#arma3_config

1 messages Β· Page 142 of 1

hearty sandal
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that is separate steering animation

pliant pike
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will the animation go all the way to the max or it will stop and come to 0

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ik for steering

hearty sandal
#

I suggest you make simple tests with that box you made

pliant pike
#

that is what i am doing

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i made land contact

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added wheels

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now i want to animate them

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and add a seating position

hearty sandal
#

just add an animation that makes stuff in buldozer preview first

pliant pike
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?

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like a door

hearty sandal
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then start making it more complex and specific for task

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anything

pliant pike
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i never used bulldozer

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what is that

hearty sandal
#

its the engine preview tool

pliant pike
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i know it exists

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so like

hearty sandal
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for models and animations

pliant pike
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it previes my model

hearty sandal
#

yes

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and it has controls to play animations

pliant pike
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so i go to arma tools

hearty sandal
#

no

pliant pike
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and install it

hearty sandal
#

that is likely to not work

pliant pike
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so where can i get it

hearty sandal
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use mikeros arma3p

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that sets it up to launch from the games own exes

pliant pike
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i downloaded it put i have to pay

hearty sandal
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no you dont

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mikeros tools have free version

pliant pike
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link please

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i downloaded it

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but it saysi need a code

hearty sandal
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its in the same bytex store

pliant pike
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for tools

hearty sandal
#

dunno where you got yours but maybe its not legit version then

pliant pike
hearty sandal
#

thats the place yeh

pliant pike
#

i install the aio version

hearty sandal
#

you can install them separately too but as far as I remember the aio also has a free mode

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dont know the specifics

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there could be a button there for it somewhere

pliant pike
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let me see

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on the top it says buy mikeros tools

hearty sandal
#

then you may need to download the installers separately and install them one by one

pliant pike
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so which one is for bulldozer

hearty sandal
#

just get all of them

pliant pike
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i already installed some of them

hearty sandal
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they work together

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and arma3P is what sets up P drive with extracted Arma data and sets the Object Builder and terrain builder Buldozer launch paths

pliant pike
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oh year

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i did that

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but i had an error

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i cant send the photo

hearty sandal
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youll have to link it

pliant pike
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you cannot extract to existing folder

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failed

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steam tools and kiero tools will not work untill you fix this error

hearty sandal
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oof dont remember what that was

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maybe you have a folder it defaults to for P drive mounting but its not actually being used for P drive and it wont overwrite it for safety reasons

pliant pike
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it says something for animals file

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i have almost all files

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but it stops at animals

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is there an other way

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do mikeros tools need to be on p drive

hearty sandal
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no they dont

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what does it say about the file?

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always report the exact error message

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makes it easier to debug the problem

pliant pike
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output to P:\a3\animals_f

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the only thing i dont need is making me problems

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ooh

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i downloaded mikeros tools to p drive

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i see bulldozer.exe

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or that was from arma 3 tools bulldozer

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Now that has an error

hearty sandal
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arma 3p should inentionally remove buldozer exe

pliant pike
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ok

hearty sandal
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output to P:\a3\animals is no error message

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is there anything that starts with ERROR

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or WARNING

pliant pike
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can i dm u the photo

hearty sandal
#

no but you can upload it to imgur or your own discord or friends DMs and link it here

pliant pike
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can u see it

hearty sandal
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no you linked the message

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no the picture

hearty sandal
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you are not supposed to have a tmp\ folder in your addons folder

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remove it

pliant pike
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from p drive

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or arma 3

hearty sandal
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no form arma3\addons

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there should not be any subfolders there

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could be you have put mods into wrong folder

pliant pike
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you are so smart

hearty sandal
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the problem I believe was that you had 2 animals pbos there one in addons and one in addons\tmp

pliant pike
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i was extracting some pbos

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i had an tmp folder

hearty sandal
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and the first one had already been extracted and it could not extract the second one over it

pliant pike
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Where can i find the bulldoyer

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arma3p finnished

hearty sandal
#

you run it from object builders buttons

pliant pike
#

kk

hearty sandal
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viewer menu

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or the red square button in the tool bar

pliant pike
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how do i exit

hearty sandal
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alt f4

pliant pike
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ok

hearty sandal
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or X in the window corner when alt tabbed out

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you can however alt tab out and do stuff in OB

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but if you make changes to model.cfg you need to relaunch buldozer

gleaming oar
#

Hello guys before i ask my question is this topic right here? "CfgMovesFatigue"

hearty sandal
#

yes

gleaming oar
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nice πŸ˜„

#

so i got the the problem with a mod i want to modify. The mod has custom animation for the player and in these animation the player seems not to use any stamina while walking. The animation are defined in the config under this class "CfgMovesBasic"

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i want to add stamina to these animation but i dont know if im even on the right path. Can i just do things like this CfgMovesBasic : CfgMovesFatigue

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and add my own parameters?

hearty sandal
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I would say you should talk to the maker of the mod for that kind of questions

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stamina should apply on character level, not on moves level

gleaming oar
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ok will ask the createor then it was just a little odd because i cant find any stamina or fatigue blocking scrips in the mod

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but another qestion is the character level still defined in the config?

hearty sandal
#

its likely some mod that causes it

#
class CfgMovesFatigue
{
    staminaDuration=60;
    staminaCooldown=10;
    staminaRestoration=30;
    aimPrecisionSpeedCoef=5;
    terrainDrainSprint=-1;
    terrainDrainRun=-1;
    terrainSpeedCoef=0.89999998;
};```
#

this is what cfgmovesfatigue has in it

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it has nothing to connect to animations themselves

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some mod you have might howver mess with this

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or have some other stamina system

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usually odd or wrong behavior of game features is due to mods

gleaming oar
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i see

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i wonder now : is the Stamina system a basic part that has to be disabled?

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so the mods disables it

hearty sandal
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they could have custom cfgmovesfatigue class that has different values

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Id strongly advice asking the maker of said mod first if there is something related to this built in it

gleaming oar
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thank you ❀️

#

@hearty sandal one last qestion do you know where the "cfgmovesfatigue" is beeing added in the config?

hearty sandal
#

what do you mean where?

gleaming oar
#

im trying to understand where i can define the cfgmovesfatigue in the cfg

hearty sandal
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its at the root level where pretty much all class cfgNameofCfg are

latent lion
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is there documentation on what the entries in cfgMagazines classes actually do in arma 3 or is it just anybody's guess?

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having an issue where the image for a magazine doesnt show up in inventory but DOES show up in arsenal

hearty sandal
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yes there is some documentation (dunno if there is for this particular case as details are not clear yet), yes there are people who know how to make working stuff

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what image exactly you talk about? where have you defined it? and where exactly it shows and where it does not?

latent lion
hearty sandal
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have you considerd using existing magazine as base?

latent lion
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when i load into game, the item has an image in the arsenal, but it's missing in player inventory

latent lion
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can you recommend one i could use as a base and have a chance of it working?

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InventoryItem_Base_F same issue

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i went and inherited ItemRadio to see if i could slap my item on the radio slot aswell... and nothing

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the item has an image in the arsenal, but not in-game inventory

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and i cant put it on my radio slot either

hearty sandal
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literally any vanilla magazine

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like the mx one for example

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have you compared your config to one one working?

latent lion
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i inherited the itemRadio and changed the name, model and picture

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in cfgweapons

hearty sandal
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do you want the item to be radio?

latent lion
#

yes

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ok, i managed to make it go into the radio-slot, but the picture is still missing

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and it's not an issue of wrong path, the image IS visible in the arsenal, just not in inventory

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the name is there too, just not the image

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@hearty sandal I have to tag you here, because i managed to solve it

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i got self-critical and re-checked all my paths

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The path was missing \ at the start

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Arsenal and such will accept a picture path without the leading forward slash, but inventory wont, it seems

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no errors were thrown

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i feel like an idiot

hearty sandal
#

could be related to your folder structure too I suppose

latent lion
hearty sandal
#

πŸ‘

winter rain
# gleaming oar im trying to understand where i can define the cfgmovesfatigue in the cfg

its like the example HorribleGoat already did.

probably you can do it like this

{
    staminaDuration=60;
    staminaCooldown=10;
    staminaRestoration=30;
    aimPrecisionSpeedCoef=5;
    terrainDrainSprint=-1;
    terrainDrainRun=-1;
    terrainSpeedCoef=0.89999998;
};```

and in the Soldier's config you did you can add this:

```movesFatigue = "CfgMovesFatigue_Bundestag";```

never tried or worked with it, so not sure if it works, but it looks like it makes sense, and also without overwriting vanilla or other mods cause of own defined movesFatigue
gleaming oar
faint atlas
#

Still havent been able to fix it. @hushed turret tried helping too but IDK whats wrong

#
class CfgPatches
{
    class HeliCrew_Uniform_mi8 
    {
        units[]={"Mi8_Flight_Uniform"};
        weapons[]={"Mi8_Flight_Uniform"};
        requiredVersion=0.1;
        requiredAddons[] = {"rhssaf_main"};
    };
};

class CfgWeapons {
    class rhssaf_uniform_heli_pilot;
    class UniformItem;
    class Mi8_Flight_Uniform: rhssaf_uniform_heli_pilot {
        author = "Superhind";
        scope = 2;
        scopeCurator=2;
        displayName = "TEST";
        picture = "\rhssaf\addons\rhssaf_inventoryicons\data\uniform\rhssaf_uniform_heli_pilot_ca.paa";
        model = "\A3\Characters_F\Common\Suitpacks\suitpack_universal_F.p3d";
        hiddenSelections[]=
        {
            "camo1"
        };
        hiddenSelectionsTextures[]=
        {
            "\HeliCrew_Uniform_mi8\data\mi8_uni.paa"
        };
        class ItemInfo: UniformItem
        {
            uniformModel="-";
            uniformClass="Mi8_Flight_Uni";
            containerClass="Supply60";
            mass=40;
            hiddenSelections[]=
            {
                "camo1"
            };
        };
    };
};

class CfgVehicles {
    class Item_rhssaf_uniform_heli_pilot;
    class Item_Mi8_Flight_Uniform: Item_rhssaf_uniform_heli_pilot {
        author = "Superhind";
        scope = 2;
        scopeCurator=2;
        displayName="Mi8 Uniform";
        vehicleClass="ItemsUniforms";
        model="\A3\Weapons_f\dummyweapon.p3d";
        class TransportItems
        {
            class Mi8_Flight_Uniform
            {
                name="Mi8_Flight_Uniform";
                count=1;
            };
        };
    };
};
shy knot
#

Is it possible to make it so when a component is hidden, it wont have any collision?

hearty sandal
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name the component(s) with the hide animations bone name

shy knot
#

I did. It all works. But, it'll still collide when it is not applied

hearty sandal
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do you apply it to both geometry and physX geometry?

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have you tested that the animations actually hide the components

shy knot
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The whole component needs to be in physX and geo?

hearty sandal
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in buldozer and with diag exe

shy knot
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It's in geo and vis mod 1 atm

hearty sandal
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do you have separate physxgeometry lod?

shy knot
#

I have a geo lod and a separate physX lod

hearty sandal
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then the hiding should happen in both

shy knot
winter rain
winter rain
shy knot
winter rain
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react in what kind? you mean collide or they react to attack?

shy knot
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Which, when hidden, it should react only when it hits the vehicles hull

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Not the mine plow

winter rain
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in bulldozer the geometry gets hidden when you select the animsource?

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also geophys

shy knot
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For some reason, after adding in the mine roller for the tank, it crashes bulldozer

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But works in game just fine

fickle marlin
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Hello, do you know something to find where is an error in a config.hpp?
I've been looking for 40 minutes haha

slim halo
stray sage
north fulcrum
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=]]

latent lion
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is there a way in cfgWeapons to trigger an animation (rtm) on firing the weapon?

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or is it going to have to be done script-side

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handAnim[]={}?

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no, that's for holding it

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hek

novel lava
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have to script it

latent lion
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Righty, that's not an issue, was just wondering if there was a cleaner solution

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thank you for the advice

novel lava
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CBA has something for it IIRC

latent lion
#

What do i have to do to have my weapons make sound? I dont care for soundshaders etc. I have just one sound-file and i want it to play when i shoot the weapon

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All the examples i can find are way overkill for what im trying to achieve

hearty sandal
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you have to set up the sound shader afaik

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thats how those sounds work

latent lion
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sound[] = {"\ca\Weapons\Data\Sound\AGS30_shot1", 10, 1, 1}; what do the numbers mean?

shy knot
latent lion
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thank you

#

when i add max distance as a parameter, the sounds get quiet

livid fern
#

If I wanted to change the weight of an inventory item, like the mine detector or med kit, can that be done at the mission level, or do I need to do a mod?

long oyster
#

It's defined in the config.

shy knot
warm verge
#

how would I achieve getting the position and rotation of a specific vehicle's turret by reading the config? (I'm really inexperienced with it)

hearty sandal
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@warm verge what are you trying to do exactly?

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config sets up the initial position only

warm verge
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Honestly nothing in particular, I'm just trying to learn the config basics by just messing around

hearty sandal
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config does not define the position of turret and its parts. thats in models

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if you want to explore stuff, get the arma 3 samples from steam and explore those

warm verge
#

oh okay, I asked because I thought that what I wanted to do had something to do with selection names and I thought that I could find them there

hearty sandal
#

what is it that you want to do

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it makes advicing easier when people dont hide what they want to do

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πŸ˜…

warm verge
#

for example finding the position of a vehicle turret relative to the vehicle

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I mean there's probably a handy function for that but I wanted to understand what's going on under the hood

hearty sandal
#

much better

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well dont think there is anything ready for that

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there isnt really much you could do with that info

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but there are commands to get that info yes

warm verge
#

like the turret path?

hearty sandal
#

no

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there is quite a lot of stuff involved there

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you would have to use config reading commands to get particular turrets selection names and then use commands to get the position of those selections

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but that will not be very accurate

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Im not really sure if this can really be used in anyway

warm verge
hearty sandal
#

configs work in tandem with the model

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a lot of things like where turrets axis are and where shots come from are defined in the model

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and config just connects to those points

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to put it simple

#

it is a bit more complicated than that

warm verge
#

config is the static data basically

hearty sandal
#

but the Sample models can be helpful in understanding that

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more than trying to figure out stuff in game or with script stuff

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would be helpful if you also tell the end goal what you are wanting to do

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beating around the bush is waste of time really

warm verge
#

I know I know, but for now I have no specific goal, just want to learn. I'll mess around with those samples then, thanks for your time!

latent lion
shy knot
#

No, you said you added in max distance. I said that it was already there

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That’s maybe why it was so quiet?

livid fern
wind fog
#

anyone know what this error is:
preprocessor failed with error - invalid file name(empty filename)
happens on one of my vests, but the config all looks fine?

long oyster
#

This value is checked against the "mass" value of an item. An ammo box can fit items up to a maximum sum of their "mass" value that does not exceed the maximumLoad of the box.

#

No, wait, you asked how to change mass... Sorry. Hard to concentrate lately, plus I just woke up πŸ˜„

#

Yeah, that's in cfgMagazines and cfgWeapons, though I can't find the entry for them in the respective config references. Which is always fun.

hearty sandal
winter rain
#

Also definition could be mass or weights for items/weapons/mags

hearty sandal
#

setMass is just for physX objects

winter rain
#

Ah alright ^^

hearty sandal
#

cant change items in runtime

winter rain
#

So its cfg related and not changeable?

hearty sandal
wind fog
hearty sandal
#

where does it come up?

#

in game?

wind fog
#

Yeah, when loading the vest on character

hearty sandal
#

that is a weird one yes

wind fog
# hearty sandal that is a weird one yes

It also seems due to this error, the vests lag when loading.
ive looked in litrally every file and dont find anything that references this error.
also tried googling it, alot of the same from other people not knowing the cause
and no solve. 875902539994914826

hearty sandal
#

what does your RPT log say?

winter rain
tacit zealot
#

Quick question about standard/common/best practices for faction configs.
If I have a faction that I want to be available for both BLUFOR and INDFOR, should I make two separate factions, or should I set all units to one, and make sure to make the BLUFOR subset have the adjusted side?

shy knot
tacit zealot
#

thanks!

latent lion
#

is there an advantage to using
compile preprocessFileLineNumbers
over
CfgFunctions -entry?

grand zinc
#

Eh

#

Yours is not final, CfgFunctions is compileFinal. So if you need to overwrite that function you'd not want it final

#

If you want to ask in general whether compiling a function on your own or CfgFunctions makes any difference? no, but CfgFunctions is less stuff to write

latent lion
#

i wanted to ask if CfgFunctions did compilefinal by default

slim halo
#

yes

latent lion
#

ok!

#

Thank you ❣️

#

I always used CfgFunctions ever since i learned it exists, but i saw this bit of code being used around so i was wondering what's the difference and why

slim halo
#

it saves functions into the ui namespace only once

#

CfgFunctions compiles functions for every mission

grand zinc
#

CfgFunctions also caches in uiNamespace, but only mod functions

slim halo
#

really? then why does ACE use CBA functions caching? meowsweats

#

I don't see any good reason... thonk

grand zinc
#

ehh.. reasons

slim halo
reef shore
#

yo bros
is there a way to define in config what hiddenselection the model uses for insignias

#

similar to how you can define clan logo hiddenselection with
selectionClan = "clan";

hearty sandal
#

usually shown on the left arm of a character

#

you can define your own though too:

#

SOGPF uses these and new custom idtentity attribute category to set them

latent lion
#

How do i rig it so that my animation allows for an agent to enter the ragdoll once they die?

#
InterpolateTo[]=
{    
"Unconscious",
0.02
}```?
#

yep, that does it

latent lion
#

is there a way to automatically have an animation follow another one in cfgMoves or do i have to setup an eventhandler for it?

#

i.e. i have Idle animation IdleA and i want to play an animation DanceB and then return to IdleA once DanceB is complete

#

In the actions i presume

latent lion
#

Ah, so EHs it is?

#

Or an fsm

slim halo
#

EH

latent lion
#

It was just an example, i have over 28 states with connections all over the place

#

Wouldnt an fsm be better for this?

#

Or just animationended EH with a ssotch case

slim halo
latent lion
#

Eh it is

latent lion
latent lion
#

How do cfgMoves Actions work πŸ€•

#

is there any reasonable documentation?

#

the best of the biki is this:

#

and it barely details anything

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other than the purpose

#

reading the arma 3 default configs i get even more confused

#

isnt this what actions are for

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if i'm in state A and i want to go to C, but requires me to go first through B, then i could setup a route
A -> B -> C using Actions and use playmove and have the whole loop play?

#

or am i misunderstanding something

latent lion
#

ugh, i misunderstood something again

slim halo
#

actions "abstract" the underlying move
for example, you can say _unit playAction "moveF" without having to specify other details, like how to walk, which stance, which weapon to use, whether it's lowered, etc.

latent lion
#

ah, alright

#

can i define my own actions?

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and call them with playAction?

slim halo
#

or another example is weapon reload
when you're standing the reload animation is a gesture. when you're prone it's an animation

slim halo
#

weapon reload action examples should be on the wiki

#

don't remember where

latent lion
#

ugh, this is all overly complicated

#

so do you think with actions i can have an a->b->c chain?

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or should i just script it

slim halo
#

no

latent lion
#

right

#

so actions is just for detecting which stance the player is in and doing the appropriate animation

slim halo
latent lion
slim halo
latent lion
#

ok, how do i use them?

#

i set B as connectTo in A and nothing happens once A completes

#

the unit just freezes

slim halo
latent lion
#

ok, so i set B as connectTo in the config, then i call playmove once A finishes and nothing happens again

#

i have to force it with switchmove

slim halo
latent lion
#

right, how do they connect?

#

so if i want to have A->B->C be possible, i need to have B in connectTo of A

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and then C in connectTo of B

latent lion
#

states

#

CfgMovesMaleSdr states

slim halo
#

I mean show me the config. I can't tell what's wrong like this... meowsweats

latent lion
slim halo
latent lion
#
class CfgMovesMaleSdr: CfgMovesBasic
{
  class States
  {
    class A
    {
      looped = 1;
      InterpolateTo[] = 
      {
        "B", 0.1  
      };
    };
    class B
    {
      looped = 0;
      ConnectTo[] = 
      {
        "A", 0.1 
      };
    };
  };
};```
#

roughly like that

#

i start in A, i try to play B with playMove, nothing happens

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i play B with switchmove and it forces the animation

#

and once it's done, i try to do playmove to A and nothing happens

latent lion
reef shore
hearty sandal
#

Nope

latent lion
#

is there a config class i can slip a postinit into to make sure a script is run on any mission after initialization ?

latent lion
#

πŸ˜… today is not my day

slim halo
#

πŸ”¨

latent lion
#

thanks

covert kestrel
#

Is there any RHS people around here at the moment?

wintry tartan
#

Don't ask to ask just ask

covert kestrel
#

So, I've created a small faction mod and I want to make sure that I have the right requiredAddons for it

in my config.cpp I have

        requiredAddons[] =
        {
            "rhsusf_main",
            "rhsafrf_main",
            "rhsgref_main",
            "rhssaf_main",
            "po_vehicles",            
        };

I don't know if there's anything more I need to add in

slim halo
hot pine
#

i.e. rhs_main_loadorder

#
  • there is no such addons as rhsafrf_main
covert kestrel
#

'

#

Yeah, I found that that didn't exist

#

I believe I've corrected my requiredaddons

hot pine
#

so are you using loadorder addons?

covert kestrel
#

I'm not, I don't know what those are

covert kestrel
#

@hot pine

        requiredAddons[] =
        {
            "rhsusf_main",
            "rhsusf_c_hmmwv",
            "rhsusf_c_m113",
            "rhsusf_c_a2port_air",
            "rhsusf_c_troops",
            "rhsusf_c_weapons",
            "rhs_main",
            "rhs_c_weapons",
            "rhs_c_troops",
            "rhs_c_a2port_car",
            "rhs_c_2s3",
            "rhs_c_a2port_air",
            "rhs_c_a2port_armor",
            "rhs_c_bmp",
            "rhs_c_btr",
            "rhs_c_t72",
            "rhsgref_main",
            "rhsgref_c_troops",
            "rhssaf_main",
            "rhssaf_c_gear",
            "po_vehicles",
        };

Is this correct? ALso, what's a loadorder addon?

hearty sandal
#

Arma has those after each DLC for example like A3_Data_F_Oldman_Loadorder or A3_Data_F_AoW_Loadorder

covert kestrel
hearty sandal
#

I dont know RHS specifics

#

but something like that probably yes

covert kestrel
#

With my above requiredAddons list I'm getting the error No entry 'bin\config.bin/CfgPatches.rhsusf_c_a2port_airΒ΄.

covert kestrel
#

Okay, I am now for whatever reason getting a No entry .model error....

hearty sandal
#

your configs are broken then

covert kestrel
#

Should I just start using Drongo's Config Generator instead of writing this manually?

#

https://pastebin.com/dEkYDkSk

I can't see anything wrong with my Configs, if anyone here could be so kind and help out, that'd be greatly appreciated

hearty sandal
#

I have no experience with Drongos generater so cant say

#

this is rather huge config to go through

#

my suggestion is move out most of the stuff

#

and try it and add stuff back one by one or in small chunks to see where it fails

covert kestrel
#

My actual config is pretty small

#

This is a de-pbo'd config

hearty sandal
#

well this is what it puts togehther

#

this is your config

proven bison
#

Is there a way to change a vehicles inventory and components when creating a faction with Alive's Orbat Creator ?

hearty sandal
#

dont think so

covert kestrel
proven bison
hearty sandal
hearty sandal
proven bison
#

i found an old armaholic link that is down...obviously

hearty sandal
#

not really

#

there is the basic theory of how stuff works in the wiki

#

but not detailed tutorials for every possible thing you could do

proven bison
#

the reason why I want to create a custom faction is because I can't make a vehicle keep its edited inventory, parts and components once it respawns... maybe there is a way to accomplish this... then i would need to make my own faction

covert kestrel
hearty sandal
#

perhaps you would need to script some sort of respawn system into the mission for them

proven bison
#

trying to achieve this with the mgi modules. it works in sp for now

#

lets see what the dedicated server says about it

untold sonnet
#

So i do not know if this is the right channel for it

#

But I wanna make a couple of check-boxes / sliders when doubleclicking on a vehicle in eden editor

#

I tried copy-pasting stuff from here just to see if it would provide me with a minimum example, but no luck so far

slim halo
#

Depends which part you have problems with

wintry tartan
stray sage
#

@untold sonnet
Conversation carried to #arma3_config from #arma3_gui as it is more relevant. (Link to topic start: #arma3_gui message , for future reference)

  1. New category or existing category? (Hint: Categories are simply sublists of Attributes, as shown in the pic in the link I sent to you)
  2. Once decided, create new category just like MyCategory is created in the link provided(A) or inherit it by finding it(B). (A: https://community.bohemia.net/wiki/Eden_Editor:_Configuring_Attributes#Entity / B: 3DEN.pbo if you want to extract for studying)
  3. Simply create Attributes class just like in the example and under it, create your attributes just like in the link. You need to find the control you want to use within cfg3DEN >> Attributes, that is what is calling the actual control.
stray sage
#

Go step by step, if you get stuck, notify with your progress.

untold sonnet
#

Ait, grind away in other words!

#

And thank you!

stray sage
untold sonnet
#

Got it.

subtle crater
#

Hi, i have a question about ACE Interactions add via config. So i understand how to add it and it work perfect in the mission (with one Addon).

`class ACE_Actions {
class ACE_MainActions {
condition = "true";
displayName = $STR_ACE_Interaction_MainAction;
distance = 4;

            class my_class_action1 {
                
                displayName = $my_string1; 
                condition = "(alive _target) ";
                exceptions[] = {};
                statement = "[_target,_player] call my_fnc1";
                icon = "";
            };
            class my_class_action2 {
                displayName = $my_string2; 
                condition = "(alive _target) ";
                exceptions[] = {};
                statement = "[_target,_player] call my_fnc2";
                icon = "";
            };
     };

};`

But with this I override the old actions mayby.
I want to keep all the old actions and add the new ones by inherting. But everything I've tried doesn't work. Do I have to define a separate base ace action for each addon? I looked also in the ace compat patches like RHS or BW Mod, but I can't get it to work.

teal canyon
#

Hey, can somebody tell me why moveVelocity fails to compile here? ```sqf
class SmallWreckSmoke: Default
{
interval=0.025;
circleRadius=0;
circleVelocity[]={0,0,0};
particleShape="warfxWeps\ParticleEffects\Universal\smoke_02";
particleFSNtieth=1;
particleFSIndex=0;
particleFSFrameCount=1;
particleFSLoop=1;
angleVar=360;
animationName="";
particleType="Billboard";
timerPeriod=1;
lifeTime=18;
moveVelocity[]=
{
"0 + (speedX/2)",
"5 + (speedY/2)",
"0 + (speedZ/2)"
};
...

teal canyon
#
19:53:35 Error during compilation of bin\config.bin/CfgCloudlets/SmallWreckSmoke.moveVelocity
19:53:35 Error during evaluation of expression _moveVelocity in smallwrecksmoke```
#

Its giving this error, "Error during compilation" whenever the effect first appears and "Error during evaluation of expression..." every time afterwards

hearty sandal
#

perhaps it does not accept speedX/Y/Z as input

#
        moveVelocity[]=
        {
            "20*directionX",
            0.30000001,
            "20*directionZ"
        };```
#

perhaps it needs to be this?

#

since you got wrecksmoke and not ammo/weapon particle

#

RocketBackfireNLAW has this:

        moveVelocity[]=
        {
            "-speedX/30",
            "-speedY/30",
            "-speedZ/30"
        };```
#

but then ammo does have such input for particle effect

teal canyon
hearty sandal
#

quite possible that effect for wreck dont use those at all

cursive cliff
#

Does someone know how to change the mass of a grenade so it dosent fly too far?

slim halo
#

mass doesn't affect the flight afaik

cursive cliff
#

ah nice thanks

slim halo
cursive cliff
#

yea

hot pine
novel lava
#

Is there a way to invert the direction of a steering wheel?
The issue I'm having is a plane I have has two wheels at the front and a steering wheel at the rear.
When you try to turn with Q and E its essentially in reverse due to being at the rear of the plane instead of the front

IE. Where Q should turn it left, it turns right instead

hot pine
winter rain
#

@novel lava Probably a dumb idea but i had a weird issue once with a tank turret turn.. when i was aiming to the right, the turret was going to the left πŸ˜‚ (also the AI was confused with it)

Checked config and model.cfg many times but it looked correct, until i have found the solution.. somehow the memory points (axis) were mirrored to 180Β°

So maybe you could try on top view mode in blender or OB to rotate the axis 180Β° or try to mirrorX (also in top view) πŸ€·β€β™‚οΈ

No guarantee that it works, but maybe it does kekw2

novel lava
hearty sandal
#

Steering follows the animation

#

Reverse the animation or animation axis and it should work

novel lava
#

eh? really? but the physical wheel is moving in the correct direction

#

and when I added steering = 1; to the front two wheels and disabled the rear one everything handled properly despite no steering animation existing

hot pine
#

actually I see that I've faked into on An-2 and two front wheels are rotating in physx and rear wheel is only being animated

hearty sandal
#

Huh, odd. I've made a 8 wheel steer once and all the wheels do affect it. The front wheels turn one way and the rear wheels the other.

hot pine
#

did you checked that with internal exe? Without it it's rather impossible to verify what is going on

#

I remember I was working on Tochka-U and couldn't get rear wheels turning correctly

#

1st axle is turning in travel direction, 2nd axle is static, 3rd axle rotates in opposite direction to the 1st one. Animation are not affecting simulation as you can see

novel lava
#

on a similar note is there a way to manipulate physx wheels?
ie. shrink, rotate or move them with an animation or similar?

I assume CarX the wheel shrinks when damaged hence why it sinks down on the damaged wheel side

#

but I cant seem to see how that functionality works as i'd like to do something similar with tankx

hot pine
#

nope, I don't think there is such feature

#

I've tried once to do middle BRDM-2 wheels retracting via setdamage

#

it was wonky though and people could repair those wheels via repair trucks

novel lava
#

ah rip

hearty sandal
#

Plane wheels retract? Surely others can move too?

nimble sequoia
#

Gear anim source is specific to aircraft, so perhaps not?

hearty sandal
#

@winter rain you Animated your tanks to deploy yes? Did you animate the wheels up or hull down

winter rain
hot pine
willow warren
#

So, my mod pushes an error that I've just been clicking away from apparently it's preventing some people from running it on dedicated servers. I SWEAR I've seen other (much bigger/better) mods have similar errors and not have that issue. It's linked to me have a requiredaddons parameter to reference vanilla tail sounds. As soon as I remove said line, obviously PBOProject throws an error

hearty sandal
#

all errors should always be fixed

#

releasing mods with errors and not fixing them is very irresponsible

willow warren
#

😬
I'm sorry?

hearty sandal
#

good! now fixy fixy

#

whats the exact error?

#

Im going to take a guess that you are not using correct classname in the required addons array

willow warren
#

Addon 'RM277LonestarRifle' requires addon 'sounds_f_exp'

hearty sandal
#

try using the AOW loadoder class there

willow warren
#

Is it because that's the classname for the a3 instance of that?

#

Like, from the P:drive I mean

hearty sandal
#

it likely is not the cfgPatches classname for that pbo

#

A3_Data_F_AoW_Loadorder use this

#

this makes your stuff load after all A3 stuff

willow warren
#

Oh so the issue is that it's trying to refer to that vanilla sound BEFORE the game loads said sound?

hearty sandal
#

yep its incorrect

#

its trying to load the config of said addon before your config is loaded so that your config would then be able to use/overwrite whatever is in the required addon

#

but it throws error because there is no cfgPatches class called sounds_f_exp because its** a3_sounds_f_exp**

#

in this case since you are not overwrititng anything any valid required addon would have worked

#

but its best to have correct ones there

#

like the aow_loadorder

willow warren
#

Gotcha. So it would WORK if I just make it a3_sounds_f_exp, but it would be better to do it through AOW?

hearty sandal
#

yes

willow warren
#

Understood

#

Now I just gotta find that...

#

Is what you posted the actual filepath

hearty sandal
#

filepath to what?

willow warren
#

For the "A3_Data_F_AoW_Loadorder"

hearty sandal
#

A3_Data_F_AoW_Loadorder <- this is it yes

willow warren
#

Gotcha

hearty sandal
#

you put this into the requiredaddons array

willow warren
#

Oh that exactly? sorry I thought you meant go looking for the classname in the config for that

#

Derp

#

I'll try it out

#

Would I be doing that IN-PLACE of sounds_f_exp or in ADDITION to?

hearty sandal
#

in place

willow warren
#

That appears to have fixed it in the test case, I'll apply it to all instances and see if the error is no more.

willow warren
#

Yup. All clear. Cheers!

hearty sandal
#

Now just remember to clear any error message your addon makes as single error popup could could hide 100 more errors behind it

#

and in long run the more errors there are the larger the change of stuff breaking totally and crashing the game or tanking server fps there is

sullen fulcrum
#

can anyone help me with a Zeus Sound addon? I used a template from commy2 that I found on r/armadev, but it won't work. The sound won't play, and this error is in .rpt:

18:29:09 Cannot find a sound file cullins_music\femurbreaker.ogg
18:29:09 Sound: Error: File: cullins_music\femurbreaker.ogg not found !!!```
https://1drv.ms/u/s!Au1gfFaEUMasqlZZArS52blpBz4F?e=HbP16u
hearty sandal
#

well it would indicate the path is not correct

#

so probably you project folder structure is not same as what you have used as paths

sullen fulcrum
#

yes, but if you look in the config.cpp file it's the same path

sullen fulcrum
hearty sandal
#

hyperlink?

sullen fulcrum
hearty sandal
#

heh yeh no no

#

im cant check out your project like that

#

soz dont have that kind of time on me

sullen fulcrum
#

ok, hopefully someone else will drop in πŸ™‚

hearty sandal
#

do you have P drive set up?

sullen fulcrum
#

yea, I've been using pboProject to build this

#

also tried addonbuilder, same result

hearty sandal
#

do you use pboPrefix?

sullen fulcrum
#

like the file?

hearty sandal
#

file yes

sullen fulcrum
#

no, haven't needed to in the past, could give it a shot. is it just pboPrefix.txt?

hearty sandal
#

no dont

#

that would likely just make more mess

#

are your files in P:\cullins_music\femurbreaker.ogg

sullen fulcrum
#

correct

hearty sandal
#

if you unpack the pbo what kind of folder structure you get? and is the .ogg even there?

sullen fulcrum
#

yea looks exactly how I set it up

#

ogg is there

#

cullins_music\config.cpp and cullins_music\femurbreaker.ogg

latent lion
#

is there a way to have 2 models defined for a unit and not have them be lootable? I'd like to be able to display a vest on some models without showing it in the inventory

#

i have a separate uniform p3d and a vest p3d

hearty sandal
#

No don't think that is possible

slim halo
latent lion
#

maybe as a proxy?

#

but that would have to be defined in the p3d

#

if i had the unbinarized P3D's i wouldnt have this issue to begin with

hearty sandal
#

if you want just bodies, you could make separate models for those

#

static ones, not characters

#

or perhaps disable siumaltion on them so they cant be accessed at all

#

and add the items you want to be lootable as separate ground holder next to them

latent lion
#

nah, i made do with another way

#

since all the units i want to limit are under the same baseclass separate from the players and other units, i'll just check if the container the player opens is of that class and hide the whole container-inventory setup on the left

#

that works for me

#

actually a better way would be to catch the inventory open action, close the inventory and then open the player inventory on an empty container instead

#

that way you cant get anything stuck on the blocked inventory by dropping things to it

slim halo
#

Does anyone know what typicalSpeed is used for in ammo config?
pretty sure I read it somewhere but I've forgotten where or what it was meowsweats
right for damage meowsweats

teal canyon
#

Is there any namespace where I could store CBA settings data so it is available during addon loading? I am trying to make it so that a config could be edited with CBA settings, though I am not sure if it is even possible... Using profileNamespace makes the game terminate itself as the profiles aren't yet loaded when the addons get loaded meowsweats

__EXEC(_settingEnabled = profileNamespace getVariable ["warFXPE_heatHaze", true];)
    _settingEnabled = __EVAL([0, 1] select _settingEnabled);
    #if _settingEnabled
    class HeatHaze
    {
        simulation="particles";
        type="HeatHaze";
        position[]={0,0,0};
        intensity=1;
        interval=1;
        lifeTime=0.5;
        qualityLevel=2;
    };
    #endif
slim halo
#

at the very least your config must not be binarized

teal canyon
slim halo
#

CBA settings are only initialized after config is loaded

#

so you need a "double init" system

#

but afaik the game parses the addon configs once

#

so probably won't work

#

if it was a mission thing you might've been able to make it work

teal canyon
#

i wonder if it would be possible to make the game somehow only parse the config when a mission is started / otherwise delay it

hot pine
#

higher speed than typicalSpeed results in more damage. Analogically lower speed means less damage

shy knot
#

I have a custom unit and they work fine and all, but, if you get close, they won’t fire at you

#

Like, 25m and below they won’t fire

willow warren
#

Any AI mods loaded?

shy knot
#

No

#

I found the problem though

#

It's the weapons themselves

willow warren
#

That's what I was going to suggest next, I had an issue with my custom weapons and AI that I'm still working out

#

Sidenote, does anyone know how to re-create the laser rangefinding capability of the vanilla nightstalker scope? I'm trying to make a similar scope. I've gotten a (not working) PIP working under the ballisticscomputer parameter, but I'm guessing most of those don't work with small-arms in general.

My IDEAL end-goal is getting a auto-ranging rifle (ranged with T like an NLAW) that uses an integral scope.

shy knot
#

I forgot to add fire modes like close, medium, far, etc

#

lol

willow warren
#

Yeah that was the same as me lol, these AI were basically full-autoing DMR's

midnight onyx
#

Could some one remind me how the conversion works for mass in arma when configing a weapon.

shy knot
midnight onyx
shy knot
#

Per the wiki

#

I think it’s just units

#

I honestly don’t know

#

Can’t seem to find much else

midnight onyx
#

the hell is a unit lmao

shy knot
#

Like how backpacks have a load limit of 350?

#

I think it’s like that?

#

Idk

hearty sandal
#

the model mass does not play a part in that calculation if I remember right

#

the config mass is arbitary number that is not the weight of the thing exactly but is more like how difficult it is to carry.

#

unit of inventory space/carry capacity it takes so to speak

shy knot
#

Is it possible to have a weapon be impenetrable? I have a weapon that should be able to block bullets but small caliber rounds take a few shots to go through while rifle shots go through like butter

#

Any config value or RVMAT I should use?

north fulcrum
#

Wait, weapons can be penetrated?

shy knot
#

Yeah if the bullet has enough power behind it

hot pine
#

you can try armor_100mm.rvmat

#

I guess 100mm of RHA should be enough to stop any bullets. Not sure if you want to stop shell too though

shy knot
hot pine
#

did you applied it to fire geometry of weapon?

shy knot
#

Yes

hot pine
#

is your geometry convex?

untold temple
willow warren
#

I found something close to that with some more config sleuthing and some googling. Got it working in a basic form in-game, but I will definitely use this as a base to learn more off of. MUCH appreciated.

shy knot
hot pine
shy knot
hearty sandal
#

how thick is it now?

#

stuff less than 10cm thick usually pass through straight away

hot pine
#

please try it, otherwise you can try creating new RVMAt which links to new bisurf with changed bulletPenetrability

bulletPenetrability = 1.5; // RHAe x 10```
hearty sandal
#

if its a shield and you made it thin like a shield might be that could be the issue

shy knot
#

Is the dirt rvmat anywhere? So, we can create custom penetration effects but have it be impenetrable by default like dirt?

hearty sandal
#

a3\data_F\penetration\

#

both the rvmats and bisurf files connected to them are there

novel lava
#

but it will have the default impact effect etc

hearty sandal
#

again, how thick is the firegeometry part?

shy knot
#

I’ll have to look when I get the chance. I think it’s actually kinda thin

hearty sandal
#

my guess is that is the reason

#

the bullet passes throgh it too fast to recognize it

latent lion
#

Can i use local EH in cfgVehicles entries?

tidal sable
#

Hello ! Anyone have a stretcher script in source please? (ping me please)

sullen fulcrum
#

How to use "class MissileDisplay" correctly so that I can output an image to the game interface?

    class Test_Missile_AGM_01: Test_Missile_Base_01
    {
        cameraViewAvailable=1;
    };

Is it enough to enter "cameraViewAvailable" or do need to use "MissileDisplay" somewhere else?

sullen fulcrum
#

Is it really possible to control the ATGM not by the camera of the aircraft, but by the camera of the rocket?

latent lion
#

Animation config mistakes make some of the best bug reports:
Unit calms down after climbing a ladder

latent lion
#

which actions play when a unit gets on a ladder?

#

i have already tried the following:

LadderOff
LadderOffBottom
LadderOffTop
LadderOnDown
LadderOnUp```
#

i have replaced the animations with my own, but it still somehow pulls the default ones

#

im trying to override the ladder actions with my own, but somehow it goes from my idle animation to an animation that is not referenced anywhere within the actions of my idle animation action-set

#

i dont even allow the transition from my animation to the target animation

#

so it is going through uncoscious

#

which is highly stupid

#

my point is, somewhere in the actions is the getting on ladder part

#

and it is not LadderOnDown or LadderOnUp

#

because i have swapped these out for my own animations already

#

which i connect to from my idle animation

#

yep, the unit is interpolating through the unconscious animation to the default ladder climb animation

#

despite it existing NOWHERE in my actions

#

why?

#

how does it do that?

lapis bay
#

Hey, uh, how do I update a config for a mod πŸ˜…

#

I tried using the tool in Publisher but it didn't work

latent lion
#

so my question is, what is the action units use to get on ladders

latent lion
slim halo
lapis bay
#

Yes, I did

#

I published the mod to the Steam workshop but realized there was an error in my config

#

So, I went back and fixed it

#

Repacked it, and added the folder into Publisher and hit update

slim halo
#

that's essentially it. did you select the correct mod from the left side list?

lapis bay
#

Yeah

#

I'm going to try again

slim halo
lapis bay
#

Still doesn't work, it says it updated but when I go to launch the game with the mod loaded it's the same error

latent lion
#

and there's no way i can replace them?

slim halo
#

I don't really see why you want to replace vanilla actions. but anyway idk blobdoggoshruggoogly

latent lion
#

I dont really see why anyone would do anything ever, but anyway idk ChikaShrug

hearty sandal
#

it uses the same action but each cfgMoveset hould be able to point to a unique animation for that action

latent lion
#

i made a bypass until i can be asked to make a whole moveset

hearty sandal
#

are you editing cdgmovemalesdr or a ne one?

lapis bay
#

Hey, it works, turns out I had to repair my mod in the launcher. I feel stupid

hearty sandal
#

πŸ‘

latent lion
#

so i added a new action set

#

for ladder actions

#

and standing actions

latent lion
#

and in the animations set up for my ladder actions, i made sure to connect to my idle animation

hearty sandal
#

right so that probably does not work indeed

latent lion
#

so i need to make a whole new cfgmovesmalesdr

#

and assign that to my unit

#

i can probably inherit the default one and change the things i need changed

#

i dont understand WHY i cant just change the animation the LadderOnDown and LadderOnUp points to

#

this should be so simple

#

because i have changed them, but it still insists on using the default ones

hearty sandal
#

its how the ladder action works I believe

latent lion
#

so it's in no way tied to LadderOnDown and LadderOnUp?

hearty sandal
#

it puts you into normal standing stnance and uses the ladder action from there

latent lion
#

are those there just for decoration? or legacy

hearty sandal
#

no but it goes off your action set

latent lion
#

with ym idle

#

and it still doesnt work

#

would you think it would be easier if i send you the config?

hearty sandal
#

no

#

I dont want to read through animation configs

#

its pain in the ass

#

and I have enough of animation configs of my own xD

#

so how I believe it works is that when you do climb action in game, it goes in to unarmed action set and uses the ladder actions from there

#

instead of using them from whatever action set you are currently in

#

or at least something along those lines judging by what you described

latent lion
hearty sandal
#

I dunno. try all of them

#

or replace the animations in the vanilla ladder classes and see if that works

latent lion
#

this is so aids

hearty sandal
#

Its complex system that you try to change in ways its not meant to work in πŸ˜…

latent lion
#

head beatings against the wall will continue until system integration improves

opal crater
#

Use diag exe and enable animation debug to see which state/action it's trying to use.

hearty sandal
#

Good idea

digital snow
gleaming oar
#

hey guys im trying to make a window glass not destruct able but let bullets trough so you can hit someone. I dont know what i have to edit in the config to make this happen.

hearty sandal
#

window of what

gleaming oar
#

of my building sorry forgot to mansion that πŸ˜„

#

or is it possible to just remove the DestructionEffects class

#

to make it work

#

i cant find the documentation for this config part

hearty sandal
#

remove the hitpoints for the windows

#

and they cant be broken

#

as in you have somehow made them to be be destructable

#

do the opposite to that

gleaming oar
#

i will try that thank you πŸ˜„

winter rain
latent lion
#

can i do multiple inheritance?

hearty sandal
latent lion
#

sad

#

ok, i fixed my animation issues by defining my own cfgMovesMaleSdr with every single animation and action

#

multiple inheritance wouldve saved me about 20 thousand lines of configuration code

teal sluice
#

I don't know if this is the right channel or not - but our server is using RHS on Exile and we have a huge amount of problems with RHS vehicles, where we probably know what the remoteExec is blocked. Have anyone of you the same problems and could provide any solution for the CfgRemoteExec?

latent lion
teal sluice
latent lion
#

this is not the channel for this, imo

lost comet
#

No idea if this is the right channel or where to start, but Im trying to find out if it's possible to use an androids accelerometer as a mouse in Arma 3. IE if I turn my android, the camera turns in game. Has this been done before?

vocal galleon
#

is possible to make a rifle with 3 barrels fire them simultaneously?

hearty sandal
#

simultaneously, yes but with some difficulty/scripting (fired eventhandler stuff), supear near simultaneously with 3 shot burst with no time between shots, yes easier/simpler(more bending of engine feature) you can animate the position of where shots are fired from between the shots

#

@vocal galleon

vocal galleon
#

yeah, I figured that would be easier just make a 3 shot burst with a small time between them

#

thanks anyways

hearty sandal
#

3 burst with 0 time between is practically same time

cursive cliff
#

Is it possible to set a parameter with a variable which can get changed ingame ? probably not

cursive cliff
#

a parameter in a config

slim halo
#

ok but where? what kind of parameter?

cursive cliff
#

for example a stamina parameter of an animation

slim halo
#

config properties are fixed and cannot be changed.
but you can do some stuff via scripting

cursive cliff
#

thats what I thought, thanks for reply

hot pine
#

Some of the config parameters can evaluate scripts and be changed. I did this way my setZeroing function before script command was introduced

#

Most obvious example are GUI colors in vannila game - preset that you have selected is stored in profile name space and then ui cfg properties are read via get variable

#

There are some caveats though but they are somewhat similar to merging config with diag exe

#

It is also not working on all classes since some of the class groups are cached and never flushed - diag merge config file doest it

charred sentinel
#

hello my friends, can you help me with missile? i added the config, model, memory and ingame parts, what's wrong?

Config.cpp

memoryPointLMissile="Rocket_1";
memoryPointRMissile="Rocket_2";

class AnimationSources: AnimationSources
{
  class Missiles_revolving
  {
    source="revolving";
    weapon="StingerLauncher_TMT";
  };
  class Missiles_reloadMagazine: Missiles_revolving
  {
    source="reloadMagazine";
  };
}; 
class EventHandlers: EventHandlers
{
  fired="[_this select 0,_this select 6,'missile_move','MissileBase'] call BIS_fnc_missileLaunchPositionFix; _this call (uinamespace getvariable 'BIS_fnc_effectFired');";
};
#

Model.cfg

"missiles", "otochlaven",
"missile_1", "missiles", 
"missile_2", "missiles",
"missile_3", "missiles", 
"missile_4", "missiles", 
"missile_move", "otochlaven",

class missile_move_1
{
  type="translation";
  source="missiles_revolving";
  axis="rocket_1";
  selection="missile_move";
  sourceAddress="clamp";
  minPhase=0.3;
  maxPhase=0.4;
  minValue=0.3;
  maxValue=0.4;
  memory=0;
  offset0=0;
  offset1=1;
};
class missile_move_2
{
  type="translation";
  source="missiles_revolving";
  axis="rocket_translation";
  selection="missile_move";
  sourceAddress="clamp";
  minPhase=0.6;
  maxPhase=0.7;
  minValue=0.6;
  maxValue=0.7;
  memory=0;
  offset0=0;
  offset1=1;
};
class missile_move_3
{
  type="translation";
  source="missiles_revolving";
  axis="rocket_2";
  selection="missile_move";
  sourceAddress="clamp";
  minPhase=0.8;
  maxPhase=0.9;
  minValue=0.8;
  maxValue=0.9;
  memory=0;
  offset0=0;
  offset1=1;
};
class missile_move_4
{
  type="translation";
  source="missiles_revolving";
  axis="rocket_translation";
  selection="missile_move";
  sourceAddress="clamp";
  minPhase=0;
  maxPhase=0.1;
  minValue=0;
  maxValue=0.1;
  memory=0;
  offset0=0;
  offset1=1;
};
#

Memory

#

actually I want to make 8 missiles but I haven't been able to run 4 of them properly yet.

charred sentinel
cursive cliff
#

@hot pine ah nice thanks

signal kelp
#

Hello all,
I am currently trying to get HUL Damage on my vehicle, unfortunately it just doesn't work no matter what I do.
Engine, fuel tank and tire damage work fine.

I have followed the instructions of the wiki article below:
https://community.bistudio.com/wiki/Vehicle_Damage

In my Model.Cfg zbytek is listed under the selections
My vehicle has in the Hitpoints LOD the selections "karoserie"
and in the 0 LOD zbytek inside
In the Config.cpp at Class HitBody I have both selections inside:
class HitBody: HitBody {
name = "karoserie";
visual="zbytek";
passThrough=1;
armor=1;
};
Can anyone tell me what else I can check to get it working?

static spindle
# charred sentinel hello my friends, can you help me with missile? i added the config, model, memor...

memoryPointLMissile="Rocket_1";
memoryPointRMissile="Rocket_2";

I had a similar problem with the HMMWV Avenger... these two points seem to have no impact at all on the missile's fired... I've used this:

memoryPointMissileDir[] = {"konec rakety", "konec hlavne"};```

usti hlavne and konec hlavne are the actual points it seems, and those are moved to the different missile fire positions via animation...
charred sentinel
#

I made the changes in memory.

static spindle
#

Sorry, I was wrong, the spice rakety and konec rakety determine the launch point, and they are part of a selection missile_move. Then, there are points called missile_pos1 ... missile_pos8 ... the relevant model config looks like this:

#
{
    type="translation";
    source="Missiles_revolving";
    selection="missile_move";
    offset0=1;
    offset1=0;
    begin = "missile_pos1";
    end = "missile_pos2";
    minValue=(7/8);
    maxValue=(7/8)+0.02;
};

class missile_move_2: missile_move_1
{
    begin = "missile_pos2";
    end = "missile_pos3";
    minValue=(6/8);
    maxValue=(6/8)+0.02;
};```
pliant pike
#

How do i write a config for a simple car just 4 wheels and a sterting wheel.

lapis bay
#

is there a way to turn off the pboProject music?

#

it's annoying

pliant pike
#

And what bones are needed.

hushed turret
hearty sandal
hearty sandal
pliant pike
#

So i dont have like damage wheels or while hide

#

if i delete that

#

will it work

hearty sandal
#

I don't know. You will have to try

pliant pike
#

I did

#

Or should i make a new file and copy some lines i need

hearty sandal
#

I that could work better.

pliant pike
#

class HitPoints /// we want to use hitpoints predefined for all cars
{
class HitLFWheel;
class HitLF2Wheel;
class HitRFWheel;
class HitRF2Wheel;
class HitBody;
class HitGlass1;
class HitGlass2;
class HitGlass3;
class HitGlass4;
};
class EventHandlers;
};

#

i dont have hitpoints

#

so i delete this?

hearty sandal
#

Sure

pliant pike
#

So i have a steering wheel and tires

#

is that enough dor a model to work

hearty sandal
#

I suggest you start from blank config and add things one at the time so you can learn how it works

cinder turret
#

does anyone know what weaponPoolAvailable does? I've been able to find literally nothing on this field

hearty sandal
#

Dont know any specifics, just a educated guess

#

from what I can gather vehicle magazines have it set as 0

#

and handheld mags and other character items have it as 1

bright leaf
#

Need some help guys, Why does the middle car work but the others don't?

#

I can't even change the texture ingame with the console

hearty sandal
#

what do you mean the others dont work?

#

and what which one config did you show

#

need a lot more information @bright leaf

bright leaf
#

The configs showed are from the one in the middle (PAF_C_l200) and the one on the left (PAF_C_l200_covered). All 3 are supposed to look green. The middle one is working fine but the other ones don't work at all and using setObjectTexture on them while ingame doesn't work, nothing changed. Using setObjectTexture on the original vehicles (B_G_Offroad_01_F and B_GEN_Offroad_01_covered_F) works fine

#

The textures files in the config are green and ingame show up as red and blue @hearty sandal

hearty sandal
#

how do you pack the pbo?

#

do you have correct required addons setup?

#

possibly you are breaking some inheritance there

bright leaf
#

pbomanager, its the vanilla offroad

hearty sandal
#

:L

#

pbomanager is not proper pbo packing tool

bright leaf
#

its works for all the other textures ive been doing without any problems so far

hearty sandal
#

why does everyone always fight me on this

#

Im not gonna waste more time on convincing you then

bright leaf
#

i'm not fighting you on that, just saying its probably not the problem since the other 20 something retextures work

#

what should i use to pack pbos?

hearty sandal
#

pboProject and proper P drive setup

bright leaf
#

ok, going to try and setup that and test it

grand zinc
#

in 2.10 it takes coordinates πŸ˜‰

solid marlin
#

if i'm trying to have a burst-fire weapon have a different time between "trigger pull spacing" and "shots of burst fired" how would i go about that?

#

i have a weapon i'd like to be burst-fire but force the shooter to wait 4 seconds between each burst

#

should i just make a fired eventhandler that forces it to shoot the burst with the desired delay, then have the single mode actually have the 4 second delay?

#

or am i overcomplicating?

hearty sandal
#

Very over complicated for how weapons generally work in this game

solid marlin
hearty sandal
#

probably some scripty stuff through fired evenhandler

meager torrent
grand zinc
#

yes

cursive cliff
#

Does someone know if there is a config entry to change the sounds of people scoping in and out

little phoenix
#

ive tried moving the mass around but it just stays the same

hearty sandal
#

physx wheel config stuff

#

springmass etc

cinder turret
#

would anyone be able to take a look at this config and see if anything looks off?

hearty sandal
cinder turret
#

mm

hearty sandal
#

and by anything looks off do you mean something does not work?

cinder turret
#

I'm getting a strange error when trying to run this asset on a dedicated server

#

and I'm trying to see if anyone better at configs than me can spot any reason why

#

essentially:

hearty sandal
#

exact error description

cinder turret
#

if a unit with this asset is present in a mission file when it is loaded on a dedicated server, the mission will refuse to load, giving this error:

19:54:30 You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
Nat_GS91_Uniforms

#

no issues occur when using this asset in sp or local mp

#

if I run the server with the mod loaded, and then spawn in the uniform using zeus or an arsenal once in-game, it seems to work fine (at least for locally connected players - there seems to be a JIP issue)

hearty sandal
#

means server cant find the class

#

for some reason

cinder turret
#

right

#

since I'm retexturing cwr, I tried to copy the format of the cwr expansions as closely as possible

#

annoyingly, the server doesn't give me any further information; I've always found it really annoying how arma just doesn't have good debugging tools

#

by 'the class', do you mean just this particular asset (i.e. the uniform) or the addon in general?

hearty sandal
#

that would likely refer to the pbo/config in that pbo nat_gs91_uniforms

cinder turret
#

makes sense

#

but in that case, I wonder why it seems to be able to load the uniform in-game - surely if it couldn't the pbo/config, it wouldn't be able to load the asset at all?

#

unless like... is it somehow possible that it's getting that from the mods running in my game rather than through the server?

hearty sandal
#

maybe some other mod overwrites it or something

cinder turret
#

I definitely have nothing else with that name tbh

hearty sandal
#

check your cfgpatches required addons

#

do you build the pbo with pboproject?

cinder turret
#

addon builder

hearty sandal
#

try pboproject addon builder faults only on big mega breaking stuff

#

not really on typos or such

cinder turret
#

right

#

hmm.

#

I'm... not sure what this means

#

for example, the filepaths it gives to the custom content are definitely right (I think): it says it can't find "\NAT_GS91\Data\uniform_m88_ttsko_cherno_co.paa"but copy and pasting where it's located from my file browser gives G:\Arma_Modding\~mods\NAT_GS91\Data

hearty sandal
#

you are not using P drive?

cinder turret
#

I tried setting it up once and gave up out of frustration to be honest

hearty sandal
#

pmcwiki has simple steps

#

it is really essential

#

as all the tools and workflows are designed around it

cinder turret
#

right

#

I'll try it again

hearty sandal
#

you can find it at the top of the pmcwiki terrain tutorial pinned on #arma3_terrain

cinder turret
#

from what I know it doesn't necessarily need to be an actual separate partition, right?

hearty sandal
#

usually it is virtual drive

cinder turret
#

mm

hearty sandal
#

the guide goes through setting that up

#

it just points to a folder somewhere on your drives and reads P: from there

#

P drive is essential as it represents the root of the games file system

#

so when you have P:\path\to\file.thing in game its read from \path\to\file.thing

#

which makes it far easier to make stuff cleanly

#

(full disclamer it is possible to work without it. but people with that knowhow are rare)

cinder turret
#

hm. I'm pretty sure I mapped it correctly, but the error seems to persist

#

could there genuinely be something wrong with my file structure?

#

oh wait - I might have some incorrect slashes preceding my filepaths in the config or the rvmat(?)

#

is there any rule on whether any particular filepath wants to have a slash preceding it or not?

#

for instance, in the cwr vdv config I see both stuff like "cwr3\humans\cwr3_soldiers_rus\uniforms\data\uniform_m69_tops_injury.rvmat" and "\cwr3\expansions\cwr3_expansion_vdv\uniforms\data\uniform_m83_butan_co.paa"

cinder turret
#

actually - I've messed around with the slashes a bunch, just trying to trial-and-error it; no luck, though. I suspect the problem might not be with that.

#

it honestly looks more like it can't find any of the files I'm linking to - does anyone have any idea what might be wrong here?

hearty sandal
#

are your paths on P drive the exact same ones

#

thats where it checks the files/paths from

cinder turret
#

I have something defined as e.g. "\NAT_GS91\Data\uniform_m88_ttsko_cherno_co.paa" in the config

#

and its actual filepath is P:\~mods\NAT_GS91\Data\uniform_m88_ttsko_cherno_co.paa

#

but the thing that's strange to me is that it's also throwing this error on stuff I'm bringing in as requiredAddons in the CfgPatches

#

do I need to have those assets in some specific place so it can actually find them?

#

I apologize I'm just not very familiar with what structure stuff inside the p drive should actually have

hearty sandal
#

well thats the problem

#

you cant go add folders to the path structure

#

it has to be absolutely same

#

how else can the program validate the path

#

if it is not there

cinder turret
#

oh, shit, I see - apologies, I understand this now I think

#

so I'm guessing that any mods I want to have as dependencies I'll also need in the same place as NAT_GS91, right?

#

actually

hearty sandal
#

if you are refering to files those files need to be in their own correct folders

cinder turret
#

I might be about to figure it out

#

yeah

#

I think I know what's up with this now lmao

#

it's just a bit unintuitive for someone seeing this workflow for the first time

hearty sandal
#

it is logical

cinder turret
#

oh no, it 100% is

#

I just wasn't sure what certain things wanted from me/were referring to

#

but once I begin to understand it it honestly is fairly logical yeah

#

...a different error! it found all the files now!

#

thanks for your help and patience tbh lmao

hearty sandal
#

basically it comes down to initial setup (P drive, where the data goes) being wrong

#

and there are lot of bad guides out there that do this all wrong

cinder turret
#

...hm, so this is some weird shit

#

it packs correctly

#

but the dedicated server throws the same error

#
Nat_GS91_Uniforms```
#

is it possible that the problem might be that my pbo doesn't have the same name as the classname defined in CfgPatches?

#

or should that not matter

hearty sandal
#

should not matter. its the cfgpatches classname that is the internal name in the engine

#

pbo name does not matter

cinder turret
#

hm, fuck

hearty sandal
#

you sure you have updated the server?

cinder turret
#

could it be that I'm using DSUtils to sign it/should I be using something else?

#

I swapped out the mod version on the dedicated server, I'm pretty sure

#

I'll check again

hearty sandal
#

pboproject can sign it at crunch

#

set up the key in the settings

cinder turret
#

...nothing

#

signed it using pboproject, made sure the server was updated

cinder turret
#

it seems to be an issue specifically with cwr, for some reason? while trying to do a cup retexture does give me an error related to one of the required mods being missing, I suspect this is due to a faulty server configuration on my part

#

I'm going to try asking the cwr team about it directly

lapis bay
#

Trying to do some previewPictures, keep getting hit with "cannot load textures" even though the path in the config and file names are exactly the same

lapis bay
vocal patrol
#

Hi guys, trying to config a container to hold smaller resupply crates using ACE cargo, having trouble with it, is the format wrong?

class 143_Logi_Container_0 : Land_Cargo10_grey_F
    {
        displayName = "Death Korps 1st Platoon Resupply";
        scope = 2; scopeCurator = 2;
        descriptionShort = "medcase0";
        editorCategory = "143rd_Logi_Storage";
        editorSubcategory = "143rd_Logi_Storage_Medium";
        ace_cargo_space = 25;
        ace_cargo_hasCargo = 1;
        ace_cargo_Loaded [143_Logi_Case_0, 143_Logi_Container_0]
    }
slim halo
lapis bay
slim halo
#

what is your pbo prefix?

lapis bay
#

lemon

vocal patrol
#

Or just how to config a container within a container in general

slim halo
lapis bay
#

455 x 256

slim halo
#

I don't think that's allowed

#

texture resolutions must be powers of 2

lapis bay
#

it's not a texture though, it's an editor preview

#

in fact, that's the exact resolution that the wiki specifies

#

also, i've done editorpreviews for other stuff too and it was the same resolution and it worked

#

i don't know what's going wrong here

#

Resize all images to 455x256 and save them in JPG format.

#

oh wait what the fuck it works now

#

i have no idea what i did but it works now for whatever reason

lapis bay
#

okay so

#

when i upload it to steam workshop it doesnt

#

work

#

i genuinely have no clue why this is happening

#

everything seems to be correct

slim halo
#

repair your mod

lapis bay
#

i did repair

#

i even went into the mod folder and unpacked the pbo to check if it was updated

lapis bay
#

hey i fixed it

vocal patrol
#

Having trouble adding backpacks to a crate, I assume I've done it wrong, any ideas on how to fix?

class 143_Logi_Case_14 : TIOW_IG_WeaponBox1_DKOK
    {
        displayName = "Death Korps Uniform Box";
        scope = 2; scopeCurator = 2;
        descriptionShort = "smallcase14";
        editorCategory = "143rd_Logi_Storage";
        editorSubcategory = "143rd_Logi_Storage_Small";
        hiddenSelectionsTextures[]={"\143rdlogistorage\data\Textures\crate14.paa"};
        //These code lines increase the storage Capacity of the box
        maximumLoad = 100000;
        transportMaxBackpacks = 100000;
        class TransportBackpacks
        {        
                class TIOW_IG_Vox_Caster
                {
                    name = "TIOW_IG_Vox_Caster";
                    count = 5;
                };
                class TIOW_Vox_Caster_Black
                {
                    name = "TIOW_Vox_Caster_Black";
                    count = 5;
                };
                class IG_Voxcaster_Black
                {
                    name = "IG_Voxcaster_Black";
                    count = 5;
                };
        };
    }```
timber bear
#

wanting to do some ace interactions for some goggles

condition="linkitem player == 'XYZ'";

#

or is it something like condition "facewear" or somthing

little phoenix
#

So ive been working on the suspension for my vehicle and for some reason the wheels itself are now below the suspension. In the model they are aligned perfectly so it has to be code related ive tried changing alot of stuff in the physx but i can get the wheels to move up to their original location how do i fix this?