#arma3_config

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slim halo
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not weapon or ammo

zenith drift
#

The biki does not specify exactly how initspeed is used in arma2. It doesn't say what if anything overrides anything else.

slim halo
zenith drift
#

changing the value in cfgweapons seemed to have no effect.

slim halo
#

then I'm right

zenith drift
#

so you have to make a new magazine for every single muzzle velocity?

slim halo
#

I guess...

#

ยฏ_(ใƒ„)_/ยฏ

#

there's also muzzle attachments which affect this iirc

zenith drift
#

in A2?

slim halo
#

no A3

zenith drift
#

this is all impossibly stupid, even for bohemia

hearty sandal
#

Does it matter if you do it in magazine or weapon or ammo if result is the same

#

Since you can't have more than one velocity in weapon

zenith drift
#

it MUST be in the weapon, because muzzle velocity varies by weapon.

hearty sandal
#

If it worked from there, you would need 1 weapon for each velocity

slim halo
#

no, the rounds also affect the muzzle velocity

zenith drift
#

it MUST be in the weapon because different barrel lengths affect velocity

hearty sandal
#

Arma does not simulate barrel length

zenith drift
#

hence "impossibly stupid"

hearty sandal
#

Is it a bullet type weapon?

zenith drift
#

yes

hearty sandal
#

I must admit that I have very faint recollections on how stuff worked in A2. Been years since I did anything with it. I'm fairly certain A3 had some changes to that are of how things work

wind lagoon
#

Hi all
I've been having some issues with creating custom weapon box configs using the SOG PF DLC.
The config itself I believe is fine and in-game all items seem to show themselves but, both weapons and magazines don't appear and I get weapon class errors when I place the box in editor. I have no idea what I'am doing wrong and have got myself stuck with this one. Any help would be much appreciated.

https://imgur.com/jVUFGog
https://imgur.com/cZhVycA

https://pastebin.com/DsVmeFqx

hearty sandal
#

is there specific reason you name everything _xx

wind lagoon
hearty sandal
#

what does your Terrain Builder settings look like?

#

as in the programs own settings

wind lagoon
hearty sandal
#

ah sorry, wrong channel

wind lagoon
#

all good

hearty sandal
#

@wind lagoon the message can be read like this

#

so your _xx_vn_m16 class is missing a weapon= parameter to define what weapon it is

#

and thus it is no weapon

#

for example from vanilla config

#

name= seems to be the wrong parameter for transport classes

#

name seems to be used for transportItems

wind lagoon
#

AAhhhh ffs thanks for pointing out my miss there. sometimes the answer is right in front of you. again thanks @hearty sandal

hardy crow
#

Still stuck porting a new weapon into arma, the .p3d causes a generic error, and closest i got was finding out about the model.cfg, and cannot even make sense of this, but still cannot even confirm that is issue, as this is a new field of knowledge

hearty sandal
#

delete model.cfg, see if it packs

#

if yes, problem in cfg

shy knot
#

I'm setting forceHideGunner to true to disable turnout for the commander but, it isn't disabling it

shy knot
#

Fixed it

#

It was registering the turret as 1 instead of 2

candid oyster
#

In CfgWeapons, what exactly does the "dispersion" entry do? I mean, I do know it is directly connected to the accuracy of a gun but I'm interested in knowing how it actually affects it. As in, it's link to standard deviation etc, if any of such probability calculations are even done when randomizing the fall of shot ๐Ÿ˜„

(Yes, I read this already https://community.bistudio.com/wiki/Weapons_settings )

It is a random dispersion of bullet from the gun chamber vector.
^This kinda leads to believe it's a constant to a random direction but that's obviously not the case in the end. Am I interpreting this incorrectly or are there other factors that affect the fall of shot (in vanilla, btw)

candid oyster
#

If that's the case and the dispersion is also dependent on the Z-axis as I called it here, it's kinda interesting that ACE seems to take the value (which appears to be radians in an unit) and return it as the reference value for accuracy (which I had assumed would only mean error in elevation and windage / [x,y]-axes, as you can't really describe an error on the Z-axis in radians (the axis literally moves away from you :D)
https://github.com/acemod/ACE3/blob/master/addons/arsenal/functions/fnc_statTextStatement_accuracy.sqf#L34

#

Anyway, that's kinda a specific question but if somebody knows & can confirm what exactly the entry does, I'd be happy :D.

sullen fulcrum
#

Any idea what adds the door open/close/lock functionality for an object in the eden editor?
I made a gate as well as some buildings with doors, I see the option to open doors in the editor but nothing happens when I click it.
Is it something in the config? (the doors are fully functional in game and can be opened and closed but not through the editor)
https://cdn.discordapp.com/attachments/566060230824165383/925529741023395940/door_state_in_editor.jpg
https://cdn.discordapp.com/attachments/566060230824165383/925529741472174180/gate_state.jpg

sullen fulcrum
#

Yeah

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The open doors module works through, not a big problem but I wanna match vanilla functionality as close as possible

slim halo
sullen fulcrum
#

I think so, Door_1, Door_2 etc...

shy knot
#

I have ERA setup for my vehicle and I'm pretty sure I have everything setup. Except, when hit, it wont go away

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It disappears in Object Builder but not in game

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Think I found it

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Nope

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Still wont disappear

hushed turret
#

How do I have randomized weapons for a custom faction but every individual weapon has a fixed optic on it? (i.e. an M4 will always have an ACOG, an MP7 will always have an Eotech, an M14 EBR will have some marksman's scope, etc). I'm using the notepad to write scripts and stuff for this to make it into an actual mod.

narrow swallow
hardy crow
#

can someone help me out please with figuring out how to work/edit a model.cfg? got the samples version only

hearty sandal
#

have you read the wiki yet?

errant geode
#

I'm a bit stuck and I was hoping someone might be able to point me in the right direction. I'm trying to add a co-pilot camera to the vanilla NATO Ghosthawk (Or rather a custom variant). I'm not trying to add an actual modeled and moving camera, just the functionality of being able to look around and such. I can generally get the optic 'working' in that the co-pilot can look into it, but I'm having trouble making it actually moveable.
I think it has something to do with the model.cfg not having an animation defined, as all other vanilla assets have an actual ball camera that animates, however I was hoping it would be possible to make it moveable with a dummy bone or something? Any help is appreciated

hearty sandal
errant geode
#

If I define the viewoptic class I can then right click while in the co-pilot seat and look "through" the optic. Though it's generally just floating wherever it defaults to and I can't rotate the camera in any axis.

hearty sandal
#

is the camera a separate object?

errant geode
#

I don't understand the question. I'm defining these in the cfgVehicles class in an addon pbo. I'm not creating a camera object manually

hearty sandal
#

you wont get it to work properly without memorypoints

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and you cant add those memorypoints or the necessary animations into the vehicle

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so this is a no-go

errant geode
# hearty sandal so this is a no-go

Damn that's what I was scared of lol. So I guess follow-up question to that, is there any easy way to render those optic .p3ds that are used for HUDs arbitrarily through SQF?

narrow swallow
hearty sandal
#

is some selection shared between doorgunner and pilotcamera?

narrow swallow
#

Hmm only found selectionFireAnim="zasleh"; so far, and setting it to "" on the vehicle doesn't seem to change anything

hearty sandal
#

why do they share zasleh?

narrow swallow
#

Looks like it's inherited from Heli_Transport_01_base_F in the vehicle class. for the turret it's defined, ofc.

hardy crow
#

#arma3_model message
@hearty sandal - reply to (#arma3_model message) in #arma3_model

  1. right, thanks, but i cannot see where the lods are? only know where resolution is? could this be a reason why weapon is in config, but isnt visible in edit loadout/in game?

  2. Furthermore, have written a subordinate config for weapons, and have written the base weapon code (e.g arifle_riflenamehere_base_F) but have no model.cfg, or textures for rifle, just yet, but rifle wont show? a pistol shows in game, without textures, without model.cfg, but, the rifle wont show? any ideas?
    (picture, uipicture, and displaypicture are all the same, is that an issue possibly?)
    (P.S - dont ask why i put _F in, just kept it in for my own piece of mind of consistency, learning on the fly)

...
    requiredAddons[] = {"A3_Data_F_Oldman_Loadorder","A3_Data_F_Mod_Loadorder"};
    };
};

class cfgweapons
{
    class Rifle_Base_F;
    class arifle_riflenamehere_base_F: Rifle_Base_F
    {
        model = "\fp\fp\mn_arifle_riflenamehere.p3d";
        ...
    };
};
hearty sandal
#

lods would be in the p3d

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and if stuff wont show up, check if they are actually in the game config

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aand base classes are usually scope 1 which means they are hidden

#

why you reverse faces

hardy crow
# hearty sandal lods would be in the p3d

but it successfully exported to p3d via blender? then moved to object builder, reversed faces, then moved into addon, still, no luck?
can having the magazine(s) in same flle be cause?

hearty sandal
#

and export p3d does not check if you got valid lods

hardy crow
#

was told to do this, because apparently, faces reverse in when movign from blender to OB

hearty sandal
#

it just exports what you have set it to export

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no they dont reverse

hardy crow
#

ok, wil try this

hearty sandal
#

the model is ๐Ÿ’ฉ if they reverse

hardy crow
hearty sandal
#

its not

#

I know for 100% certainty that the toolbox export works if the model is correctly done

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yours is not if it does not export right

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also you might not have the toolbox set up with the o2script path

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which would make it to not work right

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but the problem is not in the exporter

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also.. when you ask a question on a channel. LETS NOT move to another channel to continue it. KEEP ON SINGLE channel. I've told you about this before and this is a bit ridiculous now

hardy crow
hearty sandal
#

but we are talking model stuff on config channel again

#

anyway

#

the problem the face reverse problem is in your source model and/or toolbox addon settings missing o2script path

hardy crow
hearty sandal
#

and stuff not showing up in game could be scope = not set correctly

hardy crow
#

scope = not set correctly can stop whole rifle being visible?

#

well, guess its time for more trial and error for now, thanks for your pieces of input, will put them to use

hearty sandal
#

check the sample gun config Im pretty sure scope is explained there

hardy crow
hearty sandal
#

so you mean you see the rifle in inventory as item but not as model in hand

#

and this is packed into game with pboProject?

#

stuff showing up without textures is likely project pathing issue

hardy crow
hardy crow
hearty sandal
#

if it shows in config viewer then where are you looking at that it does not show

#

and what scope = ? does it have in config viewer

hardy crow
hearty sandal
#

well like I said earlier your config does not have correct scoep setup

#

you should really listen

hardy crow
#

scope = 2;?

hearty sandal
#

that would be the public scope yes

#

so it can be visible

hardy crow
#

scope as in optics, right?

hearty sandal
#

no

hardy crow
#

or scope as in object visibility

hardy crow
hearty sandal
#

๐Ÿ™ˆ

#

I still hope you would have started config work from something simpler

normal kelp
#

how do you get if a classname is a car?

#

sorry, not a classname. a config entry

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how do you figure out if a config entry is a car?

hardy crow
hardy crow
hearty sandal
hearty sandal
#

model.cfg for weapon does not affect is alignemnt, just its own animations

normal kelp
#

@hearty sandal i was trying to do _configClass isKindOf "Car_F" but i figured it out

#

also, is there a good way to get all configclasses from an addon?

hardy crow
hearty sandal
#

probably need a weapon holding animation for the gun

hardy crow
hearty sandal
#

eh?

hardy crow
#

like, its a new weapon, i dont have any rtms with that weapon,

hearty sandal
#

well you need to make them then

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or find one of the vanilla ones that fits it

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most of the time they dont fit though since weapons tend to be different shaped

pastel talon
#

is setLightIR true; used in configs or only when creating a "#lightpoint"?

wintry tartan
#

No that's a script command

#

lightIR = 1; or something, I don't recall

pastel talon
#

thank you

narrow swallow
nimble lodge
slim halo
#

it's just using an empty model

nimble lodge
#

I am using default game gripen "B_Plane_Fighter_04_F"

slim halo
#

no. where?

#

you're just inheriting from base plane

nimble lodge
#

oh

#

wait

#

hmm

#

I should just delete everything base plane related shouldnt I?

slim halo
#

you shouldn't modify them at all, yes

wheat sluice
#

B_Plane_Fighter_04_F doesn't exist btw. The A-149 Gryphon is an INDEP-only asset so the class you should be inheriting from is I_Plane_Fighter_04_F.

nimble lodge
#

Oh

#

Ohhh

#

Ohhhhhhhh

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Thats why it doesnt work

wheat sluice
#

You're inheriting from a blank class that just has Plane_F as its parent.

nimble lodge
#

ye thanks, because I just redid it and was like...why doesnt this still work

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I will test again

wheat sluice
#

Should also refactor your inheritances. mf_jas39_base should inherit from I_Plane_Fighter_04_F instead (be sure to set its scope to private too so that there won't be a duplicate).

nimble lodge
#

one moment, currently testing

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nvm looks like everything works

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I think the whole problem all along was that I did B_ instead of I_ which isnt surprising because its after new year and I am drunk

#

thanks for hel pa lot

hardy crow
#

Modeloptics =

What is this?

shy knot
austere spindle
#

How can I add a laser marker to the copilot camera of the hellcat?

sullen fulcrum
#

Hello, how do you fix this?

#

this is my cfgWeapons configure for my uniform

#

class cfgWeapons { class ItemCore; class UniformItem; class Uniform_Base: ItemCore { class ItemInfo; }; class PHILARPAT_TYPE_1_uniform: Uniform_Base { scope = 2; //picture = "\TheACUProject\uniform_tshirt\ui\ACU_Tshirt.paa"; author = "SABRE"; displayName = "[SABRE] PHILARPAT|TYPE_1"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; class ItemInfo: UniformItem { uniformClass = "PHILARPAT_TYPE_1_unit"; containerClass = "Supply60"; mass = 35; class HitpointsProtectionInfo { class Chest { HitpointName = "HitChest"; armor = 16; PassThrough = 0.3; }; class Diaphragm { HitpointName = "HitDiaphragm"; armor = 16; PassThrough = 0.3; }; class Abdomen { hitpointName = "HitAbdomen"; armor = 16; passThrough = 0.3; }; class Body { hitpointName = "HitBody"; passThrough = 0.3; }; }; }; }; };

#

is there something missing?

winter rain
hardy crow
#

hey, would this work in the config cpp? got an issue where default, itemcore are mentioned twice, or three times

class Default;
class ItemCore;
class cfgmovesbasic
{
class cfgmovesmalesdr
{
class cfggesturesmales
{
class cfgweapons
{
class cfgfunctions
{
wheat sluice
hearty sandal
#

also for the love of god.. Make separate pbos with separate configs and dont squeeze them all in one file

#

or at least separate .hpp files and include them into the config.cpp

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that kind of a config is nightmare to read

sullen fulcrum
sullen fulcrum
sullen fulcrum
#

is it scope? or p3d?

wheat sluice
#

It's simply the reverse:

  class CfgVehicles
  {
    ...

    class PHILARPAT_TYPE_1_unit: ...
    {
        ...
        uniformClass = "PHILARPAT_TYPE_1_uniform";
        ...
    };
  };
#

CfgVehicles links back to the uniform in CfgWeapons.
CfgWeapons links to the uniform class in CfgVehicles.

wheat sluice
#

Yes.

#

Should probably clean up that config though. You've got scope defined twice for instance.

#

Ln 9 sets it to private and then Ln 40 makes it protected again.

#

Don't forget to update the uniformClass token in the CfgWeapons item by the way, since you've renamed the CfgVehicles class to PHILARPAT_TYPE_1_base_F.

sullen fulcrum
#

hitpoints only applies best on helmets and vest right?

wheat sluice
#

You don't need to include the HitPoints class if you're not specifically making the uniform ballistic-resistant. If you are, then keep it.

#

HitPoints still applies to uniforms btw. It's only HitpointsProtectionInfo that doesn't (that's only for vests/helmets).

sullen fulcrum
#

im going to repack the pbo i hope no more errors this time

hardy crow
#

how do you write the inheritances for the night vision goggles? im lost, is it this?

class cfgWeapons
{
    class Binocular;
    class NVGoggles;
    class NVGnamehere: NVGoggles
    {
hardy crow
#

can not changing this_generalMacro = "NVGoggles"; prevent my NVGS from showing?

wheat sluice
#

Your inheritance chain is incomplete. It should be like this:

    class Binocular;
    class NVGoggles: Binocular
    {
        class ItemInfo;
    };
    class NVGnamehere: NVGoggles
    {
        class ItemInfo: ItemInfo
        {
        };
    };
#

Also, _generalMacro doesn't actually do anything. It's an autogenerated token for whatever BI uses internally for their configs.

hardy crow
wheat sluice
#

Binocular and NVGoggles are already defined in A3_Weapons_F.

#

You shouldn't need to define individual ones if you're using A3_Data_F_AoW_Loadorder.

#

That already preloads all of the vanilla+DLC stuff before yours.

hardy crow
wheat sluice
#

That's for the ADR-97 Weapon Pack.

hardy crow
#

and this one?
"A3_Data_F_Oldman_Loadorder"

wheat sluice
#

For Old Man.

hardy crow
#

i dont need these then lol

wheat sluice
#

Again, if you use A3_Data_F_AoW_Loadorder you do not need to define anything else.

hardy crow
wheat sluice
#

You need ItemInfo so that you can define the models used for when the NVG is worn/not worn (uniformModel/modelOff).

#
  • the inventory weight (mass).
hardy crow
#

@wheat sluice @hearty sandal eyyyy, nvg finally worked, but its down by the crotch area ๐Ÿ˜‚

pallid snow
#

I got a question about PBOPREFIX.
I need to reference a file that is in the root of the mod folder, among addons, keys and the mod.cpp file.

So it gets packed inside a pbo correct? For example x\vkn\addons\VKN_Misc
Im a bit confused on the referencing of it via something like #include...
In a pbo called VKN_Misc, If I wanna reference something in the root of the mod, i.e same directory as addons and keys, I'd simply do \x\vkn\myFile.hpp or am I misunderstood?

I previously did this instead:

#include "\!Workshop\@Viking PMC Mod - All-In-One\cameraSettings.hpp"

class CfgVehicles
{
    class Man;
    class CAManBase : Man
    {
        extCameraPosition[] = {__offsetX, __offsetY, __offsetZ};
    };
};
``` However this raises an error if that path doesn't exist, like in a linux server for example
wheat sluice
#

model.cfg issue. Make sure your model inherits from the ArmaMan class.

hardy crow
wheat sluice
#

That's your problem then. You need a model.cfg for NVGs.

#

The one in the Samples is all you need really. Just get rid of the last bunch of lines that inherit from ArmaMan and include your own:

class NVGnamehere: ArmaMan{};
#

Make sure it's the name of your model (not the actual classname you use in-game).

zenith drift
#

In A2OA, ammo like mortar and artillery shells have different sounds at different distances. Does anybody know how this is done?

#

I can't find anything in cfgAmmo that would explain it.

zenith drift
#

Is there an event handler that fires when ammo hits or explodes?

slim halo
#

no

zenith drift
#

Any idea how the game does different sounds for the same ammo depending on distance?

slim halo
#

no

zenith drift
#

Somebody must know. Have any suggestions where to look?

slim halo
#

well I'm not a weapon maker, so idk

zenith drift
#

know anybody who is?

#

Does anybody know how "frequency" and "volume" work in cfgsounds? Or if those properties even belong to classes in cfgsounds?

zenith drift
#

is it possible for properties like "supersonicCrackFar[]" in cfgammo, to use sounds defined in cfgsounds?

zenith drift
#

In this example, what is E inheriting from? Is it inheriting from B's A, or is it inheriting from C's A? ```class B {
class A {

};

};

class C : B {
class A : A {

};
class E : A {

};

};```

pallid snow
#

Well if you're gonna use letters you have a duplicate classname so you'd error

#

to inherit you either first bring the class to the scope via class someClass; or you simply refer to it if its been defined already. class someClass : classInheritedFrom {

sullen fulcrum
#

i managed to clean up my config it seems i had a lot of typo and removed all hitpoint protections i finally got it all together and saw my uniform standing heheh problem is... i was asking arma to have full character not a headles one hahahahah

sullen fulcrum
#

now its headless ๐Ÿ˜„

pallid snow
#

that looks rediculous with the weapon placement, Keep it lel

#

But for real likely in the model.cfg iirc

sullen fulcrum
wheat sluice
#

Did you include the bysta proxy into the model?

sullen fulcrum
wheat sluice
#

Also noticed that your unit's identityTypes[] array in CfgVehicles only has glasses (G_NATO_diver) assigned to the unit.

#

You haven't included any generic faces for the unit to spawn with.

sullen fulcrum
#

using arma samples character template

wheat sluice
#

Have you tried to see if the head proxy is actually there in-game? As in just press PLAY SCENARIO.

#

Since you didn't define any generic faces for the unit to spawn with, it won't be shown in the editor.

sullen fulcrum
sullen fulcrum
#

i pressed PLAY SCENARIO still headless

#

this is my blender on the 3rd LOD, should i apply that proxy to all 4 LODS?

wheat sluice
#

Should only be needed for the first two resolutions.

#

Have you taken a look at the character example/template in Samples?

sullen fulcrum
#

oh wait i think i figured it out, i might have accidentally selected some proxies while i was editng the shadow lod

#

im missing proxy 6-8

reef shore
#

yo bros how do you properly setup wreck for a vehicle? is it enough to create wreck LOD in model and add wreck proxy?

#

or is there config required

#

running into a problem: wreck shows when vehicle destroyed, but fire geo seems unchanged (cant shoot bullets through tail of vehicle, which isnt modeled in wreck's fire geometry)

reef shore
#

ok so apparently vanilla vehicles have the same behavior lmao

hearty sandal
#

you can hide fire geoemetry parts on damage if you like

hardy crow
#

(Spoiler alert)
hey guys, looking to make a ||portable ballistics shield||

but having trouble with making it work, not sure whether the inheritances are correct, and having trouble with the whole lot really, the;

  1. inheritances (like, where do i start?)
    class slotinfo;
    class UnderBarrelSlot;
    class mn_bshield: UnderBarrelSlot
  1. rtm/handanim []={};(shield on left hand, no work) what do i do here?
  2. p3d (ballistic shield in line with rig, select export) what do i do here?
hearty sandal
#

the game has no native support for that kind of setup. you cant tie the shield to the hand

#

as you are making it part of the weapon

#

or well not really otherwise either

#

that config snippet is basically nonsense so dont start there

sullen fulcrum
#

@wheat sluice thank you sir i finally got it to work hahaha

hardy crow
hearty sandal
#

no

#

well weapon fully yes

#

but not in the rig

#

you cant do any changes to the rig

#

you can make a weapon model that is a shield

reef shore
#

goat, does wrecks actually need config?

#

or just need wreck lod and proxy in model

hearty sandal
#

no

hearty sandal
#

impossible

hardy crow
#

ok, back to reality then, model.cfg, what/where do i go to learn how to edit this?

reef shore
#

something rather creepy i found... if you shoot the crew positions of wrecks of vanilla vehicles, blood comes out, wtf yourekillingme

hearty sandal
#

and you can find sample model.cfg files in the Arma 3 samples

#

like before

hardy crow
#

yeah you did mention model.cfg before somewhere, but ok, thanks again

hearty sandal
#

Im pretty sure I have said that to you few times in the past.

#

and logic is also free to use

hardy crow
hearty sandal
#

alright. good luck in the future then

hardy crow
# hearty sandal alright. good luck in the future then

what i am saying is i was helping you know that i was aware you had said it before, in a respectful tone, didnt mean for it to come across as 'oh i ignored you then, but listening to you now'
my point being, saying something rather insulting like 'logic is also free to use' doesnt help anyone, apart from cause drama

anywho, this weapons model.cfg is basically already complete, right? just got to make a few edits?

zenith drift
#

A2OA: Ai automatic fire is very slow past 100m. Is there any way to fix this?

reef shore
#

the paramater:
aiRateOfFire=6;

sullen fulcrum
#

Hello

#

I Made new factions

#

But theyre not showing up on my zeus

slim halo
sullen fulcrum
#

no i didnt

#

how i get Cfg patches

slim halo
#

how did you even make the "faction" if you don't know what cfgPatches is?

sullen fulcrum
#

i do know

#

yes i do know now

#

so i add the cfg patches to the units array

hearty sandal
#

no

#

the other way around

sullen fulcrum
#

ah yes

#

sorry

#

ill put them into units array

#

in cfg patches

#

So in alive orbat Creator i choose cfg patches?

#

Then what?

reef shore
#

No you define units classnames in cfgpatchesโ€™ units array in your config.cpp

sullen fulcrum
#

Alr

sullen fulcrum
#

should i select: Full Faction (to file) and Cfg patch?

patent flax
#

Asking in here since it seems to be more config related than model related, but I'm having an issue whereby when looking down a 2D optic, the view looks 90 degrees to the right instead of the direction that the gun is facing.

  • The proxy is correctly aligned since the model is sitting on top of the weapon correctly
  • This happens using a variety of scopes, RKSL, CUP, Vanilla, all with the same result
  • I have a pilot view LOD which in this case contains the same proxies & model as LOD 1 (not permanent since I know that's bad practice, just for the proof of concept)
  • The ironsights work absolutely fine

My weapon config has:

cameraDir = "opticview";```

Both of which correlate to memory points in my Memory LOD. Additional info is at: [#arma3_model message](/guild/105462288051380224/channel/105462541215358976/)

Would be very grateful if anyone has any input as this has me stumped atm
dusty relic
#

So I recently got prairie fire and I absolutely love the effect of some (if not all) missile pods firing alternatively. I've had a look through the config but I cant see anything immediately obvious that would do this. is it config or a script?

zenith drift
austere spindle
#

Is there a way to offset weapons attached to pylons?

wintry tartan
#

Not with a config

austere spindle
#

damn

#

alright, thanks

sullen fulcrum
#

should i choose Cfg patches

#

and where i put the Cfg patches

sullen fulcrum
#

Wait i got it now

sullen fulcrum
#

nope

#

still not working

spice plaza
#

What are the important config entries to tweak if a modded aircraft is destabilizing in flight? I have a MiniHarpy model that inherits much of its config information from the KH-3A Fenghuang. Sometimes (even in straight and level flight), the AI pilot will begin to rapidly bank left and right, as if constantly over-correcting. Eventually the drone loses lift and rapidly tumbles. Using time acceleration will cause this to happen nearly every time.

spice plaza
#

Thank you. I was looking at that before and have tried setting various values lower and higher, mostly focusing on aileronSensitivity, elevatorSensitivity and rudderInfluence. I can't isolate the cause though. Does the model itself affect flight performance, or is it purely the config?

hearty sandal
hearty sandal
#

Very small things work badly

spice plaza
#

Okay, I'll talk to the guy who made the model. Does modding in a stable aircraft usually require trial and error to get the model and the cfgVehicles entry working together? Or is the model usually the important part (assuming inheritance from vanilla aircraft)?

hearty sandal
#

Trial and error I suppose since aircrafts are different shaped and size so a config for one won't behave same for another

sweet crescent
#

Quick question, I'm putting together a small mod for my unit and in the mod.cpp I have set the path to logoSmall, logo and logoOver and when I get into game there's no errors, but the logo is incredibly faint as if it's as about 5% opacity.
What causes this and how can I fix it?

spice plaza
hearty sandal
#

Filepatching and config merge can be useful tools to make faster changes

sweet crescent
#

No

hearty sandal
#

Probably you want it solid color

sweet crescent
#

Oh I just saved one version without an Alpha channel so there should be no transparency and it still does the same thing

hearty sandal
#

Is it. Paa? What resolution is it?

sweet crescent
#

Yeah it's paa and for some reason it's 1063x1063 but that should still be ok though right?

#

I even tried with a 64x64

hearty sandal
#

No that breaks

#

How do you even manage to convert that res xD

sweet crescent
#

TexView 2 does it fine

#

Right I got it!
Went back to the 64 x 64 I had and then saved that one without an alpha channel and we have success.
Thanks

winter rain
sweet crescent
#

Cool thanks, for some reason I just thought it had to be a 1:1 ratio I should have remembered xยฒ

winter rain
#

For modeltexture works, you can also use 1024x512 as example. But the logos for mod.cpp are squared so better to use 1024x1024 or 256x256 as example

hardy crow
#

legs = "legsDefault";
what does this do?

prisma pecan
#

Anyone how how minFov is calculated into actual fov?

#

for vehicle sights in particular

#

or whatever the formula is for sight magnification

zinc kindle
#

0.75 = standard fov = vertical fov in radians

#

So a 10x sight would have an fov of 0.75/10

hardy crow
#

hey, why is this animation only going into a T pose in ground and doesnt play the animation? ๐Ÿ˜•

slim halo
#

T pose has nothing to do with config (except maybe incorrect rtm path)

#

your animation is incorrect

hardy crow
tacit zealot
#

Why is this backpack visible in the loadout editor? I have scope set to 1.
class B47_WZ_TC_Cyborg_pack: SC_Backpack_WP_Black{ scope=1; class TransportMagazines{}; class TransportItems{ class _xx_FirstAidKit {count=2;name="FirstAidKit";}; }; class TransportWeapons{}; };

slim halo
tacit zealot
#

huh ok. The weird thing is that every other backpack that does not inherit from the mod Scion Conflict is fine

slim halo
#

probably because that mod has defined scopeArsenal=2 or something for its own items

austere spindle
#

How exactly do I calculate the needed values for weapon ROF?

#

Let's say a BK-27 that has 1000rpm

untold temple
#

reloadTime = 60/rpm

austere spindle
#

Okay I see

untold temple
#

The game will only fire as fast as the user's framerate though

austere spindle
#

Alright that seems to work, thank you!

However I have a small problem now. I want to switch between two guns (one is 1000rpm, and the other one is 1700rpm), but when I do the 1700rpm version needs to be reloaded

#

How could I fix that?

hearty sandal
#

you want firemodes in single gun

#

not multiple guns

austere spindle
#

ah okay

#

I was told that's not possible on vehicles

#

So, how would I do that?

stark forge
#

there a way to easily check what pbo a config file is located in?

#

for example configfile >> "CfgVehicles" >> "ModuleSpyderAddonsBase"

hearty sandal
prisma pecan
shy knot
stark forge
prisma pecan
# austere spindle ah okay

If you mean variable ROF for a gun, I don't know the secret, but I do know where to find it: RHS M2 Bradley.

#

The 25mm cannon has 2 ROF modes.

shy knot
#

@austere spindle In the weapon, you can specify reloadTime for each fire mode

vocal patrol
steady olive
#

Hi ! ๐Ÿ‘‹
I'm looking for something so that a driver can let go of his steering wheel and have the option of using his weapon while sitting in the vehicle, like the passengers on some vehicles. I think I saw this in a mod a while ago now.
Ideas ? ๐Ÿค”

vocal patrol
#

Yeah and I'll ask the dialog specific stuff there and in GUI, but is adding cba support to a mod at the config level?

prisma pecan
#

I know nothing about cba.

vocal patrol
#

Oh okay, fair enough.

#

I'm a little stuck which route to go with my config, basically can try and learn cba implementation, do it with scripting or use the new modded keybindings system? But all three I feel a bit lost in.

shy knot
#

If thatโ€™ll even work

reef shore
steady olive
#

I want to do it on the Prowler, so it's possible?

hot pine
#

I guess it will require plenty hours of testing & tinkering. Otherwise, I'm not aware of anyone playing with such idea on existing vehicles

reef shore
regal gate
hot pine
# reef shore <@!137855151120711680> hi lou can that proxytype entry be updated? because i bel...

I think it will work with any CP position which is defined in nonAIVehicles list

    class ProxyCrew
    {
        autocenter = 0;
        scope = 1;
        model = "";
        shadow = 1;
        simulation = "proxycrew";
        crewPosition = "CPDriver";
    };
    class ProxyCommander: ProxyCrew
    {
        crewPosition = "CPCommander";
    };
    class ProxyDriver: ProxyCrew
    {
        crewPosition = "CPDriver";
    };
    class ProxyGunner: ProxyCrew
    {
        crewPosition = "CPGunner";
    };
    class ProxyCargo: ProxyCrew
    {
        crewPosition = "CPCargo";
    };```
#

p3d can have multiple other proxies and those are also listed in config

    class ProxyPilot: ProxyDriver
    {
    };
    class ProxyCommanderOut: ProxyCommander
    {
    };
    class ProxyDriverOut: ProxyDriver
    {
    };
    class ProxyGunnerOut: ProxyGunner
    {
    };
    class ProxyGunner01: ProxyGunner
    {
    };
    class ProxyCargoStanding: ProxyCargo
    {
    };
    class ProxyBasicMotoDriver: ProxyDriver
    {
    };
    class ProxyCargo01: ProxyCargo
    {
    };
    class ProxyCargo02: ProxyCargo
    {
    };
    class ProxyCargo03: ProxyCargo
    {
    };```
reef shore
steady olive
#

Oooook @hot pine idk how I'll do this because I never touch that lol

#

But thank you!

sullen fulcrum
#

Is there a way to make pbo unopenable like cba mod you cant open the pbo? I want to add security to my pbo to avoid stealing.

reef shore
slim halo
#

like cba mod
CBA don't obfuscate their pbos thonk

winter rain
ashen osprey
#

Is it possible (and if yes is it kind of easy) to configurate for example a uniform so it doesnโ€™t allow to equip some specific other kind of equipment like for example a helmet?

opal crater
#

yes

#

It behaves weird in arsenal tho.

#

IIRC it works with uniform + backpack combo, might work with helmet too.

ashen osprey
#

Ah ok thanks

sullen fulcrum
sullen fulcrum
untold temple
reef shore
reef shore
nimble sequoia
#

@prisma pecan ^

hot pine
#

keep in mind that if you are going to use such value it might be hard to achieve realistic view from the sight. I.e. tank gun not being visible in low zoom (where it should be) or stadia metric rangefinders might occupy most of the screen

untold temple
#

Yep, you have to fudge the values for correct fov within the monitor space or adjust the size of the aperture texture in your modeloptic since Armaโ€™s magnification system is really just adjusting the fov within the vertical screen space

quartz tulip
#

Having trouble with UV animations and scale: is there a way to repeat the texture instead of stretching the edges?
Maybe a specific shader?

hearty sandal
#

how have you set the uv animations now?

#

and well

#

๐Ÿ˜… uv anims are bit of an mess tbh

#

It might not be possible to make scaleable parts like that

quartz tulip
#

class UV_Scale_V
{
type = "scale";
source = "UV_Scale_V_Source";
section = "beam";
sourceAddress = "clamp";

            minValue        = 0;
            maxValue        = 1;
            
            center[]        = {0,0};
            
            scale0[]        = {1,1};
            scale1[]        = {1,2};
        };
#

I mean, it scales as it should, but the texture just doesn't repeat

#

game engines usually have a shader option for that, but not sure arma does, so I was asking

#

now the texture is clamped on the edges

hearty sandal
#

how do you know it scales?

#

and do you animate something on the model there?

#

as in, do you actually animate the tube or separate extrude at the end of the tube

quartz tulip
#

the UVs in the screenshot have been scaled in U and V directions

hearty sandal
#

so no animation on the model?

quartz tulip
#

you mean animated bones?

#

just the UV anims

#

no other animations

hearty sandal
#

perhaps what you try is not possible blobcatgooglythink

quartz tulip
#

yeah, I don't know how texture mapping works in the shaders

hearty sandal
#

same way it works with textures

quartz tulip
#

yup, but I don't know all the available shaders if any of them has a tiling property

hearty sandal
#

what does it look like withoit the uv animation?

hearty sandal
quartz tulip
#

oh, hmmm

hearty sandal
#

as in if you make uv mapping beyond the bounds of single uv space the same texture is still picked up there

#

and many things use repeating tiling textures with scaled up uv islands

quartz tulip
#

I wonder why it doesn't tile on the scaled UVs then

hearty sandal
#

the uv animations might not just be fully complete

quartz tulip
#

might be

hearty sandal
#

and uv transform animation does move it tiled too

quartz tulip
#

actually, for me translate does the same thing

#

stretches from the edges, doesnt tile

#

I wonder if there is some error in my config or something

hearty sandal
#

does the model have extra verticles at the ends

quartz tulip
#

just has 16 vertices

#

8 on each end

#

UVs mapped around the cylinder

hearty sandal
#

can you show the uvmap?

#

and how have you set up the selection that is animated?

quartz tulip
hearty sandal
#

that should work

#

unless there is something funky with the selection perhaps

quartz tulip
#

sections[] =
{
"beam"
};

hearty sandal
#

what does the selection look like in OB viewport?

quartz tulip
#

just a moment

hearty sandal
#

what are beamend and beamstart

#

do they do something?

#

try removing them

quartz tulip
#

they are just selections for each end

#

8 vertices on each

#

they don't do anything

quartz tulip
#

made a cube with just one selection and does the same thing

hearty sandal
#

perhaps the scale just dont work

#

try animating just 1 end with transformation

#

also what type of rvmat you got on it?

quartz tulip
#

does the same with transformation

#

just repeats the edge pixels

#

PixelShaderID="Normal";
VertexShaderID="Basic";

hearty sandal
#

ah

#

id try supershder

#

as thats the standard one used in most assets

#

could indeed be your choice of shaders is not right for this

quartz tulip
#

Thanks, I'll try it

hearty sandal
#

(I've never done uvAnims on anything else but supershader)

quartz tulip
#

Happens with supershader too. At least with the default settings

hearty sandal
#

blobdoggoshruggoogly dunno then. Ive had succesful animations that roll

quartz tulip
#

do you have any examples I could check out?

hearty sandal
#

not really

quartz tulip
#

ok

#

I just don't know where to go from here

hearty sandal
#

the chains on the karts are one vanilla place where uvanims have been used.

#

perhaps compare to the config class for that and see if there is any difference

#

or copy its uvanim and see how that works

quartz tulip
#

rotation around the {0.5, 0.5}

#

45 degrees

hearty sandal
#

huh

#

odd indeed

#

the SOGPF mounted machine gun belts are UV animated for example

#

and they do translation animation of ammo change and they scroll just fine

#

last time I tried rotation on a water surface that worked too

quartz tulip
#

what does the StageTI do on the supershader?

#

can't find any documentation

#

I copied the whole rvmat from the kart chain and it seems to work

#

so it has to do something with that

shy knot
#

I believe stage Ti is for thermals?

quartz tulip
#

oh, yeah, that would make sense

hearty sandal
#

its enabled only on vehicles and characters

#

buut yes perhaps you had missed some parts of the rvmat and that broke it

quartz tulip
#

I've been trying to pinpoint it down

hearty sandal
#

pastebin your old rvmat

quartz tulip
#

it seems the SMDI map has something to do with it

#

when I replace the Kart's shader's SMDI map with a procedural one, the tiling stops working

#

if I use the Kart's SMDI texture on Stage5 the tiling works

hearty sandal
#

perhaps its broken

quartz tulip
#

there's weird artifacting going on

#

it seems that the other maps tile correctly but the CO texture doesn't

#

so it creates weird artifacts when the CO texture underneath is not tiling but the others on top are

quartz tulip
#

in the original Kart's shader, the ambient shadow map is actually all zeros, so the CO doesn't even show

#

but it's actually visible on the Kart model, so I have no idea how that's possible.

hearty sandal
#

ambient shadow just affects how surface lights in shade

#

in light it still is lit

quartz tulip
#

oh, ok

#

still don't know why the CO doesn't tile on my cube even though I use the texture and rvmat from the Kart chain

zenith drift
#

Does anybody know what discreteDistanceInitIndex is for in cfgweapons?

novel lava
#

it means what index in the discretedistance array the weapon will 'start' from

#

like if your weapon can zero from 100-500 in increments of 100 and you set it to index 1 it would start at 200m

zenith drift
#

Does anyone know how to add zeroing capability to grenade launchers?

hearty sandal
#

Config and model.cfg animations

hot pine
#

If you want i.e. to animate side of cylinder (like on your pic) make sure to unweld/break UVs on the edges

#

also, Uv animations are only working for first UV channel

quartz tulip
hot pine
#

yes, using f2 I think

#

how is your uvmap looking like then?

#

in any case, you want to break welds on your uvs if you want to tile it

quartz tulip
#

My UV map has every face of the cube mapped to the whole UV map, so the four vertices of the face have the UV coords (0,0), (0,1), (1,1) and (1,0)

#

I switches to using a cube as a model to make debugging easier

hot pine
#

are those uvs separated?

quartz tulip
#

not sure what you mean

hot pine
#

is each face connected to each other in uv editor?

quartz tulip
#

I'm using blender and marked each side of the cube with a seam before unwrapping it

#

if that's what you mean

hot pine
#

ok

quartz tulip
#

so I think they should be separated

hot pine
#

could you verify that in object builder?

#

BFT tracker is using UV animations - scale, rotation & translations and its tiled correctly

#

another possible thing - you don't have edges correctly in selection

quartz tulip
#

but in your example your texture is larger than what you are displaying, right?

#

so you are not actually tiling it

hot pine
#

see 1st pic

#

notice corner of the island

#

video was just to show general idea and how it works in game

quartz tulip
#

oh, yeah, now I see it

#

I just can't get this to work

#

been at it for 2 days

hot pine
#

so here are few recomendations:

  • Try to make those selections in OB
  • Try UV setup as on pic
  • Order of UV animations in config is extremely important - try to play with it
quartz tulip
#

my config

#

if there's something that catches your eye

hot pine
#

sure, I will take a look at it later. Gotta do some more work now

quartz tulip
#

it just feels weird that the UV animations work on the normal map and SMDI map but not on the actual texture

quartz tulip
regal gate
#

@hardy crow here
and don't use uninclude/deinclude/includen't

quartz tulip
ocean gyro
#

hello. My config paths don't work for some reason. I checked every path a milion times, and it still doesn't work. How do I fix it?

hearty sandal
#

use pboProject to pack, it can usually tell you what the problem is

ocean gyro
#

I'll deffo do that, but may it be because that I'm beginning the path with the PBO name?

#

as in the name of the pbo is "sbs" and my paths begin with "sbs..."

hearty sandal
#

you should use the folder stucture you have on your P drive

#

so probably yes that is a problem

ocean gyro
#

kk thank you

zenith drift
#

Is there a max elevation (above horizon) that AI can assume while firing a grenade launcher?

burnt oracle
#

Hey ! So i did a Insignia config and the patch just doens't show up. It's in .paa in a UI folder and here is the config.cpp:

{
    class insignia_addon
    {
        units[]=
        {
            "SIOOPS_Patch"
        };
        weapons[]={};
        requiredVersion=0.1;
        requiredAddons[]=
        {
            "A3_Characters_F"
        };
    };
};
class CfgUnitInsignia
{
    class Custom_Insignia
    {
        displayName="batcar1 Patch";
        author="papa";
        texture="\SIOOPS_Patch\UI\bat_car1.paa";
    };
    class Custom_Insignia2
    {
        displayName="kfor Patch";
        author="papa";
        texture="\SIOOPS_Patch\UI\kfor.paa";
    };
    class Custom_Insignia3
    {
        displayName="sioopsv2 Patch";
        author="papa";
        texture="\SIOOPS_Patch\UI\sioops_v2.paa";
    };
};
class cfgMods
{
    author="papa-SIOOPS";
};```

Can someone explain my error ? i'm always desperate lmo
hearty sandal
#

or little shy of that

hushed turret
#

Hey guys, I'm a really new modder that needs help with something really quick. I'm using Alive and the CFP for the configs to work

#

DM me, I wanna call and share my screen with ya to figure something out

hearty sandal
#

@hushed turret best way to get help is to just type out your problem. if someone can help they usually answer when they can.

hearty sandal
#

"quick" help might not occur though. people are online at different times

hushed turret
#

Wym?

hearty sandal
#

that you have to be patient to get answers

hushed turret
#

I don't mean I need immediate help, It's just a small something I need cleared up

#

That's what I mean by "quick"

#

Also how do I make text like what Papa put above me?

#

Cuz if I could I would do that instead

hearty sandal
#

text editor.

#

like notepad

#

though notepad++ is lot better

hushed turret
#

I use that

hushed turret
#

riflelist[] = { {"rhs_weap_m21a","","rhs_acc_2dpzenit","rhs_acc_ekp8_02",{"rhsgref_30rnd_556x45_m21",5},""}, 0.3, {"CUP_smg_SA61",{"CUP_50Rnd_B_765x17_Ball_M",5},}, 0.2, {"CUP_arifle_SAIGA_MK03_Wood","","cup_acc_flashlight_wdl","",{"CUP_10Rnd_762x39_SaigaMk03_M",10},"",}, 0.2, {"CUP_SKS_rail","","","cup_optic_okp_7_rail",{"CUP_10Rnd_762x39_SKS_M",10},"",}, 0.1, {"CUP_arifle_XM16E1","","acc_flashlight","optic_yorris",{"CUP_20Rnd_556x45_Stanag",7},"",}, 0.2, {"CUP_smg_UZI","","","",{"CUP_72Rnd_9x19_UZI_M",6},""},0.1 };

#

Here

hearty sandal
#

I have no idea what that is

hushed turret
#

It's a chunk of my weapon randomization

hearty sandal
hushed turret
#

Aight lol thx for takin a peak

hearty sandal
#

if this is some Alive related thing you might have better luck asking in their discord

#

or if its some other mod related thing you may need to explain throughoutly what you are doing

hushed turret
#

Well it's alive and the Community Factions Project, which actually allows the script to run in my knowledge (according to my friend who taught me)

hearty sandal
#

also there has not been a question in this yet?

#

I might be able to advice better direction if I knew what you were doing

pallid snow
# hushed turret Idk

Well if you don't know your questions how are we to answer it...?
If you want random rifles in alive, because thats the only thing you've mentioned, then you gotta add it into weapons[] I believe, otherwise add it into the class ALiVE_orbatCreator into the init.

royal briar
#

I guess arma doesn't support multiple inheritance?

royal briar
hearty sandal
#

Why would you need such a thing?

royal briar
#

wanted class ArmorAndMech : Armor, Mech

icy coral
#

Hey Guys, struggling with a small problem, on one of our Vehicles i cant call up the Compass as Driver and Gunner but the Passenger can call it up any Ideas why ? I tried some stuff. On a different Vehicle of our mod it works tho.

meager trail
#

Hi, I'm not understanding a wiki description, maybe you can help me to understand it. How airFrictionCoefs works?
The Wiki description says "Air friction depending on velocity 2, 1 and 0 powers in {X,Y,Z} axes in the model space. Boolean". What is velocity power? Why it says that it is in bolean when in the example there is an array of floats?

untold temple
#

CfgVehicles_Config_Reference says Array: tokens for defining the friction behaviour of planes, introduced with Arma 3 Jets DLC. They define the airfriction for planes with simulation = "PlaneX". Untested if applicable to other objects as well. The values in each array define the X, Y and Z coefficients respectively. The friction force in a certain axis is calculated ingame by F_friction = v * abs( v ) * airFrictionCoefs2+ v * airFrictionCoefs1+ (sign of v) * airFrictionCoefs0; where "v" is the speed of the plane in that particular axis.

hardy crow
#

hey, how do i use arma tools addon builder? pboproject wont pbo mod
Addon Source Directory: ???
Destination Directory or Filename (with '.pbo' extension): ???

hearty sandal
#

You don't. If pboproject does not do it, no point trying tool that does not care about the errors you have.

#

You fix the errors.

desert wing
#

Is it possible to have magazine specific maxRange for AI? I'm thinking longer range engagement with slugs vs buckshot in a shotgun, for example

pallid snow
#

How is slingloading assigned to a vehicle... is it all controlled by maximumLoad? How do I set the "weight" of the vehicle wishing to be picked up?

hot pine
pallid snow
#

Mass thats the one, knew there was a weight value ๐Ÿ˜„

#

thanks!

pallid snow
#

So I got vanilla helicopters to pick up the vic, but modded ones are struggling, is slingLoadMaxCargoMass the controller for this? For example mass is 2367.629, I've set a heli slingLoadMaxCargoMass = 6000 but it still struggles to lift it... any ideas?

#

I know RotorLibHelicopterProperties effects it, but not sure which config entry(s) control lift

hot pine
#

advanced or simple flight model?

pallid snow
#

Simple

hot pine
#

liftForceCoef affects that

#

but that is general parameter - if you want to lift some super heavy vehicles with some light heli then you might end up with a helicopter which increases altitude in very hilarious way (i.e. fast)

pallid snow
#

haha will have fun testing numbers then! ๐Ÿ˜„

#

Is there a wiki link with all this for ref regarding slingloading and similar for helis?

#

But not heli, unless i'm blind

hot pine
#

not that I'm aware of

pallid snow
#

Shame, alright, well thanks for the info!

mossy hornet
#

hello guys , i have a question it's possible to put a camera and screen in building (prison) using a PIP like a car , thanks in advance .

hearty sandal
#

yes

#

there are tv objects that can show pip for example

mossy hornet
#

which config is best suited

hearty sandal
#

that does not work in buildings

#

you will need to script it

mossy hornet
vocal patrol
#

hello getting an error with this section of my config:

class CfgUserActions
{
    class DozQueue_OpenMenu // This class name is used for internal representation and also for the inputAction command.
    {
        displayName = "Open the DozQueue";
        tooltip = "This is where a tooltip would go";
        onActivate = "_this call DozQueue_fnc_Handler.sqf";        // _this is always true.
        onDeactivate = "_this call DozQueue_fnc_Handler.sqf";    // _this is always false.
        onAnalog = "_this call DozQueue_fnc_AnalogHandler";    // _this is the scalar analog value.
        analogChangeThreshold = 0.01; // Minimum change required to trigger the onAnalog EH (default: 0.01).
        // name = "DozQueue";
        // group[] = {"User3"};```

Assume it's to do with the formatting in the handler line?
#

I basically want the DozQueue_fnc_Handler.sqf to open a dialog, which I was doing in a mission with createDialog but might need some help with how to do it in an event handler? I'm a bit shit at this stuff sorry but any help is greatly appreciated.

bright heart
#

can i subclass foo : groundWeaponHolder and remove the interactions like inventory and take from foo

#

?

slim halo
#

iirc that just depends on their simulation

hearty sandal
#

what is it that you are trying to do?

bright heart
#

place a weapon that a player cannot pick up

hearty sandal
#

disable simulation on the object you place

bright heart
slim halo
#

it's not a config entry afaik

#

it's just an action that appears automatically based on their simulation

bright heart
#

it seems supplyRadius = -1 hides the take action

#

gwh enableSimluation false did not remove anything

#

cannot get rid of the inventory radius

#

there is a config property called simulation but the config reference is not very verbose about it

hearty sandal
#

if you change simulation type it will stop being a groundholder

bright heart
#

i dont know what to change it to

#

groundWeaponHolders are "house"

burnt oracle
#

Anyone here would take the time to explain to me basics of implemant a weapon in arma ? I tried to use the weapon from arma3 sample but i'm really really lost rn and have a ton of question. i have everything we need to make it work but can't make it work.
It will be long but i can't find anything on the internet..

hearty sandal
#

everything you need can be found on the internet

#

you may want to shelf the weapon for now and just piece by piece figure out how to write a config and how to pack a pbo

burnt oracle
#

well i know a few things as i already created a music mod ans patch mod. It's just that there is a lot of line and things i don't understand in the config and like why it's there and why it's working like that.
There is nothing better than a teacher cause i'm at the point where i don't find answer in the internet ( And i've been searching for a month ).
Even in the test config there isn't explanation to everything wich make me doing thing purely based on just trying and i don't know why i did those things

winter rain
burnt oracle
# winter rain Did my help not worked for your AK?

well you sur helped a lot as i managed to learn a lot of things that i was stuck in. But i do things and make error and have to write to someone to learn how they would do that. So my config is getting messier and i still don't know a lot of things and i just really would like to become more independant. I'm even watching C++ tutorial to learn things but well i doesn't help that much lmao

hearty sandal
#

C++ won't be of help. It has nothing to do with Arma configs

#

Configs are not coding

#

There are some similarities in the structure but they are too different things to such tutorials to help @burnt oracle

#

The Arma wiki pages about config structure could be helpful to read. But I think you are somehow over complicating the work right now. If config gets messy I recommend just clearing that and starting over.

zenith drift
#
class B  {
    class C {}
    class D {}
}
class A : B {
    class C : D {}
    class E : C {}
}```
#

Does E inherit from A's C? Or from B's C?

glacial spear
#

typically dont have identical classnames

#

but As C

hearty sandal
#

you can have identical classnames inside separate classes

#

but yes the answer is correct

#

I cant think of an instance where you would have this kind of inheritance

#

maybe turrets

#

buut thats a long shot

zenith drift
#

I see that kind of thing littered all over BIS's configs.

#

which is why i needed it defined

jagged flare
#

hello, I am trying to make a sound replacer mod. I have extracted a sound pbo and changed some sound files inside it. How can I repack it again as a mod that replaces the sound files I changed?
I looked into the cfg file and it's basically empty:

class CfgPatches
{
    class A3_Dubbing_Radio_F_Data_PER
    {
        author="$STR_A3_Bohemia_Interactive";
        name="Arma 3 - Persian Radio Protocol";
        url="https://www.arma3.com";
        requiredAddons[]=
        {
            "A3_Dubbing_Radio_F"
        };
        requiredVersion=0.1;
        units[]={};
        weapons[]={};
    };
};
#

basically I only want to change the original files, I don't want to add any new content.

hearty sandal
#

you dont repack original pbos

#

that just breaks stuff

#

you make a separate addon that contains your config changes and new files and pack only those

#

and make your addon be loaded after the original one so it applies the changes

#

by adding correct stuff in your new addons cfgPatches required addons list

#

@jagged flare

jagged flare
#

so how can I do that? I'm sorry I never made a mod before.

#

I need it to just replace some sound files with my edited ones.

hearty sandal
#

yeeeh but that does not make it any simpler im afraid

#

if you repack pbo it breaks

#

and cant be used anymore

jagged flare
#

yeah I figured that since they're signed

hearty sandal
#

indeed

jagged flare
#

so how do I do it?

#

like what should be in config file?

hearty sandal
#

the stuff you want to change

jagged flare
#

so for example I changed this file:
dubbing_radio_f_data_per\Male01PER\RadioProtocolPER\Stealth\030_Teams\blueTeam.ogg

#

what should be in config file? I looked everywhere and all I can find are sound replacer configs for weapons. Nothing for what to put in config file for radio.

hearty sandal
#

there probably is no example for you to follow on that

#

you would have to find the correct config to look at for reference

#

for example getting yourself a "all in one config" file that contains all the config

jagged flare
#

the pbo file's own config has nothing in it, where am I supposed to look?

hearty sandal
#

and then finding the correct references

jagged flare
#

any idea where to find one?

hearty sandal
#

there is a script command to generate one with the Arma dev build arma3 diag exe

#

or you can check BI forums if theres any lates one posted

jagged flare
#

found one useful, cheers mate

zenith drift
#

How does a firemode inherit from the gun (i.e., "this")?

#

In other words, I have a gun with only one fire mode, "this", and I want to add an additional fire mode to it, inheriting all the properties from "this".

hearty sandal
#

newmode : this {stuff};

jagged flare
#

@hearty sandal ok so I found something related using the all in one config, that looks like this:

class bin\config.bin
{
    class CfgVoice
        {
        class Male01PER: PER
                {
                    directories[] = {"\A3\Dubbing_Radio_F\data\PER\Male01PER\", "\A3\Dubbing_Radio_F\data\PER\Male01PER\"};
                    scope = 2;
                    displayName = "Farsi 01";
                    author = "Bohemia Interactive";
                };
        }
}

So do I have to just use the same thing for it to replace? Or do I need to change this in some way?

hearty sandal
#

well you would change the path to your new file

#

and the file you would have in your mods own folder structure

#

on P drive so it can be packed into new addon

jagged flare
#

I mean how do I do it that it replaces the original sound files? if I use the same class name (Male01PER: PER) will it replace the original ones?

hearty sandal
#

idk.

jagged flare
#

also is there a way to pack it without making a P drive? I actually have a P drive since I have like 4 internal HDDs in my PC. ๐Ÿ˜…

hearty sandal
#

you probably need to go deeper in it to find where id defines the file

#

I dunno much about sound configs

#

so dont know more than that

#

and no you want p drive if you want to do anything succesfully

jagged flare
#

I don't mean specifically for sound, how would you replace anything in the game? use the same class name?

#

in general

hearty sandal
#

yes if you use same classname and set up your config cfgPatches correctly so that it loads after vanilla config it replaces the stuff you have done

#

though some stuff is protected and cant be replaced

#

but those are more core things

jagged flare
#

I see, thanks.

burnt oracle
hearty sandal
#

well whats not clear?

jagged flare
#

I made my mod with the help of another modder and it's working fully. ๐Ÿ˜Ž

robust cape
#

How do I prevent an item to be put on its side when dropped from inventory? I want it to always be oriented standing up.

wintry tartan
#

What are you talking about? Maybe you're confusing it with DayZ?

pallid snow
#

when using the preProcessor #include, for accessing anything in the root of the addon folder, I use #include "..\file.hpp" correct?

#

amongst the addon folder, keys, mod.cpp etc

grand zinc
#

either that, or you use full path including pboprefix

#

amongst the addon folder, keys, mod.cpp etc
uh... can you clarify? you don't include in keys folder or mod.cpp

pallid snow
#

yes I know its a super janky method ๐Ÿ˜… Currently use #include "\!Workshop\@Viking PMC Mod - All-In-One\addons\cameraSettings.hpp" to include some X Y Zs for the 3rd person camera, got an extension to then simply edit that file and prompt reboot to change effects. Works perfectly but if that path doesn't exist game refuses to boot, such as in win11 where its moved.

grand zinc
#

That doesn't work.

#

Mods cannot include things from outside pbo's

#

normally

#

such as in win11 where its moved.
Where is it moved to? afaik it should all be the same on win11?

pallid snow
#

Yes I get that, I know its probably killing you rn lel Hence why I said super janky, its breaking all types of standards/ do and donts...
Well I'm still on win10 so never encountered , someone reported it wasn't working and I asked for their mod path, it was with all the steam IDs for the game/workshop items instead.

#

It works fine atm, if i Change it in-game the ext. does the rest and if I reboot its moved the cam pos

#

Deadfast's Third Person View does a similar method

robust cape
hearty sandal
#

You have to model it so that it's rotation is how you like

robust cape
#

It is. When I put it down in Eden, it's standing. But items gets dropped on their side from inventory.

wintry tartan
#

Ah. No clue then

vagrant idol
#

what does expansion=1 mean in unit config? is that some pre-Arma 3 stuff? can't find anything on biki or google

hearty sandal
#

When you drop an item it goes into a ground weapon holder and there things like mags are lying sideways

wheat sluice
vagrant idol
wheat sluice
#

Pretty much.

vagrant idol
#

thx

kindred viper
#

What is the config name for "locking" switching between certain seats in a vehicle? E.g. A gunner & commander can switch seats, but a driver can't

#

Specifically need it for passanger/cargo seats

kindred viper
#

How do I write it out? It's not in the biki, or at least I can't find it

#

I guess compartments = "cabin";?

hot pine
#

usually all in one config is your friend in such cases

kindred viper
#

I didn't know about that existing, thank for the tip

#

And thx for the answer)

hot pine
#
    Linia 95853:         driverCompartments = "Compartment1";
    Linia 95854:         cargoCompartments[] = {"Compartment1"};
    Linia 95854:         cargoCompartments[] = {"Compartment1"};
    Linia 96181:             gunnerCompartments = "Compartment1";
    Linia 96181:             gunnerCompartments = "Compartment1";```
kindred viper
#

How would I then separate different cargo seats?

#

e.g. having some passengers in compartmnet1 and others in compartment2 ?

hot pine
#

same as getInCargo works - it's any array which assigns each compartment to each seat

#

last entry is used for any remaining seats

#

i.e. vehicle with transport transportSoldier = 20; & cargoCompartments[] = {"Compartment1"}; will use Compartment1 for all seats

#

cargoCompartments[] = {"Compartment2","Compartment1"}; means cargo with index 0 will use compartment 2 & rest will use compartment 1

#

or maybe it was on discord? ๐Ÿค”

kindred viper
#

I couldn't find it on the wiki, so probably was discord

hot pine
#

wiki search is sometimes wonky though

#

I didn't found that gunnerCompartments entry when I was looking for "compartments"

kindred viper
#

I just open every "reference" page and do ctrl+F, since the search never works for me))

#

Eitherway, thank you again for the explanation, I believe understand what to do now)

gritty rune
#

is there a way to remove the inventory from cars and helicopters?

#

maximumLoad = -1? maybe?

#

this seems to do the trick: cpp maximumLoad = -1; class TransportMagazines {}; class TransportWeapons {};

narrow swallow
#

backpacks too

sick zephyr
#

physX question - how to limit tank turn speed when stationary?

#

tweaking tankTurnForce and such has quite much none impact on the actual turning

strange egret
#

a turning tank is not stationary, its turning

sick zephyr
#

that was helpfull

#

๐Ÿ˜„

strange egret
#

stiffness on the wheels has an effect on turnspeed

sick zephyr
#

longitudinalStiffnessPerUnitGravity

#

this stiffness?

strange egret
#

yes and latStiffY and latStiffX. But i always forget what is what. Its also tricky to play with because the values influence each other. And they dont just affect turning but everything else too

sick zephyr
#

The issue is that when taking a corner as soon as the vehicle drops below ~5kmph the turning speed goes up sharply and the vehicle drifts

#

and the "stationary" rotation speed is just crazy

strange egret
#

BI added fake forces at low speeds to accelerate tanks better. Maybe its those

#

i forgot what the parameters are called

sick zephyr
#
tankTurnForceAngMinSpd  = 0;                  // in rad/s, speed where tankTurnForce starts fading to 0 @ tankTurnForceAngSpd
tankTurnForceAngSpd     = 1;                 // in rad/s, angular speed where tankTurnForce becomes 0
accelAidForceCoef       = 0;                  // acceleration aid force
accelAidForceYOffset    = -2.0;                 // Y offset from the CoG where to apply the accelAidForce
accelAidForceSpd        = 1.4;                  // in m/s, speed where accelAidForceCoef becomes 0
#

one of those most likely

#

the tankTurnForce can be anything between 1000 and 88 000 and the result is the same

sick zephyr
#

the "EPEVehicle" diag_enable true; doesn't work anymore in devbuild?

#

it doesn't pop any errors, just nothing happens when I exec

strange egret
#

did you start diag.exe too? Just arma3.exe from devbuild doesnt work

sick zephyr
#

yeah I'm using diag.exe

#

arma3diag_x64.exes

#

if that matters

strange egret
#

it only displays stuff when moving

#

iirc

sick zephyr
#

woooah

#

it doesn't work only on my modded vehicle

strange egret
#

check if you use "tankX" simulation and not "tank". Other than that no idea

sick zephyr
#

0_0

#

That is a valid question

#

That was the case, thanks!

zenith drift
#

A2OA. Is there no way to have a weapon's fire mode have a variable burst length?

hardy crow
#

how to stop rifle appearing in hands during a pistol reload gesture?

slim halo
#

althou that moves the hand and not the weapon think_turtle

covert kestrel
#

Good evening people, I am looking into creating a faction with some units that have premade loadouts, so I am looking at https://community.bistudio.com/wiki/Arma_3:_Characters_And_Gear_Encoding_Guide to help me, but something I'm not quite understanding is the following lines

cost = 2000000;

model = "\A3\Characters_F\BLUFOR\b_soldier_01.p3d"
uniformClass = "U_B_soldier_new";

First, what is a normal value for cost and what does the model/uniformClass do, do I need to change those if I intend to have these as OPFOR?

shy knot
prisma pecan
#

What does the 0.25 default fov value represent? I need to convert fov values from cfg to degrees of view angle in a script.

hearty sandal
#

it depends on screen resolution and aspect ration

#

soo you probably cant convert it to degrees

#

at least not very easily

#

does it matter what degree it is?

wheat sluice
#

Changing sides is not handled by these two tokens. side does that (0 = OPFOR, 1 = BLUFOR, 2 = INDEP, 3 = CIV, etc.)

#

I would suggest that you take a closer read of the Uniform configuration section in that article as it already explains how those two tokens are used/related.

prisma pecan
hasty canopy
#

im working on a music mod for arma 3, but i cant seem to get it to work?

untold temple
# hearty sandal it depends on screen resolution and aspect ration

FOV config value is only along the vertical aspect of the monitor, so it's agnostic of resolution/aspect. Horizontal FOV would need to be determined from monitor specs. But with optics etc. the aperture texture/model is also a factor since they don't tend to extend right to the very edge of the monitor space. AFAIK the values are radians

wintry tartan
hasty canopy
wintry tartan
#

Make sure the path is correct

hasty canopy
#

i've just double-checked it, the file pathing is all correct

hearty sandal
#

How do you pack it into pbo? What file format is your music?

hasty canopy
steep fable
hearty sandal
#

no

pliant ridge
#

I'm having an issue with an AI controlled aircraft only wanting to use missiles against targets even when it is close to the enemy and within gun range could anyone provide some insight onto what values the ai looks on when determining which weapon to use?

zenith drift
#

in cfgweapons, what is "memoryPointCamera", and what are its possible values?

hearty sandal
#

it corresponds to a named point in the model

#

if value does not correspond with a named point in the model. it defaults to [0,0,0] coordinate of the model and quite often things dont work right

zenith drift
#

what does it actually do though?

#

I"ve heard it can affect the elevation at which ai hold their guns when shooting at distances

#

i.e., can make them aim more up or down.

hearty sandal
#

yes it can be animated by zeroing

zenith drift
#

instead of putting in a named point, can you just put in a vector [x,y,z]?

hearty sandal
#

no

zenith drift
#

I'm trying to correct AI aiming too low at long distances

#

so I'm wondering if there's a memoryPointCamera value that will correct it.

hearty sandal
#

if its not weapon you have source files to, its unlikely to happen

zenith drift
#

how can i find the memoryPointCamera values and what they actually are?

hearty sandal
#

you cant really edit that stuff in weapons you have not made

zenith drift
#

you can't even find what values exist in a gun?

hearty sandal
#

well you can check named selections of a p3d via Mikeros Eliteness

#

but nothing will tell you which point is which

#

or if that point is not made in the gun at all

#

if its a modded gun

#

its very possible it does not even exist

zenith drift
#

is there any way to add a memory point to an existing gun?

hearty sandal
#

no

#

I've said that already

zenith drift
#

is there any way to do anything

hearty sandal
#

no

zenith drift
#

or have people just been skirting by for 15 yeqars

hearty sandal
#

poorly made mods just get forgotten

#

you can try to get the author of the mod to fix stuff

zenith drift
#

I can get BIS to fix their guns?

hearty sandal
#

you can file a bug report

zenith drift
#

for A2?

hearty sandal
#

ah

#

no

#

haha

zenith drift
#

AI aim all hand-held guns too low past 600m

#

there must be some way to correct it

hearty sandal
#

perhpas AI skill

zenith drift
#

they score hits only by ricochet

hearty sandal
#

but Im fairly sure its not weapon model related at all

zenith drift
#

there is no aimingaccuracy value that corrects it, i've tried them all

#

the ai just aims about 1 degree too low

hearty sandal
#

I dont remember if A2 had that kind of access

zenith drift
#

I can't even find any google search result for this issue, as if I'm the first person in the history of the game to notice this problem.

hearty sandal
#

past 600 meters youd really need scoped guns

zenith drift
#

the ai aims too low with m107

#

as well as all other guns

hearty sandal
#

A2 is way past its prime now

zenith drift
#

can there be a mismatch between the actual weapon ballistics, and what the AI thinks they are, causing the ai to calculate trajectory incorrectly?

#

A2 is way past its prime now.... so is A3

hearty sandal
#

all I know is that without any dispersion and skillnerf AI can caluclate the ballistics from any range

#

there is a video of A3 AI aiming somewhere on the youtube

zenith drift
#

can dispersion cause a bias only in one direction, i.e., down, instead of up?

hearty sandal
#

i dunno

#

most of the time people have just complained that AI shoots too well blobdoggoshruggoogly

zenith drift
#

they do shoot too well at close range, but they really suck at long range.

hearty sandal
#

perhaps its by design

#

you would not have much fun if AI picked you out kilometers away

zenith drift
#

Even a sniper with perfect accuracy will aim several meters too low with every shot past 600 m

#

It's not fun to have an opponent you can always beat either

#

which is why I'm trying to fix it

#

the snipers are basically useless

hearty sandal
#

perhaps you have not found the right configs then

#

Im fairly sure anything player aiming related is irrelevant though

zenith drift
#

Are you aware of any configs that could cause the AI to universally aim too low?

hearty sandal
#

since AI does not use eyes

#

it just calculates stuff

zenith drift
#

I found a thread for A2 that says memoryPointCamera was causing problems with AI overshooting grenade launchers

#

and that the fix was to clear it's value memoryPointCamera=""

hearty sandal
#

dont remember if this is in A2 though

hearty sandal
zenith drift
#

There's no indication there that it should introduce a bias in one direction

hearty sandal
#

if it is like you say all weapons and only past 600, then its very unlikely to be anything weapon model related

zenith drift
#

It's most noticeable with semi-auto weapons

#

becuase recoil on automatic fire helps them a bit

hearty sandal
#

perhaps something in the AI firemodes

zenith drift
#

I thought AI was supposed to adjust their aim when they miss too low

hearty sandal
#

are you testing with just vanilla A2/OA or using mods?

#

as all such testing should be done without mods

zenith drift
#

I've done with both, but the only mod I'm using is my own, so if it is introducing a problem it is in an undocumented way.

#

Can changing a bullet's ballistics cause the ai to calculate trajectory incorrectly?

hearty sandal
#

not impossible

zenith drift
#

but what would cause the problem. Can the AI be referencing ballistic values other than the ones defined in cfgammo?

#

by the way, here's the ASR grenade launcher fix: class ASR_M203Muzzle_AI : M203Muzzle { cameraDir = ""; memoryPointCamera = ""; showtoplayer = false; minRange = 40; minRangeProbab = 0.5; midRange = 200; midRangeProbab = 0.8; maxRange = 400; maxRangeProbab = 0.05; };

#

somewhere I read the reason they're clearing memoryPointCamera is to fix the AI overshooting the grenade launcher.

#

because the value that BIS had was 11 degrees too high.

hearty sandal
zenith drift
#

what affect does memorypointcamera have for the player?

hearty sandal
#

view direction

zenith drift
#

Is it possible to change the memoryPointCamera only for the AI, for example, putting it in a muzzle or fire mode that only they have access to?

hearty sandal
#

well that firemode there suggest yes

#

since that is AI only firemode

zenith drift
#

Is there a way to get a firemode to inherit from the gun itself?

#

i.e., from "this".

hearty sandal
#

if I remember right, stuff you dont put in fire mode gets loaded from the guns general values

zenith drift
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guns like m107 have only one fire mode, "this"

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it doesn't inherit the values from the fire modes' base class?

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can I have a fire mode without a base class?

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just class AI_FIRE_MODE { } ?

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as opposed to AI_FIRE_MODE : SOME_BASE_CLASS {}?

hearty sandal
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sure

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base classes are just used to define common config parts

zenith drift
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so, if I do AI_FIRE_MODE { }, it will inherit from the gun

kindred viper
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I've got a turret with a commander, and I want him to be able to move the turret without "scoping in". The gunner can do that by already, but the commander can't. What parameter should I give him?

zenith drift
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So one other question, before I test this. I notice that some guns, such as the m107, have an optic that contains a memoryPointCamera parameter. class OpticsModes { class StepScope { ... memoryPointCamera = "eye"; ... }; }; Does the AI use this scope while aiming? Do I need to create a fire mode that conains a modified version of this scope?

kindred viper
zenith drift
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any takers on that last optics question?

zenith drift
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So, adding a fire mode without a base class didn't inherit anything from anywhere.

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So now I have to figure out what is the bare minimum needed inside of a fire mode for the AI to use it correctly.