#arma3_config
1 messages ยท Page 139 of 1
The biki does not specify exactly how initspeed is used in arma2. It doesn't say what if anything overrides anything else.
then test. it should be similar to A3
changing the value in cfgweapons seemed to have no effect.
then I'm right
so you have to make a new magazine for every single muzzle velocity?
in A2?
no A3
this is all impossibly stupid, even for bohemia
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
it MUST be in the weapon, because muzzle velocity varies by weapon.
If it worked from there, you would need 1 weapon for each velocity
no, the rounds also affect the muzzle velocity
it MUST be in the weapon because different barrel lengths affect velocity
Arma does not simulate barrel length
hence "impossibly stupid"
Is it a bullet type weapon?
yes
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
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.
is there specific reason you name everything _xx
I'am just going off what the vanilla configs and the wiki are saying.
what does your Terrain Builder settings look like?
as in the programs own settings
Not using terrain builder at all. This is just a vehicle reconfig.
ah sorry, wrong channel
all good
@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
AAhhhh ffs thanks for pointing out my miss there. sometimes the answer is right in front of you. again thanks @hearty sandal
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
I'm setting forceHideGunner to true to disable turnout for the commander but, it isn't disabling it
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 ๐
(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)
E: well, at least in the case if it's only on X- and Y-axes (if Z is the direction of the barrel/bullet).
If dispersion is a vector with a constant length (or magnitude I guess) whose direction is randomized on all 3 dimensions, [x,y,z], then I guess the outcome not being a constant on [x,y]-axis (as in, always differing dispersion MRADs from the target to up/down) makes sense.
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.
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
Did you run it and check?
Yeah
The open doors module works through, not a big problem but I wanna match vanilla functionality as close as possible
Do your door names match the vanilla door name pattern?
I think so, Door_1, Door_2 etc...
I have ERA setup for my vehicle and I'm pretty sure I have everything setup. Except, when hit, it wont go away
It disappears in Object Builder but not in game
Think I found it
Nope
Still wont disappear
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.
use the object init event handler to execute the randomizer script
Thanks
Having these turnout-enabled doorguns seems to stop the pilot from accessing the gunner view of the pilotcamera. just commenting out the inheritance for MainTurret and RightDoorGun makes the pilotcamera work again. Any ideas on how/why this is happening?
https://github.com/Project-Hatchet/H-60/blob/d88cf10415d37c1c9ffed8d69a1cf73d59255865/addons/UH60/config/turrets/doorgunsTurnOut.hpp
can someone help me out please with figuring out how to work/edit a model.cfg? got the samples version only
have you read the wiki yet?
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
how have you made the camera?
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.
is the camera a separate object?
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
you wont get it to work properly without memorypoints
and you cant add those memorypoints or the necessary animations into the vehicle
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?
Narrowed it down to a single value in canHideGunner in mainTurret and RightDoorGun. Set to 0, pilotcamera works fine. set to 1, pilotcamera won't go into gunner view. Still not sure why.
is some selection shared between doorgunner and pilotcamera?
Hmm only found selectionFireAnim="zasleh"; so far, and setting it to "" on the vehicle doesn't seem to change anything
why do they share zasleh?
Looks like it's inherited from Heli_Transport_01_base_F in the vehicle class. for the turret it's defined, ofc.
#arma3_model message
@hearty sandal - reply to (#arma3_model message) in #arma3_model
-
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?
-
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";
...
};
};
lods would be in the p3d
and if stuff wont show up, check if they are actually in the game config
aand base classes are usually scope 1 which means they are hidden
why you reverse faces
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?
and export p3d does not check if you got valid lods
was told to do this, because apparently, faces reverse in when movign from blender to OB
ok, wil try this
the model is ๐ฉ if they reverse
checked the normals, everything checks out in blender
its not
I know for 100% certainty that the toolbox export works if the model is correctly done
yours is not if it does not export right
also you might not have the toolbox set up with the o2script path
which would make it to not work right
but the problem is not in the exporter
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
understood your point of view, but trying to keep the conversations subject channel relevant, hence why
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
but my knowledge base is not in either model or config, so this issue afaik could be in either or...had suspected issue could have been code related, so chose config channel
and stuff not showing up in game could be scope = not set correctly
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
check the sample gun config Im pretty sure scope is explained there
but this doesnt seem like a scope would be a reason for rifle not showing...will just trial and error more, and let u know answer
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
got it sorted, thanks, was issue with an armamatprop
no, rifle is only in config viewer, not in inventory as item, or as model in hand, tried everything i could as far as my knowledge goes at this time, any suggestions?
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
model in question doesnt show in 'edit loadout', and in hands, at this time
scope = 0;
well like I said earlier your config does not have correct scoep setup

you should really listen
scope = 2;?
scope as in optics, right?
no
or scope as in object visibility
thats why i made that comment earlier then ๐
how do you get if a classname is a car?
sorry, not a classname. a config entry
how do you figure out if a config entry is a car?
it now works, but now its misaligned with hand, guessing thats due to the absence of the model.cfg
speaking on model configs, looked at the model.cfg samples, but cannot make sense of it
thankyou so much for your help bro ๐
question makes no sense at the moment.
thats rtm problem
model.cfg for weapon does not affect is alignemnt, just its own animations
@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?
oh ok, so how would i fix this?
probably need a weapon holding animation for the gun
right, but how would that be translated into game?
eh?
like, its a new weapon, i dont have any rtms with that weapon,
well you need to make them then
or find one of the vanilla ones that fits it
most of the time they dont fit though since weapons tend to be different shaped
is setLightIR true; used in configs or only when creating a "#lightpoint"?
thank you
Turns out the driver defaulted to turnedout xD
Can access pilotcamera after running player action ["TurnIn", vehicle player];
Now to figure out how driver turnout got enabled and then disable it.
Question, what is wrong with this code, the aircraft doesnt spawn in editor/zeus, you basically spawn an aircraft icon
Image ingame: https://ibb.co/qC49m8y
Code: https://paste-bin.xyz/29408
you didn't specify any model
it's just using an empty model
I am using default game gripen "B_Plane_Fighter_04_F"
you shouldn't modify them at all, yes
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.
You're inheriting from a blank class that just has Plane_F as its parent.
ye thanks, because I just redid it and was like...why doesnt this still work
I will test again
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).
one moment, currently testing
nvm looks like everything works
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
Modeloptics =
What is this?
Model optics is to designate what kind of scope UI you want to show up
How can I add a laser marker to the copilot camera of the hellcat?
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?
You need a model.cfg
In the model.cfg you need
Class cfgSkeletons and Class cfgModels
In cfgModels, your name needs to be the same name like your .p3d file is called
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
{
PHILARPAT_TYPE_1_unit (CfgVehicles) needs to have its uniformClass token link back to the uniform item's classname (PHILARPAT_TYPE_1_uniform in CfgWeapons).
Also, HitpointsProtectionInfo has no effect in CfgWeapons when it comes to uniforms. That only works for helmets and vests. I'd suggest taking a look at https://community.bistudio.com/wiki/Arma_3:_Soldier_Protection to get an idea of how to set it up in the CfgVehicles class.
this makes very little sense. So Im gonna go and say, no
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
that kind of a config is nightmare to read
what is a hpp file?
ohh i see, so what i did now i removed all the hitpoints protection
im starting to understand how this scripting works thank you hahah
uhmm how do i type that token?
is it scope? or p3d?
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.
like this?
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.
what would happen if i remove the hitpointclass, and is that okay?
hitpoints only applies best on helmets and vest right?
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).
ohh i see, ought to remove that my config is really messy hahah
im going to repack the pbo i hope no more errors this time
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
{
can not changing this_generalMacro = "NVGoggles"; prevent my NVGS from showing?
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.
what about including addons like "A3_Weapons_F_Exp"? as default nvgs say they have this as addon?
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.
ok, so what does this one do?
,"A3_Data_F_Mod_Loadorder"?
That's for the ADR-97 Weapon Pack.
and this one?
"A3_Data_F_Oldman_Loadorder"
For Old Man.
i dont need these then lol
Again, if you use A3_Data_F_AoW_Loadorder you do not need to define anything else.
ok, but iteminfo? why? what is this?
and what is hmdtype = 0?
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).
@wheat sluice @hearty sandal eyyyy, nvg finally worked, but its down by the crotch area ๐
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
model.cfg issue. Make sure your model inherits from the ArmaMan class.
have no model.cfg for any of my objects so far, only config.cpp's, dont know how to read/edit/write the arma 3 samples model.cfg.
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).
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.
Is there an event handler that fires when ammo hits or explodes?
no
Any idea how the game does different sounds for the same ammo depending on distance?
no
Somebody must know. Have any suggestions where to look?
well I'm not a weapon maker, so idk
know anybody who is?
Does anybody know how "frequency" and "volume" work in cfgsounds? Or if those properties even belong to classes in cfgsounds?
is it possible for properties like "supersonicCrackFar[]" in cfgammo, to use sounds defined in cfgsounds?
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 {
};
};```
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 {
Check the wiki or google it
Again check the wiki
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
i think i still have missing in my config
now its headless ๐
that looks rediculous with the weapon placement, Keep it 
But for real likely in the model.cfg iirc
sending my configs
cfgPatches:
https://pastebin.com/UxcdVH7Y
cfgVehicles:
https://pastebin.com/UemDdmqc
cfgWeapons
https://pastebin.com/q76XYcSK
config:
https://pastebin.com/Ky3RW70k
models:
https://pastebin.com/8F7fHSJK
yeahh looks awesome tho hahaha headless dude shooting another arma horror xD
Did you include the bysta proxy into the model?
checking wait one
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.
i just checked the model some proxies in my vertex groups selections are empty might be one of them must be bysta proxy but missing, i only followed whats shown in this tutorial: https://www.youtube.com/watch?v=yqU3K9m2kMc&t=3055s
using arma samples character template
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.
ohh no those werent supposed to be included i only intended to import the uniform and no glasses or factions or faces
no no heads but when i checked my second lod (i have like 4 lods) cutsom 3rd lod there is a head
i pressed PLAY SCENARIO still headless
this is my blender on the 3rd LOD, should i apply that proxy to all 4 LODS?
Should only be needed for the first two resolutions.
Have you taken a look at the character example/template in Samples?
yepp thats what i used
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
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)
ok so apparently vanilla vehicles have the same behavior lmao
you can hide fire geoemetry parts on damage if you like
(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;
- inheritances (like, where do i start?)
class slotinfo;
class UnderBarrelSlot;
class mn_bshield: UnderBarrelSlot
- rtm/handanim []={};(shield on left hand, no work) what do i do here?
- p3d (ballistic shield in line with rig, select export) what do i do here?
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
@wheat sluice thank you sir i finally got it to work hahaha
what about replacing the weapon in rig with shield? this possible?
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
ok actually i just realized the firegeo remains unchanged but the actual geometry is gone, i can walk through the wreck :/
goat, does wrecks actually need config?
or just need wreck lod and proxy in model
no
impossible
ok, back to reality then, model.cfg, what/where do i go to learn how to edit this?
something rather creepy i found... if you shoot the crew positions of wrecks of vanilla vehicles, blood comes out, wtf 
wiki for "how to animate a model" and the couple of other model.cfg related pages
and you can find sample model.cfg files in the Arma 3 samples
like before
yeah you did mention model.cfg before somewhere, but ok, thanks again
Im pretty sure I have said that to you few times in the past.
and logic is also free to use
extra, unnecessary opinions are also free to use, doesnt mean they are always helpful/constructive ๐
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?
A2OA: Ai automatic fire is very slow past 100m. Is there any way to fix this?
AI fire rate depends on the actual weapon's config, in each of its fire mode classes
the paramater:
aiRateOfFire=6;
did you put them in units[] array in CfgPatches?
how did you even make the "faction" if you don't know what cfgPatches is?
ah yes
sorry
ill put them into units array
in cfg patches
So in alive orbat Creator i choose cfg patches?
Then what?
No you define units classnames in cfgpatchesโ units array in your config.cpp
Alr
should i select: Full Faction (to file) and Cfg patch?
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
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?
Sadly, that's not accurate. What I'm talking about is the automatic throttling applied at ranges beyond 100m. No matter what airateoffire or reloadtime you set, the rate of fire is reduced to about 1 shot every .2 seconds, when the ai is firing at something farther than 100 meters away.
Is there a way to offset weapons attached to pylons?
Not with a config
Wait i got it now
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.
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?
You can make alternate pylons that are different shapes and hold different weapons
Model mass and mass distribution affect the flight model yes
Very small things work badly
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)?
Trial and error I suppose since aircrafts are different shaped and size so a config for one won't behave same for another
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?
Ah, I have the error part down, just getting sick of the trials... Thanks for your help.
Filepatching and config merge can be useful tools to make faster changes
Is the logo solid color?
No
Probably you want it solid color
Oh I just saved one version without an Alpha channel so there should be no transparency and it still does the same thing
Is it. Paa? What resolution is it?
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
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
You can also do it 1024x1024
Just 1063 doesnt work
Next step is 2048
Previous step is 512
Like
16x16
32x32
64x64
128x128
Etc
Cool thanks, for some reason I just thought it had to be a 1:1 ratio I should have remembered xยฒ
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
legs = "legsDefault";
what does this do?
Anyone how how minFov is calculated into actual fov?
for vehicle sights in particular
or whatever the formula is for sight magnification
0.75 = standard fov = vertical fov in radians
So a 10x sight would have an fov of 0.75/10
hey, why is this animation only going into a T pose in ground and doesnt play the animation? ๐
T pose has nothing to do with config (except maybe incorrect rtm path)
your animation is incorrect
rtm path being incorrect in path, petty error, used / instead of \ ( @hearty sandal CC you in on this for solution being found)
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{}; };
you should add scopeArsenal=0 for that
huh ok. The weird thing is that every other backpack that does not inherit from the mod Scion Conflict is fine
probably because that mod has defined scopeArsenal=2 or something for its own items
How exactly do I calculate the needed values for weapon ROF?
Let's say a BK-27 that has 1000rpm
reloadTime = 60/rpm
Okay I see
The game will only fire as fast as the user's framerate though
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?
there a way to easily check what pbo a config file is located in?
for example configfile >> "CfgVehicles" >> "ModuleSpyderAddonsBase"
its not in vehicle config, its in the weapons config
E.g. Slammer has "MainTurret" >> "OpticsIn" >> "Narrow" >> "initFov" value of 0.028125. 0.75/0.028125 = 26.66_. So mag is 26.66_x?
In game config viewer should tell you
it dosent
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.
@austere spindle In the weapon, you can specify reloadTime for each fire mode
Is this tutorial the best one for adding cba support to an addon? https://www.reddit.com/r/armadev/comments/hzcnb3/tutorial_creating_a_simple_mod_following_the_cba/
I want to add a keybinding to open a dialog and can't seem to work out how the fuck to add it, I am a complete beginner so any help is appreciated but I am not likely to understand the terminology without any context if that makes sense.
Hi ! ๐
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 ? ๐ค
That is scripting, not config.https://community.bistudio.com/wiki/ctrlCreate & https://community.bistudio.com/wiki/displayAddEventHandler
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?
I know nothing about cba.
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.
Could try setting the driver seat up as FFV?
If thatโll even work
afaik for turrets the proxy type must be gunner, commander, or cargo. if he has access to model then he can add another proxy to driver seat but if not i dont think it can work since driver uses pilot/driver proxy
I want to do it on the Prowler, so it's possible?
https://community.bistudio.com/wiki/Turret_Config_Reference#proxyType_.3D_.22CPGunner.22 you could try creating FFV turret with CPDriver (no idea if its going to work), which is enabled and disabled by some already existing animation source. Then you could try to add hasDriver = -1 https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#has...
I guess it will require plenty hours of testing & tinkering. Otherwise, I'm not aware of anyone playing with such idea on existing vehicles
@regal gate hi lou can that proxytype entry be updated? because i believe CPCargo works too as most ffv vehicles uses that
I have no idea what to update though - can anyone work on it and ping me pwease?
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
{
};```
awesome thanks for info!! i might try experimenting with it
Oooook @hot pine idk how I'll do this because I never touch that lol
But thank you!
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.
There are pbo obfuscation tools on the internet, but idk if its recommended to use them
like cba mod
CBA don't obfuscate their pbos
You cant.. if someone wants to open it, he will find a way to open it. Even obfuscated arent secure 100%
Is it possible (and if yes is it kind of easy) to configurate for example a uniform so it doesnโt allow to equip some specific other kind of equipment like for example a helmet?
yes
It behaves weird in arsenal tho.
https://community.bistudio.com/wiki/Arma_3:_Characters_And_Gear_Encoding_Guide
subItems[] you can try integrating helmet into your vest via this property.
IIRC it works with uniform + backpack combo, might work with helmet too.
Ah ok thanks
yes they do tried to open one pbo on their mod i got a warning like corrupted pbo or smthn
sighh yeah youre right if they want it badly they'd do whatever it takes to open it anyway
any specific sites? heheh
Standard for 1x magnification is 0.25 for most optics in the game, not 0.75
I think the paid version of mikeroโs tools have that function, #arma3_tools would be a better place to discuss
So does that mean its 8,8x zoom?
thank you
FOV = 0.25 / Magnification
So if you want 8x magnification, set the FOV to 0.031
@prisma pecan ^
dope thanks
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
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 Armaโs magnification system is really just adjusting the fov within the vertical screen space
Having trouble with UV animations and scale: is there a way to repeat the texture instead of stretching the edges?
Maybe a specific shader?
how have you set the uv animations now?
and well
๐ uv anims are bit of an mess tbh
It might not be possible to make scaleable parts like that
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
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
the UVs in the screenshot have been scaled in U and V directions
so no animation on the model?
perhaps what you try is not possible 
yeah, I don't know how texture mapping works in the shaders
same way it works with textures
yup, but I don't know all the available shaders if any of them has a tiling property
what does it look like withoit the uv animation?
as far as I know, they all tile
oh, hmmm
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
I wonder why it doesn't tile on the scaled UVs then
the uv animations might not just be fully complete
might be
and uv transform animation does move it tiled too
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
does the model have extra verticles at the ends
sections[] =
{
"beam"
};
what does the selection look like in OB viewport?
perhaps the scale just dont work
try animating just 1 end with transformation
also what type of rvmat you got on it?
does the same with transformation
just repeats the edge pixels
PixelShaderID="Normal";
VertexShaderID="Basic";
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
Thanks, I'll try it
(I've never done uvAnims on anything else but supershader)
Happens with supershader too. At least with the default settings
dunno then. Ive had succesful animations that roll
do you have any examples I could check out?
not really
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
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
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
I believe stage Ti is for thermals?
oh, yeah, that would make sense
its enabled only on vehicles and characters
buut yes perhaps you had missed some parts of the rvmat and that broke it
I've been trying to pinpoint it down
pastebin your old rvmat
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
perhaps its broken
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
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.
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
Does anybody know what discreteDistanceInitIndex is for in cfgweapons?
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
Does anyone know how to add zeroing capability to grenade launchers?
Config and model.cfg animations
are you sure your selection in p3d includes edges?
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
Not sure, what you mean. My selection is the whole object. Is there a way to select edges aside from just vertices?
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
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
are those uvs separated?
not sure what you mean
is each face connected to each other in uv editor?
I'm using blender and marked each side of the cube with a seam before unwrapping it
if that's what you mean
ok
so I think they should be separated
could you verify that in object builder?
https://www.youtube.com/watch?v=R8cpynYZ39I it's working on my end at least
It's using special rvmat + some oxygen tricks in order to achieve such effect. Still, it's not ideal because for instance you can see dismounts heads when they are in ( pic https://imgur.com/a/aqbwTGt ) but it still better than Picture in Picture.
Also, FBCB2 icons were updated with something closer to real life.
BFT tracker is using UV animations - scale, rotation & translations and its tiled correctly
another possible thing - you don't have edges correctly in selection
but in your example your texture is larger than what you are displaying, right?
so you are not actually tiling it
see 1st pic
notice corner of the island
video was just to show general idea and how it works in game
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
sure, I will take a look at it later. Gotta do some more work now
it just feels weird that the UV animations work on the normal map and SMDI map but not on the actual texture
thank you very much
@hardy crow here
and don't use uninclude/deinclude/includen't
@hot pine
http://skipgo.net/arma3/screenshots/UV_anim_map_correct_1.png
The problem was the UV map. It works when I map the UVs like in the screenshot.
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?
use pboProject to pack, it can usually tell you what the problem is
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..."
you should use the folder stucture you have on your P drive
so probably yes that is a problem
kk thank you
Is there a max elevation (above horizon) that AI can assume while firing a grenade launcher?
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
90 degrees up
or little shy of that
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
@hushed turret best way to get help is to just type out your problem. if someone can help they usually answer when they can.
OK
Well
"quick" help might not occur though. people are online at different times
Wym?
that you have to be patient to get answers
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
I use that
Do I insert it like a file or what?
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
I have no idea what that is
It's a chunk of my weapon randomization

Aight lol thx for takin a peak
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
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)
I'll check it out over there
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
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.
I guess arma doesn't support multiple inheritance?
No
too bad :/
Why would you need such a thing?
using classes as force rosters Armor, Mech, ArmorAndMech that type of thing
wanted class ArmorAndMech : Armor, Mech
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.
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?
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.
ok thx.
It isn't the same description that appears on :https://community.bistudio.com/wiki/Arma_3:_CfgVehicles_Plane_class_config_reference#:~:text=airBrakeFrictionCoef %3D 2.4%3B-,airFrictionCoefs,-Air friction depending
hey, how do i use arma tools addon builder? pboproject wont pbo mod
Addon Source Directory: ???
Destination Directory or Filename (with '.pbo' extension): ???
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.
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
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?
weight of the vehicles is taken from Geometry LOD of the vehicle (P3D) via mass parameter. It can be also changed via https://community.bistudio.com/wiki/setMass scripting command
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
advanced or simple flight model?
Simple
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)
haha will have fun testing numbers then! ๐
Is there a wiki link with all this for ref regarding slingloading and similar for helis?
I see the car and plane references, https://community.bohemia.net/wiki/Category:Arma_3:_Vehicle_Configuration
But not heli, unless i'm blind
not that I'm aware of
Shame, alright, well thanks for the info!
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 .
ok thank you for your answer, I tried and it does not work, I would like to be able to create them as we do the mirrors that is to say in 3D and the config but it does not work by taking the way to do it on the vehicles
which config is best suited
ah ok really too bad, in any case thank you for your very quick answer
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?
This is the error message when keybind is pressed https://imgur.com/a/gLw9Ld4
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.
can i subclass foo : groundWeaponHolder and remove the interactions like inventory and take from foo
?
do they even have actions?
iirc that just depends on their simulation
what is it that you are trying to do?
place a weapon that a player cannot pick up
disable simulation on the object you place
if they are nonempty, that is contain a weapon for example, the scroll wheel will show an action "inventory"
I know. I mean in config
it's not a config entry afaik
it's just an action that appears automatically based on their simulation
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
if you change simulation type it will stop being a groundholder
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..
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
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
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
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.
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?
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
I see that kind of thing littered all over BIS's configs.
which is why i needed it defined
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[]={};
};
};
I found this but the "sound replacement" section is empty ๐ฅบ
https://community.bistudio.com/wiki/Arma_3:_Replacement_Config_Tutorial
basically I only want to change the original files, I don't want to add any new content.
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
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.
yeeeh but that does not make it any simpler im afraid
if you repack pbo it breaks
and cant be used anymore
yeah I figured that since they're signed
indeed
the stuff you want to change
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.
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
the pbo file's own config has nothing in it, where am I supposed to look?
and then finding the correct references
that'd be helpful
any idea where to find one?
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
found one useful, cheers mate
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".
newmode : this {stuff};
@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?
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
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?
idk.
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. ๐
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
I don't mean specifically for sound, how would you replace anything in the game? use the same class name?
in general
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
I see, thanks.
well i tried but everything is not that clear and i don't know what i'm doing even when following the bohemia config page
well whats not clear?
I made my mod with the help of another modder and it's working fully. ๐
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.
What are you talking about? Maybe you're confusing it with DayZ?
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
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
yes I know its a super janky method ๐
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.
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?
Yes I get that, I know its probably killing you rn
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
This is what it looks like when I drop stuff from my inventory: https://i.imgur.com/MPRSkDe.png
I want them to stand up.
You have to model it so that it's rotation is how you like
It is. When I put it down in Eden, it's standing. But items gets dropped on their side from inventory.
Ah. No clue then
what does expansion=1 mean in unit config? is that some pre-Arma 3 stuff? can't find anything on biki or google
Yes those are 2 very different things
When you drop an item it goes into a ground weapon holder and there things like mags are lying sideways
Was used back in A2 as a DLC identifier (i.e. 1 = OA, 4 = PMC, etc.) but IIRC it isn't used for A3 anymore since dlc more or less replaced it.
so this being declared in a mod for A3 makes no sense?
Pretty much.
thx
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
you are looking for compartments
How do I write it out? It's not in the biki, or at least I can't find it
I guess compartments = "cabin";?
usually all in one config is your friend in such cases
Linia 95853: driverCompartments = "Compartment1";
Linia 95854: cargoCompartments[] = {"Compartment1"};
Linia 95854: cargoCompartments[] = {"Compartment1"};
Linia 96181: gunnerCompartments = "Compartment1";
Linia 96181: gunnerCompartments = "Compartment1";```
How would I then separate different cargo seats?
e.g. having some passengers in compartmnet1 and others in compartment2 ?
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
https://community.bistudio.com/wiki/Turret_Config_Reference#gunnerCompartments_.3D_.22Compartment1.22 I remember I've described that somewhere on wiki already but this is not that entry
or maybe it was on discord? ๐ค
I couldn't find it on the wiki, so probably was discord
wiki search is sometimes wonky though
I didn't found that gunnerCompartments entry when I was looking for "compartments"
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)
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 {};
backpacks too
physX question - how to limit tank turn speed when stationary?
tweaking tankTurnForce and such has quite much none impact on the actual turning
a turning tank is not stationary, its turning
stiffness on the wheels has an effect on turnspeed
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
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
BI added fake forces at low speeds to accelerate tanks better. Maybe its those
i forgot what the parameters are called
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
the "EPEVehicle" diag_enable true; doesn't work anymore in devbuild?
it doesn't pop any errors, just nothing happens when I exec
did you start diag.exe too? Just arma3.exe from devbuild doesnt work
check if you use "tankX" simulation and not "tank". Other than that no idea
A2OA. Is there no way to have a weapon's fire mode have a variable burst length?
how to stop rifle appearing in hands during a pistol reload gesture?
weaponIK
althou that moves the hand and not the weapon 
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?
If you want opfor soldiers, all you need to change is the faction/side
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.
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?
cost refers to how valuable the unit is for the AI when it comes to targeting priorities. I would suggest using BI's values for consistency (i.e. 100000 for a rifleman, 250000 for a squad leader, 130000 for an AT soldier, etc.)
model is used for the actual "uniforms" that you see being worn when you equip an outfit. uniformClass refers to the uniform item's classname in CfgWeapons.
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.
Yes. My mod is supposed to simulate ai spotting in optics with efficiency similar to me. The optic value is used to determine the cone within which the spotting works.
im working on a music mod for arma 3, but i cant seem to get it to work?
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
How it doesn't work? Without any info than that we only can say nothing
i've already defined all the music classes and music in the config.cpp file with the correct file names and directories but it doesn't play audio of any sort
Make sure the path is correct
i've just double-checked it, the file pathing is all correct
How do you pack it into pbo? What file format is your music?
ogg, also addon builder for packing pbos
Hello everyone! Is it possible to configure existing vehicle for veh-in-veh transportation (https://community.bistudio.com/wiki/Arma_3:_Vehicle_in_Vehicle_Transport) without creating any modes or dependencies for my mission players have to download/subscribe (ie., can I do it with simple adding of .cfg file in mission root or smth like this)?
no
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?
in cfgweapons, what is "memoryPointCamera", and what are its possible values?
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
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.
yes it can be animated by zeroing
instead of putting in a named point, can you just put in a vector [x,y,z]?
no
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.
if its not weapon you have source files to, its unlikely to happen
how can i find the memoryPointCamera values and what they actually are?
you cant really edit that stuff in weapons you have not made
you can't even find what values exist in a gun?
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
is there any way to add a memory point to an existing gun?
is there any way to do anything
no
or have people just been skirting by for 15 yeqars
poorly made mods just get forgotten
you can try to get the author of the mod to fix stuff
I can get BIS to fix their guns?
you can file a bug report
for A2?
perhpas AI skill
they score hits only by ricochet
but Im fairly sure its not weapon model related at all
there is no aimingaccuracy value that corrects it, i've tried them all
the ai just aims about 1 degree too low
I dont remember if A2 had that kind of access
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.
past 600 meters youd really need scoped guns
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
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
can dispersion cause a bias only in one direction, i.e., down, instead of up?
they do shoot too well at close range, but they really suck at long range.
perhaps its by design
you would not have much fun if AI picked you out kilometers away
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
perhaps you have not found the right configs then
Im fairly sure anything player aiming related is irrelevant though
Are you aware of any configs that could cause the AI to universally aim too low?
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=""
dont remember if this is in A2 though
this does not sound right
There's no indication there that it should introduce a bias in one direction
if it is like you say all weapons and only past 600, then its very unlikely to be anything weapon model related
It's most noticeable with semi-auto weapons
becuase recoil on automatic fire helps them a bit
perhaps something in the AI firemodes
I thought AI was supposed to adjust their aim when they miss too low
are you testing with just vanilla A2/OA or using mods?
as all such testing should be done without mods
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?
not impossible
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.

what affect does memorypointcamera have for the player?
view direction
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?
Is there a way to get a firemode to inherit from the gun itself?
i.e., from "this".
if I remember right, stuff you dont put in fire mode gets loaded from the guns general values
guns like m107 have only one fire mode, "this"
it doesn't inherit the values from the fire modes' base class?
can I have a fire mode without a base class?
just class AI_FIRE_MODE { } ?
as opposed to AI_FIRE_MODE : SOME_BASE_CLASS {}?
so, if I do AI_FIRE_MODE { }, it will inherit from the gun
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?
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?
Solved by giving the commander a fake/"empty" weapon
any takers on that last optics question?
