        textureList[]=
        {
            "Hex",
            1
        };```
#

so these are the things you are interested in for this case

round lodge
#

so TextureSources is what I am missing?

hearty sandal
#

yes, that is a never system that is on top of the hiddenselection changes

#

its what is used in the virtual carage too

round lodge
#

interesting, I'll try it out

round lodge
hearty sandal
glacial spear
#

hi asked this before but got no responce , is there anyway to get the ground camera stabilization that comes with class pilotcamera on a turret cfg for co pilots and wso

zenith drift
#
        modes[] = {"manual", "ai_close", "ai_far", "ai_short_burst"};
        class manual: manual {    
            dispersion = 0.002;
            minRangeProbab = 0;  midRangeProbab = 0;  maxRangeProbab = 0;            
        };
        class ai_close : manual { 
        }; 
        class ai_far: manual { 
        }; 
        class ai_short_burst: manual { 
        }; 

    };```
#

In the above example, is there a way to force ai_close, ai_far, and ai_short_burst to inherit from M2BC's "manual" instead of from M2's "manual".

#

Question 2: A2OA. Does anybody know why fire modes with burst > 1 only play sound for the first shot fired in the burst?

hearty sandal
slow summit
#

So I feel like this is the most likely to be helpful for this- but I'm running into a real niche PboProject error that's been throwing me for a few days now and I'm at my ends about it.
For some added context- before now I've been using a 2015-ish build of Mikero's tools, and recently with a new PC I got the latest versions instead.

So, basically it's throwing the attached image. For clarity, it'll build other pbos fine, and under the 2015 version this built fine, but does not now. As an extra test, I ran project on a prior version that is 100% known to build and it threw the same error, so... I'm lost and I can't even tell you where I'm lost

shy knot
#

So, I'm running the following eventhandler for my vehicles ATGM launcher

#
fired="[_this select 0,_this select 6,'missile_move','MissileBase'] call BIS_fnc_missileLaunchPositionFix; _this call (uinamespace getvariable 'BIS_fnc_effectFired');";```
#

But, it only works on the last magazine

shy knot
#

The vehicle currently has 3 mags of 2 missiles each

slim halo
#

actually it seems to be failing in the binarization process...
maybe you have a shell extension for Explorer that accesses the file without your permission? thonk
or maybe the file is being locked by antivirus or something? think_turtle
try rebooting your PC in Safe Mode and run the build again, see if it works

glacial spear
#

And thank you for the response

#

So something like?
Class turret: pilotcamera
{
Class mainturret: turret

slow summit
hearty sandal
glacial spear
#

Im depressed again

#

God damn it

glacial spear
#

any ideas?

hardy crow
#

im getting an error message error dialogue box come up, saying error in config mod/config.cpp?

hardy crow
#

how to have mutiple keybind?

hardy crow
#

What is the name of this key?
[]/{}

?

grand zinc
#

square brackets or just brackets
and curly braces

hardy crow
#

furthermore
(Tried to PBO via PBOProject, due to PBO error (https://imgur.com/A6sBLsF), reverted over to A3 Tools > AddonBuilder )
1. what does C^ mean?

15:39:14: Error 3 while parsing
15:39:14: Error in config intel_test\config.cpp
15:39:15: No speaker configuration found.
15:39:15: PhysX3 SDK Init started ...
15:39:15: PhysX3 SDK Init ended.
15:39:15: <anim = "\fp\fp\animhere.rtm">

15:39:15: Obsolete CfgSkeletons for OFP2_ManSkeleton, move to model.cfg
15:39:15: </anim>

15:39:15: Extensions:
slim halo
#

[] are L/R brackets

hardy crow
grand zinc
#

^C is ctrl+C

slim halo
#

it doesn't even parse

hearty sandal
#

If you got an error that pboproject can't process you sure as hell don't try addon builder to bypass it

slim halo
#

e.g. you need to unpbo the whole game files, for nothing

hearty sandal
#

Just

#

Dont

#

He gets confused enough already

slim halo
#

well yeah it depends on the error meowsweats
if it's a parsing error there's no going around it ofc

hardy crow
hardy crow
slim halo
#

it means you didn't write your config properly

hardy crow
slim halo
#

well it seems like a config parsing issue for sure:

Error 3 while parsing

hearty sandal
#

then pack

#

then uncomment stuff one by one to see where it breaks

hardy crow
hearty sandal
#

or delete/move to other file and move back in parts and test

#
//this is comment

/*
this is comment block
everything between the 
markers is commented out
*/

class thisIsNotCommented
pliant ridge
#

Hello, Is it possible to make a sensor aim where/in the direction of the targetting pod?

delicate comet
#

is there a way to make AI fly closer to its max speed more often?

#

making an enemy AI jet and i want it to be fast, sonic boom the friendly forces etc

#

it goes more than fast enough when i fly it myself but the ai is just kinda meh

pliant ridge
delicate comet
#

view pilot afaik, look in the config at the pilot camera

delicate comet
#

okay so i got my plane AI flyin faster in straight line engagements, but no matter the max speed, thrust, lift coefs, drag coefs, i even tried stall speed, it refuses to go much faster than 400 in turns

hardy crow
urban basin
#

I'm trying to only add content if multiple mods are loaded but how should I go about doing that? I though up of two ways below but I'm not sure if one or either works
1

#if __has_include("rhsafrf\addons\rhs_main\config.bin" && "rhsgref\addons\rhsgref_main")
...
#endif

2

#if __has_include("rhsafrf\addons\rhs_main\config.bin")
#if __has_include("rhsgref\addons\rhsgref_main")
...
#endif
#endif
grand zinc
#

First one doesnt

#

Second one should

urban basin
#

ty

urban basin
#

Do you guys know what could cause this error?
Preprocessor failed with error - Invalid file name(empty filename)

shy knot
#

What could cause a vehicle to do a wheelie upon moving forward?

boreal silo
#

arma physics engine aviator

slim halo
hot pine
#

accelAidForceYOffset most likely

lapis bough
#

hi, is there a way to change the internal camera position just like:
extCameraPosition[]={0.22,0.050000001,-2.2}; ?

hearty sandal
#

@lapis bough no.

#

Passenger views are tied to where their proxies are

#

Well I suppose one could make new proxies with altered head position

#

If you explain what you are trying to do, perhaps better answer can be cooked up.

lapis bough
#

i had an idea for a mod but i dont know if it is even possible

hearty sandal
#

well what was it?

lapis bough
#

can i dm it to you?

hardy crow
#

Where is the static turrets/under what name in config viewer?

royal briar
wispy anvil
#

hi i've problem to understand the "color_palette_07_co.paa" in some tank interior this texture are used but when i use it me on my custom model it's just a white texture

#

but why in tank interior it's not white

#

and i don't found any other texture called by bis for their tank interior

normal kelp
#

How would I copy an existing classname to a different side?

wispy anvil
normal kelp
#

it's some mod stuff

wispy anvil
#

yes but what type of stuff ? uniform ?

normal kelp
#

i want to change its side

#

thats it

#

exactly the same otherwise

wispy anvil
#

if its a uniform just call him like this

class MyExistingUniform;
class MyNewSideUniform: MyExistingUniform 
{
  modelSides[] = {0,1,2,3};
};

0 = OPFOR

1 = BLUFOR

2 = INDEPENDANT

3 = CIVILIAN

normal kelp
#

its not a uniform it's a unit

#

hmm. lemme try that

#

oh I'd want to change its faction too

wispy anvil
#

for a unit it's not the same give a second

normal kelp
#

ok

#

I would have thought: ```cpp
class WBK_DOS_Squig_Normal;
class I_ORCA_Grenade_Squig_01 : WBK_DOS_Squig_Normal {
author = "supergauntlet";
scope = 2;
scopeCurator = 2;
displayName = "Grenade Squig";
side = 2;
faction = "I_Orks_CA";
};

wispy anvil
#

this is what I was writing

normal kelp
#

this makes no sense, why isn't it working then

wispy anvil
#

the faction "I_Orks_CA" is indep ?

normal kelp
#

yes

#
class CfgFactionClasses {
    class I_Orks_CA {
        displayName = "Greenskins";
        side = 2;
        flag = "";
        icon = "";
        priority = 55;
    };
};```
wispy anvil
#

and you don't see him ?

normal kelp
#

he shows up in game, but animations are bugged

wispy anvil
#

can u send a screenshot ?

normal kelp
#

of just the guy?

wispy anvil
#

yes in game

normal kelp
#

hmm cant upload here 1s

wispy anvil
#

he don't have any anim right ?

normal kelp
#

now he seems to be running but on death he just stays in default pose

wispy anvil
#

and it's works perfectly with the base class ?

normal kelp
#

1 sec I will try it again with the base class but it did work just now yes

wispy anvil
#

im not sure at all but it can be the uniform what is the mod ?

wispy anvil
#

i'm downloading

normal kelp
#

note that you do need there is only war

wispy anvil
#

if u try with the base class : WBK_MeleeOrks_1

#

u have the same problem ?

#

if it's doesn't work wait another person... cause idk

shy knot
#

https://pastebin.com/qx9wFqyu I've copied the Moras physX and adjusted where needed for my vic, but it is still doing wheelies upon accelerating. I'm clueless as to what's wrong

#

Iโ€™m also unable to see the vehicles center of mass so, I have 0 clue where that could be

steep pawn
#

Can someone please sense check my reflector config?:

class Reflectors { class Light_1 { color[]={10,6.5,4.0}; ambient[]={10,6.5,4}; intensity=10; size=5; innerAngle=90; outerAngle=360; coneFadeCoef=0; position="Light_1"; direction="Light_1_dir"; hitpoint="Light_1"; selection="Light_1"; useFlare=0; flareSize=0.80000001; flareMaxDistance=250; class Attenuation { start=0; constant=20; linear=0; quadratic=0.5; hardLimitStart=40; hardLimitEnd=60; }; }; class Light_2: Light_1 { position="Light_2"; direction="Light_2_dir"; hitpoint="Light_2"; selection="Light_2"; }; class Light_3: Light_1 { position="Light_3"; direction="Light_3_dir"; hitpoint="Light_3"; selection="Light_3"; }; };

#

If I bump up all the numbers I get a massive lense flare so it works, but it's putting it way way way below the mem points

#

With the above config I see no lights though

hearty sandal
shy knot
hearty sandal
#

same way as with any turret

shy knot
#

Just gunner force optics?

hearty sandal
#

ye

rare garnet
#

How do I set the face/head model for a unit in eden? basically I have a custom unit and want to make a secondary class with Fifty Shades of Female head/face.

hardy crow
#

you got your female.p3d right? i think you start by going to cfgfemales, and iirc theres customfaces somewhere in config, idr somewhere in the config, read that
please correct me if im directing this chap wrongly

Secondly, why fifty shades of comment? ๐Ÿ˜•

hardy crow
rare garnet
#

God sake, I am, I want to have a unit in eden that has the female face from this mod, with my units custom armour

#

I have custom eden units set up, all I want to do is inherit the class and replace the head with ones from this mod

#

I may have found my answer looks like its identityTypes[]

rare garnet
#

Yup

hardy crow
rare garnet
#

You gave me zero help, if anything caused more confusion as "cfgfemales" doesn't exist, and took offense at a mod name and then asked me to use the mod which I already was.

hardy crow
#

oh, that makes sense, just whine and complain, instead of being grateful someone was trying to help, ok ๐Ÿ‘ see how far you go with that kind of attitude

rare garnet
#

but you didn't help? I figured it out by looking at the config in the mod? and A3_characters_F and put it together?

hardy crow
sly junco
#

Hello.
Got an issue with the following snippet (in description.ext)

class test1 {
    a[] = {"x", "y"};
    b[] = {{"x", 1}, {"y", 2}};
};
class test2: test1 {
    a[] += {"z"}; // getArray correctly returns ["x", "y", "z"]
    b[] += {{"z", 3}}; // ISSUE: getArray wrongly returns [["z", 3]]
};

Is that just a known limitation? (I couldn't find any documentation on it)

rare garnet
sly junco
#

it does.

quiet tree
#

i'm trying to edit the mission Liberation file to work with Simplex Support Systems. According to gihub I have to remove a line of code in the pbo. But doing so will give me this message: File mpmissions/_cur_mp.lythium\scripts\client\CfgFunctions.hpp,line 0:'/CfgFunctions/KPLIBclient':''encountered instead of '='

I change the pbo like that:

} else {
            _zeus setVariable ["Addons", 3, true];
            _zeus setVariable ["BIS_fnc_initModules_disableAutoActivation", false];

            _zeus setCuratorCoef ["Place", 0];
            _zeus setCuratorCoef ["Delete", 0];

            removeAllCuratorAddons _zeus;
        };

        _zeus setVariable ["KPLIB_limited", _limited];

        _player assignCurator _zeus;

after the edits it looks like that


} else {
            _zeus setVariable ["Addons", 3, true];
            _zeus setVariable ["BIS_fnc_initModules_disableAutoActivation", false];

            _zeus setCuratorCoef ["Place", 0];
            _zeus setCuratorCoef ["Delete", 0];


        };

        _zeus setVariable ["KPLIB_limited", _limited];

        _player assignCurator _zeus;


I just remove the "removeAllCuratorAddons _zeus;"

after the change I unpack and repack the pbo. I don't change anything in the CfgFunctions.hpp file.

Can anyone help me with this problem?

file before edit: https://sqfbin.com/uxusogijonifupuvivuc
file after edit: https://sqfbin.com/zorutuherohakaposaga

slim halo
#

what do you use to build it?

quiet tree
slim halo
desert wing
#

I've got a weapon with a rifle grenade on a separate muzzle, is there any way to ensure it's not loaded by default/requires a reload before the first shot?

slim halo
#

why do you nest the classes?

#

they're hierarchical

#

no. I said no nesting

hardy crow
hearty sandal
#

You are putting classes inside each other

#

And not after each other

#

Same stuff you did before

#

Look into the example rifle and how the classes are in its config

#

Some are inside another class and some are after another class

#

You need to trace where class starts and where it ends

#

And what's in it and what class comes after it

#

It's very simple logic.

hardy crow
#

RIGHT

hearty sandal
#

Order of debug:
1.Write config

2.Compare to vanilla all In One or sample config for structure

3.test in game

4.A if does not pack, fix reported errors and try again.

4.B if packs but not working, check vanilla and sample again for reference and adjust your work.

4.C if I am furbzeyy, consider carefully if I'm over thinking this.

  1. If this still does not work ask here.
shy knot
#

To replace a reload? Change the reloadAction to any reload class name

hardy crow
hearty sandal
hardy crow
hearty sandal
#

Yeh it's just in general to help your process

#

When you do configs, follow those steps

hardy crow
narrow swallow
#

So it's possible to make HMD colors calculate off a single userMFDValue, like this (for mfd/hmd-heavy mods)

color[] = {
    "((abs(abs(user48)-1))<1)*0.082+((abs(abs(user48)-2))<1)*1.00",
    "((abs(abs(user48)-1))<1)*0.608+((abs(abs(user48)-2))<1)*0.70",
    "((abs(abs(user48)-1))<1)*0.039+((abs(abs(user48)-2))<1)*0.04",
    "0.5*(1+(user48>0))"
  };

https://www.youtube.com/watch?v=biQ3U-FRCjU
What are the performance concerns?
execution time for call compile _x all 4 total 0.0562 ms, which is a little scary.
without compile it's ~0.0108 ms. So I guess what I'm asking is, are these being compiled every frame?

grand zinc
#

These are simpleExpression afaik, not SQF?
Different compile time, different execution

molten viper
#

Hi guys i has starting to make a mod in arma but i cant find a good documentation to write a config some one have a good website for that?

hearty sandal
#

arma wiki explains config basics

#

inheritance and structure

narrow swallow
grand zinc
#

I thiiiiiink so yeah

#

If there are problems that need to be optimized, I'll hopefully stumble upon it someday

zenith drift
#

Arma2OA: Is there any configuration that will cause AI to fire OG7 or SMAW HEDP rounds at infantry?

hearty sandal
#

sure

#

it gets inherited like anything else

#

no ๐Ÿ˜›

hardy crow
#

๐Ÿ˜ข

#

its top secret

hearty sandal
#

I have truckload of my own stuff to do

#

this is all wrong

#

ok well 90% wrong

hardy crow
#

talk to me

hearty sandal
#

:L

hardy crow
#

๐Ÿ˜‚

#

give me a second then

hearty sandal
#

like I said I have my own stuff to do.

#

cant be doing your stuff too

hardy crow
#

yeah dont have a scooby what to recommend

#

dont worry about it

hearty sandal
#

what i can tell is that you had now mixed animation config and item configs together into a weird mismatch

#

I cant even begin to guess how you put that together unless you did not look at the examples

#

like

#

start by opening a sample config

#

or copy of one so you dont accidentally overwrite the original

hardy crow
#

dont worry about the config, its all smooth like butter

hearty sandal
#

and then clear out all the config parameters and leave just the class name : parentname structures

#

so you can see how they work

hardy crow
#

the question that was in question, couldnt be answered, as dont want to interrupt you in your work, dont worry bro

#

unless..

hearty sandal
#

personally I think you are not yet ready for secret projects

#

I know you want to pitch in a cdlc

#

or maybe already did

#

but honestly you got to learn this stuff before that can happen

hardy crow
hearty sandal
#

whatever then blobdoggoshruggoogly

hardy crow
keen citrus
#

i have an issue with my custom grip animation, whenever i ADS with a red dot the camera goes inside the char model and you cant see shit. ive changed the rtm so many times to try and fix it, no dice. any suggestions?

hearty sandal
#

youre probably missing some aiming related memorypoint

#

in the weapon or scope

keen citrus
#

its perfect in iron sights too

#

hmm

hearty sandal
#

assuming they are custom too

keen citrus
#

the weapon only, yeah

shy knot
#

Do you have a view pilot LOD

keen citrus
#

Yes

#

is the aiming related mem point supposed to be there too?

#

i have eye defined in my memory

hearty sandal
#

no memorypoints are just in the memory lod

#

is your sight proxy normally on the top of the gun?

hearty sandal
#

is this something else from handanim = in weapon config

keen citrus
#

correct

#

its slightly lower than the top of the model, theres a gap in the top rail to look through the irons

jade bone
#

does camShakeCoef do anything for mans?

steep pawn
#

Has anyone heard anything in the last few years about bugs that using destrType = "DestructNo"; breaks certain things like reflectors/lights on buildings? Finally found that was the cause of my issues after tracking down an old 2013 BI forum post that reported it as a bug, yet still it's not fixed?

steep pawn
# hearty sandal how do the lights break?

They don't show at all, if I put up all the flare settings etc to stupid values I occasionally get a weird light source in the wrong place, but otherwise they just aren't there. As soon as I remove the destrtype value or change it from DestructNo it works fine

hearty sandal
#

what class type are they? in geometry lod namedProperty "class"

#

are they terrain placed or editor placed?

steep pawn
#

Regardless of the class type it does it, don't work in terrain editor etc. The second I remove the destruct type in the config it works fine in both editor and terrain

hearty sandal
#

didnt ask that, I asked what type you have it set up as.

#

๐Ÿ˜›

#

establishing baseline

#

also if they are meant as terrain placed, whats the destruction type set up in the p3d

steep pawn
#

Tagging discord mods for someoen posting a gif? Confused

hearty sandal
steep pawn
#

@hearty sandal I answered your question if you read what I put, regardless of if I use class house, building, apache helicopter, it still has no working lights until destrType is changed

#

So a baseline is irrelevant

#

i've established the cause/issue

hearty sandal
#

alright, hopefully you can solve it

steep pawn
#

I was more asking if BI have said anything recently about a fix

#

Since they claimed back in 2013 to be fixing it

#

But it still seems to be a thing

opal sable
#

๐Ÿ‘€

dense gorge
#

can somebody help me with ORBATs? I have been trying everything for 3 hours and watched multiple tutorials, and yet it always shows me errors

#

here is what I got so far

#

can't put it into the box thing for some reason

slim halo
#

or at least use syntax highlighting... meowsweats

dense gorge
#

Ok, 1 sec

#

There

#

I wrote that in C:/Documents/Arma 3 - Other Profiles/(nickname)/missions/(mission name)/descriprion.ext

#

My main problem is that whenever I try to launch mission, it gives me BIS_fnc_OrbatGetGroupParams gives me a mistake, not recognizing class of highcommand

dense gorge
hardy crow
dense gorge
#

Now it worked

#

On PC it didn't let me send it, but on mobile it worked

hardy crow
dense gorge
#

I just realised I will still have to do ORBATs for another of my 12 missions

Pain

#

Gonna wait until I get response on what I got wrong with code, gonna correct it and get working on stuff so I don't spend too much time on ORBATs

zenith drift
#

Arma2OA. I'm having extreme difficulty configuring grenadiers to sometimes use their rifle and sometimes use their underrifle launcher. It seems like they can only EVER do one or the other at a specific range, but never both. Anyone have any ideas?

zenith drift
#

One of a few things always happens. 1) they wont fire their nade launchers at all until their rifle is out of ammo. 2) They will fire their nade launchers if and only if I'm not moving, and they will fire their rifles if and only if I AM moving.

karmic tartan
#

Is it possible to add an integral scope to a weapon? or can it only be done via the slots?

hearty sandal
#

It's possible to make a config for integral scope but in case you mean to add it to some existing weapon, not very well as it's likely the weapon model lacks the memorypoints the scope needs. And the visual appearance

karmic tartan
#

I am trying to make a periscope, I was able to make it so when you ADS the eye view memory point is used but it is a very scuffed work around

#

I since tried to use the optics mode class copied from an acc optic in the a3 samples and it stopped working and doesn't seem to open up the modeloptics even though they used the same memory point.

untold temple
#

Vanilla AT launchers like the Titan, RPG-42 and PCML have integrated scopes

karmic tartan
#

I will see if there is an example one in a3 samples

#

how important is weaponInfoType?

hearty sandal
#

you may need to get yourself all In One config dump so you can explore the whole vanilla config with ease

karmic tartan
#

cursed

#

Even then this isnt using the right memory point or applying the FoV/model optics

karmic tartan
#

I have not made anymore progress despite having virtually the entire RPG 32 optic config copied over now

karmic tartan
#

is the general macro important for the integral scopes to work?

hearty sandal
#

dont think so

#

if your optic spot does not go to right place that could indicate mismatch between configured memorypoint and p3d memorypoint

karmic tartan
#

I am getting this error code 'bin \ config.bin / CfgWeapons / iteminfo.scope" too

karmic tartan
hearty sandal
#

you probably have iteminfo in wrong place then

karmic tartan
#

Yeah I am fixing that now but it has never been an issue in my previous builds of the mod

#

odd

hearty sandal
#

its now lookinf for a weapon called iteminfo that is missing parameter scope

karmic tartan
#

weird I am still getting it

#

new fix

#

huh, I removed all mention of itemcore and I still get it

#

on top of the scope not working

#

๐Ÿ˜ญ

hearty sandal
#

can you put the config into pastebin?

#

and link here

karmic tartan
#

does that work?

hearty sandal
#

I think class WeaponSlotsInfo; is in wrong place at least

#

and slotsinfo too

#

they dont belong inside cfgweapons

#

they do belong inside weapon classes but their originis outside of cfgweapons on the root level

karmic tartan
#

Okay, I think I have corrected that

#

but the scope still doesn't work for some reason.

hearty sandal
#

and you have "opticview" and "look" memorypoints?

karmic tartan
#

Yeah

hearty sandal
#

you may need to define modeloptics type too

#

and/or add optics = 1; into the weapons config

karmic tartan
#

is that not the same as usemodeloptics=1?

#

I have optics=1 above the weaponslotinfo data

karmic tartan
zenith drift
#

Does anybody know how to configure AI to use underbarrel grenade lanuchers correctly in A2OA?

hearty sandal
#

ah you actually have it there

#

not that then

karmic tartan
#

Yeah :/

slow summit
karmic tartan
lapis bough
#

hey is it possible to change the internal camera view position?

hearty sandal
#

In what context

lapis bough
#

i want to create a headcam

hearty sandal
hearty sandal
karmic tartan
lapis bough
karmic tartan
#

do I maybe need a view pilot lod?

hot pine
karmic tartan
hot pine
lapis bough
# hearty sandal You would use scripted camera for that

i'm curious, how is the Underbarrel Grenade Launcher view archived?
i can read in the config.bin from weapons_f.pbo
there are:
cameraDir="UGL look"; memoryPointCamera="UGL eye";
is there a way i can achive such a view ?

hearty sandal
#

Not without a weapon

hot pine
#

how is your config looking then?

hot pine
#

change it to muzzles[] = {"this"};

#

otherwise game uses only "Safe" muzzle and their respective optic configuration

karmic tartan
#

so just remove the safe fire option?

hot pine
#

yes

karmic tartan
#

trying it now

karmic tartan
hot pine
#

you have this parameter modes[] = {"Single"};
yet class Single, representing single fire mode is missing

#

I guess you can also remove that modes[] parameter and use whatever is inherited. I guess it is probably modes[] = {"this"};

karmic tartan
#

I fixed the error by just removing the mode and leaving the muzzle

#

now to get the camera in the right place haha

oak pebble
#

Who knows how terrainCoef is calculated?
I need to know the formula by which I could calculate the max speed vehicle for each type of surface

karmic tartan
#

hmm, the scope is looking up out of the top of the periscope hah

hot pine
karmic tartan
#

muzzles[] = {"this"};
Yes

untold temple
karmic tartan
#

It has one now and I think all is well? just as soon as I get it to stop looking at the ceiling when scoped in

untold temple
#

do you have a geometry LOD with autocenter 0 property?

karmic tartan
#

I have a geometry lod, what do you mean by autocenter 0?

shy knot
#

Do you have the property auto center

#

And is its value 0

frigid flower
#

Figured it out! Turns out the problem wasn't with the grenades at all, but with the units using them. The units didn't have Throw and Put equipped. The reason the grenades were usable once a vanilla grenade was picked up is because that made sure the unit now had Throw. Using the arsenal also had the same effect.

So there we go, mystery solved. Except for why AI could use it, but I guess AI don't need no man lol

karmic tartan
karmic tartan
nimble sequoia
#

Is typicalCargo[] = {"man_class_A", "man_class_B"}; used at all anywhere in the game?

crew = sets the driver type and gunnerType = in turrets sets the gunner classes, it seems typicalCargo is redundant?

#

Trawling back through the archives of 6 years ago I found one suggestion that it only affects what AI observing the vehicle believe will be the occupants, and might factor into their calculation as to whether to attack or not?

winter rain
#

is there a chance to make no crater effects, so no 2D crater decal gets spawned at surface when hit surface?

hot pine
#

i.e. helicopters will try to prioritize high threat targets (although this feature is somewhat broken since it happens frequently that helicopters start to flee...)

rough hatch
#

what dictates which vehicles show up in virtual garage? usually I thought that it doesn't show ones that share a model, so it would only show it from one faction, but now I for some reason have both the blufor and opfor versions of a turret showing up in virtual garage

wheat sluice
#

forceInGarage

#

1 = visible in VG list even if they're retextures, 0 = not visible in VG list if they are retextures

rough hatch
rough hatch
#

oh huh just removing the forceInGarage property for all made just one of them show up now

hardy crow
#

what causes generic errors when including .p3d into a PBO?

reef shore
#

yo bros i got a question:

  1. is it possible to add a freelook camera (a la tank commander) to the gunner of vehicle that dont have it (e.g hummingbird)?
  2. if question 1 is not possible, is there a way to give control of the targeting pod (ctrl + rmb) to the gunner seat of the vehicle? Because i was able to make a freelook camera (with pilotcamera class) to the hummingbird pilot but i need it to be accessed by the gunner
    thanks!
wintry tartan
#

Does pboProject recognize items in PBO in the P in the first place?

#

Usually I fix such issues with just making some empty files so are not missing anymore

glacial spear
#

And it to give gunner a turret you would create a turret class, but you need mem points

#

Make a turret cfg using default memory point naming, arma is pretty consistent

reef shore
#

i was able to create the turret for gunner, but not make it freelook

#

its attached to that mempoint, but i think because the mempoint is not animated in the model, it doesnt move

hearty sandal
#

You need unpacked data on P not pbos

oak slate
#

Really struggling with allowing a custom opfor unit to use a indfor uniform. I looked at:
https://forums.bohemia.net/forums/topic/235962-help-using-modelsides-to-allow-indfor-uniform-to-be-worn-by-blufor-and-indfor/
and
https://forums.bohemia.net/forums/topic/184665-uniform-is-not-allowed-for-soldier-class-no-matter-what/

but I just have a naked dude in-game (if I look in inventory, he is wearing the correct uniform).
By luck the person in the 1st forum post is trying to use the same exact uniform we're trying to modify, but I just can't get it to work... Does anyone have a concrete and full config example of an opfor unit wearing an indfor uniform? Or now what might be going on?

#
class CfgVehicles
{
    // Livonian AF
    class rhs_vdv_rifleman;
    class Third_Unit_Opfor_Livonian_AF_Rifleman: rhs_vdv_rifleman
    {
        side=0;
        scope=2;
        uniformClass="U_I_E_Uniform_01_F_LAF";
        modelSides[]= { 0 };
    // ...
    };
// ...
};

class CfgWeapons
{
    class UniformItem;
    class Uniform_Base;

    class U_I_E_Uniform_01_F: Uniform_Base
    {
        class ItemInfo;
    };

    class U_I_E_Uniform_01_F_LAF: U_I_E_Uniform_01_F
    {
        author="Third Infantry Division";
        displayName="Combat Fatigues [LDF-O]";
        class ItemInfo: ItemInfo
        {
            uniformClass="Third_Unit_Opfor_Livonian_AF_Rifleman";
        };
    };
};

this is basically relevant stuff that I've got

oak slate
reef shore
# glacial spear Hmm

with targeting pods / pilotcamera class it was possible due to the token
controllable = 1; // set false to have static camera
available in the pilotcamera class config

glacial spear
#

nope

#

still wont work

reef shore
#

with turrets it dont work because you have to animate the memory point

glacial spear
#

gunner turret class dosent use it

reef shore
#

yea exaclty

glacial spear
#

i dont think its that

reef shore
#

have to edit the model which is not possible

glacial spear
#

i think the camera axis is invalid

#

you have the point for the camera but not the axis

reef shore
#

i tried defining the axis still not work

#

used the pedals axis

#

or it probably follow the movement of whatever is defined as body and gu

#

for example the hellcat has these:

             gun="obsGun";
glacial spear
#

try using these and find the defaults for them


                memoryPointGun = "";
                memoryPointGunnerOptics = "";
                animationsourcebody = "";
                animationsourcegun = "";
                gunBeg = "";
                gunEnd = "";
hearty sandal
#

when no point is defined everything defaults to [0,0,0] coordinate

#

which can have rather unexpected results

#

the turrets and such are not really meant to be added to things that do not have the actual memorypoints and animations to work with

reef shore
#

pilotcamera was able to overcome the problem but sadly its not available for gunners Sadpepe

jade bone
#

is there any way to change the zeroing of the "hipfire" crosshairs in weapon config?

hearty sandal
#

it does change according to weapon zeroing

#

it just may not always be accurate as it does not stop to terrain but the end point of the trace is to infinity

#

and weapon offset from center also affects it

#

its more noticeable with grenade launcher zeroing

hardy crow
#

@hearty sandal so why would one want to create a groundholder object for weapons?
what is a groundholder object?

hearty sandal
#

its the thing where items go when they are out of vehicle/character/crate inventory

hardy crow
hearty sandal
#

youve done something funky with the p3d I suppose

grand zinc
#

Sounds like that p3d is corrupt

jade bone
#

is there any way to adjust the "base" zeroing of a gun?

#

i made a custom gun but it seems to fire at like a 20-degree-downwards angle

#

so the bullet always lands just outside the rim of the reflex sight no matter how close the target is

#

this happens in 3p mode too (the bullet lands consistently well-below the 3p crosshair) so i don't think it's just a model orientation issue

slim halo
jade bone
#

i dunno, right now i'm just using the same model as the type115

#

so it should be correct?

slim halo
jade bone
#

so i enabled BIS_fnc_traceBullets and the bullets seem like they are just going downwards (but straight)

vague wedge
shy knot
#

I have my missile_move work but only when the mag is 3 missiles and not 2

#

Anyway to set it to 2?

jade bone
#

it's because i was doing setvelocity[x,y,-100] on the man in order to keep him from ramping off stuff while running super fast (which i think we actually had discussed)

#

so every bullet that he shot came out with -100 velocity in the z-direction

shy knot
#

Also, another question. I'm stuck on these 2 equations to calculate springStrength for my vic

#

alpha = sqrt(sprungMass / springStrength) / timestep

#

springStrength = naturalFrequency * naturalFrequency * sprungMass

narrow swallow
#

My animationSources aren't working as animationsSources, but only working as animations, after I added vehicle customization things. Why might that be?

shy knot
nimble sequoia
#

@shy knot The simplest and most common option is to make spungMass = mass of vehicle / number of weight bearing wheels

zenith drift
#

Does anybody know if it is possible to configure such that the AI has some >0 probability of using several different weapons under the same circumstances? Example: Grenadiers to use sometimes their rifle and sometimes their under-barrel launcher.

nimble sequoia
#

Then calculate
springStrength = 25 to 100 * sprungMass (depending on type of vehicle and hardness of suspension desired)
springDamperRate = 2 * sqrt(springStrength * sprungMass)

#

@narrow swallow If you have simple 1 to 1 relationships between config.cpp AnimationSources and model.cfg Animation, try naming their classes both the same.

shy knot
#

A3 samples

#

You can find a sample of it in there

shy knot
#

A3 samples comes with each download of A3

#

In your steam library

#

Not that bad

#

Has a lot of useful stuff

#

Space shouldnโ€™t be an issue

#

Unless youโ€™re short on space

shy knot
#

There should be an all in one config

hearty sandal
lethal cliff
#

If I wanted to add the ability for a TGP to ground lock/track a locked on target, what config entry do I need to add to allow that?

reef shore
#

yo bros theres something thats been puzzling me, inside the vanilla hummingbird config, in each new variant, the class "copilotturret" inside of the turrets class is always defined, and it always inherits from the parent "copilotturret" class. however what i dont uinderstand is, why does it have to be defined even though there's no changes made to the parent class?

Here's the config line that i mean:

           class CopilotTurret: CopilotTurret
            {
            };
#

I tried making a new hummingbird variant, and from my testings if you dont define that class the copilot seat will not show up, but when you check the configs of the vehicle the copilotturret class is present and is exactly the same as the parent class??

#

the same goes with the cargoturret classes for the FFV seats

nimble sequoia
#

If you make any change in the class Turrets, you have to redefine each and every one of the sub classes, or you lose them.
It's a peculiarity of this class and one or two others.

reef shore
opal crater
#

Turrets don't use inherited classes. It must be explicitly defined.

reef shore
#

so i was wondering if its just this class that has a different rule

nimble sequoia
#

Yes, as far as I understand they don't follow the normal rules, crazy eh.

reef shore
nimble sequoia
#

There's a couple of others too, but can't remember which. Reflectors, maybe?

opal crater
#

Yeah, there was few of them IIRC but I can't recall any other than turrets right now.

opal crater
#

You need to expiclty tell the game what turret it has. If it would work "normally" you would need to delete all unwanted turrets.

reef shore
#

thanks so much guys, i spent whole day trying to figure it out myself, shoulde've just asked sooner yourekillingme

nimble sequoia
#

That would be fine if all classes worked the same way... instead it's a 'fun' guessing game for the uninitiated

reef shore
opal crater
#

This behaviour should be explained on wiki, isn't it?

reef shore
#

idk, its not in that one

reef shore
#

that inheritance dont work for turrets class and subclasses need to be redifned manually?

regal gate
#

ok (note that I don't know anything about it)

reef shore
#

xD ask apollo maybe he knows much better than me

nimble sequoia
#

You really need a pro like vet to write it to avoid propagating other little errors, but he's the busiest man on earth.

regal gate
#

so yep

#

oh btw, turret class inheritance doesn't work kthxbai
should do

nimble sequoia
#

yep, perfect

reef shore
nimble sequoia
#

No, a fellow 3CB mod dev.

reef shore
#

i see, he mentioned there that And it appears that not all classes can be redefined in this way.
so i started suspecting maybe turrets is one of them

nimble sequoia
#

My top tip, is to search this very discord for help, rather than generic google. Most questions have already been asked here... for example "turret inheritance" brings up the answers fairly quickly.

#

but only if you know to suspect it of course, that's usually the tricky part

reef shore
#

ah right i forgot this app has a search feature yourekillingme

#

thank you very much for your help everyone =)

opal crater
#
https://community.bistudio.com/wiki/Class_Inheritance#Inheritance

Some special classes like `CfgVehicles >> MyClass >> Turrets` will not use inherited sub-classes, if this class is redefined on your child class then you need to explicitly define all sub-classes that should be used by engine.

idk, I'm shit at explaining stuff and this could use a config code example.

#

There's nothing about the turrets at all. NotLikeThis

#

if this class is redefined on your child class
not sure if I'm right about this one, IIRC if you don't re-define turrets it should use the inherited one just right?

#

(That's how simple variants of vehicles like reskins work)

reef shore
nimble sequoia
#

class Turrets is inherited, but not sub classes unless explicitly redefined

opal crater
#

they're still inherited. As in will show in game config.

#

But won't be used unless explicitly defined.

nimble sequoia
#

let me refine that

opal crater
#

That's why it's bit hard to write it in understandable way without writing a whole article nootlikethis

nimble sequoia
#

class Turrets is inherited, except that if a change is made to Turrets, all of it's sub-classes need to be explicitly redefined to avoid losing them (?)

#

some code examples illustrating would be best

opal crater
#

There's 2 parts to this, one is Config which... well works like always, nothing is different.

#

However engine does not read this class like it does with the other ones regarding the Vehicle behaviour.

#

As it is ignoring inherited Turrets sub-classes.

#

and I probably made it even less understandable now

idle matrix
#

is there a way to change the delay on a tank's FCS computing distance?

#

Searched high and low through the wiki but couldn't find anything

#

found it

#

wiki just doesn't list it ๐Ÿคก

#

FCSZeroingDelay in the weapon's config

narrow swallow
nimble lodge
#

Can someone explain Thrustcoef to me, because when I increase the values for example on RHS MIG-29SM, its stall speed goes from 220 to 500 (also changed max speed to 1500 later to 2200 which had no effect)

strange egret
#

did you check the plane sample model config? it has annotations

nimble lodge
#

I checked the description on bohemia website, and it says that each thrustcoef goes with power of 12.5%. Which is confusing, because doesnt that mean if I lets say increase coef at lets say 87.5-100% to magnitude of 10x it would basically give massive boost, which it doesnt, actually works quite the opposite

strange egret
nimble lodge
#

Also 1.5*f, what is f suppose to be

reef shore
#

yo bros does attachment items support hiddenselections?

#

attachment like scopes, pointers

wheat sluice
#

Nope. You need to have separate models for each texture variant.

desert wing
#

So I can't seem to get my soft dependency to work. Here is the code:

class CfgPatches {
 class sp_fwa_cdlc_ws {
  requiredaddons[] = {
    "data_f_lxWS",
    "sp_fwa_riflegrenades",
    "A3_Data_F_Oldman_Loadorder" //ensures all other modules (incl. DLC) load first
  };
    requiredversion = 0.1;
    units[] = {};
    weapons[] = {};
    magazines[] = {};
 };
};
class CfgWeapons {
  class sp_fwa_RifleGrenade_base;
  class sp_fwa_RifleGrenade_NATO_22mm : sp_fwa_RifleGrenade_base {
    reloadAction = "lxWS_GestureReload_slr_GL";
  };
};
#endif```
The config works fine without the `if __has_include` , so the config itself is sound, but it just doesn't seem to want to trigger, open to any suggestions here
ashen sluice
#

well does the file exist?

desert wing
#

My understanding is it should, other mods have used the same check to success

ashen sluice
#

well you better check

#

it's either under P: or some other work directory? i seem to recall some A3 tools don't require P: anymore

#

this use seems pretty suspicious though. i have to wonder if you're not misunderstand when this condition is evaluated

reef shore
tepid saffron
#

That file is the logo of the Western Sahara CDLC. Checking for it's presence in this way is a way to avoid making it a formal dependency, but still doing things that are conditional on it being loaded.

grand zinc
opal crater
#

IIRC you could just check for config.bin

#

"\lxWS\data_f_lxWS\config.bin"

strange egret
# nimble lodge Also 1.5*f, what is f suppose to be

float value....

    // effectiveness according to current speed and maxSpeed ratio
    // last value goes for 150% of max speed
    //                00%        10%        20%        30%        40%        50%        60%        70%        80%        90%        100%    110%    120%    130%    140%    150%
    thrustCoef[]= {    1.0,    1.3,    1.6,    1.4,    1.3,    1.2,    1.1,    0.9,    1.3,    1.8,    1.2,    0.05,    0.0,    0.0,    0.0,    0.0};
    ```
nimble lodge
#

also vfgvehicle info in bohemia website says % goes by 12.5% not 10%, which is it

shut oxide
#

Evening, having trouble compiling my animations in to a pbo.

The animations will compile with a basic config, but when I start adding new animations, it just wont. PboProject gives "Failed. View->output logs for SKIMOD\Addons\Animations", but I can't see anything related to animations there.

#

Working config:

    class myanimation 
    {
        requiredVersion = 0.1;
        requiredAddons[] = {"A3_Anims_F"};
    };
};
class CfgMovesBasic; // Ref๏ปฟerence CfgMovesBasic. 
class CfgMovesMaleSdr: CfgMovesBasic // Override CfgMovesMaleSdr
{
    skeletonName="OFP2_ManSkeleton";
    gestures="CfgGesturesMale";
    class States
    {
        class CutSceneAnimationBaseSit;
        class skiclassic_b : CutSceneAnimationBaseSit
        {
            looped = 1;
            speed = 0.6;
            file = "\SKIMOD\Addons\Animations\Data\skiclassicbetamove.rtm"; // your animation path
            canBlendStep = 1; // sliding effect on/off
            minPlayTime= 0; // minimun time before the animation can be interrupted
            
        };
        class AsdvPercMstpSnonWrflDnon;
        class skiclassic_bs : AsdvPercMstpSnonWrflDnon
        {
            looped = 1;
            head = "headDefault";
            file = "\SKIMOD\Addons\Animations\Data\skiclassicbetastop.rtm"; // your animation path
            canBlendStep = 1; // sliding effect on/off
            minPlayTime= 0; // minimun time before the animation can be interrupted
            interpolateTo[] = {"skiclassic_bs", 0.01};
            
        };

    };
};```
shut oxide
#

Defective config is the same as the working one, except adding more animations for each direction the player could be moving, inheriting from the vanilla animation.

zenith drift
#

I'd really like to know if there's a way to configure weapons so that AI grenadiers have some probability of using both their rifle and their under-barrel launcher.

shy knot
zenith drift
#

the problem I'm having is I want there to be some chance that ai will use either. What's happening is they wont ever use the rifle if they can use the grenade launcher. So they'll just sit there doing nothing, occasionally lobbing a grenade, but generally being totally ineffective.

dry carbon
#

is it possible to enable/disable NVGs for FFS/CargoTurrets? Currently, the NVGs are not present in the FFS positions, but they appear when NVG/TI is turned on. I'd prefer to have more control over that, so I can set that they are seen in 3rd person on AND off, or not at all. Also, this is for a pickup-type vehicle, so the front seat cargo won't show NVGs being worn, but the guys in the back should.

#

btw, I've tried these:
showNVGgunner = 1; showNVGcargo[] = {0,1};
I've even tried both at the same time.

visual sleet
#

is there a way to edit weapon attributes like extending the MPRL AA range?

reef shore
#

for FFV turrets config, is there a way to apply a no-aim zone? (for example i want the FFV gunner to be able to aim to both left and right, but not front)

nimble sequoia
#

Inside the turret class:

{
    limitsArrayTop[] = {{45, -70}, {45, 61}};
    limitsArrayBottom[] = {{5, -70}, {10, -33}, {-1, -31}, {0, 59}};
};
class TurnOut: TurnIn {};```
reef shore
#

awesome thanks, however is there a way to make the ffv gunner to turn his weapon down (like when you aim at a friendly guy on the hummingbird benches) instead of the curves method?

#

it kinda feels weird becoz instead of turning his weapon down he aims all the way up lol

nimble sequoia
#

No

reef shore
#

ok rip lol

#

i worked around it by defining 2 turrets (left and right aim limits) and locking the other when one is used

nimble sequoia
#

Yes that's a work around for players, but is problematic for AI usage.

reef shore
#

true yeah, but i added option for driver to change the passenger's aim turret

#

so if u have AI on ur back u can switch his aiming side

#

if both driver and gunner are AI then rip lol, will have to be scripted

#

btw apollo, where can i find a list of available actions/animations for FFV use?

shy knot
#

What values in physX control the vehicles ability to climb? My vic controls well on flat terrain but struggles when climbing an incline

jade bone
#

is there documentation on CfgRagdollSkeletons anywhere

hearty sandal
reef shore
#

thanks i found them in the AiO config

#

its so useful lol

hearty sandal
#

Yep that's the fastest way

reef shore
#

up until now what i do is open the corresponding pbo and extract the configs ๐Ÿคฃ WazowskiStare

hearty sandal
nimble lodge
#

Evening, I have tried editing CSAT Shikras values to be more like SU-57 (RHS) however when ever I increase the values of thrustcoef, it seems to slow the plane down instead of make it faster. Any ideas?

jade bone
#

I guess that's expected

#

Might try to write a script to autogen a ragdoll skeleton from a p3d and cfg

hearty sandal
#

that could be useful

rough hatch
#

what type of effects does damageEffect use? where might I find what are the possible options that could be used for it?

hearty sandal
#

all in one config is the best bet to check

novel torrent
#

Hello, I would like to know a way to go about coding my own nuclear explosion, mushroom could, with sound and everything. Anyone have any ideas on where to maybe start with this?

wintry tartan
#

First of all are you actually gonna done this in your config?

rough hatch
#

and on top of that "UAVDestructionEffects" uses a "destructionEffect1" memory point for the effect position

queen viper
#

If i want to double a helmet, i can do it via config in pbo right? And if i want to place other patch for the 2nd one, where do i edit that? Like i want 2 helmets that are same but use different patches, trying to add the Squad Numbers om helmets

vagrant idol
#

is FirstAidKit deprecated or can't be added to a faction config?

magazines[] = {"hlc_30rnd_556x45_EPR","hlc_30rnd_556x45_EPR","hlc_30rnd_556x45_EPR","hlc_30rnd_556x45_EPR","hlc_30rnd_556x45_EPR","hlc_30rnd_556x45_EPR","hlc_30rnd_556x45_EPR","hlc_30rnd_556x45_EPR","hlc_30rnd_556x45_EPR","SmokeShell","HandGrenade","HandGrenade","FirstAidKit"};``` throws "Error, no config entry" and removing the FAK entry fixes this.
slim halo
slim halo
#

it's an item

#

you must put it under items, not magazines

vagrant idol
#

oh that makes sense, thx

wheat sluice
#

I would suggest reading up a tutorial on how to build an addon, specifically on how to retexture assets and then packing them into a pbo.

#

There should be one on the BIKI and a couple others on the forums too.

vagrant idol
#

I'm trying to add Tanks' MAAWS ammo to a backpack for AT unit.
having this:

class usm_pack_alice;
    class usm_pack_alice_maaws : usm_pack_alice
    {
        scope = 1;
        class TransportMagazines
        {
            class _02_mraws_heat
            {
                name = "MRAWS_HEAT_F";
                count = 2;
            };
            class _01_mraws_he
            {
                name = "MRAWS_HE_F";
                count = 1;
            };
        };
    };```
causes error "No entry bin\config.bin/CfgVehicles/usm_pack_alice_maaws/TransportMagazines/_02_mraws_heat_magazine". I am sure ammo classes are legit along with the backpack class. What am I doing wrong? **EDIT** nvm i'm blind
wicked wave
#

What PBO is CfgActions in?

Or is there another equivalent of the inputs.xml from Enfusion?

Edit: nevermind, found it in the bin PBO - like in partial enfusion

hearty sandal
#

@wicked wave best bet is to get all in one config dump file and search that

#

instead of hunting the separate pbos

oak slate
#

So got a question in regards to ACE. We have an internal custom units/faction mod, and used to have ACE medical gear in their items. But we want to remove ACE as a dependency of our mod. We added FirstAidKit s and our server cba_settings has force force ace_medical_treatment_convertItems = 0; but it still just removes the FAKs instead of converting them into some basic bandages and stuff. Did we do something wrong?

#

(we do force uniforms through CBA event handlers, does that perhaps delete the items inside the uniform?)

            class Third_ForceUniform_EH
            {
                init="_this call { (_this select 0) forceAddUniform 'U_I_E_Uniform_01_F'; }";
            };
shy knot
#

What values would help a vehicle climb slopes?

#

My vic likes to tip over when climbing certain inclines

nimble sequoia
#

tip over backwards? what inclination angle?
Have you set the centre of gravity sensibly in the Geometry LOD?

shy knot
#

Iโ€™ll have to look again but it was relatively in the center last I checked

shy knot
#

Mightโ€™ve moved after I made some changes

runic heart
wintry tartan
#

Perhaps stop to use External Drive like OneDrive

runic heart
#

i don't even use the onedrive. not sure why its doing that in all honestly. never had this issue until tonight

vagrant idol
#

well the path says otherwise

runic heart
#

yes true. but the pathing doesn't matter. something is going on with the config and i'm going back through and ripping everything apart and slowly putting it back together. i think i found the issue but its slow going

runic heart
#

figured the issue out related to a uniform. tossing it to visit some other time

hearty sandal
#

Your windows uses one drive to store your desktop and you have apparently stored you files on your desktop

#

Use P drive

robust cape
#

I want to replace some textures of a tank, but I want to keep the original textures for the wheels. Is there a way to only replace some?

textures[] = {
  "hull.jpg",
  "turret.jpg",
  // Original wheel texture here
};

If I just leave it out, that part of the tank becomes invisible.

hearty sandal
#

keep the original texture path

#

assuming they are in separate texture

robust cape
#

I'll find it and try.

narrow swallow
#

I vaguely recall a bis fnc for recording turret turn/elev limits. Does that exist or am I dreaming?

hearty sandal
#

diagExe feature

#

for FFV turrets at least

robust cape
dense gorge
#

Can somebody help me with fixing my ORBAT config in description.ext?

#

When I get everything set up (paths and roofs included in ORBAT module in editor, and description.ext set up), I always get error with game not identifying type of ORBAT group upon launch of mission, and they always disappear when I load into missions. When I decided to copy entire description.ext stuff from one YouTube video, it worked fine without any errors, yet upon smallest changes it gives me errors

#

Here is text in description.ext itself

hardy crow
#

how does one go about setting up the firing from vehicle anims?

sullen fulcrum
#

Quick question, wasn't there a config parameter to make sure that the gunner in a closed vehicle doesn't hear the "zipping" and "crack" noises from his weapons

#

I currently have the gunner on my vehicle being deafend by his own coaxial due to "crack" noise you hear when in-front of the muzzle

jolly igloo
#

when making the config for a custom faction of mine, a question popped up.
In the same way headgear & facewear for the FIA is randomised is it possible through the config to do weapon randomisation from a pool?

hearty sandal
#

that would make it impossible to have specific weapon

#

such randomization should be done on mission level

runic heart
#

after putting the items i needed into a new folder and resetting the configs it worked without fail

hearty sandal
#

What the hell are you packing if your pbo hits 2gb limit?

dense gorge
shy knot
#

In config, all you need is to define cargo turrets

hardy crow
shy knot
hardy crow
shy knot
#

Then, you should know what to do?

hardy crow
shy knot
#

You need to plop down the ARMA man in blender, edit the skeleton to be what you want then export as rtm

hardy crow
#

but this is the question, where to?

#

in config

#

hence why question is in config makers

shy knot
#

In cfggestures, cfg move male sdr. Take a look in ARMA configs

hardy crow
shy knot
#

Anims section in your decompiled A3 folder

#

Thereโ€™s

#

A lot

#

So

#

Good luck

hardy crow
hardy crow
#

how do i gain access to car_F.p3d in arma 3 samples? do i need to dep3d it?

tardy fossil
#

do you HAVE to have a category class in your CfgFunctions?

nimble sequoia
#

Creating an A3 folder with its files would have been the second step after making a p drive in setting up a modding environment.

#

To open a p3d from the samples you use Object Builder.

hardy crow
#

To be honest i dont need the car_F (although this would be an optional learning direction) all i need to know is where to find the cargo ffv so can replace the animation, thats it

narrow swallow
#

I'm trying to set up a turret + turn-out ffv.

How is the tank commander able to turn out with canHideGunner = -1;?

How is the turned-in animation able to not hold rifle with these set this way?

isPersonTurret = 1;
personTurretAction = "vehicle_turnout_2";
pallid magnet
#

Hey! I'm fairly novice to moding and I would like to make a version of the stomper that features slat cages like the ones that were added with the tanks DLC. I guess I suck at googling because I can't really find much documentation about them.

Where could I find more information? Thanks and merry holidays!

hearty sandal
hearty sandal
#

In theory you could model the cage separately and use scripting to attach it on the Vic, but that may not work quite how you envision it

nimble sequoia
#

@burnt oracle Your questions are more config related than model making...
This is a general template that might help you understand what is needed. Replace <nnnnn> with class names.

{
    class <your_pbo> 
    {
        units[] = {};
        weapons[] = {"<your_weapon>"};
        magazines[] = {"<your_magazine>"};
        ammo[] = {"<your_ammo>"};
        requiredVersion = 0.1;
        requiredAddons[] = {"A3_Data_F_Aow_Loadorder"};
    };
};

class CfgWeapons 
{
    class <vanilla_weapon>;
    class <your_weapon>: <vanilla_weapon> 
    {
        displayName = "Papas new weapon";
        magazines[] = {"<your_magazine>"};
        ... other weapon changes
    };
};

class CfgMagazines 
{ 
    class <vanilla_magazine>;
    class <your_magazine>: <vanilla_magazine> 
    {
        displayName = "Papas new magazine";
        ammo = "<your_ammo>";
        ... other ammo changes
    };
};

class CfgAmmo 
{
    class <vanilla_ammo>;
    class <your_ammo>: <vanilla_ammo> 
    {
        ... ammo changes
    };
};```
burnt oracle
#

ok i see. So again a dum question but after what do i need to define the name of my new magazine ?

nimble sequoia
#

Edited above code to add a name for the new magazine.

burnt oracle
#
{
    class <your_pbo> 
    {
        units[] = {};
        weapons[] = {"<your_weapon>"};
        magazines[] = {"<your_magazine>"};  // here i can put anything i want ? ```
nimble sequoia
#

No. Replace it with the new class name of the magazine

#

So find all occurances of <your_magazine> and replace with Papa_30Rdn_762X39_AK12_Mag_F or whatever you want to call it.

#

Your next step is to look at the A3 Samples weapon code in more detail and to download the "All-In-One config dump" so that you can look at A3 code.

burnt oracle
#

do you recommand that i start from scratch ?

nimble sequoia
#

It depends on your ambition, patience, self-determination and time!

#

I'd always recommend that you start with something very simple.

wintry tartan
#

Copy n paste is one of the way to take the first step

nimble sequoia
#

Like just changing the name of a weapon, nothing more.

burnt oracle
#

well i really would like to have like a first weapon mostly working with basic things. And then learn to do more

burnt oracle
nimble sequoia
#

Then change the fire rate.
Then change the number of bullets in the magazine.
Small goals, learn something at each stage.

#

But you're wanting to change too much (model, animations? weapon, magazine, ammo) without having a firm understanding of the basics of config just yet.

#

So you have to rely on copy/paste to achieve a single goal, but it's then a repetitive "why doesn't this work", which means someone else is basically having to write it for you.

burnt oracle
burnt oracle
#

Okay all good i was blind enough to not see that there was a Magazine line in the cfgweapon....

pallid magnet
south bison
#

@slim halo let's say i made a mod just cfgpatches and CfgRanks and created new rank icons will it even replace the ones in the attributes too or i will know that my ranks worked only if i played multiplayer mission

#

and see them in top of my friends names

slim halo
hardy crow
hearty sandal
#

I meant Armas all in one config to use as reference

hardy crow
burnt oracle
#

Hey ! It's me again ๐Ÿ˜„

Is there a part in a config.cpp for a weapon that i have to modify in order to have the scopes in the good position ?
Cause my optic is now at my feet, not on my weapon. And the points are correctly made by the modeller..

winter rain
hearty sandal
winter rain
#

i see you use the vanilla scopes

compatibleitems[] = {"optic_Arco", "optic_aco", "optic_ACO_grn", "optic_hamr", "optic_Holosight"};

#

or do the vanilla scopes not work?

burnt oracle
#

can i send you a screeshot in pm ?

reef shore
#

yo bros im tryna make a explosive bullet, that still can be deflected.
I want the bullet to always explode on first impact regardless of it getting deflected or not, is this possible?

#

i tried doing the config but what happens is when the bullet deflects, it deflects then explodes instead of exploding then deflecting

winter rain
#

explosive =1;
deflecting = 0;

reef shore
hearty sandal
#

You can't have both

#

Well maybe with some sort of submunition setup

#

But otherwise no can do

reef shore
#

thanks for letting me know

glacial spear
#

i have a 30mm ammunition that has submunition which evan when it detonated the ap core submunition might still deflect

#

i can send it to you if you like

hardy crow
#

what is causing this T pose when performing a new anim?

hearty sandal
#

no animation to play

hardy crow
shy knot
#

Did you toss the anim in object builder to see if the key frames are working

hardy crow
shy knot
#

Never know

#

Always good to check

hearty sandal
#

in case you exported it with 0 frames

lime wigeon
#

I am attempting to create compositions within a mod with CfgGroups. And while I can get objects to spawn in a group, their z values are almost always incorrect. Within my defined composition I will have something like this:

class Object0 {side = 8; vehicle = "land_obj"; rank = ""; position[] = {0,0,20}; dir = 0;};

The above always comes in at ground level rather than z = 20. In Eden, I've tried switching from ATL to ASL mode and disabling surface snapping but no luck so far. Is there a fix or workaround for this problem?

shy knot
#

How would I setup a weapon to have a scope and irons by default? Is that possible or does it need to be an attachment

fathom zenith
#

weird situation, didn't know where to put it so I'll post it in here...
I'm making a weapon pack and when I go into the arsenal there are ai holding your chosen weapon, so when I shoot the gun (made by me) in ai's hands it shows particles and plays sounds as if i shot the ground and not a gun, tested it with others from RHS and T1W and the problem doesn't occur, is it because of error in my config or the model itself?

hearty sandal
#

you probably have not set the penetration material on the weapons geometry

fathom zenith
#

thank you

#

ahhh

#

thought it worked

#

added this rvmat 'a3\data_f\penetration\metal.rvmat' in the geometry materials

#

and it didn't work

reef shore
#

what is iH_mod?

#

and why is "iH_mod required = 0.33" is enough to kill any human target without bodyarmor?

vagrant idol
reef shore
#

yes

vagrant idol
#

iH_mod is the damage value for target between 1 indirectHitRange and 4 indirectHitRange. 1 iHR causes full damage while 4 iHR won't damage the target.

#

You have that cool graph how damage deteriorates when the blast range is bigger

reef shore
#

ok so for example at iH=85, what is the damage value dealt at 4xiHR? as i dont think the a damage value of 0.33 is enough to kill a human target

vagrant idol
#

indirectHit_mod = indirectHit * 1/ x^4 so 85 * 1 / 4^4 = 0.33

#

And it's a damage to a hit point, not to the whole target. I'm not sure tho how do the npc hitpoints look like unless those are bodyparts, so you get the 0.33 damage to each limb

pallid snow
#

#define BACKGROUND_IMAGE __EVAL(selectRandom ["\VKN_Misc\Main Menu\Static Background Images\Background1.paa", "\VKN_Misc\Main Menu\Static Background Images\Background2.paa", "\VKN_Misc\Main Menu\Static Background Images\Background3.paa", "\VKN_Misc\Main Menu\Static Background Images\Background4.paa", "\VKN_Misc\Main Menu\Static Background Images\Background5.paa", "\VKN_Misc\Main Menu\Static Background Images\Background6.paa", "\VKN_Misc\Main Menu\Static Background Images\Background7.paa", "\VKN_Misc\Main Menu\Static Background Images\Background8.paa" ])
is only ever producing index 2 and 6. Any ideas on making this actually become random? It's inside the config.cpp.

hardy crow
#

insert arifle namehere.p3d Generic error or premature EOF
what can cause this apart from a buggy .p3d?

reef shore
slim halo
#

or config.cpp

#

ยฏ_(ใƒ„)_/ยฏ

#

that's a config parser error

hardy crow
hardy crow
#

how does this model.cfg work from arma 3 samples?

hearty sandal
#

same way any model.cfg works?

hardy crow
hearty sandal
#

if you want moving parts, yes

zenith drift
#

A2OA: Does "InitSpeed" just not work when used in cfgweapons?

slim halo