#arma3_config

1 messages · Page 140 of 1

hearty sandal
#

use one of such base classes as reference perhaps

zenith drift
#

do you know the other common values for memoryPointCamera? Besdies "eye"?

hearty sandal
#

thats the default one

narrow swallow
#

Can pylon weapon GunParticles use the memory points in the weapon model or do they need memory points in the vehicle model?

untold temple
#

IIRC they don't work at all for things like gunpods

urban basin
#

There a way to run a script when a custom unit is spawned in eden? I'm trying to attach something to them but I can only get the script to run when the mission starts. I've tried preStart but then the script never ran.

hearty sandal
#

init eventhandler

urban basin
#

Yeah I've got this

class EventHandlers {class cfs_tormented_soul {init = "[_this#0] spawn cfs_fnc_tormented_soul_spawn"};};
slim halo
hasty canopy
#

it would be nice if i got some help on this

slim halo
#

also instead of [_this#0] spawn just do _this spawn

urban basin
#

and do I need preStart?

slim halo
#

there's no "preStart"

urban basin
#
class CfgFunctions {class cfs_tormented_soul {class functions {class functions {file = "\cfs_tormented_soul\functions.sqf"; preInit = true;};};};};
slim halo
slim halo
#

also that function runs at the init of every mission

#

it has nothing to do with the vehicle

hearty sandal
hasty canopy
#

i didn't really get what you said

hearty sandal
#

addon builder just puts whatever you feed it into pbo. your paths might still be wrong

hasty canopy
#

can i show you an example of how my files are pathed

#

so that you can elaborate to me on how to fix it

hearty sandal
#

well Id recommend trying out mikeros pbo project to see if it can detect any problems

hasty canopy
#

ok

zenith drift
#

in A2OA, Ai weapon fire mode selection does NOT appear to be probabilistic, contrary to what is implied with the names of properties like "minRangeProbab", etc. Instead, the AI always appears to use the weapon and fire mode with the highest probability rating. Is this also the case for A3?

terse otter
#

hey! I'm getting the following error: cannot load texture 0.paa

I don't have any texture named like that in the models. I'm basically creating a couple of statics objects (tables and things like that). Any clues?

cfgVehicles:

class Helper_Base_F;
class arga_mesa_malvinas: Helper_Base_F
{
    scope=2;
    author="ArgA & Akin";
    displayName = "Mesa Malvinas";
    model="arga_objetos\data\models\arga_mesa_malvinas.p3d";
    mapSize = 1;
    hiddenSelections[] = {"camo"};
    hiddenSelectionsTextures[] = {0, "#(argb,8,8,3)color(1,1,1,1,CA)"};
};

cfgPatches:

class arga_mesa_malvinas
{
    units[] = {};
    weapons[] = {};
    requiredVersion = 0.1;
    requiredAddons[] = {};
};
hearty sandal
#

yes, you have something called texture 0.paa called somewhere in your project

#

which does not exist

#

you just have to track it down

terse otter
#

in the model or in the config scripts?

terse otter
hearty sandal
#

likely in the model

narrow swallow
#

Are there any tools for visualizing AFM groundContacts?

sullen fulcrum
#

ello. not sure if this particular query goes here, but, if i made a faction with alive orbat, and then, for whatever reason, disable the alive mod, will i still be able to use that faction config on its own or is alive needed for all factions made with it?

shy knot
#

What would make a hand on a character model that uses the arma man skeleton, not line up with the RTM of the weapon?

hearty sandal
#

Wrong weapon bone name in rig perhaps

fossil wharf
#

Can I put CfgNotifications in a description.ext?

fossil wharf
#

We can

crisp willow
#

Hey guys n gals so Ive been trying to make a Static weapon today with no luck and im just outright tired of circling around BI forums with no endsight, sorry if this isnt the correct channel but this seems like the closest one pertaining to my problem.
I just dont understand the process for it even after reading the forums and was hoping for someone with some know how to guide me in the right direction

slim halo
#

you can find out how certain object types are made by looking at Arma 3 Samples

shy knot
hearty sandal
#

static weapon does not really have much anything different from other objects

crisp willow
# shy knot Would help describing what issue you’re having

Well my problem is Im trying to make a Minigun Static turret, Ive got my model but its very confusing trying to set up the config and getting it translated into a format the game can understand, like from an .fbx into a .p3d, i know how to use the addweaponturret to add the bonework for a minigun but its a matter of getting the model in

#

Actually i guess i should have posted this in #arma3_model shouldnt i

crisp willow
shy knot
shy knot
shy knot
#

If you don’t know how, I’d recommend watching basic tutorials on implementing a static object first

crisp willow
shy knot
#

Then, you need to model geometry on it, memory points, etc

#

That’s the short side of things

crisp willow
#

Welp, Back to blender i guess lol

#

thanks for the help

shy knot
#

I’d recommend reading the Biki

#

It’ll help

crisp willow
#

Yeah earlier today I scoured around the Forums and steam posts but i felt like i was going in circles

#

ill dive in again now ive had some sleep

hearty sandal
#

everything is a vehicle

#

Id suggest starting from something simpler

#

like a box

#

get that textured and in game

#

then add a lid to it and animate it

#

and so on

crisp willow
#

Youve all be helpful here thanks alot

haughty token
hearty sandal
#

if I remember right it defines the type of item this magazine is, as in, it is a magazine and not lets say a first aid kit

haughty token
#

Ah!

#

Thanks 🙂

hearty sandal
#

if you get yourself "all in one config" dump file you can easily explore the different parts of the config

#

and you can see that vehicle magazine, magazine and launcher magazine have different type values for them

haughty token
#

That's handy, I will have a look. I don't suppose you know the launcher magazine type off the top of your head?

hearty sandal
#

no

#

but if you are making a launcher magazine

#

your launcher mag should inherit from the default launcher mag to get all the relevant default values

#

and it would then also inherit the type

#

so you dont have to set it up yourself

haughty token
#

Gotcha - I am inheriting off the default so I'll just leave it alone, I was just puzzled as to what it was

hearty sandal
#

default or CA_LauncherMagazine

#

since I had notepad open.

#

the correct inheritance chain for launcher magazine

#

class Default being somewhere a bit above

haughty token
#
class CfgMagazines
{
    class CA_Magazine;
    class CA_LauncherMagazine;
    class FakeMagazine;

    class RW_L2A1_mag : CA_LauncherMagazine
    {
        allowedSlots[] = {801, 701, 901};
        scope = 2;
        displayName = "L2A1 - HEAT";
        descriptionshort = "Type: HEAT";
        picture = "RW_Weapons\data\UI\P_L2A1_Rocket.paa";
        model = "\A3\weapons_f\empty";
        ammo = RW_ammo_L2A1_HEAT;
        initSpeed = 250;
        mass = 0;
    };
};```
#

I'll add default above

#

Would CA_Magazine not already inherit from default... even if I don't specifically state that?

glacial spear
#

is there a way for me to make a change to an element in vanilla ui
class CfgInGameUI
but only have it apply to one vehicle class
i can already alter what i want to change but i only want it changed for one vehicle class

queen storm
#

Config: /CfgVoice.voices: '+' encountered instead of '='
Why isn't binpbo letting me pack the pbo if I put that + in cfgvoice?
voices[] + = {"CustomVoice"};
if i take it out it compiles as usual but then the default arma 3 voice is replaced by this one which i do not want

slim halo
#

Second of all, there's still no guarantee it will work. += can be flaky at times

#

But at least that solves your parsing issue

terse latch
#

I am having lots of issues with my model.cfg. When I use pboProject all it says is "model.cfgs for this pbo have errors". This is for a mask I am making. I am using a slightly edited model.cfg from the character template just like how Sokolonko used in his video tutorial. Only hint as what may be wrong is when I try and view the mask in Object Builder after making the model.cfg I get a error that says " File P:a3+MGR+\Cyborg\Cyborg Mask\model.cfg, line 161:/CfgModels/: 'W' encountered instead of '{' ". After I go back and check my model.cfg and check there is nothing for line 161. I tried simply putting a "{" in the line and it did nothing. Confusing thing is it worked fine in the video I am following along with. I am able to bring up the model in Object Builder if I delete the model.cfg and the model.cfg.bak. Does this sound familiar to anyone? I feel I should mention it is in the same folder as the model.

hearty sandal
#

What does slightly edited model cfg mean?
For anything character related you just need to have a nameOfP3d class at the end that inherits from ArmaMan class.

Check how the sample character has it

terse latch
#

at the end of the model.cfg I swapped out the class the template had for the name of the p3d model. It looks exactly like this "class MaskWIP: ArmaMan{};" the rest straight from the template

hearty sandal
#

And maskwip is the name of the mask P3d yeah?

terse latch
#

Yes exactly as shown too

hearty sandal
#

Put your model.cfg in pastebin. Com and link here

terse latch
queen storm
nimble lodge
#

Question, I am editing an aircraft. Pylons are defined, however how do I set what weapons are equipable on which pylon? Like in Editor Pylon settings in attributes for example

slim halo
#

Why isn't binpbo letting me
isn't that the old tool from A2? thonk

untold temple
#

Also the magazine has to fit the limit of the pylon's maxweight

queen storm
queen storm
loud grotto
#

Hi anyone knows why my custom module works when the attribute isTriggerActivated is disabled? (it didn't work when its enable).

molten silo
#

any idea on what I can do?

idle plover
#

hello im trying to get an rvmat right so i made a simple building with out doors so how do i define it as an a3 rvmat #define ARMA or #define ARMA_3 ,,, also how do i define this
class CfgPatches
{
class work_shop_new
{
units[]={};
weapons[]={};
requiredVersion=0.1;
requiredAddons[]=
{
"what i need to add here "
"whats i need to add here"
};
};
};

covert kestrel
idle plover
#

ah 4t was had to ask what type of object you trying to define lol im still lost tho XD

#

this one rabbit hole i gone down lol

covert kestrel
#

Nah, CfgPatches is what defines your mod, so the dependencies are in there

idle plover
#

it there a template i can use got the model done im in obj builder just lost from here

covert kestrel
#

I haven't done anything regarding modelling, I just do factions and retextures

slim halo
#

there are 2 parts to surfaces:
rvmats: specifies the lighting and path to physical surf info
bisurf: physicals properties

idle plover
#

ye can't get my little brain around it 😦

hot pine
# idle plover it there a template i can use got the model done im in obj builder just lost fro...
glacial spear
#

is there a way to insert a change made to CfgInGameUI to only apply to a specific vehicle class

molten silo
molten silo
#

how do I locate the areas that are not closed??

hearty sandal
#

Remake the shadow lod

#

It's completely pooped

molten silo
#

gotcha

hearty sandal
#

Probably remake the geometry lod too

#

Look at the sample gun for reference

molten silo
#

ok thank you

#

when u say remake do u mean remodel it completely? or as in just delete and reinsert the lod under property name?

hearty sandal
#

remake the lod model

#

you got way too many errors in the shadow lod so Its not made in correct way and its easier to start from 0

zenith drift
#

A2OA. I'd like to configure stance and weapon switching animations for infantry to be faster. Can someone point me in the right direction?

hearty sandal
#

probably just speed = X parameter in each animations config

zenith drift
#

can this be done globally for all men, or what?

#

I don't know anything about animations

hearty sandal
#

same animation moveset config is used by all men yes

zenith drift
#

where is this configuration located?

hearty sandal
#

no clue

#

cfgmovesmale is the base for it

#

anims pbo could be where it is

zenith drift
#

Will changing animation speeds foul up the AI?

hearty sandal
#

should not. they work on the same state mechanic

#

they will just have the same speed

zenith drift
#

Do you reckon this is what it'll take, for example, to make binoculars take out faster? class AmovPercMstpSrasWrflDnon_AwopPercMstpSoptWbinDnon : TransAnimBase_noIK { speed = 1.2; };

#

speed was 0.7

hearty sandal
#

possibly yes. sounds about right

zenith drift
#

Shit, looks like there might be a shit ton of different animations involved in just taking out and putting back the binoculars

#

higher speed = faster animation, right?

#

what about animations that have no speed property? awoppercmstpsoptwbindnon_rfl inherits from AmovPercMstpSlowWrflDnon. The former has no speed property. The latter has a speed property of "speed = 1e+010;" What is that, 10 billion? Does that mean the animation has no speed?

hearty sandal
#

they are inheriting speed form somewhere earlier most likely

#

all animations root to class default in there

zenith drift
#

speed = 1e+010 ?

hearty sandal
#

0

#

isnt it

zenith drift
#

what does a speed of this value mean?

slim halo
#

1e10 means ~ 0 duration

zenith drift
#

meaning it displays for 1 frame, or what?

slim halo
#

it just means static anim

zenith drift
#

ok

zenith drift
#

Thanks for the help, sure is a lot less frustrating not taking a million years to switch binoculars.

zenith drift
#

in cfgMoves what do relspeedmin and relspeedmax do?

hardy crow
#

How does one edit this model.cfg to suit/tailor a new weapon?

digital python
#

can someone send me a simple CfgGroup example please, I am at work and all of the bohemia interactive websites are blocked because FBI firewalls suck.

digital python
#

lol i cant access the website

#

thats the problem

#

FBI has it blocked at work

hardy crow
digital python
#

lol but im motivated now

hardy crow
winter rain
#

I dont think a CDLC

slim halo
#
class CfgGroups
    {
        class West
        {
            class BLU_F
            {
                class Infantry
                {
                    class BUS_InfSquad
                    {
                        name = "Rifle Squad";
                        side = 1;
                        faction = "BLU_F";
                        icon = "\A3\ui_f\data\map\markers\nato\b_inf.paa";
                        class Unit0
                        {
                            side = 1;
                            vehicle = "B_soldier_SL_F";
                            rank = "SERGEANT";
                            position[] = {0, 0, 0};
                        };
                    };
                };
            };
        };
};

#

@digital python

slim halo
neat iron
#

having trouble with a model.cfg

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its saying a cfgSkeleton entry doesnt exist when it very much does

winter rain
neat iron
#

gimme one second to get everything sorted to peak at

#

i literally copied and pasted the class name

#

first one has literally everything

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second has just the model.cfg

hearty sandal
#

for config pasting

neat iron
hearty sandal
#

and whats the exact error message

neat iron
#

cfgModels: There is no 'Polearm_Shinobi_base' in cfgSkeletons to inherit from

Failed. View->output logs for shinobitest
shinobitest.pbo not produced due to error(s)
Job(s) completed in 73secs on Fri Jan 21 13:53:22 2022

winter rain
#
{

    class Default
    {
        isDiscrete = 1;
        skeletonInherit = "";
        skeletonBones[] = {};
    };

   class Polearm_Shinobi_base: Default
   {
    isDiscrete=1;
    skeletonInherit = "";
    skeletonBones[]=
    {

          "drivewheel","",
            "wheel_1_1_damper_land" ,"",

etc etc etc```
neat iron
#

so just throw that default part in?

winter rain
#

never had issues with this yes

neat iron
#

no joy, same error

winter rain
#

for what is this on top?

{
    type = "rotation";
    memory = 1;
    minValue = 0;
    maxValue = 1;
    angle0 = 0;
    angle1 = 1;
};```
neat iron
#

wait one, didnt do the ": Default;" part

#

no idea. it was there when it functioned, and doesnt seem to be causing issues

#

yeah same issue is still kicking up

winter rain
#

your .p3d model has this name?

Shinobi_APC_Base.p3d

neat iron
#

yep

hearty sandal
#

you sure you editing the right file

#

and dont have some other model.cfg file in there somehwere

#

to me it looks like this is not the same file as you are packing

neat iron
#

nope, correct file

#

gonna see if packing without the model.cfg "clears" it in a sense

#

got a good pack without it, error back when p[acking with the cfg again

hearty sandal
#

this is fubar though

neat iron
#

which one should be ditched

#

im assuming the Default part

hearty sandal
#

the same named classes

#

also you dont have class car to inherit from

neat iron
#

i'll sort that out now

#

any idea what could be causing the "missing" skeleton issue though?

neat iron
#

im still completely lost here

covert kestrel
#

Is it possible to override the Facewear someone put on their profile through config?

slim halo
#

disableProfileGlasses or something thonk

covert kestrel
#

I'll have a look at that

covert kestrel
#

So, different question:
I've made an OPFOR Faction that's got both Infantry and Mechanized elements, I can place all different assets they have access to within the Editor, but as a Curator I can only place down the Infantry based assets and it doesn't matter if I try to place down singular entities or the group entities either. The Mechanized just aren't an option. I've gone through it all and I haven't been able to see why and I'm certain it's not because I forgot to set a scope = 1;, it's all under scope = 2;

covert kestrel
#

Yes, nothing changed

slim halo
#

is this the only proxy for cargo seats?

"proxy:\a3\data_f\proxies\medevac_cargo\cargo01.001"
#

in other words what I mean is that are all selection names that are cargo positions named like that? (vanilla and non-vanilla)

#

e.g.

"proxy:\a3\data_f\proxies\medevac_cargo\cargo01.001"
"proxy:\a3\data_f\proxies\medevac_cargo\cargo01.002"
"proxy:\a3\data_f\proxies\medevac_cargo\cargo01.003"
#

for cargo proxy indices 1,2,3

#

looks like no

#

nvm meowsweats

slim halo
hot pine
#

it is

slim halo
#

where?

hot pine
slim halo
hot pine
#

yes

#

it's same thing as with missiles, let me find a page explaining it

slim halo
#

e.g. where is \a3\data_f\proxies\medevac_cargo\cargo01 (or \a3\data_f\proxies\medevac_cargo\cargo01.p3d) defined?

hot pine
#

only p3d name is important - path is scraped

#

so a3\data_f\proxies\medevac_cargo\cargo01 (or \a3\data_f\proxies\medevac_cargo\cargo01.p3d equals to ProxyCargo01

#

Proxy is sort of magic keyword/suffix

#

similar magic as with Land_ type classes too

slim halo
#

ah I see now! thank you! 👍

slim halo
hot pine
#

I mean how game is linking p3ds in world (wrp) and class names - it's looking at the p3d names and it's not interested in full path

slim halo
#

and if the class name doesn't exist it uses direct p3d correct?

hot pine
#

if class name doesn't exist then object is just dummy p3d

#

it can have some minimal configuration like armor, explosionshielding or destruction type but thats all

slim halo
slim halo
hot pine
#

kind of, I don't remember if such baked to the map objects are equal to simple objects

#

because matching p3d and object cost some CPU ticks I guess

slim halo
sick knoll
#

Hi, I am hoping to override a config value of a different mod with my own mod. One is this possible and two if it is how would I go about doing this. As currently I keep getting "Member already defined" errors. My purpose is to increase the maximumLoad of a backpack.

covert kestrel
#

You have to make your new version a new Class

#

So if you it should be like

class ModBackpack;
class YourBackpack: ModPackpack
#

@sick knoll

sick knoll
#

But that would make it a completely different backpack correct in arsenal?

#

If that's the way you can think of doing it I assume I can't just force override the other one.

covert kestrel
#

That's how you'd have to go about it unfortunately, I'm pretty sure that if you want to override their backpack you'd have to do it in their mod, but I could be wrong, I'm still somewhat new to this.

sick knoll
#

Alright appreciated as I did the way you suggested first and it worked fine. Just wanted to know if it's possible to just force override to avoid clutter and to make it backwards compatible.

wheat sluice
#

Add the mod's CfgPatches name to requiredAddons[] in your mod's CfgPatches list, and then follow the same class inheritance as the mod has it set up.

#

For example, lets say you wanted to make all of RHSUSF's Eagle-AIII backpacks have 9999 capacity. All you have to do is write your config (in CfgVehicles) like so:

class B_AssaultPack_Base;
class rhsusf_assault_eagleaiii_ucp: B_AssaultPack_Base
{
    maximumLoad = 9999;
};
#

Same inheritance and rhsusf_c_troops (where the backpack class is defined) has been added to CfgPatches.

#

No need to add anything else because all you're doing is replacing the mod's values.

terse latch
#

I was having an error after getting my mod into Arma 3 that said "Cannot load texture a3+mgr+\textures\redmaskwip_CO.paa." I was advised that the "+MGR+" name could be the issue, or that the texture wasn't being loaded so I decided to rename my file path to "a3/1aMGR/Textures/RedMaskWIP_CO.paa". I am now having a new error and unable to crunch the file in pboProject. It goes as follows.
"scanning for pbos to make....
Processing \a3\1aMGR\Cyborg\CyborgMask...
<scanning files to pack>
.......
</endscan>
using bis "binarize_x64.exe" for wrp, p3d or rtms
<copying/crunching to temp>
..
building master \a3\1aMGR\Cyborg\CyborgMask\model.cfg
.....
</end copy/crunch>
<Bis Binarising...>
</Bis binarise>
stripping "P:\temp\CyborgMask.bin.log"
/endstrip
<updating temp with prebinarised files (if any)>

</prebinarised>
<MakePbo...>
CyborgMaskRed.p3d: missing \a3+mgr+\cyborg\cyborgmask\cyborg mask.rvmat
CyborgMaskRed.p3d: missing \a3+mgr+\textures\redmaskwip_co.paa
Missing File Summary
CyborgMaskRed.p3d : \a3+mgr+\cyborg\cyborgmask\cyborg mask.rvmat
CyborgMaskRed.p3d : \a3+mgr+\textures\redmaskwip_co.paa

missing file(s)
</MakePbo>
makepbo failed: missing file(s)
CyborgMask.pbo not produced due to error(s)
Job(s) completed in 0secs on Fri Jan 21 19:35:56 2022"

I went back into my model.cfg, config.cfg, and my rvmat and redid all the file paths, I also redid the file paths in blender to the correct rvmat, and face texture and exported it. I am not sure why it is saying I need "+MGR+" when I completely removed it from all the configs

shy knot
#

Check the p3d again

terse latch
shy knot
#

Open the p3d in object builder and do a mass re name

#

Make sure none of the old file path remains

#

Then if everything is good, try doing a full build

#

That can sometime mess stuff up. It believes the files still exist in the pack, but when it finds that they’re missing, it gives an error. A full build should fix the issue and show it the new paths

terse latch
terse latch
shy knot
hearty sandal
#

rename the old paths to proper paths

terse latch
#

Ok I have made progress. I am able to crunch the addon and I even have a white mesh of my model (which wasn't there before), but I still get the error "Cannot load texture a3\1amgr\textures\redmaskwip_CO.paa.". Also part of the face/nose is sticking past the mesh of the mask.

shy knot
terse latch
shy knot
#

Do you have a p drive

arctic quarry
#

Does anyone know how to ignore errors in pboproject?

arctic quarry
terse latch
# shy knot Do you have a p drive

Yes I do, I think it’s installed correctly but I do have to use the Arma 3 tools after every restart and mount my P drive so I could be wrong. It saves all my stuff though

zenith drift
hearty sandal
#

how do you expect your mod to work if you have errors

arctic quarry
#

its saying its missing a few paa's and .ogg's but there in the file

#

thats why I want to ignore it

#

@hearty sandal

hearty sandal
#

if it says it cant find it your paths are wrong

arctic quarry
#

impossible

#

since when I loaded it while it wasn't packed it found the paa's just fine

hearty sandal
#

Its almost like you are not believing what I say

#

Oh well

arctic quarry
#

the paa it says isn't there LEGIT IS THE FRONT PAGE UI........

#

need a picture of proof???

#

like what u mean

hearty sandal
#

I dont want to waste time fighring with people who dont believe what I say in these matters. I've wasted enough time on that.

arctic quarry
#

so you are telling me that the missing file its saying isn't there is correct even tho when I load the game and it shows up in front of me its still not there I'm just crazy. am I understanding this correct?

hearty sandal
#

is the file in your p drive?

#

thats what pboProject is checking for

#

to ensure your paths are correct

arctic quarry
#

welp I haven't used it in 3 years so would be great to know that

#

that makes sense then why it can't see something infront of me

hearty sandal
#

it has ALWAYS done that

arctic quarry
#

and again

#

I haven't

#

used it

#

in 3 years

neat iron
#

Updated cfg

covert kestrel
slim halo
slim halo
#

are you sure your curator has access to all addons?

covert kestrel
#

Well, the won't work part of my message was meant for the gif, which kind of ruined any comedic attempt at distraction for such a basic failure

#

@slim halo Thank you for the help

neat iron
#

Euf

sick knoll
fossil wharf
#

Hey, I'm having a problem with my function.

class CfgFunctions
{
    class BBUS
    {
        file = "\ZENNOTIF\Functions";
        class ZENNOTIF
        {
            class zeusRegister {postInit = 1;};
        };
    };
};

It doesn't work at all, not showing up in the function viewer or the .rpt file.
I took the example from the wiki and a few working addons I use to try putting my data on top but it still doesn't work.

slim halo
fossil wharf
#

it's the name of the pbo

slim halo
#

the name of the pbo doesn't matter

#

the pbo prefix is what matters

slim halo
fossil wharf
#

no, it should be Root\ZENNOTIF\Functions\fn_zeusRegister.sqf

slim halo
#

no

#

what I said is what it should be

#

and ZENNOTIF is not part of the path (i.e not a folder in addon root)

#

it's the addon prefix

fossil wharf
#

Is it \PREFIX\Functions\fn_zeusRegister.sqf then?

slim halo
#

\PREFIX\Functions\ZENNOTIF\fn_zeusRegister.sqf

fossil wharf
#

Functions is a folder inside the PBO though

slim halo
#

I know

#

so what?

fossil wharf
#

hm

#

sounds contrary to what I have seen and done so far

slim halo
#

because you've put file in the wrong place

#

if you do it like this:

class CfgFunctions
{
    class BBUS
    {
        class ZENNOTIF
        {
            file = "\ZENNOTIF\Functions";
            class zeusRegister {postInit = 1;};
        };
    };
};
slim halo
fossil wharf
#

I see

#

oh that explains it

#

Thanks a lot!

hardy crow
#

what is this dlc color thing? where to get the color code?

neat iron
hardy crow
# neat iron bumping this issue with cfgSkeleton

bumping an issue isnt a problem, but becomes a problem when the bumped up message doesnt contain the following, making it impossible to view and answer at a glance, all in the bump message in question;

  • all of the relevant data/info is at hand
  • your specific issue
  • whereabouts is the specific issue
  • what you have done/attempted to rectify
    none of that is in your bump up message

As for contributing to answer personally, cannot help, still yet to delve and learn the world of cfgvehicles

neat iron
#

Couple of bluies were helping yesterday, but then just dropped off, assuming busy with life stuff

hardy crow
neat iron
#

To keep it simple: packing with pboPeoject is saying that the skeleton isnt there to inherit from in CfgSkeletons, when its right there in the right place

#

Give me half a second to type and I might add the information :P

hardy crow
neat iron
#

sure thing

hearty sandal
#

was sleepy time

#

🐐 💤

hardy crow
# neat iron sure thing

that was a joke;
'too late, your opportunitys gone, ⏭️ 😂', go ahead with your info composition

hearty sandal
#

try packing

#

if success

#

add you cfgSkeleton classes in (nothing else)

#

try packing

#

if success, add cfgmodels stuff in one class a time and test in between

#

if fail report back

#

and check if you have other model.cfg files in the folders somewhere

neat iron
#

@hearty sandal so get this

#

blank model.cfg

#

same issue

hearty sandal
#

sounds like you have it somewhere else then

#

or you are editing wrong file

neat iron
#

checked other places

#

noticed that #include "model.cfg" is missing

#

potentially that?

hearty sandal
#

whrer?

#

youre not supposed to inclyde model.cfg anywhere

neat iron
#

in the config

#

it has things like #include "physx.cpp"

hearty sandal
#

yeh model.cfg stuff does not belong there

#

its baked into the p3d

neat iron
#

i added that and it didnt throw back the skeleton error

hearty sandal
#

what did I just say

#

no

#

nononononono

neat iron
#

it was already packing before i checked

#

so

#

and ive never gotten the config to co-operate with OB through the p3d

#

even before all of this started happening

hearty sandal
#

config.cpp does nothing in OB

#

model.cfg is only thing OB connects with

neat iron
#

even my original build before the config rewrite has that, and it worked completely fine

hearty sandal
#

do you have model.cfg stuff written in your config,cpp?

neat iron
#

no

#

its a seperate file

#

i followed the samples example

#

so sound, physx, model, pip etc are all seperate files

hearty sandal
#

.hpp files are separate just to keep them more readable

#

they are included in the config.cpp with the include command

#

but they could also be just written in the config.cpp

#

so those files together are "config.cpp"

#

and model.cfg is the second file required

#

like you have

#

and these files are all in P drive yes?

neat iron
#

yeah

#

all in a sub folder but yes, p drive

hearty sandal
#

post picture of the whole pboProject dialog

#

the black window with text

neat iron
#

one second, repacking

#

because jsut doing the include function is giving me errors i can actually sort

#

also found out why rotation was right at the top on its own. has to be defined apparently

hearty sandal
#

NO

#

dont include the danm thing

neat iron
#

why not

hearty sandal
#

because I say so

neat iron
#

worked on the first build

hearty sandal
#

fine. good luck then

neat iron
#

whats the issue with it

#

other than "because i say so"

#

because that explains literally nothing

hearty sandal
#

I told you already above

#

I got other things to do now

neat iron
#

you didnt really explain it though?

#

all i got is "model.cfg is the second file needed" and "because i said so"

#

against something ive done in the past which already works fine

hearty sandal
#

keep doing it then

#

I dont want to waste my time

neat iron
#

you arent actually explaining whats wrong with it though. you explained why the .hpp files are used with the include command, but didnt actually explain why using it with model.cfg is something wrong

#

"because i said so" isnt helpful at all, and doesnt actually help in terms of anything i do in the future

hearty sandal
neat iron
#

so why did it work before? like genuine question

#

if i dont do it, i dont have animations. if i do it, i dont have any errors or bugs thrown at me

#

help me understand whats so critically wrong with this

hearty sandal
#

no.

south pumice
#

Hey!

I finished making a vehicle but it has a little bug, it doesn't show the Zeus menu which is problematic for me...
I tried to add a scopeCurator=2; in my config.cpp but nothing changes.

Do you know how to do it?

neat iron
#

¯_(ツ)_/¯

#

i'll go fornicate with myself i suppose

hearty sandal
slim halo
south pumice
#

Thank i check this

south pumice
#

I have the unit[] and the ScopeCurrator but the vehicle don't show in Zeus

covert kestrel
#

Then the crew might be wrong or not be in scopeCurrator

south pumice
#

ok i check

#

crew = "C_man_1";

slim halo
covert kestrel
#

Does your C_man_1 have scopeCurrator = 2;

slim halo
#

it gets "baked" into the p3d

south pumice
# covert kestrel Does your C_man_1 have scopeCurrator = 2;

class Aka_P4_af : Aka_P4_base {
scope = 2;
scopeCurator = 2;
crew = "C_man_1";
side = 1;
faction = "aka_mods";
displayName = "Peugeot P4 Armée Française";
author = "Ownity";
editorPreview = "\Aka_P4\cars\data\preview\Aka_P4_af.jpg";
hiddenSelectionsTextures[] = {
"Aka_P4\cars\data\textures\camo1_co.paa","Aka_data_base\datas\plaque\Plaque.paa","Aka_P4\cars\data\textures\camo1_co.paa"
};
hiddenSelectionsMaterials[] = {
"Aka_P4\cars\data\rvmat\camo1_mat.rvmat","Aka_data_base\datas\rvmats\plaque_reflect.rvmat","Aka_P4\cars\data\rvmat\camo1_bache.rvmat"
};
};

covert kestrel
#

Not your vehicle

#

the Crew

#

C_man_1

south pumice
#

I thinks it's a default crew of arma 3

neat iron
slim halo
#

the ; is

neat iron
#

yeah, got rid of that

covert kestrel
neat iron
#

current build i just tried

#

also removed model.cfg from the config after vespade explained how it all works and why it could go wrong

slim halo
# neat iron https://pastebin.com/bLTbWGPX

write it like this:

class CfgSkeletons
{
    class Default
    {
        isDiscrete = 1;
        skeletonInherit = "";
        skeletonBones[] = {};
    };
    class Polearm_Shinobi_base {
        isDiscrete = 0;
        skeletonInherit = "";
        skeletonBones[] =
        {
                    ...
        };
    };
};
neat iron
#

with the bones instead of the ... yeah?

slim halo
#

yes

#

copy paste them there

neat iron
#

we'll give it a go

south pumice
hearty sandal
#

default class is not requirement in model.cfg

slim halo
hearty sandal
#

common copy paste start

neat iron
#

no joy, error still there

hearty sandal
#

it does not hurt

slim halo
neat iron
#

literally just replaced it with what you put there

slim halo
slim halo
neat iron
#

goat suggested i leave a blank model.cfg to trial and error it

slim halo
#

if it's empty and you still get the error you have it somewhere else. which HorribleGoat already explained

#

so I guess I'm just going in circles here meowsweats

neat iron
#

its only in model.cfg

slim halo
neat iron
#

its the only model.cfg and im building the right folder

#

if i remove the model.cfg entirely, it packs

#

like no issue

slim halo
#

your cfgModels has errors too:

class Animations: Animations
{
class wheel_1_1_Damage: wheel_1_1_Damage{offset1=0.18000001;};

#

those are not even declared/defined

#

what are you inheriting from?

neat iron
#

tbh dunno. im trying to unfuck a cfg that was given to me by someone trying to get a turret working

#

it worked fine originally, but now its not

slim halo
neat iron
#

already done

slim halo
#

but still I don't think pboProject's even gets to that part for you meowsweats

slim halo
neat iron
#

"inherit class 'Animations' does not exist"

#

so its now gotten to that part

slim halo
#

already done
if it's already done then how's it showing that error?

neat iron
#

thats new

#

after ive made that change

#

i'll try repacking, wait one

#

yeah thats a new one

slim halo
#

what's the new model.cfg?

neat iron
#

one second

#

noticed that there wasnt entries for the wheel rotation

slim halo
#

class Animations
{
class wheel_1_1_Damage: wheel_1_1_Damage{offset1=0.18000001;};

#

it should be class Animations: Animations

burnt oracle
#

Hey ! Is there a way to change the engine power of a vehicle by an init ?

hearty sandal
#

no

burnt oracle
#

eh sad :/

neat iron
#

still gettting animation issues

#

building master \model.cfg
inherit class 'Animations' does not exist
In File \model.cfg: circa Line 166 rap: missing inheritence class(es)

Failed. View->output logs for shinobitest
shinobitest.pbo not produced due to error(s)
Job(s) completed in 72secs on Sat Jan 22 19:42:15 2022

quartz tulip
#

Are selection weights supported for model.cfg animations or just for RTM?

hearty sandal
#

model.cfg isdiscreet = 0; enables that (characters have it)

quartz tulip
#

ok, thanks, I'll try it out.

neat iron
#

@slim halo so interesting development, i think my mikeros tools is fucked

#

tried packing a safe version of an earlier build, which i know works, and it had the same animation issue

slim halo
#

or do Full Build

neat iron
#

I just reinstalled ngl

#

Forgot about clear cache

neat iron
#

reinstall didnt fix it?

slim halo
#

fix what?

#

you have to delete the cache yourself

neat iron
#

i reinstalled before you said that, and tried repacking but im getting the same error

#

wheres the cache located normally?

#

found it

#

yeah that didnt help

#

so despite picking the right folder, its packing a model.cfg from somewhere else

#

the only model.cfg in that folder doesnt even mention half the stuff thats coming up in the binlog

#

now it worked?

#

i am the very confused

ashen sluice
#

what is the difference between GunClouds and MGunClouds? what does M stand for? i can think of Main or Machine
@ me or reply to this message if you're replying to me please.

neat iron
#

we have a successful pack of the new variant!

neat iron
#

we're out of the "kill me now" bugs and into the fun and funky bugs at last

hardy crow
#

so, been working on cfgmods, and have used the same test icon @ 1024 x 512 (via photoshop), then converting from .png to .paa (via https://paa.gruppe-adler.de/) for all image entries;

        picture = "\mn\mnlogo\a3modname_logo.paa";
        hidepicture = 0;
        logo = "\mn\mnlogo\a3modname_logo.paa";
        logoover = "\mn\mnlogo\a3modname_logo.paa";
        logosmall = "\mn\mnlogo\a3modname_logo.paa"; 

But only the default puzzle icon comes up? any idea why this is happening please?

untold temple
#

cfgmods is no longer used for that. Need a mod.cpp in your modfolder

hardy crow
# untold temple cfgmods is no longer used for that. Need a mod.cpp in your modfolder

ok, so tried to manually create a mod.cpp, so opened visual studio, input the following below information (as show in its entirety), but still, no logos show?

name = "mn";
picture = "1024 x 512 .paa";
logoSmall = "1024 x 512 .paa";
logo = "1024 x 512 .paa";
logoOver = "1024 x 512 .paa";
action = "";
tooltipOwned = "";
dlcColor[] = {""};
overview =  "";
hideName = 0;
hidePicture = 0;
tepid saffron
#

Path & filename issue?

high osprey
#

Trying to add a custom keybinding for Alt + [SOME OTHER KEY] but can't seem to understand how to combine the DIK codes.
Anyone explain please?

novel lava
#

This is a bit of a long shot but has anyone encountered these sort of errors before?

17:14:49 Cannot use magazine LIB_5Rnd_792x57 in muzzle LIB_RG_AmmoSelect

I've made an AI only muzzle that has a dummy magazine in it for scripting magazine type swaps and for whatever reason the AI will insist on attempting to load the main weapons magazines into the muzzle for reasons unknown to me

#

the dummy muzzle and its magazines are just carbon copies of underbarrel/rifle grenades

#

and ofcourse the only magazine defined for them are:

        magazines[] = {"LIB_DummyAI_AmmoSelect_Mag"};
        magazineWell[] = {};
novel lava
#

well I found the cause and I'm very confused as to why

#
aiAmmoUsageFlags = "32+64+128+256+512";

i had this set in the CfgAmmo, after setting it to just 64+128+512 the errors stopped

snow holly
haughty token
hardy crow
hasty canopy
#

the paa resolutions are way too big

#

256*256 is the optimal resolution for logoSmall, logo and logoOver

hardy crow
reef shore
hardy crow
#

how do i get the information and pictures/logos/icons to show up for my mod?

  1. have got a mod cpp inside main dir of mod folder (not inside addons), same location as configcpp, but no cfgmods inside config.cpp
  2. all image files are 100% .paa, and the correct dimensions, also re-stated in filename
    mod.cpp
class cfgmods
{
        class modname_mods
        {
                author = "furbzeyyy";
                name = "modname";
                picture = "\fp\fp\picture_1024x1024.paa";
                logoSmall = "\fp\fp\logosmall_64x64.paa";
                logo = "\fp\fp\logo_128x128.paa";
                logoOver = "\fp\fp\logoover_128x128.paa";
                action = "";
                tooltipOwned = "";
                dlcColor[] = {"0.39"};
                overview = "";
                hideName = 0;
                hidePicture = 0;
        };
};

I also tried, just;

                author = "furbzeyyy";
                name = "modname";
                picture = "\fp\fp\picture_1024x1024.paa";
                logoSmall = "\fp\fp\logosmall_64x64.paa";
                logo = "\fp\fp\logo_128x128.paa";
                logoOver = "\fp\fp\logoover_128x128.paa";
                action = "";
                tooltipOwned = "";
                dlcColor[] = {"0.39"};
                overview = "";
                hideName = 0;
                hidePicture = 0;

To no avail

reef shore
#

mod cpp should be outside of the addons folder, i suggest you just open up a random mod from the workshop and see the file structure

hardy crow
reef shore
#

config cpp should be inside addons

#

its kinda hard to explain, i can show the structure in dms

#

coz i cant send pics here

hardy crow
reef shore
#

k

hardy crow
#
name = "modname";
author = "furbzeyyy";
picture = "\fp\fp\picture_1024x1024.paa";
logoSmall = "\fp\fp\logosmall_64x64.paa";
logo = "\fp\fp\logo_128x128.paa";
logoOver = "\fp\fp\logoover_128x128.paa";
action = "";
tooltipOwned = "";
dlcColor[] = {"0.39"};
overview = "";
hideName = 0;
hidePicture = 0;
reef shore
#
name         = "MY AWESOME MOD";                                // Name of your mod
picture      = "\pboname\UI\logo_co.paa";     // Picture displayed from the expansions menu. Optimal size is 2048x1024
logoSmall     = "\pboname\UI\logo_co.paa";    // Display next to the item added by the mod
logo         = "\pboname\UI\logo_co.paa";            // Logo displayed in the main menu
logoOver     = "\pboname\UI\logo_co.paa";        // When the mouse is over, in the main menu
action         = "";            // Website URL, that can accessed from the expansions menu
tooltipOwned = "aye";                                // Tool tip displayed when the mouse is left over, in the main menu

// Color used for DLC stripes and backgrounds (RGBA)
dlcColor[] =
{
    0.23,
    0.39,
    0.30,
    1
};
// Overview text, displayed from the extension menu
overview = "what is up";
hideName    = 0;    // Hide the extension name
hidePicture    = 0;    // Hide the extension menu
#

this is a template for mod.cpp

hardy crow
#
 
#include "addons\fp\fp\functions_functions_func.hpp" // this one cant be found
#include "addons\fp\fp\functions_function_bruh.hpp"
...
reef shore
#
#include "lol.hpp"
covert kestrel
sullen fulcrum
#

Hello, do you guys know any sample configures for tanks, i really cant uderstand the ones on Arma Samples.

#

I have experienced making configures for uniforms, i understand how the structure works i want to learn what to inherit etc.

reef shore
covert kestrel
reef shore
#

make a eventhandlers class in config of the vehicle

#
    class EventHandlers
    {
        init = "the code, spawn stuff, hide stuff, attachTO etc;";
    };    
covert kestrel
#

Would this still work through Variable names? If so, wouldn't that cause issues if you spawn multiple vehicles?

reef shore
#

it use the passed arguments

covert kestrel
#

Passed Arguments?

reef shore
#

(_this select 0) would be the spawned vehicle

#

iirc

reef shore
sullen fulcrum
#

this is very helpful comrade ❤️ big thanks men

hardy crow
#

@reef shore hey bro, can u jump into voice chat again plz, about the mod cpp stuff from earlier

cursive talon
#

Anyone have any idea of how one could implement a delayed secondary explosion for a rocket using submunitions? Specifically, I am thinking of making a rocket that hits a wall and then detonates a secondary charge on the other side of the wall or inside the structure. At present my code looks like this:

class LNX_A_MAAWS_MH : R_MRAAWS_HE_F
    {
        submunitionAmmo = "LNX_MH_Penetrator";
        submunitionDirectionType = "SubmunitionModelDirection";
        submunitionInitialOffset[] = { 0,0,2 };
        submunitionInitSpeed = 1000;
        submunitionParentSpeedCoef = 0;
    };
    class LNX_MH_Penetrator : ShotDeployBase
    {
        timeToLive = 1;
        simulation = "shotShell";
    };```
hardy crow
#

this should work, right?

either/or...;

  1. cfgmod with
class CfgMods
{
    class modname_mod
    {
        name = "modname";
        author = "furbzeyyy";
        picture = "modname\mn_logo\mnl_modname_picture_1024x1024.paa";
        logoSmall = "modname\mn_logo\mnl_modname_logosmall_64x64.paa";
        logo = "modname\mn_logo\mnl_modname_logo_128x128.paa";
        logoOver = "modname\mn_logo\mnl_modname_logoover_128x128.paa";
        action = "";
        tooltipOwned = "";
        dlcColor[] = {"0.39"};
        overview = "";
        hideName = 0;
        hidePicture = 0;
    };
};

or mod.cpp, inside:
a) inside modname
b) Modname\addons
?

        name = "modname";
        author = "furbzeyyy";
        picture = "modname\mn_logo\mnl_modname_picture_1024x1024.paa";
        logoSmall = "modname\mn_logo\mnl_modname_logosmall_64x64.paa";
        logo = "modname\mn_logo\mnl_modname_logo_128x128.paa";
        logoOver = "modname\mn_logo\mnl_modname_logoover_128x128.paa";
        action = "";
        tooltipOwned = "";
        dlcColor[] = {"0.39"};
        overview = "";
        hideName = 0;
        hidePicture = 0;
    };
};

But nothing is happening at all

untold temple
#

modname\mn_logo\mnl_modname_logo_128x128.paa is that inside a .pbo? If you're calling images just from the modfolder, you put them next to the mod.cpp in the root of the modfolder and just put the filename mnl_modname_logo_128x128.paa. If they're inside a .pbo you use the path to where they are inside the .pbo, including any prefixes - as you would do for texture paths

#

paths inside the .pbo probably need a leading \ because arsenal UI is often funny about images that don't have one

hardy crow
cursive talon
#

At least that's what I usually do.

hardy crow
cursive talon
#

Functions are defined in the config.cpp (or .hpp included in it).

hardy crow
cursive talon
#

Ah, yeah now I'm on the same page as you, my bad, misunderstanding.,

slim halo
hardy crow
slim halo
#

I have no idea what you're trying to say.
arma .cpp files are not c++. C++ is a programming language. .cpp files in Arma are just a tree like storage format.
.hpp is just a format typically used for headers. It can be anything you want tho.

#

.inc and .h are some other common formats

#

But the format does nothing

#

I don't think you understand what a preprocessor is. That's why you're confused with .hpp files

#

Preprocessor runs before the parsing stage.
When you do #include you're telling the preprocessor to copy paste the included file contents where you say

hardy crow
# cursive talon Ah, yeah now I'm on the same page as you, my bad, misunderstanding.,
  • @cursive talon - all functions as .sqf. (overlook on my side, although they worked under .c++ anyway, but thanks for contributions 👍 )
  • @slim halo - .c++ are now .header source file

@untold temple Retracking onto message, working on that now, doing the mod cpp and logos outside of PBO at this time

at this time, its;

  • modname\mod.cpp
  • modname\mn_logos
  • modname\addons\config.cpp

and picture/logo filepath is (e.gmodname\mn_logos\mn_modname_picture_1024x1024.paa)

reef shore
untold temple
#

If it's outside the pbo, you don't put the modname folder at the start

#

With that path it'll be looking for \modname\modname\mn_logos\mn_modname_picture_1024x1024.paa within the mod folder, which doesn't exist

#

\mn_logos\mn_modname_picture_1024x1024.paa should be sufficient. If it doesn't work, don't put the .paa in a subfolder. Put it next to mod.cpp in the root of the mod folder

hard chasm
#

ummm, the difference here is that mod.cpp can use relative OR \hard addressing. \mn_logos\ is incorrect and i am certain it's merely an unfortunate typo.
all relative addressing is relative to the mod.cpp. SO:
\anything means a pbo
mn_logos\ means there is a subfolder in the mod called the same
anything.paa means it is adjacent to the mod.cpp

#

also note with the exception of #includes, nothing else in the engine can use relative addressing. anything\ always means \anything\
this insane situation is why a mod.cpp can never be a mod.BIN

frigid flower
#

What might cause the action to turn a car's headlights on or off to not exist? AI and curator can still turn them on and off, just not players

frigid flower
#

Also, what's the best way to make randomized colours for vehicles? Ideally, one that isn't clientside (so everyone sees the same colour)

frigid flower
molten silo
nimble sequoia
#

@molten silo as the report says, your Shadow LOD is too detailed (too many polys in the mesh of the shadow).

hardy crow
# hardy crow this should work, right? either/or...; 1. cfgmod with ```cpp class CfgMods { ...

bumping this issue back up, do not understand why something that seems so simple, is not working;

  • all file paths, file types are correct
  • config.cpp is located within modname>addons
  • below is the current state of mod.cpp, located within modname folder;
  • mod.cpp does not come up when binarsing via pboproject
        name = "modname";
        author = "furbzeyyy";
        picture = "modname\mn_logo\mnl_modname_picture_1024x1024.paa";
        logoSmall = "modname\mn_logo\mnl_modname_logosmall_64x64.paa";
        logo = "modname\mn_logo\mnl_modname_logo_128x128.paa";
        logoOver = "modname\mn_logo\mnl_modname_logoover_128x128.paa";
        action = "";
        tooltipOwned = "";
        dlcColor[] = {"0.39"};
        overview = "";
        hideName = 0;
        hidePicture = 0;
slim halo
#

they should be relative to the current mod.cpp dir

#

which sits in the mod folder

#

in that example, mod icon path is simply picture = "mod.paa"

hardy crow
hardy crow
hardy crow
slim halo
#

what keys folder?

#

they should be in the root of the mod folder

#
@My_Mod                                 
|__Addons
|  |__addon_name.pbo
|  |__addon_name.pbo.key_name.bisign
|  |__other_addon.pbo
|  |__other_addon.pbo.key_name.bisign
|
|__Keys                                
|  |__key_name.bikey
|
|__mod.cpp                              
|__mod.paa                              
|__my_extension.dll            
reef shore
#

keys folder are for bikeys they dont need to be included in any configs

winter rain
hasty canopy
#

your mod.cpp file and icons shouldnt be in the key folder at all

#

place them in directories in the same manner as the example provided by leopard

molten silo
#

I just don’t know how to fix this issue as I have never run into it

hardy crow
hearty sandal
#

make shadow lod separately from simpler parts

nimble sequoia
#

Using the same software that you used to create the model, eg blender

#

Make a simple shadow mesh of perhaps 3000 Tri 's, making sure it is closed and convex

hearty sandal
#

3000 is quite a lot still

nimble sequoia
#

Depends what he's making. It's ok for a vehicle and not 220k as he potentially currently has.

molten silo
#

i’m j making a super detailed vest

#

but I can cut it down

hearty sandal
#

"super detailed" is likely going to cause FPS issues

#

but as long as you are aware of that, why not

molten silo
#

I mean the main details are like small things like flashlights cable ties and other cool but smaller things. if it does cause issues i’ll remake it but as long as just making a shadow lod w a lower poly count will allow me to get that in game im gonna try that first

hearty sandal
#

shadow lod does not really need the small bits

#

only the main shape of the vest

molten silo
#

yea i’ll probably just use the frame pouches and belt

molten silo
#

anyone know how I can fix this? last issue in my way

#

Warning: memory usage limited by a page file. Current limit 22430 MB, wanted 24381 MB

I keep getting this warning thats stopping me

hearty sandal
#

mayhaps you are packing in stuff thats not suppsoed to be there

molten silo
#

like what???

hearty sandal
#

I dunno

#

do you have the folder set up in your P drive?

#

do you have your source models and textures in there

#

how many textures do you have there?

novel lava
#

this sort of thing has been asked a hundred times but I'm having issue with it.

I have an armoured vehicle with an exposed gunner
i've set

                viewGunnerInExternal = 1;
                forceHideGunner = 0;
                canHideGunner = 0;
                hideProxyInCombat = 0;
                inGunnerMayFire = 0;
                outGunnerMayFire = 1;

on the turret
the gunner works fine, he'll shoot etc etc but infantry won't fire small arms at him, if I set crewVulnerable to 1 they will but that also means tanks will prefer to MG it rather than fire their cannon

#

i will also note isTurnedOut gunner will return false. if I set canHideGunner to 1 everything works except now the gunner can turn in

#

is there something i'm missing to make AI treat a unit as turned out?

hot pine
novel lava
#

armor value might have soemthing to do with it, that or simulation

#

as I have some AT guns that i set crewVulnerable to 0 on and they work just fine, AI will shoot the crew with rifles etc, tanks will use MG on them or just shoot the gun itself with a tank shell. It's tank sim but has lower armor

the apc is car sim and higher armor

hot pine
#

I've set armor to 100 on one vehicle with exposed turret since AI didn't want to engage gunner anyway

novel lava
#

hmm

#

ill try that out

novel lava
#

hmm tried setting it to 100 and they still wont fire

#

at 50 they started to shoot

hearty sandal
#

You got the gunner proxy in fire and view geometry lod?

novel lava
#

yes although one of the vehicles I tested inded was missing the proxies in the view geo

#

but even one with them it wasn't working

hot pine
#

wish there were some two extra params to:

  • per turret flag if gunner of turret is vulnerable or not
  • forcing AI turret gunner to be turned out
#

second option would already solve a lot of issues

novel lava
#

does hideproxyincombat not work for the 2nd?

#

cuz that was my back up... just letting them turn in

#

but forcing ai to stay out

sullen fulcrum
#

Hello! I had an error after packing on Line 120 Hitpoints Base undefined, also any ideas how to clean this config its a bit messy

https://pastebin.com/ScsvhGhF

hot pine
novel lava
#

..ah

#

yes I thought that might be an issue

slim halo
#

actually 2

#

lines 50 and 81

#

you're closing the class with a }

#

your hitpoints are outside the vehicle class

#

if you use vscode with bracket pair colorization you can spot these mistakes very easily:

sullen fulcrum
#

if i remove the typos will it be able to work?

slim halo
#

¯_(ツ)_/¯

sullen fulcrum
#

hahahahah

slim halo
#

I didn't read all of it

#

but your inheritance looked correct (as far as I looked)

sullen fulcrum
#

alright ill try to remove the typos first then test it

#

okay i removed the two typos, now its saids Hitpoints: Undefined base class

slim halo
#

then you have more

sullen fulcrum
#

and now it begins hahaha

#

do i have to clean up all the configures and put it all in order?

#

in my understanding i think the way i put the class : sounds on top of the Hitpoints is the error it was all working until i added the class : sounds, thats why im thinking of putting it all in order

sullen fulcrum
rare garnet
#

Getting an error

> No entry 'bin\config.bin/CfgPatches/custom_vehicles.units'.
rare garnet
#

Figured It Out

dry mantle
#

To inherit the skeleton & animations from Model.cfg, what should the class at the bottom be named from for a uniform? Does it get it from the cfg factions in the config?

shy knot
midnight scaffold
#

Hi I have an animation for a weapon on wich I use rifle grenades I would like to know if it's possible to change the hand anim while cycling the weapons mode ? Because I put an handAnim[] in the riflegrenade mode but it didn’t work. Wondering if you have any idea

novel lava
#

nope ways around it is having a different weapon entirely with the custom handanim but that wouldn't work well for what you want

#

or creating a gesture and using playaction

#

but the latter will require a bit of scripting to get working right

#

as reloading, switching weapons, throwing grenades etc will cancel it

sullen fulcrum
#

Probably isn't the proper channel but I have no idea which one to go to, is there way to just move one whole model and config of a item from a workshop item to another one?

vagrant idol
#

if the model/item from the workshop is not yours then no

undone kindle
#

Does anyone have a example of what a custom hardpoint should look like? trying to add new hardpoints that add say bombs to a aircraft that right now only has missiles but im having a hard time figuring out what exactly the config needs to look like in order for the hardpoint to apply

winter rain
# sullen fulcrum Probably isn't the proper channel but I have no idea which one to go to, is ther...

No, its not allowed to do such without permission of the original creator. Also without the source the model will still need to be dependent of the original addon/mod, because the texture / shader paths will not fit without it.

The correct way is to contact the original author to ask for permission and source files.

Or make your own from scratch (model, model.cfg, unwrap, textures, animations, config)

meager trail
#

Hi, it is possible to define a custom lockTarget icon? (the square that appears while locking and the square and dot once locked)
I have been looking the atribute lock_target in CfgIngameUi>Cursor class but it seems to be a generic for all weapons. Or maybe I'm not looking where I should. Any idea?

modest compass
#

Hello, how can I reduce the braking stiffness of a vehicle?

#

When I brake, the back of the car lifts.

meager trail
modest compass
#

unfortunately still the same

fair crescent
#

Hi guys, can anyone shed some light on how does the config for weapon zeroing across different ammo types work? i know about discreteDistance[] = {}; but this is set correctly and reflects in my weapon, for example 100m increments.. what does however happen is that when I switch ammo, it falls short even after I set the correct zero

nimble sequoia
#

@modest compass Check your centre of mass position in the Geometry LOD, it may be forward of the middle.

modest compass
#

Vehicle leans forward when accelerating forward

winter rain
undone folio
#

I'm having some trouble importing my texture for the rangemaster belt

#

class KD_Rangemaster_belt: V_Rangemaster_belt { author="ADN, Aiden"; scope=2; displayName="[ADN] KD Rangemaster Belt"; picture="AidenUniforms\logo.paa"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "AidenUniforms\clothing\gang\KD_belt_co.paa" }; };

#

This is what I put under CfgWeapons, but when I load up the game its just the rangemaster belt with the default / vanilla texture

#

Just posted in texture makers, but since this is KIND-OF a config issue I figured maybe it belonged here 😄

copper hazel
#

Guys does anyone know what the problem is with my heli ?

If i land it im still able to tilt forward, backward, sideward. I checked if SOG or CUP,RHS, Vanilla are the same but they are not... Is this a problem with the land contacts or a weight mass problem ?

hearty sandal
#

Does not sound normal for sure but never heard that happening. Could be anything I suppose

slim halo
#

hey guys. quick question. which property defines that a vehicle seat is the "commander"? (the one that gets used with moveInCommander scripting command)

#

I looked at a few vanilla configs and it seemed to be commanding = 2. am I right? or does that simply define "chain of command" or something?

hearty sandal
#

It defines who is primary commander and who is the next one etc

slim halo
#

ah so the "chain of command" thing that I guessed...

hearty sandal
#

Yes

slim halo
#

do you suppose this is how a commander is defined?
hasCommander = 1
the turret with max commanding value is the commander?

hearty sandal
#

Off the top of my head id say mayhaps

slim halo
#

looks like the hasCommander part was not correct. but the commanding part is correct so far... I'll keep testing

hearty sandal
#

@slim halo
primaryObserver=1; might be this one

winter rain
#

also proxyType CPCommander if im right

#

or how it was called

slim halo
#

can't a mod define its own proxy?

hearty sandal
#

the animation yes

winter rain
#

i think so yea

hearty sandal
#

the proxyTypes are defined PILOT GUNNER COMMANDER CARGO

#

all said proxies are named the same

#

and proxy in itself just dicates the position

#

the pilot/gunner/etc action in config define the animation

#

though im not sure was there commander proxy

#

yes there is

slim halo
hearty sandal
#

yes

slim halo
#

thanks 👍

hearty sandal
#

and on the model the proxy is some\folders\here\commander.p3d

#

and that connects them

#

plus the proxy index

#

for example here

#

all the different looking proxies are in their separate folders as they are all named gunner

#

and crew proxys visual appearance is made the same as the animation used just to make it easier to position it

#

in the tools

slim halo
#

@hearty sandal @winter rain
thank you very much! this was very informative! 👍

hot pine
#

although I haven't seen anyone using custom proxy types

slim halo
hot pine
#

Observer param

slim halo
#

oh so what Goat said the first time 🤯

hot pine
#

That affects UI icon and get in order

hot pine
#

Yes

#

That also means that this commander might not be actually effective commander of vehicle - this is determined by commanding param

slim halo
#

btw what about gunner?

#

what's the difference between a gunner and man turret (FFV)?

#

in other words, how does the game check the seat for gunner _veh?

#

oh primaryGunner = 1;

#

found it... 😅

sacred gate
#

How is it possible to have custom text on an vest? (There are servers doing this/also there is a YT video)
Like is it possible to use the Platenumber System?

modest compass
#

Hello, the headlights of the vehicle reflect on the interior of the vehicle what should I do to prevent this?

hearty sandal
hearty sandal
#

vests cant use that

slim halo
hearty sandal
#

sure that can be done

#

but its different from the plate system

reef shore
#

Iirc you cant change vest textures in game tho

hearty sandal
#

nope

#

could make preconfigured vests

#

though just texture strip is far easier for that

tacit zealot
#

How do I change the turret magazine of a vehicle that inherits from a Vanilla class? Essentially, I'm making a variant of the M5 Sandstorm for each of the ammo types that it can carry, and have been unsuccessful thus far.

hearty sandal
#

checking out the config you are trying to change is the key to success

tacit zealot
#

Isn't my structure just like that? My inheritance is a bit janky, but it's worked before. In fact, I took some code that did a turret modification and just changed the one line to setting magazines.


  class B_MBT_01_mlrs_F;
  class B_MBT_01_mlrs_F_d1:B_MBT_01_mlrs_F{scope=0;class Turrets;};
  class B_MBT_01_mlrs_F_d2:B_MBT_01_mlrs_F_d1{
    class Turrets: Turrets{
      class MainTurret;
    };
  };
  class B47_WZ_TP_M5_Cluster: B_MBT_01_mlrs_F_d2{
    /*trimmed*/
    class Turrets: Turrets{
      class MainTurret: MainTurret{
        magazines[] = {"12Rnd_230mm_rockets_cluster"};
      };
    };
  };
};```
hearty sandal
#

hard to say. probably its not right if it does not work

#

what are you packing the pbo with?

tacit zealot
#

PBO Manager. It works for literally everything else I've done.
When I try to place the unit, I get an error:
`No entry 'bin\config.bin/CfgVehicles/B47_WZ_TP_M5_Cluster/Turrets/MainTurret.maxHorizontalRotSpeed'
The launcher appears level, no ammo is loaded, no crew is in or can get in the turret

hearty sandal
#

well thats your first mistake

#

and thinking your stuff is correct

#

pbo manager is not correct tool for addon pbo creation

#

and that error means your config is broken

#

should have led with that

#

time to set up P drive and mikeros tools so you can get debug info on your configs.

#

pmcwiki has steps for that

#

and pbo manager seems to work

#

because it does not check for anything

#

it just puts your stuff into a pbo

tacit zealot
#

I have that stuff, but I made it after starting work on this. I highly doubt using pbomanager is the root of the issue. Even as you said, it's a config thing. I know I am bad with inheritance so it's probably something with my weird inheritance tree that avoids the base class of the MLRS

hearty sandal
#

it is

#

as it has given you false impression that your config is right

#

when it is not

#

"its worked before"

tacit zealot
#

Then wouldn't it be a matter of debugging and not improper packing?

hearty sandal
#

yes

#

but pboproject is the only tool that gives you that debug information

#

and packs the pbo right

#

binarizing it on the way so game does not have to do it on launch

#

pbomanager also makes slow mods

#

just do yourself a favor and stop using it

#

youll make better mods that way

#

if you doubt this, you can do a history search on pbomanager and see how many people have made this same mistake before you

#

and then using pboProject they have actually got the stuff working

tacit zealot
#

Looking through the config viewer, I noticed that when compared to the normal MLRS, this replaced the config entry for MainTurret with just the magazines[] line

steady beacon
#

Your turret inherited from wrong base class

nimble sequoia
#

This might work (untested, too late at night!)

{
    class MBT_01_mlrs_base_F;
    class B_MBT_01_mlrs_base_F: MBT_01_mlrs_base_F 
    {
        class Turrets;
    };
    class B_MBT_01_mlrs_F: B_MBT_01_mlrs_base_F 
    {
        class Turrets: Turrets
        {
            class MainTurret;
        };
    };

    class B_MBT_01_mlrs_F_d1: B_MBT_01_mlrs_F {};
    class B_MBT_01_mlrs_F_d2: B_MBT_01_mlrs_F_d1 {};
    
    class B47_WZ_TP_M5_Cluster: B_MBT_01_mlrs_F_d2
    {
        /*trimmed*/
        class Turrets: Turrets
        {
            class MainTurret: MainTurret
            {
                magazines[] = {"12Rnd_230mm_rockets_cluster"};
            };
        };
    };
};```
#

@tacit zealot

tacit zealot
#

Since the _d1 and _d2 classes won't have any new inheritance in them, can I just eliminate them and inherit from B_mbt_01_mlrs_F?

nimble sequoia
#

You'd think so yes, but funnily enough found just the other day that it might not work as expected if you do. So don't recommend it.

tacit zealot
#

Hmm... Now I get the same error but for anything derived from the MLRS, even the vanilla ones

peak cliff
nimble sequoia
#

Brendo, use pboProject to build your mod as HorribleGoat suggested. It will likely tell you the exact error (description, file and line number).

hot pine
#

I guess it's issue with requiredAddons

hot pine
#

otherwise, it is same type of magical FCS as in tanks - under the hood engine is calculating ballistic solution for currently loaded ammo so it's always on point

#

note it doesn't work with rockets/missiles and submunition

sacred gate
hearty sandal
hardy crow
#

what is the significance of this?
InterpolateTo[] = {"Unconscious",0.02};
ignoreMinPlayTime[] = {"Unconscious"};

slim halo
#

animations must play for minPlayTime (% of total duration) before they can interpolate

hardy crow
slim halo
#

play it and you'll see

#

it's a death animation

tacit zealot
hardy crow
reef shore
#

or unload the a3 pbos to the p drive

hardy crow
#

does "inloopout"/connectfrom/to, interpolatefrom/to work for gestures?

slim halo
#

no

vast tartan
#

(Not sure if this should go in here) Looking into how to add sounds when a player aims down sight, I seen a PoC from 2019 from the guys over at IFA3, was wondering where the best place to start/look would be. Any insight would be great.

slim halo
flint goblet
#

Is there a model of the Military (Patrol) Cap without the headset present in the game files?

sullen fulcrum
#

Still havent fixed my turret 🥲 , this is the problem im experiencing with my turret can you guys help me with this?

Video:
https://youtu.be/82VLgU_-FSA

hearty sandal
#

do you also have gunner camera animations?

tepid plank
#

If you can't get it to work with the inheritance tree, you could just copy-paste the whole turret config from the vanilla configs, making sure to remove all the class Turrets: Turrets inheritances, into a seperate .hpp file, modify the magazines you want, and then cpp #include "mlrs_turret.hpp"Make sure you don't end the line with the include with ; or you get an error! This method is more prone to failure after updates, but how much are the configs really going to change anymore?

#

I know this is kind of an icky method, but if it works... plus you can always keep that seperate .hpp turret file in the folder when trying to get the inheritance trees to work, while keeping the crude copy-paste turret config as a backup.

sullen fulcrum
wheat sluice
sullen fulcrum
#

which parts here should i change here in order to increase the turret recoil?

#

}; class Tank_F: Tank { sectionsInherit = "Tank"; skeletonName = "Tank_F"; class Animations: Animations { class Recoil { type="translation"; source="recoil_source"; selection="RecoilHlaven"; axis="RecoilHlaven_axis"; memory=1; minValue=0.85; maxValue=1; offset0=0; offset1=-1; };

#

what does the Offset 0/1 and Min/Max Values do?

hot pine
#

in this context, min value means that animation will start at 0.85 (85% of reload) of the reload phase and finish at 1 (100%). Reload animation source is tied to weapon reload - in case of tanks it is usually 5-6 seconds.

#

bear in mind though, that reload source is inverted - it goes from 1 to 0

#

reload The movement when reloading. Source is 1 as soon as shot is fired and returns to 0 within in reload time

#

as for original question, it depends if you want to change the animation only or simulated recoil

sullen fulcrum
sullen fulcrum
#

ill have a read thank you sir

winter rain
#

@hot pine ever noticed if you shot the last bullet, the recoil wont execute? Which anim source would solve this?

Vanilla Arma tanks have the same issue

hot pine
winter rain
#

About this with fired EH ive also thinked like the old ofp days

hot pine
#

afair revolving could be also used also this one is really sensitive on the data

winter rain
#

Isnt revolving working with the ammocount? Like to make displaying numbercount on guns or if you make a 360° rotation a 10 bullets mag, it turns 36° after each given shot?

novel lava
#

yeah it moves gradually between shots

#

I tried using it for muzzleflash once but it was painful

#

I never could get something working right so i'm probably way off base with this but at least the idea I had was if you're converting an existing reload animation you'd replace '1' as your maxvalue with (1/magazincapacity) and keep 0 as the minvalue, and then set the animation to a loop

night nova
#

Is it possible to have a faction show up in a mod, only if a specific CDLC is loaded?
As in, you could play the mod fine without the CDLC but you'd see an extra faction with the CDLC loaded.
(Please Ping if you respond, thank you!)

hearty sandal
#

No

#

@night nova

slim halo
#

tho I think the config should not be binarized if that's used thonk

night nova
#

I was thinking something in line of DMOrchard's crossover mods

reef shore
# winter rain <@105548653594193920> ever noticed if you shot the last bullet, the recoil wont ...

Something similar also happen with bolts of hand held weapons, the behavior for weapons without bolt lock such as the AK, the last bullet fired wont cycle the bolt (it doesnt move, but bullets still come out)

As for weps with bolt lock, the bolt gets pushed back and locks, but this also means bolt instantly locks back whenever you reload including when theres still ammo in the gun (example MX)

reef shore
winter rain
#

I know, same issue i got with my grenade launcher which works like a revolver (8 shots in rotating mag)

#

Last shot, mag is not turning

#

Its not the same function as revolver

#

The mag turns 360° after each shot and throws empty cartridge out

#

And last shot, cartridge throws out but no rotate of mag

reef shore
#

Yea i was surprised to see that all vanilla weapons have that problem too, small detail but kinda kills immersion lol

#

I guess its engine limitation

winter rain
#

No its not engine limitation, its just the anim source

opal crater
#

which is limited by engine 😄

winter rain
#

If you can do a anim source by given shot, im sure this issue can be solved for the last round.

Source is reload, if BI would do a source fired it would be fixed

opal crater
#

yeah, but there's no source like this for now, so it's an engine limitation currently 😛

winter rain
#

Ofcourse last shot doesnt reload if mag is empty

opal crater
#

I wonder if there was a FT ticket for something like this thomp I think I saw it somewhere.

winter rain
#

Would be nice because even Vanilla Arma Tanks have this problem

winter rain
opal crater
hearty sandal
#

There is separate animation source for weapon being empty

#

I think that needs to be used for last round and movement after it

hot pine
#

isEmpty is 0/1 type of anim so it's not very useful for recoil simulation

hearty sandal
#

Ah true.

winter rain
modest compass
#

Hi, Gunner rotates with the vehicle turret while in the vehicle, what is the reason for this?

flint goblet
#

What is the latest loadorder for required addons?

#

Is it still A3_Data_F_AoW_Loadorder

grand zinc
#

According to pinned messages yes

vagrant idol
#

I am looking for a guide to add more compatible optics to a gun. So far I have found that I can declare

class My_Cool_Gun_With_Optic: Not_Cool_Gun
{
 class LinkedItems
 {
  class LinkedItemsOptic
  {
   slot = "CowsSlot";
   item = "Optic_Classname";
  };
 };
};``` but does it need to have the proxy (like for the muzzle) declared? And if I want to have more than one optic for a gun, can I just make an array (`item[] = {Optic1, Optic2, Optic 3}`) or am I forced to have different classes for different optics?
long cargo
nimble sequoia
#

@modest compass Your gunner proxy is probably either included in the resolution LOD turret selection (often otochlaven) or the gunner proxy is named and is a child of otochlaven in the model.cfg skeleton. But it's usual for the gunner to rotate with the turret (eg a tank), do you not want this to happen?

prisma pecan
#

Is it possible to make an object that is invisible to + targetable by AI? What makes an object targetable via doTarget?

sullen fulcrum
#

Are you able to force startup parameters through a mod config? If not, how can you override other mod splashscreens to display your own.

wintry tartan
#

No and yes you can. Let me check the post I had in this server regarded to this

sullen fulcrum
#

thanks man

sullen fulcrum
#

the Empty world thingy

wintry tartan
#

That's different thing. CfgWorlds or CfgMissions? Never tried

sullen fulcrum
#

No idea, all I know is that I want to override the scene that's loading up because its causing lag when people launch the game

#

I'm not the, most savvy with a lot of this stuff

#

-world=empty I think it is?

wintry tartan
#

Ehh if that's what you mean, just put it

#

Please do it publicly, DM is nonsense

sullen fulcrum
#

ah right

#

I don't know how I'd write it into a config is my problem

wintry tartan
#

Excuse me, what exactly you want to achieve?

sullen fulcrum
#

Have the mod force the game to not launch the scene that another mod is loading up as it causes lag when the game starts

#

But because the -world=empty is a startup parameter, I don't know how I'd write it into a config

wintry tartan
#

Startup param is a startup param, not a config

sullen fulcrum
#

So you can't add such things into a config, is there a way I can have a thing in the mod that launches that parameter on the client?

wintry tartan
#

No, that's not how it works

sullen fulcrum
#

damn okay

wintry tartan
#

Unless I misunderstood the question

sullen fulcrum
#

When the main menu loads with this mod on, it launches an intro scene that causes the game to stutter. I want override it with the mod I have to essentially stop it from loading by loading an empty world

#

But the only way I know to do that, is with the -world=empty parameter, so I don't know if there's another way via a mod config

wintry tartan
#

Perhps you want skipIntro

sullen fulcrum
#

Is that something that can be applied through a mod or purely a parameter feature

wintry tartan
#

Startup param

sullen fulcrum
#

Damn

reef shore
#

check there for config

modest compass
sullen fulcrum
reef shore
#

I sent the wiki page above

sullen fulcrum
#

I did have a look but don’t see any potential way to override

reef shore
#

Changing the initworld and demoworld to empty for all terains might work

#

And setting the cutscene to empty array

sullen fulcrum
#

Ah I see, I’ll give it a try

hearty sandal
#

If there is a lag happening it likely means you have some badly bugged mod in there and you should really reconsider your mod set.

sullen fulcrum
hearty sandal
#

I'd suggest notifying optre team about it, they could change it.

#

Or figure out what causes it.

sullen fulcrum
#

Notified, hopefully they look into it, still wanna have our own possibly

winter rain
#

Thats the reason i dont want to make such startup intros or any changes on main GUI/Start GUI.. because if people are using multiple mods and probably one of these has also edits in that case, it can do lags too. Also in some Arma patches the startmenu has been changed too.

bright heart
#

how do i configure which speakers from cfgVoices my faction units can have?

winter rain
dry mantle
#

Question. I'm working on a building that is supposed to be a large gate. How can I get the doors of the gate to open? Do I need a script for that?

winter rain
#

If you want it automated open you need scripting.

if you want it open by User Action then you dont need a script.

pliant ridge
#

has anyone gotten the NVSensor to work? I have gotten the Lasersensor to work but I can't seem to make the NVSensor work?

hardy crow
#

.paa and .tga files work, right?

bright heart
hearty sandal
#

Crwatw your own language class and swap it with the languageENG one in that parameter

bright heart
#

how do i create a language class

subtle crater
#

Hello, I have a question about class inheritance. Is it possible to create a sub class by e.g. all repair vehicles of different factions are in it? So that I can easily search for a class in the mission with isKindOf.

An example:
orignal:
hemtt repair class "B_Truck_01_Repair_F"
"B_Truck_01_mover_F","B_Truck_01_transport_F","Truck_01_base_F","Truck_F","Car_F","Car","LandVehicle","Land","AllVehicles","All"
Kamas repair class "O_Truck_02_box_F"
"Truck_02_box_base_F","Truck_02_base_F","Truck_F","Car_F","Car","LandVehicle","Land","AllVehicles","All" // Kamas repair class "O_Truck_02_box_F"
typhoon repair class "O_Truck_03_repair_F"
*"Truck_03_base_F","Truck_F","Car_F","Car","LandVehicle","Land","AllVehicles","All"

mayby new (possibel?):
hemtt repair class "B_Truck_01_Repair_F"
"repair_vehicles","B_Truck_01_mover_F","B_Truck_01_transport_F","Truck_01_base_F","Truck_F","Car_F","Car","LandVehicle","Land","AllVehicles","All"
Kamas repair class "O_Truck_02_box_F"
"repair_vehicles","Truck_02_box_base_F","Truck_02_base_F","Truck_F","Car_F","Car","LandVehicle","Land","AllVehicles","All" // Kamas repair class "O_Truck_02_box_F"
typhoon repair class "O_Truck_03_repair_F"
"repair_vehicles","Truck_03_base_F","Truck_F","Car_F","Car","LandVehicle","Land","AllVehicles","All"

Here you can see that the last match is Truck_F. It would be great if you added a category here, e.g. repair vehicles can insert. But this is probably not possible because of the different vehicle specifications that follow? Is there any other solution? Thanks for the help in advance.

hearty sandal
#

Adding stuff like that could break a lot. I would not suggest it. Simpler would be just put the 3 repair vehicles in an array and and compare that to iskindof.

#

As you would not be able to inject that inheritance to modded content anyway.

dry mantle
winter rain
sick zephyr
#

Hey guys any idea how I can tweak AI to turn less with a tank?

#

I think there was a config entry for that

#

The issue is that when commanding a tank and ordering it to turn either side it makes a 180deg turn

#

also AI drives quite weirdly on the roads and terrain

winter rain
lethal dew
#

Hi, I am trying to use class EventHandlers to add a function to a medical stretcher I have made but when i go to place it in the editor I get the message Error call: Type Number, expected code . The config lines are
class EventHandlers { init = "_this call 141_objects_fnc_141stretcher"; };

slim halo
#

Variable names can't start with numbers

lethal dew
#

oh the 141

#

thanks

tacit zealot
#

How do I go about getting a custom list of facewear to use for the simple randomization you see on NATO guys?
I figured out how to use identityTypes[]={"LanguageENG_F","Head_NATO","NoGlasses"}; to get rid of the randomized facewear, but now I want to make some custom lists which combine certain objects from vanilla+mods. All I've seen so far is having to re-define facewear configs, and overwriting other mods is not something I want to do in configs.

Does it just accept an array or something so I can use #define to quickly write lists of gear?

hearty sandal
#

I believe you would need to create a config patch addon that runs after all the mods you want to use and uses them as required addons and then you create the new identity types for what you want to do

tacit zealot
#

After doing a test, I determined I will just include a .hpp for CfgGlasses where I make children of the goggles/facewear I specifically want to use, and define which of my new categories they go into, since I have a .pbo for each faction I'm adding, and another .pbo with a few things that are used by all of them to make my mod modular

#

The class FakeHeadgear is used to add a no-facewear option to the list right?

haughty token
#

👋 Is there a way to use modes[] to change the ammo type for the weapon?