#arma3_config
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// do this
class Foo
{
class Bar
{
};
};
// don't do this
class Foo
{
class Bar
{
};
};
class CfgGesturesMale
{
class Default;
class BlendAnims
{
Gesture_mask[] = {};
};
class States
{
class GestureAdvance: Default
{
file = "\fp\fp\gestureadvance.rtm";
looped = 0;
This correct or not?
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"};
};
};
};
okay, now do you see the problem?
Yeah, but is it Good working practice, or good SOP to keep classes on the same line as the bracket things {}?
yes
hehe ๐ dont worry about this, was just internal reference
the problem is manactions is mentioned twice because, i dont know, something along the lines of Actions?
i know Actions is mentioned in cfgmovesbase, cfgmovesmalesdr, and empty cfggesturesmale, but not sure why
1. class CfgGesturesMale
{
class Default;
class BlendAnims
{
mask_here[] = {};
};
class States
{
class GestureAdvance: Default
{
file = "\fp\fp\gestureadvance.rtm";
looped = 0;
};
This Right?
2. class CfgGesturesMale
{
class Default;
class BlendAnims
{
mask_here[] = {};
class States
{
class GestureAdvance: Default
{
file = "\fp\fp\gestureadvance.rtm";
looped = 0;
}:
like this?
blendanims goes inside cfggesturesmale > default right?
pboproject says this was wrong
you dont need the second entry of ManActions
yes that is wrong
and no blendanims dont go there
pls man
get the all in one config and use it as reference
where is that?
this is a good google-fu exercise
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};
};
is not working how?
won't show up in the editor
I might have found the error
The faction was civ and I put side=2...
that could be a problem
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;
};```
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
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
do you have them listed in cfgPatches units array
Did you add them to units[]?
that would be it then
can you explain how you are trying to move them?
Added them in selections, did model.cfg stuff and added it to the animation sources
Though, my missile 1 and 2 selections are apart of mainturret
Should they be separate?
Alright, I've unlinked them from mainturret. Could that've been my issue? Using 2 selections and animating them?
For the missiles?
yes
missiles_revolving and missiles_reloadmagazine
Think I might've found the issue
missile_move was 2 points instead of 1
after much bitching and moaning it works
helps to actually pack the PBO as well >.>

Nope, that didnt do it
Any idea what I could be missing?
do the animations do anything in buldozeR?
and why missiles_revolving?
revolving on its own should work since it plays after weapon fire
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"```
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
https://cdn.discordapp.com/attachments/915813800836489229/915813832440553542/unknown.png Instead of up down, it's left to right
So, missile_1 and missile_2 are my axis points?
Ah
I've never done missiles changing firing points before lol
yes but axis memorypoints are the salt of translation animations
Does just one axis work
Ok, now it's stretching to the bottom of the model. I'll play with the values
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 Iโd want to get the value for the next point
im not sure what you mean by next point
Say, a model.cfg entry requires a # value to point where it is on the model
Does anyone have a template RVMat for a balaclava that supports alpha? I'm making something like this
Yep. Still lost
How 2 I mak config change??????????????????????????????????????????????????????????????????????????????????????
First of all, be nice and less question marks
Please and thank you
What do you need exactly?
I want to rebalance RHS armors and ace so it takes 2 shots from a rifle to the torso to down an enemy, and not 45
escape from tarkov ๐ฅด
https://community.bistudio.com/wiki/Arma_3:_Creating_an_Addon
First of all, you will need to know how to make an addon. better to read this first
In translation animation distance between axis points equals to 0-1 offset value
Most things use supershader. Example rvmat can be founds in p:\a3\data_f
Is there a way to change the color of smoke coming off the vanilla flares like F_40mm_Red
Through a config addon yes
Is there a specific value to change?
Very likely yes. What that is I don't know.
what does the "equivalentto" code do?
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.
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;
};
Would that mean, that I would not be able to add my own spotlight then?
Thanks alot, worked wonderfully ๐
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?
ughh, so it only works with vehicles then eh
Thanks for your quick response and assistance
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" };
does anyone know how to add a new animal to the zeus animals class? it's driving me crazy
Did you add that bit of code for the tempest, or did it already exist and you just changed the texture paths? If it is new, are the selections defined for the tempest in its model.cfg file?
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?
@clever geyser those texture names do not sound like vanilla weapon texture names so its unlikely you find reference to them
my friend might have abbreviated them, let me check my unmodified copy of weapons_f_mod
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
Indeed
I've looked through it and there's model and then there's a camo textured for the non-black ones
I've only done helmet retextures for friends in the past so might be missing something obvious unique to weapons and magazines
you can see the available hiddenselections and textures in the camo or khaki variant
By zeus animals class, do you mean the module or you want to actually create those like civilians etc?

You need to create new classes inherited from ModuleAnimals_F
Yup, I can successfully modify that texture with our retextured body texture. However, I don't know how to apply the magazine texture or other part of the gun textures (give me a minute to start my game to give a picture of what the gun looks like without the second part of the retexture)
done already
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
you would need to create a new magazine in cfgmagazines
you mean the ADR?
or some other p90
You have added animalType etc as well?
yes
in 3den everything works fine
Yeah, the ADR, sorry I'm using them interchangeably
just making sure as you said you had modded p90 from elsewhere
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
There is no module for that in 3den tho 
At least not using the same module sooo... or am I missing it?
there is
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;
};
};
sites -> animals
it does not seem to support magazineWell at the moment
aaand the magazine itself is probably not made to support retexturing
all of this is my own config, all I did was inherit the class for it and set custom texture. as said before, the mrap is completely fine and I checked the tempest and there is camo 1 to 4.
It doesnt have any relation with Zeus one though. Can you try using Others > Animals one?
correct me if I'm wrong, but cfgMagazineWells doesn't affect texture afaik so not sure how it applies
yes indeed it does not support texture change
Yeah I've been trying to find out how Bohemia applied the texture so I can reverse engineer it like I said in my initial problem statement but no luck ๐ฆ
that's why i have added more stuff. i basically made a copy of everything goats related, but the new entry simply doesn't show up.
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
I'm not doing that
I've successfully written a config for a retextured P90 (which is a separate gun from the vanilla p90)
interesting, if it is done correctly in your model.cfg then maybe it has to do with the path or a typo. If not those then someone more experienced will have to help you.. sorry
So no way of making a new mag with the same model and different texture? just making sure
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?
What do you mean by adding more stuff? I am just saying "it works in 3den" doesnt mean much because it has no relation with the module in Zeus.
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
model always has some texture and material assigned to it
It's not "my" model.cfg, it's vanilla vehicle. That's the problem I have.
hiddenselections just change from what is default
ah okay thank you for correcting that gap in my knowledge
and editing bohemia's p3ds is super illegal iirc?
yes
thx
unless allowed
send a pic of the model.cfg that pertains to the selections of your vehicle
such as all games before arma 3
well, it's probably for the best that this cursed thing will never see the light of day
https://cdn.discordapp.com/attachments/730846900441317397/909587029526974484/unknown.png
Thanks for the help and putting up with me @hearty sandal!
Thats your config, I need the model.cfg
that is pretty cursed
I love that guac, right out of sao
oh right it is. I don't even know where I can find the model.cfg for an A3 vehicle
Do you have a pbo set up already?
It will be there if its not binarized
what?
Otherwise you will need to make a new one from the provided examples
by closer look it seems that the ADR has never been upgraded to use magazine proxies so the magazine is actually part of the model
but it does not have hiddenselection defined for it so it can not be changed
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
I know, it doesnt work because its not set up to work
Do you understand how the texture selections actually work?
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
Yes, I have checked everything for it. It does have hiddenselections. Other mods have done it
im sorry but youre not really helping me
I hope someone else here can assist you
you got a classname for the vanilla truck at hand?
O_Truck_03_covered_F
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
so TextureSources is what I am missing?
yes, that is a never system that is on top of the hiddenselection changes
its what is used in the virtual carage too
interesting, I'll try it out
Thank you, this was the issue. ๐


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
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?
yes. make manual class inside m2bc so it can be inherited
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
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
The vehicle currently has 3 mags of 2 missiles each
why does it say it's being used by another process? 
you're not running Arma right?
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? 
or maybe the file is being locked by antivirus or something? 
try rebooting your PC in Safe Mode and run the build again, see if it works
So I would have a turret inherit the pilot camera ?
And thank you for the response
So something like?
Class turret: pilotcamera
{
Class mainturret: turret
Yeah, that's what I'm not sure of. It doesn't even tell me which file is in use either.
As to the other bit- Yeah no, I've tried this with a frest PC boot and it still occurs. Not tried Safe mode yet, I'll post results
Sorry wrong reply tag. Was not answering you.
any ideas?
im getting an error message error dialogue box come up, saying error in config mod/config.cpp?
how to have mutiple keybind?
What is the name of this key?
[]/{}
?
square brackets or just brackets
and curly braces
in regards to DIK codes
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:
ok, sweet, thanks, also, any chance you know the issue here? by chance please
^C is ctrl+C
your config is incorrect
No! Bad fubz bad!
it doesn't even parse
If you got an error that pboproject can't process you sure as hell don't try addon builder to bypass it
actually sometimes you can. pboProject sometimes throws unnecessary errors
e.g. you need to unpbo the whole game files, for nothing
well yeah it depends on the error 
if it's a parsing error there's no going around it ofc
it could be in the script, or is parsing a config specific error?
oh i know the issue(s), really simple overlooks, but question:
- can an additional object (e.g Blender cylinder) in the blender anim file cause above error?
blender issues do not cause config parsing error
it means you didn't write your config properly
but could it be a scripting issue? or definitely only config
well it seems like a config parsing issue for sure:
Error 3 while parsing
comment out everything but cfg patches
then pack
then uncomment stuff one by one to see where it breaks
What do you mean by comment and uncomment and how?
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
Hello, Is it possible to make a sensor aim where/in the direction of the targetting pod?
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
what is the variable though for the targetting pod?
view pilot afaik, look in the config at the pilot camera
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
@slim halo
well, there you have it, was a plefora of minor issues all coming together, should have taken a second to fine comb through the code before asking, but hey, got there in the end ๐
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
ty
Do you guys know what could cause this error?
Preprocessor failed with error - Invalid file name(empty filename)
What could cause a vehicle to do a wheelie upon moving forward?
arma physics engine 
Center of mass closer to back and/or too high
Too fast acceleration
etc.

accelAidForceYOffset most likely
hi, is there a way to change the internal camera position just like:
extCameraPosition[]={0.22,0.050000001,-2.2}; ?
@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.
i had an idea for a mod but i dont know if it is even possible
well what was it?
can i dm it to you?
Where is the static turrets/under what name in config viewer?
configFile >> "CfgVehicles" >> "StaticWeapon"
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
How would I copy an existing classname to a different side?
which classname ?
it's some mod stuff
yes but what type of stuff ? uniform ?
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
its not a uniform it's a unit
hmm. lemme try that
oh I'd want to change its faction too
for a unit it's not the same give a second
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";
};
this is what I was writing
this makes no sense, why isn't it working then
the faction "I_Orks_CA" is indep ?
yes
class CfgFactionClasses {
class I_Orks_CA {
displayName = "Greenskins";
side = 2;
flag = "";
icon = "";
priority = 55;
};
};```
and you don't see him ?
he shows up in game, but animations are bugged
can u send a screenshot ?
of just the guy?
yes in game
he don't have any anim right ?
now he seems to be running but on death he just stays in default pose
and it's works perfectly with the base class ?
he is stuck in default pose here: https://media.discordapp.net/attachments/750758422680436806/917176651853496330/unknown.png?width=988&height=1379
1 sec I will try it again with the base class but it did work just now yes
you'll have to take my word on it but he ran over to them, got shot, exploded https://media.discordapp.net/attachments/750758422680436806/917177030691418172/unknown.png?width=1920&height=1045
im not sure at all but it can be the uniform what is the mod ?
i'm downloading
note that you do need there is only war
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
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
Iโm also unable to see the vehicles center of mass so, I have 0 clue where that could be
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
Switch off DX draw mode in OB viewport to see the blue cross
Anyway to force the commander to look through his optics?
same way as with any turret
Just gunner force optics?
ye
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.
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? ๐
https://steamcommunity.com/workshop/filedetails/?id=374775446
Its the mod name?
why dont you just use this mod?
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[]
Yup
identitytypes is correct, but splurting out 'God sake' is abit petty and will make people want to help you less
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.
oh, that makes sense, just whine and complain, instead of being grateful someone was trying to help, ok ๐ see how far you go with that kind of attitude
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?
#arma3_config message
oh, that makes sense, just whine and complain, instead of being grateful someone was trying to help, ok ๐ see how far you go with that kind of attitude
If you have any more questions or ignorant statements, read, and read again, keep reading until you understand, good lad
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)
Dumb question did you test
b[] = {{"x", 1}, {"y", 2}};
Has the right output before you inherited it?
it does.
could be a bug
report it in #arma3_feedback_tracker
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
I don't change anything in the CfgFunctions.hpp file.
then you're building it wrong
what do you use to build it?
What do you mean with building?
making the pbo
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?
what is that lol 
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.
RIGHT
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.
- If this still does not work ask here.
To replace a reload? Change the reloadAction to any reload class name
found it out bro, overthought it again, thanks for the help
I added a 4C step for you
appeciate the suggested steps, but found the answer out, it was alot simpler than initially written
Yeh it's just in general to help your process
When you do configs, follow those steps
willdo, thanks again
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?
These are simpleExpression afaik, not SQF?
Different compile time, different execution
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?
So, less of a worry, just don't do it too much?
I thiiiiiink so yeah
If there are problems that need to be optimized, I'll hopefully stumble upon it someday
Arma2OA: Is there any configuration that will cause AI to fire OG7 or SMAW HEDP rounds at infantry?
talk to me
:L
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
dont worry about the config, its all smooth like butter
and then clear out all the config parameters and leave just the class name : parentname structures
so you can see how they work
the question that was in question, couldnt be answered, as dont want to interrupt you in your work, dont worry bro
unless..
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
your fine to have your opinion, but an opinion based on lack of actual evidence and information, is an ill informed opinion, opinion none the less, but, still, i respect your opinion
whatever then 
dont mean to be nasty, but its the state of the situation, sorry if i came off rude or abrupt ๐
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?
assuming they are custom too
the weapon only, yeah
Do you have a view pilot LOD
Yes
is the aiming related mem point supposed to be there too?
i have eye defined in my memory
no memorypoints are just in the memory lod
is your sight proxy normally on the top of the gun?
what does custom grip animation mean in this case?
is this something else from handanim = in weapon config
correct
its slightly lower than the top of the model, theres a gap in the top rail to look through the irons
does camShakeCoef do anything for mans?
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?
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
what class type are they? in geometry lod namedProperty "class"
are they terrain placed or editor placed?
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
didnt ask that, I asked what type you have it set up as.
๐
establishing baseline
also if they are meant as terrain placed, whats the destruction type set up in the p3d
Tagging discord mods for someoen posting a gif? 
yes. thats how moderation works as far as I know
@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
alright, hopefully you can solve it
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
๐
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
upload your config on pastebin.com and post the link here
or at least use syntax highlighting... 
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
Didn't work since message was too long (in Notepad++ it said there was 1000+ symbols)
Bud use the `` found on the Tilda key, top left hand on QWERTY keyboard
(see the pins also, use it ``````cpp
its quicker to just use the this method (Found in pins) under
Montana)
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
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?
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.
Is it possible to add an integral scope to a weapon? or can it only be done via the slots?
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
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.
Vanilla AT launchers like the Titan, RPG-42 and PCML have integrated scopes
I will see if there is an example one in a3 samples
how important is weaponInfoType?
you may need to get yourself all In One config dump so you can explore the whole vanilla config with ease
cursed
Even then this isnt using the right memory point or applying the FoV/model optics
I have not made anymore progress despite having virtually the entire RPG 32 optic config copied over now
is the general macro important for the integral scopes to work?
dont think so
if your optic spot does not go to right place that could indicate mismatch between configured memorypoint and p3d memorypoint
I am getting this error code 'bin \ config.bin / CfgWeapons / iteminfo.scope" too
that is what I am confused about, I have checked my memory points multiple times. Where it zooms in in that image isnt any of them
you probably have iteminfo in wrong place then
Yeah I am fixing that now but it has never been an issue in my previous builds of the mod
odd
its now lookinf for a weapon called iteminfo that is missing parameter scope
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
๐ญ
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
Okay, I think I have corrected that
but the scope still doesn't work for some reason.
and you have "opticview" and "look" memorypoints?
Yeah
you may need to define modeloptics type too
and/or add optics = 1; into the weapons config
is that not the same as usemodeloptics=1?
I have optics=1 above the weaponslotinfo data
what is modeloptics?
Does anybody know how to configure AI to use underbarrel grenade lanuchers correctly in A2OA?
its what the model view looks like
ah you actually have it there
not that then
Yeah :/
As an update on this - Yeah Safe mode gives the exact same error, so I feel like at this point it's Binarise tripping over itself somewhere, and SADLY I think my only option is to take a day and chop the mod apart and put it back file by file and see what's tripping it.
I am using the vanilla bino model optics since I thought that would be the easiest solution while I am testing
hey is it possible to change the internal camera view position?
In what context
i want to create a headcam
Yeh I noticed. Off the top of my head I don't come up with anything
You would use scripted camera for that
The lenses on the periscope are black, could that be an issue?
i have achived that already and the mod also finished but it comes with an disavantage, shooting,reloading works but the interaction dosent work
do I maybe need a view pilot lod?
Binoculars cannot use optics config. I had same issue with TR-8 periscope in RHS and I did PiP version because of that
This periscope is a pistol config with magazines removed so it cannot fire
you can use this for inspiration then https://pastebin.com/zXtT2B4q
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
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 ?
Not without a weapon
https://cdn.discordapp.com/attachments/863067885324075031/918857301807493160/unknown.png
https://cdn.discordapp.com/attachments/863067885324075031/918857381809623050/unknown.png
This is what my config does right now when I right click to try and view through the optics
how is your config looking then?
change it to muzzles[] = {"this"};
otherwise game uses only "Safe" muzzle and their respective optic configuration
so just remove the safe fire option?
yes
trying it now
Legend sir, I have been messing with this for like 8 hours tweaking it.
Now I get this error
https://cdn.discordapp.com/attachments/863067885324075031/918863517065543680/unknown.png
And for some reason the scope looks backwards? but I can hopefully tweak that.
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"};
I fixed the error by just removing the mode and leaving the muzzle
now to get the camera in the right place haha
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
hmm, the scope is looking up out of the top of the periscope hah
leaving muzzles[] = {"this"}; ?
muzzles[] = {"this"};
Yes
I think it goes from 0-1
The Biki also helps
yes you do
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
do you have a geometry LOD with autocenter 0 property?
I have a geometry lod, what do you mean by autocenter 0?
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
will check when I am home
Yeah the geometry lod has an autocenter property now
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?
is there a chance to make no crater effects, so no 2D crater decal gets spawned at surface when hit surface?
yup, it's only for AI threat calculation. It's one of the magic params which is blended in some unknown way with "cost" & "threat" params
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...)
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
forceInGarage
1 = visible in VG list even if they're retextures, 0 = not visible in VG list if they are retextures
Thanks reyhard.
I tried setting it to 1 on one of them and 0 on the others but I still have several appear in garage
https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#typicalCargo update also wiki page
oh huh just removing the forceInGarage property for all made just one of them show up now
what causes generic errors when including .p3d into a PBO?
yo bros i got a question:
- is it possible to add a freelook camera (a la tank commander) to the gunner of vehicle that dont have it (e.g hummingbird)?
- 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!
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
Thatโs my pet peeve I have a request to fix for, canโt get pilotclass camera on gunner turret
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
yeee big sad
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
You need unpacked data on P not pbos
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
Hmm
ok fuck it we're using CBA EventHandlers ๐
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
with turrets it dont work because you have to animate the memory point
gunner turret class dosent use it
yea exaclty
i dont think its that
have to edit the model which is not possible
i think the camera axis is invalid
you have the point for the camera but not the axis
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";
try using these and find the defaults for them
memoryPointGun = "";
memoryPointGunnerOptics = "";
animationsourcebody = "";
animationsourcegun = "";
gunBeg = "";
gunEnd = "";
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
true thats also the conclusion i came to after hours trying to make it work
pilotcamera was able to overcome the problem but sadly its not available for gunners 
is there any way to change the zeroing of the "hipfire" crosshairs in weapon config?
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
@hearty sandal so why would one want to create a groundholder object for weapons?
what is a groundholder object?
its the thing where items go when they are out of vehicle/character/crate inventory
ah, makes sense, ๐
well, anywho, the .p3d file is causing errors in pbo process;
item.p3d Generic error or premature EOF
had tested it in an isolated PBO mod file, config is 100% correct, have checked via deleting said item.p3d, and get the missing file error
Sounds like that p3d is corrupt
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
are you sure the muzzle position is correct?
i dunno, right now i'm just using the same model as the type115
so it should be correct?
add an event handler to the unit, and capture the bullet spawn position and launch direction, as well as weapon direction
so i enabled BIS_fnc_traceBullets and the bullets seem like they are just going downwards (but straight)
Is there a way to set a default flight height for aircraft in their cfg?
Im aware of https://community.bistudio.com/wiki/flyInHeightASL. Just wanted to see if theres a way to raise their default behaviors.
I have my missile_move work but only when the mag is 3 missiles and not 2
Anyway to set it to 2?
well i figured it out
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
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
My animationSources aren't working as animationsSources, but only working as animations, after I added vehicle customization things. Why might that be?
class AnimationSources isnโt working?
@shy knot The simplest and most common option is to make spungMass = mass of vehicle / number of weight bearing wheels
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.
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.
A3 samples comes with each download of A3
In your steam library
Not that bad
Has a lot of useful stuff
Space shouldnโt be an issue
Unless youโre short on space
There should be an all in one config
All in one config is not part of the samples. It's made separately
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?
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
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.
ahhh thank you so much!! i was super confused because i tried the same thing on animationsources class and all the subclasses work correctly even though you dont redefine each of them
Turrets don't use inherited classes. It must be explicitly defined.
so i was wondering if its just this class that has a different rule
Yes, as far as I understand they don't follow the normal rules, crazy eh.
i see, the strange thing tho is in config viewer the inherited classes still show up 
There's a couple of others too, but can't remember which. Reflectors, maybe?
Yeah, there was few of them IIRC but I can't recall any other than turrets right now.
I guess they did it this way so it's easier to make multiple vehicle variants.
You need to expiclty tell the game what turret it has. If it would work "normally" you would need to delete all unwanted turrets.
thanks so much guys, i spent whole day trying to figure it out myself, shoulde've just asked sooner 
That would be fine if all classes worked the same way... instead it's a 'fun' guessing game for the uninitiated
@regal gate can the wiki page be updated about rules for turrets class inheritance please?
https://community.bistudio.com/wiki/Class_Inheritance
This behaviour should be explained on wiki, isn't it?
idk, its not in that one
to what should it be updated?
that inheritance dont work for turrets class and subclasses need to be redifned manually?
ok (note that I don't know anything about it)
xD ask apollo maybe he knows much better than me
You really need a pro like vet to write it to avoid propagating other little errors, but he's the busiest man on earth.
yep, perfect
while searching for an answer i actually found this https://forums.bohemia.net/forums/topic/176191-inheritance-rules/
is this you @nimble sequoia ? xD
No, a fellow 3CB mod dev.
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
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
ah right i forgot this app has a search feature 
thank you very much for your help everyone =)
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.
Ideally we would have good description and examples in:
https://community.bistudio.com/wiki/CfgVehicles_Config_Reference
There's nothing about the turrets at all. 
if this class is redefined on your child class
not sure if I'm right about this one, IIRC if you don't re-defineturretsit should use the inherited one just right?
(That's how simple variants of vehicles like reskins work)
yes from my testing if you dont redefine turrets it works fine like the parent
class Turrets is inherited, but not sub classes unless explicitly redefined
they're still inherited. As in will show in game config.
But won't be used unless explicitly defined.
let me refine that
That's why it's bit hard to write it in understandable way without writing a whole article 
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
They're not lost.
Yes.
If you would write a SQF script that does something with Turrets you would need to need to check if the classes are inherited or explicitly defined otherwise you would get different result than what engine does with them.
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
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 ๐คก
FCSZeroingDelay in the weapon's config
Thanks! I did that and then had to re-binarize the model =)
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)
did you check the plane sample model config? it has annotations
my text browser, can not find anything with word "thrust" in the sample plane config file
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
thats because its inside flightmodel.hpp, which is #include 'd
...
fSpeed = maxI * (speed / (maxSpeed * 1.5f)), what is the difference between speed and fspeed?
Also 1.5*f, what is f suppose to be
yo bros does attachment items support hiddenselections?
attachment like scopes, pointers
Nope. You need to have separate models for each texture variant.
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
well does the file exist?
My understanding is it should, other mods have used the same check to success
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
as i suspected thanks
I can confirm that the #if __has_include("\lxWS\data_f_lxWS\Logos\arma3_lxws_logo_ca.paa")... #endif block works in other circumstances.
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.

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};
```
oh okay, and if f is 1.3, than MaxI is 0.3, what is "speed" than? Because I assume "fspeed" is the valuewritten after // in the sample files
also vfgvehicle info in bohemia website says % goes by 12.5% not 10%, which is it
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};
};
};
};```
Defective config: https://pastebin.com/KyX4erPN
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.
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.
As far as I know, itโs either random or range related
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.
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.
is there a way to edit weapon attributes like extending the MPRL AA range?
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)
Inside the turret class:
{
limitsArrayTop[] = {{45, -70}, {45, 61}};
limitsArrayBottom[] = {{5, -70}, {10, -33}, {-1, -31}, {0, 59}};
};
class TurnOut: TurnIn {};```
@reef shore You can use the dev branch diagnostic exe to find the limit array numbers fairly easily
https://community.bistudio.com/wiki/diag_recordTurretLimits
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
No
ok rip lol
i worked around it by defining 2 turrets (left and right aim limits) and locking the other when one is used
Yes that's a work around for players, but is problematic for AI usage.
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?
What values in physX control the vehicles ability to climb? My vic controls well on flat terrain but struggles when climbing an incline
is there documentation on CfgRagdollSkeletons anywhere
In the Arma3 configs. Don't think there is any comprehensive list anywhere.
Yep that's the fastest way
up until now what i do is open the corresponding pbo and extract the configs ๐คฃ 
Nope. Pretty much same for all character animation etc deeper stuff
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?
Lol rip
I guess that's expected
Might try to write a script to autogen a ragdoll skeleton from a p3d and cfg
that could be useful
what type of effects does damageEffect use? where might I find what are the possible options that could be used for it?
all in one config is the best bet to check
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?
First of all are you actually gonna done this in your config?
regarding this, if anyone was wondering, it looks like there's just "UAVDestructionEffects" and "AirDestructionEffects" or at least those are the only things that are used for damageEffect in all configs
and on top of that "UAVDestructionEffects" uses a "destructionEffect1" memory point for the effect position
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
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.
I don't think that's what it's called
actually FAK is not a magazine
it's an item
you must put it under items, not magazines
oh that makes sense, thx
Yes. Excluding uniforms, retextures of equipment like vests and helmets can only be done via config.
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.
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
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
@wicked wave best bet is to get all in one config dump file and search that
instead of hunting the separate pbos
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'; }";
};
What values would help a vehicle climb slopes?
My vic likes to tip over when climbing certain inclines
tip over backwards? what inclination angle?
Have you set the centre of gravity sensibly in the Geometry LOD?
Iโll have to look again but it was relatively in the center last I checked
Mightโve moved after I made some changes
Afternoon y'all. Having some trouble with my config, i think. I'm trying to update the base PBO for a pending update and i keep getting this error.
How do i fix this? I've tried using Mikero's tools but i'm not familiar with the PBO tools it has
Perhaps stop to use External Drive like OneDrive
i don't even use the onedrive. not sure why its doing that in all honestly. never had this issue until tonight
well the path says otherwise
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
figured the issue out related to a uniform. tossing it to visit some other time
Your windows uses one drive to store your desktop and you have apparently stored you files on your desktop
Use P drive
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.
I'll find it and try.
I vaguely recall a bis fnc for recording turret turn/elev limits. Does that exist or am I dreaming?
Works flawlessly. Thanks.
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
how does one go about setting up the firing from vehicle anims?
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
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?
that would make it impossible to have specific weapon
such randomization should be done on mission level
Figured out the issue. There is a physical limit i was hitting when packing the PBO. So for future reference, has nothing to do with the file pathing, but instead the amount of junk you have in the PBO itself
after putting the items i needed into a new folder and resetting the configs it worked without fail
So I guess nobody can help me with ORBATs? Alright then
Like, setting them up for a vehicle or making one
In config, all you need is to define cargo turrets
making a new anim
Need an ARMA man, knowledge of skeletons, etc
got all of that
Then, you should know what to do?
nope, dont know, otherwise i wouldnt be asking something like this, in the nicest way possible
You need to plop down the ARMA man in blender, edit the skeleton to be what you want then export as rtm
but this is the question, where to?
in config
hence why question is in config makers
In cfggestures, cfg move male sdr. Take a look in ARMA configs
yes, done this, but cannot find where...
i dont have any decompiled a3 folder? ๐
just reading config viewer
how do i gain access to car_F.p3d in arma 3 samples? do i need to dep3d it?
do you HAVE to have a category class in your CfgFunctions?
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.
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
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";
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!
Still not got that all in one config have you. 
this is not really possible as you can't edit the vanilla modeld
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
@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
};
};```
ok i see. So again a dum question but after what do i need to define the name of my new magazine ?
Edited above code to add a name for the new magazine.
{
class <your_pbo>
{
units[] = {};
weapons[] = {"<your_weapon>"};
magazines[] = {"<your_magazine>"}; // here i can put anything i want ? ```
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.
well it's a lot different from what i have
do you recommand that i start from scratch ?
It depends on your ambition, patience, self-determination and time!
I'd always recommend that you start with something very simple.
Copy n paste is one of the way to take the first step
Like just changing the name of a weapon, nothing more.
well i really would like to have like a first weapon mostly working with basic things. And then learn to do more
well that's mostly what i did like everything in the config.cpp is working except for magazine and ammo wich make me think that i'm stupid as hell
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.
yeah that's because i learn from already made pattern and there i used a tutorial config but the turorial doensn't explain how to modify Magazine and ammo
Okay all good i was blind enough to not see that there was a Magazine line in the cfgweapon....
Ah, interesting, thanks for the info!
@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
I don't know. I'm not sure what it uses. you should test it
also I have no idea what ranks you're talking about. I've never seen ranks on top of player names (except in DUI/ShackTac Squad Radar)
haha, for now, yes, but finally glad to announce there will be some subsidiary configs having to be made very soon due to the obvious reasons ๐
I meant Armas all in one config to use as reference
so when one makes a new config under a new object, for example, it automatically gets read ingame? but the main config in addons is the main one that takes precedent, right?
Hey ! It's me again ๐
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..
pastebin config cfgWeapons your Scope:ItemCore
I do not understand the question
yeah but where is your scope defined?
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?
i don't know, i used a tutorial file to learn part by part and know i'm stuck at the scope problem that it's not on the weapon, it appears on my foot
can i send you a screeshot in pm ?
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
explosive =1;
deflecting = 0;
wont that make it not able to deflect?
You can't have both
Well maybe with some sort of submunition setup
But otherwise no can do
the words i was expecting 
thanks for letting me know
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
what is causing this T pose when performing a new anim?
no animation to play
impossible, there is a filepath to a functional rtm
Did you toss the anim in object builder to see if the key frames are working
why would they not?/how would they not? why not blender straight into a3?
in case you exported it with 0 frames
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?
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
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?
you probably have not set the penetration material on the weapons geometry
thank you
ahhh
thought it worked
added this rvmat 'a3\data_f\penetration\metal.rvmat' in the geometry materials
and it didn't work
yo bros can someone explain about the indirecthit mechanism from here https://community.bistudio.com/wiki/Arma_3:_Damage_Description#IndirectHit
what is iH_mod?
and why is "iH_mod required = 0.33" is enough to kill any human target without bodyarmor?
Did you read that Wiki page at all? 
yes
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
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
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
#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.
insert arifle namehere.p3d Generic error or premature EOF
what can cause this apart from a buggy .p3d?
hmm right i guess it makes sense if the damage is to every hitpoint
buggy model.cfg
or config.cpp
ยฏ_(ใ)_/ยฏ
that's a config parser error
๐ ๐ dont have a model.cfg at all for this, thats why
how does this model.cfg work from arma 3 samples?
same way any model.cfg works?
you need a model.cfg for weapons?
if you want moving parts, yes
A2OA: Does "InitSpeed" just not work when used in cfgweapons?
don't know about A2, but in A3 initSpeed is affected by the mag
