#arma3_config

1 messages · Page 146 of 1

sullen fulcrum
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When I get a long list of errors like this:
warning:In file '\CND\ProjectAmerica\historical\old_cabin\basicdefines_A3.hpp': #define CM_none is not FULL_UPPER_CASE, fix it if you can, or regret it later.
does that mean I have to make everything lowercase in basicdefines_A3.hpp?

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like this?
#define DEFAULT_SLOT 0
#define MUZZLE_SLOT 101
#define OPTICS_SLOT 201
into this?
#define default_slot 0
#define muzzle_slot 101
#define optics_slot 201

golden barn
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first..

class CfgVehicles { class Tank_Base_F; class textureSources; };

you gotta use rubber @versed moss lol

sullen fulcrum
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@golden barn btw I'm fixing the thing you're asking for

golden barn
sullen fulcrum
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It turns out I wasn't getting errors until I updated mikero tools, those beer bottles are super broken rn

golden barn
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its fine man, ive almost got it working here.. was just confused with the Land_ prefix, NonStrategic; and a class Ruins; i missed but anything i can use as reference is greatly appreciated. i dont need models or such

versed moss
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Yikes, I didn't mean to do anything like that meowsweats

hard chasm
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@sullen fulcrum , i fail to understand why you misinterpret the error message to the opposite of what it's saying.

sullen fulcrum
hard chasm
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unless your lst language is not english, i refuse to answer that.

sullen fulcrum
hard chasm
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no, you didn't. you copied it from A3 samples.
that hpp file does not exist IN A3 pbos

I recommend you make your own hpp file to change the wrong way a3_basicDefines have been stated.

sullen fulcrum
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so the one from a3 samples is bad?

hard chasm
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not bad, wrong, if you accept the standard usage of #defines. Not even Microsoft break those rules.

sullen fulcrum
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why would bi release that in their official modding samples?

hard chasm
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bis don't even know how to use their own enums

sullen fulcrum
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I don't remember much about it, I have a working template for buildings I've been copying and pasting for a while, then I updated mikero tools and I can't export anymore
idk what basicDefines_A3.hpp does but it seems like it's necessary for buildings with working doors/windows/destruction to work

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about 60-80% of this I don't really know how it works but I just do a series of trial and error until I get a working config, I know that's not the right way to do things but I'm not exactly a coder

hard chasm
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roll your own. using only UPPER_CASE.

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or, you can (safely) ignore the warnings given about this file. But god help you if you use mIXeDCase in your own #defines

sullen fulcrum
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alright I fixed the caps

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All I got left is
warning:In file '\CND\ProjectAmerica\military\militaryguardshack\config_macros_glass.hpp': macro 'DOOR_GLASS_HITPOINT': trailing ; should be in each caller. Never the macro body.
warning:In file '\CND\ProjectAmerica\military\militaryguardshack\config_macros_glass.hpp': macro 'BIG_GLASS_HITPOINT': trailing ; should be in each caller. Never the macro body.
warning:In file '\CND\ProjectAmerica\military\militaryguardshack\config_macros_glass.hpp': macro 'NORMAL_GLASS_HITPOINT': trailing ; should be in each caller. Never the macro body.

This is the config_macros_glass.hpp
https://pastebin.com/xSVRBwhL

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not sure where the caller is or what trailing is

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Also
warning:In file '\CND\ProjectAmerica\military\militaryguardshack\basicdefines_A3.hpp': macro 'LOAD': trailing ; should be in each caller. Never the macro body.
line in basicDefines_A3.hpp
#define LOAD(weight,capacity) MAXIMUMLOAD = ##capacity##;
mass = ##weight##;

golden barn
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maybe its the #define's ?

hard chasm
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trailing ; should be in each caller. Never the macro body
I do not know how that error message could be explained plainer.

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if these are bis mistakes you should, by now. know how to fix them.

hearty sandal
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The basic define macros are not mandatory to use. It is better to use macros you know what they do than use unknown macros

golden barn
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mikero packs great, haleluja and all.. but once in eden and placing the bottle, it just crashes.. and all i can read its something with destructioneffects.side, before it insta closes

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haha

hearty sandal
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that indicates you have now created a vehicle class called destructioneffects

golden barn
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haha ye its what im trying to do

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i managed to dodge the crash, but the error message still pops up

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still not sure what you ment with the strategic thing i must have..

hearty sandal
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now that Im home I can check what it was

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was this

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so effect with simulation destroy makes the old model die and delete and then simulation ruin makes the ruin model pop up instead

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dunno if this applies to your case. but mine (static building thingy) needed these to work

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heavy redaction because sikrits

golden barn
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ah i see

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well im gonna try

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where it says "position=" on the ruin, can i change that to my mempoint name to force it to spawn where i have my original bottle?

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thanks man

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it gave me a haleluja, gonna check 😛

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well, bottle deletes atleast, so thats progress, the ruin did not spawn however..

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it deletes, my custom particles spawn on a loop (as intended for testing) and a hint tells me its dead. 👌🏻

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still same error tho and no ruin spawn..

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i dont need to declare NonStrategic; right?

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under CfgVehicles

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i just did the DestructionEffects and redeclared it then did the destroyphase 1 etc

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i mean it deletes so it must work

hearty sandal
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could be thingx cant have ruin

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you could just have all shards as particles

golden barn
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hmm i mean.. if it can be deleted by destruction

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it should..

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yay

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got rid of the error

sullen fulcrum
golden barn
sullen fulcrum
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so you shoot the beer bottle and with the hitpoints hide/unhide animation and it hides the intact one and unhides the broken one while spawning a particle system of shards

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kinda hard to explain the relationship of these but basically config.cpp and model.cfg are required for anything that's animated
not sure what these do but everything breaks if I delete them: basicDefines_A3.hpp cfgFunctions.hpp
these are basically my template for buildings that have breakable windows/openable doors

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so essentially it's like a building, you shoot a window and it creates glass shard particles on a memory point and hides/unhides the intact/broken window
the only real difference is I made it thingX instead of house

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most of it I don't understand but it just works

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I'm slowly learning alot of this but really it's all about learning how to copy and paste a thing that works and slightly modifying it through trial and error

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hard to learn code when you got a job and family

golden barn
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so you shoot the beer bottle and with the hitpoints hide/unhide animation and it hides the intact one and unhides the broken one while spawning a particle system of shards

This one, i just managed to remove it on destroy with the DestructionEffects.. ive just not figured out how to make the broken bottle spawn after, but i made a memory point for the position and made a wreck lod + proxy just in case..

Hopefully this works, then i dont need animation, and i can fiddle with my particles and use my bottle pieces p3d as thingX.

thats the plan atleast.

But thanks alot for this, i will def use it as reference, im still learning so 🙂 +1!

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atm my vodka bottle gets placed ingame with no issues, textures are fine, physics are fine, i experimented with shifting the mass center, because it was just wiggleing around when shot at, and spread the mass around evenly, now it flips, rolls and looks realistic, even different calibres gives different results. The bisurf i use atm is the glass one from A3, it bursts some shards and has a glass shatter sfx, wich is fine for testing. When shot, it deletes, and my particle test loops and sprays copies of the bottle for testing. If i jsut figure out how to get the broken bottle bottom to take its place i will be happy.

hard chasm
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@sullen fulcrum , i congratulate you, That animation is one of the hardest ones to get working. You deserve some well earned praise. Be aware that:

+You really should fix up your configs indentation. It is difficult to read and will almost certainly end in tears if you edit it because you don't 'know' which level that one {starts and the other ends}; You can't reliably see the body of any given {...}; This is a bad habit to get into. If you still need convincing. compare your cpp with your model.cfg

+I am fairly sure that when a model is replaced with a destroyed one, the destroyed one causes a permanent damage=0. This to stop it triggering the same animation again. This in turn affects sqf operators like !alive.

+Any animation of any model, requires a model.cfg

hearty sandal
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destruction "animations" like when tree falls or building "collapses" down or bushes flatten are not model.cfg animations however, they are tied to destrType parameter and driven by engine.

golden barn
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ye but im just using ruin atm since, its deleted anyways, i just need one thing

sullen fulcrum
golden barn
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It also feels like thingX gives it a small delay, wich is noticable when using 50 bottles, without it it instantly deletes, with thingX it starts the physics «fall» then deletes

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Id rather have thingX physics on collision, like if walked into or stuff like that.

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Or other types of objects

rain scarab
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Wondering if someone could work with me on this (probably) config issue I'm having. I posted about it previously and have made some efforts to troubleshoot previously, as well as re-do and clean up my configs, but I am still having an issue:

I've created a shoothouse model, and in it I am trying to just make 1 door for practice, Door_01. It has both a component and Door_01 designation in view, geom, fire LODs, and in Memory, it has Door_01_axis and Door_01_trigger vertices appropriately named. I believe the P3D isn't the issue. The issue is, the actions to open the door are visible in the game, and no error message is received at all, but when using the action, nothing at all happens.

I think I've defined the skeleton right but more specifically I think I'm not getting something right in model.cfg, or maybe even the animation stuff. I went ahead and uploaded both model.cfg and config.cpp to here: https://pastebin.com/wnsPfsy0

hearty sandal
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have you previewed the animation to work in OB buldozer?

rain scarab
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I attempted to figure out how to do this but I did not figure it out, my understanding of Buldozer only goes as far as some Terrain Builder usage. Is there documentation on animating in OB Buldozer?

rain scarab
# hearty sandal have you previewed the animation to work in OB buldozer?

I figured it out! Okay, I failed to close a class at line 50, there was a missing };
After that, the model previewed in OB Buldozer once I found it was just keybind "]"
I loaded into arma, and the door opened, collision moved correctly with it! It didn't close, but small victory, and I will fix it from here.
As always, thank you for your assistance!

hearty sandal
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Id recommend switching to mikeros toolset and pboProject for building. It is very good at catching that kind of config errors

paper path
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is there a way to disable a buildings damage flag via config? id like my props to not be destructible

hearty sandal
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for terrain objects, no

paper path
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damn..

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well, guess i can just throw the 250mm armored plate on and call it good. nothing will break those

hearty sandal
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for terrain objects you set the dammage named property to no

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and it wond destruct

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the named properties get baked into the terrain objects

paper path
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geo?

hearty sandal
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geometry yeh

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most of them go there

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wiki page for arma 3 named properties has more details

vagrant idol
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which parameter do I have to change to force the distance adjusting feature? Some optics on Vector have hardcoded 200/300m minimal distance which makes shooting this gun ridiculous (and it doesn't fit the reticle). Is discreteDistance[] enough?

wheat sluice
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That + maxZeroing.

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SMG_01_Base has maxZeroing=400 so it's capped at 400m zero even if you mount something like a Nightstalker onto it.

golden barn
mortal dove
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How do I reference a function in another mod?
Cntxt: I need to call a function from another mod once my artillery 'module' has exploded

hearty sandal
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Call it by its name like any other function

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Also good idea to add it as required Addon so that the function is in fact present when your mod loads (after the other one)

golden barn
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class CfgPatches { class YourAddonClassName { units[]={}; // The units you need. weapons[]={}; // Helmets, Vests, blabla. requiredVersion=0.1; // What year is this fine wine? requiredAddons[]={"A3_Data_F_Enoch_Loadorder", "A3_Structures_F", "blablaAddon"}; // Does this need any addon to run? some vanilla ones maybe? }; };

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class EventHandlers { class MyAwesomeArtilleryMod // your super unique classname.. { fired = [(_this select 0)] call TAG_fnc_NameOfThatAwesomeFunction; // "fired" ? not sure, look at wiki... then the function you want to use }; };

grand zinc
golden barn
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ye just example where

mortal dove
# golden barn ye just example where

Fired (if it have this correct) implies it calls the fnc when the artillery is fired, not when the shell (in this case missile) lands and explodes.

golden barn
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*I don't think there is any ammo EH for ammunition.

However, you can track the projectile with _this select 6 from the "fired" EH and check if it's still alive in a loop.*

`_proj = _this select 6;

while {alive _proj} do
{
sleep 0.1;
};

// code for explosion`

from a forum post

mortal dove
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Thats fine, hence my post in #creators_recruiting
as a Mod i am using has a way to track that somehow as the fnc gets fired after their shell lands. and I was trying to repurpose a similar thing but with a missile using a different firing method (they used actual mortars etc but the config I am using (FSP+) is virtual artillery modules.

golden barn
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maybe there is a way to attachTo the projectile a particle thats set to invisible, and a code to run when that particle stops.

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idk, im sorry

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hmm

golden barn
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FSP+, isnt there some messages there where it says like "splash in amount of time" or something after calling in support?

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and it spawns and drops randomly x amount of shots you ordered @ mapmarker

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i dont think its "physically" a shell out there, but more like a local calc that spawns it at setheight and its set ammotype

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way outta my league 😄 try asking in scripting? unless @hearty sandal knows.. im new to this as a whole.

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Ok so i finally got my object to work now, when shot it bursts into my 8 x p3d broken pieces, cut out from the original model in blender.. all breaks randomly with thingX physics, then despawns them after 10 seconds. It gives me a hint trough EventHandler and my testfunction that my object is dead, but base object wont hide/get destroyed.
no errors with packing. I got my named selections, hitpoints, etc.. any clues @sullen fulcrum ?

golden barn
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unhide is working atleast, since i get all my other parts.. hmm

sullen fulcrum
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I think like Glass_1_hide

golden barn
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ye, mine is called Bottle_Hide tho

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i think the corresponding in the config is fine, but maybe i did it wrong in ob

golden barn
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ok got something to work.. but now it looks like a wackamole hehe, its falling trough ground then pops up again

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😄

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like its looping

golden barn
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funny but weird lol

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like that

hearty sandal
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hmm looks as if it goes into infinite destruction loop

golden barn
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ye

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i think ive seen a tree do that once

ionic warren
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What are the definitions of the soundHit parameters in the CfgAmmo?
Basically I want to use the explosion sound, but in a lower volume

golden barn
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i fixed it, added a new class for the delayeddestruction and a destroy simulation

golden barn
ionic warren
golden barn
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The first is dB i think, the middle one is 1 for 100% and if you have more than one sound you can set it to like 0.3 to make it 30% chance to be used etc.. the last one is range in radius /meters i think.. im not sure 🙈 and on phone atm

hot pine
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volume (in db), frequency & range

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in any case, explosives are most likely using soundSets instead of those old params

small salmon
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Is it possible to import an animation into a mission using description.ext?

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I hope this is the right channel

ionic warren
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thanks

ionic warren
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        soundFly[] = {"",1.0,1,50};
         soundHit[] = {"",1,1};
        soundHit1[] = {"A3\Sounds_F\arsenal\explosives\shells\30mm40mm_shell_explosion_01",1,1,1600};
        soundHit2[] = {"A3\Sounds_F\arsenal\explosives\shells\30mm40mm_shell_explosion_02",1,1,1600};
        soundHit3[] = {"A3\Sounds_F\arsenal\explosives\shells\30mm40mm_shell_explosion_03",1,1,1600};
        soundHit4[] = {"A3\Sounds_F\arsenal\explosives\shells\30mm40mm_shell_explosion_04",1,1,1600};
        SoundSetExplosion[] = {"Shell30mm40mm_Exp_SoundSet","Shell30mm40mm_Tail_SoundSet","Explosion_Debris_SoundSet"};
        multiSoundHit[] = {"soundHit1",0.25,"soundHit2",0.25,"soundHit3",0.25,"soundHit4",0.25};

There is nothing that I can change here that would make it quieter?

hot pine
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yeah, you would have to create new soundset and assign it in SoundSetExplosion or modify Shell30mm40mm_Exp_SoundSet in CfgSoundSet @ionic warren

golden barn
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this si weird.. i originally used the glass.bisurf file for my object, wich gave me some basic effects.. but now that i want to make my own and use that one, it still plays the sound from glass one and the effects, even tho there is nothing inside the bisurf that has the old namings, its not even pathing to it under my revmat's surfaceInfo..

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is it stored in some temp place or?

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ive double checked my p3d's aswell

hearty sandal
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bisuf file is not right

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you need to assign the rvmat

golden barn
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what do you mean?

hearty sandal
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.rvmat penetration material is what you assign to the p3d

golden barn
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yes

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and inside the rvmat

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ive added my bisurf

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surfaceInfo="vodkabottle_altisnoff\SFX\vodka.bisurf";

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like that, first line

hearty sandal
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k. whats in your bisurf file?

golden barn
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Density=2800;
rough=0;
dust=0;
bulletPenetrability=69;
soundEnviron=Empty;
isWater=false;
friction=0.1;
restitution=0.1;
impact = hitGlass;
soundHit = Glass;
deflection = 0.3;

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this is what it was like

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but i wanted my own soundHit

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Density=3;
rough=0.1;
dust=0;
bulletPenetrability=6000;
soundEnviron=Empty;
isWater=false;
friction=0.7;
restitution=0.4;
impact = hitGlass;
soundHit = Easy_HitSound;
deflection = 0.1;

hearty sandal
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then you need to define new soundHit class inside config

golden barn
#

class CfgAmmo
{
class Default;
class BulletCore;
class BulletBase: BulletCore
class HitEffects
{
Easy_HitBottle = "Easy_ImpactBottle";
};
};

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lacking a { there, but u understand what i mean

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and a }; lol

golden barn
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its like the soundHit and impact only accept the standard ones.. default, metal, hitMan etc

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and whenever i change it, it will put it back to what it was, and the log shows an error

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Unknown hit sound type in pathToWhatever\whatever.bisurf.soundHit

hearty sandal
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I believe hitEffects are for the impact parameter

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you need define one of these

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(all in one config is best resource)

golden barn
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meh.. side errors

hearty sandal
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side error = thingy is in wrong place

ionic warren
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I have a dispersion = 10 but the rocket still always flies out perfectly

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how come? I just want to add some inaccuracy to this thing

hearty sandal
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its in radians

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that would give it 572.958 degree dispersion 🤔

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perhaps its too big value

ionic warren
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well that and the fact that wasn't putting it in the "mode" class

hearty sandal
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that would also do it

ionic warren
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i was putting it on the weapon class yeah

golden barn
hearty sandal
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not in vehicles

golden barn
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i made a CfgSounds, didnt work, i tried Weapons, Vehicles.. CfgAmmo

hearty sandal
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get leopards advanced config viewer if you dont want to mess with the all in one config file

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and search where they are

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random placement will not get you there blobcatsweats

golden barn
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is that a mod?

hearty sandal
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addon yes

golden barn
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i feel like ti should be under cloudlets because.. ye.. ill try the addon

junior arrow
#
class CfgSounds
{
    sounds[] = { };

    class 01v60
    {
        name = "01v60";
        sound[] = {"\sound\01v60.ogg", db-0, 1.0};
        titles[] = {};
    };
    class 01v61
    {
        name = "01v61";
        sound[] = {"\sound\01v61.ogg", db-0, 1.0};
        titles[] = {};
    };
    class 01v62
    {
        name = "01v62";
        sound[] = {"\sound\01v62.ogg", db-0, 1.0};
        titles[] = {};
    };
    class 01v63
    {
        name = "01v63";
        sound[] = {"\sound\01v63.ogg", db-0, 1.0};
        titles[] = {};
    };

    class 01r01
    {
        name = "01r01";
        sound[] = {"\sound\01r01.ogg", db-40, 1.0};
        titles[] = {};
    };
    class 01r02
    {
        name = "01r02";
        sound[] = {"\sound\01r02.ogg", db-40, 1.0};
        titles[] = {};
    };
    class 01r03
    {
        name = "01r03";
        sound[] = {"\sound\01r03.ogg", db-40, 1.0};
        titles[] = {};
    };
    class 01r04
    {
        name = "01r04";
        sound[] = {"\sound\01r04.ogg", db-40, 1.0};
        titles[] = {};
    };
    class 01r05
    {
        name = "01r05";
        sound[] = {"\sound\01r05.ogg", db-40, 1.0};
        titles[] = {};
    };
    class 01r06
    {
        name = "01r06";
        sound[] = {"sound\01r06.ogg", db-40, 1.0};
        titles[] = {};
    };
    class 01r07
    {
        name = "01r07";
        sound[] = {"\sound\01r07.ogg", db-40, 1.0};
        titles[] = {};
    };
    class 01r08
    {
        name = "01r08";
        sound[] = {"\sound\01r08.ogg", db-40, 1.0};
        titles[] = {};
    };
    class 01r09
    {
        name = "01r09";
        sound[] = {"\sound\01r09.ogg", db-40, 1.0};
        titles[] = {};
    };
    class 01r10
    {
        name = "01r10";
        sound[] = {"\sound\01r10.ogg", db-40, 1.0};
        titles[] = {};
    };
    class 01r11
    {
        name = "01r11";
        sound[] = {"\sound\01r11.ogg", db-40, 1.0};```
#

        titles[] = {};
    };
    class 01r12
    {
        name = "01r12";
        sound[] = {"\sound\01r12.ogg", db-40, 1.0};
        titles[] = {};
    };
    class 01r13
    {
        name = "01r13";
        sound[] = {"\sound\01r13.ogg", db-40, 1.0};
        titles[] = {};
    };
    class 01r14
    {
        name = "01r14";
        sound[] = {"\sound\01r14.ogg", db-40, 1.0};
        titles[] = {};
    };


    class 01v21
    {
        name = "01v21";
        sound[] = {"\sound\01v21.ogg", db-0, 1.0};
        titles[] = {};
    };
    class 01v22
    {
        name = "01v22";
        sound[] = {"\sound\01v22.ogg", db-0, 1.0};
        titles[] = {};
    };
    class 01v23
    {
        name = "01v23";
        sound[] = {"\sound\01v23.ogg", db-0, 1.0};
        titles[] = {};
    };
    class 01v24
    {
        name = "01v24";
        sound[] = {"\sound\01v24.ogg", db-0, 1.0};
        titles[] = {};
    };
    class 01v25
    {
        name = "01v25";
        sound[] = {"\sound\01v25.ogg", db-0, 1.0};
        titles[] = {};
    };
    class 01v26
    {
        name = "01v26";
        sound[] = {"\sound\01v26.ogg", db-0, 1.0};
        titles[] = {};
    };
    class 01v27
    {
        name = "01v27";
        sound[] = {"\sound\01v27.ogg", db-0, 1.0};
        titles[] = {};
    };
    class 01v28
    {
        name = "01v28";
        sound[] = {"\sound\01v28.ogg", db-0, 1.0};
        titles[] = {};
    };
    class 01v29
    {
        name = "01v29";
        sound[] = {"\sound\01v29.ogg", db-0, 1.0};
        titles[] = {};
    };
    class 01v30
    {
        name = "01v30";
        sound[] = {"\sound\01v30.ogg", db-5, 1.0};
        titles[] = {};
    };
    class 01v31
    {
        name = "01v31";
        sound[] = {"\sound\01v31.ogg", db-0, 1.0};
        titles[] = {};
    };
    class 01v32
    {
        name = "01v32";
        sound[] = {"\sound\01v32.ogg", db-5, 1.0};
        titles[] = {};
    };```
#

    class 01v33
    {
        name = "01v33";
        sound[] = {"\sound\01v33.ogg", db-0, 1.0};
        titles[] = {};
    };
        class 01r70
    {
        name = "01r70";
        sound[] = {"\sound\01r70.ogg", db-40, 1.0};
        titles[] = {};
    };
        class 01r71
    {
        name = "01r71";
        sound[] = {"\sound\01r71.ogg", db-40, 1.0};
        titles[] = {};
    };
        class 01r72
    {
        name = "01r72";
        sound[] = {"\sound\01r72.ogg", db-40, 1.0};
        titles[] = {};
    };
        class 01r73
    {
        name = "01r73";
        sound[] = {"\sound\01r73.ogg", db-40, 1.0};
        titles[] = {};
    };
        class 01r74
    {
        name = "01r74";
        sound[] = {"\sound\01r74.ogg", db-40, 1.0};
        titles[] = {};
    };
        class 01r75
    {
        name = "01r75";
        sound[] = {"\sound\01r75.ogg", db-40, 1.0};
        titles[] = {};
    };
        class 01r76
    {
        name = "01r76";
        sound[] = {"\sound\01r76.ogg", db-40, 1.0};
        titles[] = {};
    };
}; ```
For some reason the sounds appear in the effects tab of a trigger, but they do not play any sound. No errors either, anyone know why this happens?`
#

Oops, I should've sent the file

golden barn
#

wont let me diag_exportConfig

hearty sandal
junior arrow
#

Yes

#

they are inside a folder called sound in the mission folder

stray sage
junior arrow
#

for all of them?

#

right now I'm just testing one, as I'm still stuck trying to play the sounds

stray sage
junior arrow
#

Alr, will try

#

Ok so I tried it out, no change, but I did find something new while testing this

#

The sound plays alright when I'm in third person, but not while I'm in first person

#

I'm also riding a vehicle btw

cedar creek
#

Hey, what means the 0.5 and 1 there? cpp textureList[] = { "White", 1, "Black", 0.5, "Red", 0.5, "Yellow", 0.5 };

golden barn
#

the all in one config says its placed under BulletBase: BulletCore, but i still get side error

hearty sandal
#

whres ~~bulletCore ~~ bulletbase in your config?

#

and what is the exact side error

#

as the error tells what the problem class is

golden barn
#

under CfgAmmo

#

just an example

#

class CfgAmmo { class Default; class BulletCore; class BulletBase: BulletCore { class Easy_HitSound: Default { impactGlass[] = {"Easy_ImpactBottle", 1}; Easy_HitSound[] = {"vodkabottle_altisnoff\SFX\Easy_HitSound.WAV", 1.25893, 1, 75}; }; class soundGlass1: Easy_HitSound // soundGlass1 inherits from Easy_HitSound. {

#

soundGlass1[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\glass_01", 1.25893, 1, 75}; };

stray sage
cedar creek
#

thx

#

I want to add different hull number textures to my vehicle, how can I make them selectable in the editor attributes? Are there any samples?

golden barn
#

ye removed all from config, still get the side error, so its all due to my bisurf

hearty sandal
golden barn
#

bin\config.bin/CfgVehicles/soundGlass1.side

golden barn
#

i mean i have nothing named glass, hitGlass or anything now, and it still pops the error, only difference is ive path to my own bisurf, but it has the same info in it as the glass.bisurf from A3 folder

#

Aaah what the hell... apparently there is a config.cpp inside a "temp" folder that does have sound related stuff..

#

why is it using my temp folders files when its not even in my project folder

hearty sandal
golden barn
#

deleted the folder and packed, now something happens atleast, error is gone and there is no sound when breaking them 😄

#

progress i guess

golden barn
#

meh this is going nowhere duck_hyper good night all!

rancid lotus
#

Hey, questions for users of PBOProject

#

So I'm making a config that references files in other mods

#

However, it spits angrily at me for all of them

#

My friend is saying I need to make copies of all of the mods in my project folder, but

#

Is there a better way to do this?

hearty sandal
#

you can create fake files but then checking up the paths is up to you

#

the reason why it needs the files is to make sure you have written valid paths

slim halo
#

what you have on disk has nothing to do with what you have in game and forcing that check doesn't make any sense

latent lion
#

It doesnt take into account pboprefixes of other mods

#

So it should just stick to A3 addons check

#

And bypass anything else

hearty sandal
#

No if you have correctly unpacked files on P drive it completely represents the folder structure of the game engine. blobdoggoshruggoogly

slim halo
#

At the very most it should show warnings

#

Not errors

golden barn
#

Ok so i thought maybe it was an issue with my sound files since it didnt play any. So went to our other place where i got a studio for sound/music and worked on my sfx files. Made the needed effects.. Took them back here and tried wav, mp3, ogg etc.. no luck, i must have done somethimg wrong in this config.. even tho its no errors or anything.. hmm think im gonna remove all of this and start all over again.

hazy crow
#

Hi,
Making my custom 7,62x51 ammo. Maked ammo in CfgAmmo, Magazines in CfgMagazines, added them to MagWells for M14 762x51.
And it functions but only for M14, EBR and MK-I for some reason SPAR-17 decided not to cooperate.
When i opened SPAR config files i find out (at least i think) that SPAR-17 (Weapon_arifle_SPAR_03_blk_F) does not have MagWells defined. (In my game it can load only its default 20rnd magazine and not 10rnd as it should)
So i tried add it in cofigh like this (only test)

class cfgWeapons
{
    
    class Weapon_arifle_SPAR_03_blk_F;
    class Weapon_arifle_SPAR_03_blk_F:Weapon_arifle_SPAR_03_blk_F
    {
        class TransportMagazines
        {
            class 20Rnd_762x51_M993_Mag
            {
                magazine="20Rnd_762x51_M993_Mag";
                count=1;
            };
        };
    };
    class Weapon_arifle_SPAR_03_khk_F;
    class Weapon_arifle_SPAR_03_khk_F:Weapon_arifle_SPAR_03_khk_F
    {
        magazineWell[]={M14_762x51};
    };
    class Weapon_arifle_SPAR_03_snd_F;
    class Weapon_arifle_SPAR_03_snd_F:Weapon_arifle_SPAR_03_snd_F
    {
        magazines[] =
        {
            "20Rnd_762x51_M993_Mag"
        };
    };
};```
#

And to my surprise non of this was working. SPAR-17 still has only her default 20rnd Mag
Could someone help me where am i making error?

hearty sandal
#

spar 17 likely has never been updated for magazine wells

#

@hazy crow

hazy crow
#

Oh what a shame but it should be able to load 10rnd magazines for M14 (at least by wiki) but that is not possible too.

#

And i try to add them the "old" way but i probably make some mistakes in code that i cant find

hearty sandal
#

the original config does not have magazine well defined true 👇 . This is indeed wrong class xD

wheat sluice
#

arifle_SPAR_03_base_F is the one you're after.

hearty sandal
#

arifle_SPAR_03_base_F
arifle_SPAR_03_khk_F

#

arifle_SPAR_03_snd_F

#

they dont have magazine wells either

hazy crow
#

Thank you both will test asap

hearty sandal
#

spar does not have magazine proxies either so there wont be visual changes

hazy crow
#

Oh so i have to add that too. Well thanks for hads up

hearty sandal
#

cant edit the model

#

what you want to do is not possible to full extent as far as I can tell

hazy crow
#

But i can add new magazine with texture and model of defaul magazine but with my new ammo?

hearty sandal
#

yes well dont know if the magazine has hidden selections

#

and your texture would not show on the weapon either

#

as the weapons does not use magazine proxy model

#

it uses a magazine that is modeled on the weapon (olden times)

livid trail
#

Hello there, I am trying to create my first addon, simple script that doesn't add anything and all functionality is purely "backend", it will run as a dedicated server addon only.
Let's say I got this in my CfgFunctions

         class Main {
            file = "statslogger\functions";
            class loadMain{postInit = 1;};
            class addConnectHandler{};
            class addKillHandler{};
            class addShotHandler{};
            class addMissionHandler{};
        };

If I understand it correctly, the /statslogger/functions/fn_loadMain.sqf will be executed once Init is done right?
are fn_addConnectHandler{} etc called somehow, or only the loadMain is called.
All my work so far has been only editing already working mission framework and they do this with only one function, rest is execVMed in init.sqf.

How do I call the addConnectHandler functions from the main now, if they are specified in CfgFunctions?

They way I would do it normally looking at the framework I was working with so far is just execVMing the files, but I feel like that's wrong, as there would be no need to "register" them in CfgFunctions

golden barn
#

PostInit means after yes, (thank you HorribleGoat) .. same with PreInit is before. You need to make the functions structure with classes i believe, the tag, categories, and names. So it knows where it is located. Then setup the eventhandlers that will run the different functions holding your code. I was advised to do that instead of purr exec sqf’s when using killed EH etc. maybe ask @hearty sandal , he seems to know alot about this. I also found some info i used in a config dump that gave me some «aah wtf» after trying and failing and wasting days 🙈

#

` class EventHandlers
{
class MyWhatever_EH // My super unique classname..
{
killed = [(_this select 0)] call WhAtWr_fnc_mysqfnameFunction; // Our whatever test function, its currently only holding a hint, got plans for it later.
};
};

class CfgFunctions
{
class WhAtWr                         //My custom tag representing Whatever...
{
    class test_12345EH                //myCategory where i put my sqf
    {
        file = "MyAddonFolder\test_12345EH"; //My bottle's folder and my custom "Category" folder as named in the class above.
        class mysqfnameFunction    // this is what you call the sqf file in the folder path above. the name of your function wich will be called in the EventHandler.
        {
            preInit  = 0;             //Changed this to 0, since my function blasted off before loading the start of game.
            postInit  = 0;           //Changed this to 0, since my function blasted off after loading the start of game.
            preStart  = 0;           //Changed this to 0, since my function blasted off at start of game.
            recompile  = 1;        //Leave as is, get another beer.
        };
    };    
};`
#

example

livid trail
golden barn
hearty sandal
#

🤪

#

Check out the arma 3 samples

#

post is after pre is before

golden barn
#

again thanks for clearifying, do you get paid for support tbh? 😄

#

you experts should get together, make a patreon, let us junkies make it more worthwhile and motivating to be the teacher 😛

livid trail
# hearty sandal post is after pre is before

I am aware about this, that I though I had correctly.
But I don't know what would be the correct way to do this. All those functions need to be executed only nnce, as they add handlers.
Also one thing I am not sure how to do is "hook" the onPlayerConnected, is there a way?

hearty sandal
livid trail
golden barn
golden barn
# livid trail Alright, that seems promising. Thank you!

google is the first thing i try, then i try to understand samples or look on dumps / other ppl configs, if im stuck and feel totally clueless i ask here.. sometimes i ask to early and its a waste of others time or just spam.. i try to improve atleast. good luck!

livid trail
hearty sandal
latent monolith
#

yo so im trying to add in a few items to this vehicle that ive retextured but i keep getting this error

<adding entries:...>
config.bin:re-compiling prebinarised for external obfuscation checks...
config.cpp:compiling...
In File P:\New folder2\config.cpp: circa Line 459 label is not alphanumeric

this is the section of code its on about:
class TransportMagazines {
class ML700_Bolter_Stanag {
magazine = "ML700_Bolter_Stanag";
count = 10;
};
};
class TransportItems {
class ACE_elasticBandage {
name = "ACE_elasticBandage";
count = 40;
};

#

i dont know what im doing wrong

#

?

golden barn
#

i get a crash called "Warning: preNLOD format in object "mytextureblabla.paa" when trying to set particleshape as it.. if i dont put it, and just the name, it tells me ingame that it cant find the p3D..

#

i just want my damn texture as billboard particle..

#

i have even tried make a plane and add texture to it and make it as a p3d.. it wont error out, but it wont show any particle either..

#

anyone know what cause this? im going to try to validate files again

hallow quarry
#

I got an arma error on my harrier jet reskin in opfor and indfor
I'll post the text

}
}
forEach |#|_texturesToApply;
File A3\functions_f_mark\Vehicles\fn_initVehicle.sqf...,line 279

{
if (_x != ""**!(...'
Error Undefined variable in _texturestoapply```
golden barn
#

redownloading gamefiles as verify trought steam didnt help.. could this be caused of bad inheritance? like its expecting a p3d somehow and just chokes ingame?

#

@hallow quarry need to see line 279 to know

hallow quarry
#

that's an arma vanilla script

hallow quarry
golden barn
#

i feel like its the function that is wrong.. idk really.. File = "A3\functions_f_mark\Vehicles\fn_initVehicle.sqf";

#

if (_x != ""

hearty sandal
#

we would all get the error if the function was wrong blobcatgooglythink

hearty sandal
#

the "universal" model type is used with the billboard

golden barn
#

yes

hearty sandal
#

and this?

hazy crow
#

Hello
Me again. I was searching for Prometh 6.5mm Magazine Well. Does anyone have any idea how to get that or name of it?

hearty sandal
#

all in one config of ingame config viewer

#

or extracted enoch weapons pbo perhaps

hazy crow
#

Thx

golden barn
#

i got it all in my config no other scripts or via function

#

got the array under cloudlets with the rest, reason i wanted billboard is to learn it and aswell make extra effects other than the shards from breaking.. like liquid splash or extras

#

if i change it from paa to p3d it works and wont crash

#

if i change particleshape in the array to just the name without .paa, or p3d it tells me it cant find the name.p3d

#

or does it need to be named universal?

hearty sandal
#

aa righjt

#

yes so you do need to make your own universal object then

golden barn
#

a p3d?

hearty sandal
#

yes

golden barn
#

-.-

#

oh well, so earlier i asked you if it was enough with a plane and added texture + a geo lod, we missunderstood eachother 😛 probably because of my bad english or whatever.. hehe.. but do you know of any tuts or guides on how to make that model?

hearty sandal
golden barn
#

atleast i know my game files are ok now, after 10 verifies and a redownload 😄 haha

hearty sandal
#

thisi is from the A2 public datapack

golden barn
#

sweet, thank you sir

hearty sandal
#

dont thank me yet 😄 This is as far as I can take you with it 😄

golden barn
#

still, progress

#

never ending story

#

thats exactly how it feels

hearty sandal
#

it gets easier after few years

#

or you numb enough to not notice

golden barn
hearty sandal
#

you can basically use a copy of that model

#

just path it to your own texture

golden barn
#

yes! works perfectly!

golden barn
#

not that pretty, but ill deal with all that later when its all ready 😛

#

thanks man, gonna call it the night!

hearty sandal
#

weee!

golden barn
#

bottles dont shatter like that, so imma do alot more pieces and then find a kind of standard im happy with 🙂 lots of tweaking etc.. but it had been great for learning!

#

but its completely thingX now, if i spwn it up in the air, it will fall down and smash etc, so this far im pretty happy with the results.

#

tried with 100 bottles, and it looks ok aswell this far.

sullen fulcrum
sullen fulcrum
# hearty sandal

I never figured out billboard particles but I'll give that a try

shy knot
#

Any ideas?

hearty sandal
#

What is this we are looking at?

shy knot
#

Apparently the guys helmet is showing?

#

The black bits

shy knot
#

Fixed it

maiden berry
#

Im currently trying to start out with modding arma and have made a simple retexture, currently the problem is the helmet I retextured doesn't show up in the virtual arsenal, heres the code I'm using. Please help me out if you can.

{
    class ItemCore;
    class HeadgearItem;
    class H_HelmetB : ItemCore
    {
        author = "Bohemia Interactive";
        scope = 2;
        weaponPoolAvailable = 1;
        displayName = "ECH Hoplite";
        picture = "";
        model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic.p3d";
        hiddenSelections[] = { "camo" };
        hiddenSelectionsTextures[] = { "\custom_uniform\Data\equip1_coaltpat" };
        class ItemInfo : HeadgearItem
        {
            mass = 40;
            uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic.p3d";
            modelSides[] = { TWest };
            hiddenSelections[] = { "camo" };

            // if defined, this headgear item gains functionality (visual modes) of given NVG item and will occupy its slot as well.
            // Currently works only for Headgear + NVG + Radio item combinations.
            // subItems[] = { "Integrated_NVG_F" };

            class HitpointsProtectionInfo // more info at: https://community.bistudio.com/wiki/Arma_3_Soldier_Protection
            {
                class Head
                {
                    hitPointName = "HitHead";
                    armor = 6;
                    passThrough = 0.5;
                };
            };
        };
    };
};```
maiden berry
#

got it sorted nvm

livid trail
#

Given I come from Java/C/C++ background, is there a functional difference between

class CfgPatches {
  ...
};

and

class CfgPatches
{
  ...
};

or is it up to me which one I like better?

grand zinc
#

its just whitespace, whitespaces don't do stuff, doesn't matter

livid trail
#

Given my experience with this so far, I rather ask than to debug it later, thanks for the info!

golden barn
maiden berry
#

Can someone show me how you setup multiple items in the config?

maiden berry
#

By multiple items I mean atleast 2 helmets, vests and uniforms

maiden berry
#

I've tried compiling lines of code but it doesn't work. The uniform does show up in the selection menu but doesn't actually load

maiden berry
#

and the helmet I included doesnt show up at all

meager trail
#

Hello, I'm using the "shots" diagnostic tool for debuging a missile but I don't understand 2 values that appear in the console.
"Last point in a TopDown Missile."

ammo_class shotmissile [shot:6, point: 226]
FLY:
speed: 199.11, 198.04 (0.54%) (-890.19%)

What do the two last percentages mean? The first I think is something related with maximum speed, but the second I don't know (and I think that the second is not good to have that big negative value right?)

meager trail
#

In steam you can find Arma 3 Samples where you can find code examples of how to make tanks, uniforms, weapons, helments, etc

maiden berry
#

Yep, this helped me

lone basalt
#

Does everybody knows how to input one weapon config for another, for example i want to use AT missile from Rhino MGS to Titan MPRL

hallow quarry
#

Is there a way to make a two seater have ejection seats

meager trail
sullen fulcrum
#

How can you add crew hatches animation to a model config? ive already made the selections on my Lod and also memory lod, but cant figure out how to do it on a config. thank you in advance

hearty sandal
#

same way as any other animation

#

you just need to use correct Source so the hatch functionality connects to the animation

lone basalt
#

Who knows were can I change weapon's config

hearty sandal
#

you would need to make a new mod for that

meager trail
hearty sandal
#

does not seem to be documented anywhere what they mean

#

"guidance and missile phases" says wiki

#

is there some problem with the missile?

meager trail
#

yes it seems to fail on hitting the objective

#

I have increased the maneuvrability and maxSpeed and it seems to get better, but still failing some times.

hearty sandal
#

perhaps you need more steering time?

#

hace you compared your missile values to one of the working vanilla ones?

meager trail
#

oh yeah, i will try it.

#

yep but I haven't take a look into the steering stuf.

meager trail
hearty sandal
#

what type of vehicle are you making?

sullen fulcrum
#

trying to get some animantion from a tank then pass to APC

#

just the hatches

hearty sandal
#

that should work yes

#

turn in/out does not work on planes though

sullen fulcrum
#

thank you bro

sullen fulcrum
willow notch
#

Hey folks - I'm looking to modify some behavior written in an existing mod's SQF file from outside of the mod files via my own patch. The mod has some event handlers in its config that it uses to initialize the script. My question is - is it possible to directly overwrite/patch the SQF from outside the mod, or should I patch the config to call my own SQF from my addon's directory?

hallow quarry
#

where can I find the weight of a vehicle weapon

#

or at least blacklist a weapon from the hardpoint

opal crater
#

You could overwrite the SQF file by using same PBOPREFIX but that's not reliable.

hallow quarry
#

I want to remove the scalpel packs from my hardpoint but without lowering the weight to much

#

I use the Blufor missile hardpoint

hallow quarry
#

Does anyone know where the vanilla pylons are stored

hot pine
#

weapons_f

hallow quarry
#

ok

#

in config

#

?

willow notch
sullen fulcrum
#

Hello. Is it possible to disable MFD for players without a specific helmet at the config level?

tall pike
#

Apologies if this is the wrong chat, but do you guys think it's possible to make either ECOTI or coloured NVGs? (ECOTI - Enhanced Clip On Thermal Imager - essentially it adds a thermal layer too NVGs so a person would have a line around them think like the typical hacky ESP)

knotty bridge
#

My monkey brain trying to figure out how to create a custom unit

knotty bridge
#

Why does the actual documentation on custom unit creation look so weird? I can't understand it and why it requires 33 lines to make one unit.

vocal patrol
#

Am I missing something to retexture weapon mags?

class CfgMagazines {
    class 30Rnd_65x39_caseless_mag;
    class 30Rnd_65x39_caseless_mag1blak: 30Rnd_65x39_caseless_mag
    {
        displayName = "6.5 mm 30Rnd Blak Mag";
        scope = 2;
        hiddenSelections[] = {"camo"};
        hiddenSelectionsTextures[] = {"\trutexturemod\data\textures\mxrifles\mxrifleblak.paa"};
    };
}
hot pine
vocal patrol
#

@hot pine

class CfgPatches
{
    class tru_texture_mod
    {
        name = "TRU Texture Mod";
        author = "Dozette";
        url = "";
        units[] = {"radiobag1_blak","radiobag2_dirt","radiobag3_fire","radiobag4_veil","radiobag5_wolf"};
        weapons[] = {"mxrifle1_blak","mxrifle2_dirt","mxrifle3_fire","mxrifle4_veil","mxrifle5_wolf","mxrifleshort1_blak","mxrifleshort2_dirt","mxrifleshort3_fire","mxrifleshort4_veil","mxrifleshort5_wolf","mxlmg1_blak","mxlmg2_dirt","mxlmg3_fire","mxlmg4_veil","mxlmg5_wolf","mxm1_blak","mxm2_dirt","mxm3_fire","mxm4_veil","mxm5_wolf","mxg1_blak","mxg2_dirt","mxg3_fire","mxg4_veil","mxg5_wolf"};
        requiredVersion = 0.1;
        requiredaddons[] = {"A3_Supplies_F_Enoch_Bags","A3_Weapons_F"};
    };
};
#

Woops

#

Got rid of URL unit invite

hot pine
#

it looks fine

#

what problem do you have then?

vocal patrol
#

Only default mags show up in-game in arsenal, no retextured version '30Rnd_65x39_caseless_mag1blak'

vocal patrol
#

Thank you will look into it

#

That worked, thanks so much, I think long term it would be better to set up a magazine well with all the types of mags?

#

Based on what I think that link you sent is saying

hot pine
#

you should use existing magazine well and add magazines to it

#

in the example that I posted you could see how magazines added by the mode are being added to magazineWell

golden barn
#

is there anyone here that has done custom bisurf's and custom sound that could show me a sample of their config sounds part? i cant get it to work.. closest i get is no sound at all from hitting my object, even tho its some kind of progress i cant get around it. I can get custom sounds to work with using mission files like Description and in my intros or whatever, but this just wont play.

hearty sandal
#

Id advice on taking one of the vanilla sound classes, duplicating it and renaming to your chosen name. then testing if that works as expected

#

then starting to change things from it

hot pine
#

In Contact impact particle effects were used to get custom hit sound

golden barn
hot pine
golden barn
#

ye i made one like that, i just edited the vanilla glass one

hot pine
#
class ImpactAlienArmour
{
    class SparksLight
    {
        simulation    = "light";
        type        = "SparksLightSabot";
        position[]    = {0, 0, 0};
        intensity    = 0.001;
        interval    = 1;
        lifeTime    = 0.5;
    };
    class ImpactSparks1
    {
        simulation    = "particles";
        type        = "AlienDrone_01_ImpactAlienArmour_lines";
        position[]    = {0, 0, 0};
        intensity    = 1;
        interval    = 1;
        lifeTime    = 1;
    };
    class ImpactSparks2
    {
        simulation    = "particles";
        type        = "AlienDrone_01_ImpactAlienArmour_flare";
        position[]    = {0, 0, 0};
        intensity    = 1;
        interval    = 1;
        lifeTime    = 1;
    };
    class ImpactSparks3
    {
        simulation    = "particles";
        type        = "AlienDrone_01_ImpactAlienArmour_sparks";
        position[]    = {0, 0, 0};
        intensity    = 1;
        interval    = 1;
        lifeTime    = 1;
    };
    class Sound
    {
        simulation    = sound;
        type        = Drone_HitAlienArmor_SFX;
        position[]    = {0, 0, 0};
        intensity    = 1;
        interval    = 1;
        lifeTime    = 10;
    };
};```
hot pine
#
class cfgAmmo
{

    class BulletBase: BulletCore
    {
        class HitEffects
        {
            hitAlienArmour                = "ImpactAlienArmour";
            hitAlienWeakPoint_01        = "ImpactAlienWeakPoint_01";
        };
    };
};```
golden barn
hot pine
#

soundHit cannot be expanded by addons - it's hardcoded in engine. Only way that I found to do it on entities is via particle effects

#

you could of course do some EH but I guess it would be suboptimal

hearty sandal
#

oh that is a shame :C

golden barn
#

what are you making tbh? 😛 sounds like starship troopers 😮

hot pine
#

What if humanity suddenly encounters extraterrestrial intelligence on Earth? Bohemia Interactive presents: Arma 3 Contact – a spin-off expansion about the most important discovery in the history of mankind. As a soldier deployed to Livonia’s militarized Nadbór region, you will be among the first to study our alien visitors and determine their in...

Price

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Recommendations

1448

▶ Play video
golden barn
#

wow

golden barn
#

it works, but echoes or something, like after every hit, it plays like twice after.. hmm

#

aah nvm

#

was just me having to much maxDistance

#

thanks alot both of you 🙂 this has been nagging me for quite a while lol

sullen fulcrum
#

@hearty sandal i really need the hatches from the tank animations for my apc right? like inheritance, is it possible that i can just make my own animation from scratch?

#

or better to inherit than make own?

hearty sandal
#

yes you can do your own

#

inheritance is only useful if you know what to do with ti

sullen fulcrum
#

coppy uhmm after model.cfg how can i show it moving in object builder via bulldozer? do i also need to edit something in cofig.cpp?

hearty sandal
#

config.cpp is not read in buldozer. only p3d and modle.cfg

#

you can look up buldozer controls on the wiki I think

#

and also the model.cfg and how to animate a model pages so you can connect the model.cfg and the p3d

sullen fulcrum
#

ahh i see alright i'll get back again if i got some errors, thank you men ❤️

golden barn
#

why does the damn object sink trough the ground when killed? is it because of my destruction type? i feel like i gotta make my own, since all these BI ones tree, house, delayed etc act so strange

golden barn
#

fixed it, made my own destroy type, i guess the ones allready made is for buildings, trees and whatnot

golden barn
#

ok all is fine , but for some reason sometimes (feels random) after shooting a couple of my bottles, all remaining placed bottles gets killed at the same time

golden barn
#

like that

#

nevermind, fixed all issues above. gn all

covert scaffold
#

Hi,
Is there a possibility that a prisoner can move with ACE restrain ?

dry carbon
#

Hey guys. I'm having some problems with a couple of APCs' crew positions. Each has a driver, mainturret gunner, and commander with obsTurret, and cargo positions in back. In one particular APC, the gunner does not turn with the turret (except it appears it does in optics mode). I don't have any compartments separating these positions, but the gunner cannot access the driver position. The other positions can both access the gunner. When switching to and from the gunner, the other position shows the character standing in place instead of his normal pose. This only happens when switching, and goes back to normal when either turning out or swapping between commander and driver. I've been basing the APCs on the Gorgon base class. Any pointers?

ionic warren
#

Does this looks correct? I'm trying to create armor variants of a class.

#define ARMOR_NIJ_1 8
#define ARMOR_NIJ_2 12
#define ARMOR_NIJ_3 22
#define ARMOR_NIJ_4 28

#define PASS_NIJ_1 0.5
#define PASS_NIJ_2 0.4
#define PASS_NIJ_3 0.2
#define PASS_NIJ_4 0.1

#define ARMOR_EQUIP 3
#define PASS_EQUIP 0.6

class CfgPatches {
  class sp_webbing_58pattern_armor {
    version = "1.0.0";
    units[] = {};
    weapons[] = {};
    requiredVersion = "1.0.0";
    requiredAddons[] = {
      "sp_webbing_58pattern"
    };
  };
};

class cfgWeapons {
  class ItemCore;
  class sp_webbing_58pattern_belt_od: ItemCore {
    class ItemInfo;
  };

  class sp_webbing_58pattern_belt_od_nij_1: sp_webbing_58pattern_belt_od {
    scope = 2;
    displayName = "58 Pattern Webbing Belt (NIJ1)";
    class ItemInfo: ItemInfo {
      class HitpointsprotectionInfo {
        class Body {
          hitPointName = "HitBody";
          armor = ARMOR_NIJ_1;
          passThrough = PASS_NIJ_1;
        };
      };
    };
  };
}
#

I see the item, but it still has the original armor/passThrough values

ionic warren
#

I got it. I was inheriting the wrong class and forgetting to add the damage to the other hitpoints

real nacelle
#

I'm super new to this. But is there any way to modify the pullout time of weapons ?

sullen fulcrum
#

hey, guys. is there a template for making ACE3 compatibility for a mod or nah?

sullen fulcrum
hearty sandal
#

The error should tell you what class is missing

sullen fulcrum
#

Yah its the last base class, did i write it correctly?

#

Like some part of the class thats not readable or smth

hearty sandal
#

whats the exact error?

sullen fulcrum
#

Build Failed. Resuld code=1
CfgConvert task failed.
File P:\GKN SIMBA\config.cpp, line 710:.GKN_MRAP_SIMBA_HMG: Undefined base clas
'GKN_MRAP_Wheeled_01_base_F'
Config : some input after EnfOfFile.
Error reading config file 'P:\GKN SIMBA\config,cpp'

hearty sandal
#

possibly your clases dont all close correctly and the _base_f class is actually inside another class

vocal patrol
#
class CfgWeapons {
    class U_B_CombatUniform_mcam;
    class combatfatigues5wolf : U_B_CombatUniform_mcam
    {
            displayName = "Combat Fatigues (Wolf)";
            model = "\A3\Characters_F\Common\Suitpacks\suitpack_universal_F.p3d";
            hiddenSelections[] = {"camo"};
            hiddenSelectionsTextures[] = {"\A3\Characters_F\Common\Suitpacks\data\suitpack_soldier_blufor_co.paa"};
            class ItemInfo: tru_soldier_base_f
            {
                uniformModel = "-";
                uniformClass = "B_Soldier_F";
                containerClass = "Supply40";
                mass = 40;
            };
    };
}
``` So here's my CfgWeapons
#

Gonna paste my CfgVehicles part

#
class CfgVehicles {
    class B_Soldier_base_F;
    class tru_soldier_base_f: B_Soldier_base_F
     {
        scope = 2;
        model = "\A3\characters_F\BLUFOR\b_soldier_01.p3d";
        hiddenSelections[] = {"camo","insignia"};
        hiddenSelectionsTextures[] = {"\trutexturemod\data\textures\combatfatigues\combatfatigueswolf.paa"};
    };
};
```So I'm pretty sure I've missed something and done it wrong, any help would be amazing
sullen fulcrum
vocal patrol
#

Never mind my above stuff, I worked it out

#

Hadn't defined stuff right and had stuff in the wrong place

hallow quarry
#

is there a way to make a plane have more acceleration

nimble lodge
#

Is it possible to set rvmat in config instead of in p3d?

grand zinc
#

if p3d has hidden selections, you can do it via script in setObjectMaterial
not sure if there is config for that, probably is

shy knot
untold temple
#

Doesn't always work reliably though

hearty sandal
#

#arma3_model since the rest of the question line is there 😅

shrewd osprey
#

Would to be shitty of me to look at other aux mods to see how they work? I'm having trouble getting mine to work and I need a working example

hearty sandal
#

looking at configs is fine but they likely wont tell you any more than what the wiki or vanilla game configs would tell you

#

they might in fact have been made with some bad practices you should not adopt

shrewd osprey
hearty sandal
#

what is it that you are doing exactly?

shrewd osprey
#

I'm attempting to make an aux mod for my unit

hearty sandal
#

aux mod can be many things

#

its just fancy way of saying additional mod on top of this other mod

#

what is your mod going to contain?

shrewd osprey
#

I want to add custom music/sounds, patches/insignias, and customs uniforms

#

and possibly in the future custom vehicles and heilos

hearty sandal
#

alright so mostly config stuff. Now how much do you understand how configs work?

#

also side note. you can only share properly free music

shrewd osprey
#

I worked within a mod team for an OPTRE unit. So I was taught how to work within the mod itself. I know about classes, and how to add textures, as well as some other basic concepts like hidden selections and file paths

dry carbon
shrewd osprey
#

I'm getting an error with this, any advice? The error states this:
File e5 aux mod\config.cpp, line 28:
'/CfgUnitInsigna/Custom_Insignia.Art': 'S' encountered instead of '='

I click ok and it closes my game. Here's my config, any help would be a big help!

class CfgPatches
{
    class E5_Aux_Mod
    {
        author = "Kenny Harbinger"
        name = "E5 Auxiliary"
        units[] = {};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = {
            "Multi-play_Uniforms"
        };
    };
};

class CfgUnitInsignia
{
    class epsilon5
    {
        displayName = "Epsilon 5 (Art Stompers)";
        author = "Kenny Harbinger";
        texture = "\UI\as_patch_co.paa";
        textureVehicle = "";
    };
};
hearty sandal
#

@shrewd osprey Id advice fixing up better project folder structure

#

like \awesomeAuxMod\rest fo the stuff

#

just UI\ is not very good for organizing

hot pine
#

maybe you have some outdated pbo?

keen citrus
#

anyone figure out reforger tools/how to make or edit a config there

hearty sandal
#

@keen citrus check out the new enfusion tools channel above

shrewd osprey
dry carbon
#

Didn't the Jackson 5 have a song about that? "APC. It's easy as P3D..."

hearty sandal
dry carbon
#

To be clear, it only fixed the problem with the character not moving with the named selection it is part of (mainturret). I suspect the problem with wrong poses - standing in place when switching - is related to a lack of proper set up in CfgMovesBasic and CfgMoveMaleSdr.

sullen fulcrum
#

Hello. Question, i put the helicopter on VTOL, the model has no landing gear points. (The chassis is decorative). I can't change the model. What to do?

#

He's swinging on the ground.

hearty sandal
#

why does the model have no landing gear points

#

youll need properly set up vehicle for it too work

#

add the missing things

reef pilot
#

Anyone know where the uav gunner camera ui configuration settings are located?

golden barn
#

i cant stress this enough.. but always make a copy of your project hehe.. this is the second time ive logged on the pc, finding the p drive with only the a3 folder in it.

#

anyone know why it happens?

hearty sandal
#

depends how you have set up P drive with

#

if its virtual drive something in your setup might switch the folder its mounted from

#

or if its mounted from some shared or internet linked folder that might mess it up (gdrive, onedrive etc)

#

usually it is related to some mishap in the way its set up

#

in simplest way it is either a dedicated partition/drive or a mounted virtual drive where it is a folder on your computer that is read as P drive

golden barn
#

maybe this HD is about to die lol

#

if it was catfood i would just let it be, but lumps in the drinks lol.. its not good for my ocd

#

meh, im too tired for this atm.. gn all

meager salmon
#

question: if i make my own faction config mod with equipment already in the modset (but the config mod itself isnt in said modset except for mine) will that cause issues?

#

cuz im dead tired of using zeus comps honestly

shrewd osprey
#

I'm having some trouble with my sounds, this is my code, the sound shows up in the editor but doesn't play the sound, any insight?

class CfgSFX
{
    sounds[]={};
    class 86th_comeplaywithus
    {
        name="[E5] Femur Breaker";
        sounds[]=
        {
            "sfxsound"
        };
        sfxsound[]=
        {
            "\E5 Sounds\Sounds\[E5] Femur Breaker.ogg", 
            100, ///Volume
            1,   ///Repeats
            100, ///Radius Hearable
            0,   /// Unknown
            99,  /// Unknown but needed
            99,  /// Unknown but needed
            0    /// Unknown
        };
        empty[]=
        {
            "",
            0,
            0,
            0,
            0,
            0,
            0,
            0
        };
    };
};

class CfgVehicles
{
    class All;
    class Sound: All
    {
        author="Kenny";
        mapSize=10;
        _generalMacro="Sound";
        scope=0;
        side=-1;
        animated=0;
        vehicleClass="Sounds";
        icon="";
        faction="none";
        editorCategory="E5_Sounds";
        editorSubcategory="E5_sub_Sounds";
    };
    class E5_FemurBreaker: Sound
    {
        author="Kenny";
        _generalMacro="E5_FemurBreaker_veh";
        scope=2;
        sound="E5_FemurBreaker";
        displayName="[E5] Femur Breaker";
    };
};
shrewd osprey
zenith drift
#

What the hell does this error mean when launching a mission from the editor??? []: 'bin\config.bin/CfgPatches/my_mod_name/' not an array

meager salmon
#

idk who to ask but is making your own faction config hard?

#

assets are not a concern cuz this is basically just throwing a bunch of kits onto an ai to make a proper config and not a buncha zeus comps

hearty sandal
dry carbon
#

Any idea what might make AI not use a vehicle's working maingun in the regular cycle of weapons?

#

Like, if the intended targets are ground, could there be a setting that makes the AI only attempt to shoot air targets, or something like that?

reef pilot
#

Anyone know where I should be looking to modify the height/arc for a launcher system? Example, when using a grad multiple rocket launcher, it will generally send the rockets in a really high arc like a mortar, as opposed to going to like a 300m ceiling then plateauing until they are ready to hit the target

sullen fulcrum
#

hi can someone help me on helmets im doing a recolor/retext?

#

im asking for help on the cfg im playing with forgotten fronts pls dm me if youd like to help me out and its on arma 3 btw

hearty sandal
#

Artillery generally works in high arc in Arma3 though

dry carbon
#

I think you are talking about cost, which determines how much other AI want to attack the thing with cost value according to the value.

#

Also, none of the channels are collapsible since the Reforger/Enfusion channels invaded.

dry carbon
# hearty sandal Ammo thrust stuff.

So, tracking this backwards... My vehicle gun's ammo is derived from bulletbase, but thrust isn't changed, so I had to go all the way back to class default {}; to find an entry for thrust, which is set at 210.

While looking into the cfgAmmo community stub for sample values, it clarifies that "thrust" is meant for missiles and rockets.

#

There is a parameter allowAgainstInfantry but there is no instance of it in the AiO file, in this inheritance chain. It sounds promising at first, but since there are vehicle guns the AI use already in vanilla I think that might not be what I'm looking for.

#

This is just a 30 mm twin gun on a tracked APC. The twin part is the only need for making it its own class/thing.

Cost is set at 20, which seems comparable to other similar ammo types. E.G.: class B_25mmhas a cost of 20.

I just need them to attempt to shoot at enemy infantry and vehicles, especially armed softskins and light armor.

hearty sandal
#

have you tried swapping some vanilla weapon to it and see if that shoots

#

it could be something else than the weapon

dry carbon
#

I think I may have found something...

#

airlock = 1;

#

stub says that this will make AI to decide whether to engage air units. I wonder if it also make sthem decide NOT to shoot ground targets

#

so if I change it to 0, then there's a chance. But what if I want it to still try attacking air units if needed?

#

I had a vanilla AA gun set up for it, but I found it to be too powerful, and the vehicle isn't really intended to be an AA setup. It decimated anything in the skies, but I don't remember if it ever attempted to shoot ground targets. Incidentally, you can make short work of collapsing buildings with the AA guns, compared to big ground cannons. It's the RoF, I believe.

#

But to clarify, yes, the AI would use the guns when it was an AA setup.

sullen fulcrum
#

Hello. How to make a UserAction that will issue a certain weapon (on transport) and forbid you to select another one before clicking another UserAction?

dry carbon
# hearty sandal it could be something else than the weapon

I'm not sure? I received a report that my tracked APC would not fire at ground targets anymore, so I assumed that was an issue with this particular vehicle. However, I am noticing that a few of my vehicles do not attack enemies, but some still do. TBC...

hearty sandal
#

Im not really sure it can be done

dry carbon
#

It appears the situation is complicated. My two factions don't seem to be at odds with each other, as one is BluFor and the other is Indi. The Indi is supposed to be at odds with EVERYBODY - BluFor, OpFor, other Indi. I set this up early-on, but I don't remember what I did in the first place. I was sure it was working, though.

#

When I placed OpFor into some of the assets the AI started using the weapons. However the APC with the twin guns still does nothing with its guns. It will only fire the AT missiles as a last resort (which I have also not had success in making them work properly).

hearty sandal
#

could be the gunners cant get visual on targets. or the vehicle lacks sensor config and thus visibility

dry carbon
#

maybe? but it is tracking them

#

I mean the turret follows the target and the barrels aim toward it.

#

"just pull the trigger, guy"

#

even giving a commander "Fire" does nothing.

zenith drift
#
        class FullAuto : FullAuto { AI_SMG_FULL_AUTO };
    };```
In that example, is FullAuto inheriting FullAuto from SMG_03C_TR_black?  If so, why am I getting an error saying FullAuto is an undefined base class?
hearty sandal
#

the config structure is not right

zenith drift
#

I didn't touch the config, that's how it was originally written

#

minus the part AI_SMG_FULL_AUTO

hearty sandal
#

well its not correct

#

or what you added is not right

zenith drift
#

That's how BI wrote it themselves

hearty sandal
#

so then it works yes?

zenith drift
#

My question is what is it inheriting from and why does writing the same thing for the same gun in a new mod, throw an undefined base class message?

#

How can it be undefined if it's getting it from the parent gun?

hearty sandal
#

you likely dont have the rest of the config definition in place so there is nothing to inherit from

zenith drift
#

the rest of what config definition

hearty sandal
#

the inheritance structure

zenith drift
#

which

#

you mean all the guns it inherits from?

#

they're all there

hearty sandal
#

ok my mistake then. its all good

zenith drift
#

class SMG_03C_TR_black : SMG_03C_BASE { .....

class SMG_03C_TR_hex : SMG_03C_TR_black { .....```
#

so why is "FullAuto" an undefined base class?

#

what is the function of putting these before the cfgweapons config? class Mode_FullAuto; class Mode_SemiAuto; class single; class FullAuto; class Mode_Burst;

#

Do you need to write this?class externalRootClass { class externalBaseClass; }; If you intend on inheriting externalBaseClass from ExternalRootClass somewhere in your mod?

zenith drift
#

Or do I have to do this instead? class externalRootClass : rootsinheritience { class externalBaseClass : basesinheritence; };

zenith drift
#

Is there a way to get whether a property is defined in the child class or if it's defined in a parent class?

dry carbon
#

It seems to me like SMG_03C_TR_black should have a subclass FullAuto, in which you are inheriting into a new FullAuto, presumably with your changes. If you declare an inheritance within and inheritance, then you still have to make it known in the subclass exists. To do this, above these you would probably need to do this:

class SMG_03C_TR_black 
{
    class FullAuto;
};
class SMG_03C_TR_hex : SMG_03C_TR_black 
{
    class FullAuto : FullAuto 
    { 
        AI_SMG_FULL_AUTO 
    };
};```
#

Also notice how the structure is easy to read. People will help you better if you don't make them struggle to read the code you post.

#

I used two tabs, but you could do one.

#

or a space if you really needed to cram it in.

zenith drift
#

Is there a way to read config entries such that you can determine if a property is defined in a class or in one of its parents instead?

dry carbon
#

erm... I mean I just use ctrl F in N++ a lot.

#

cross reference with the AiO file as needed, if you need to go way down to a base base base class.

zenith drift
#

In the game, if you have any given class... and you want to determine if a property belonging to that class is defined in that class or in one of its parents instead, how do you do that?

dry carbon
#

"In the game?"

zenith drift
#

yes

dry carbon
#

I can't help you there. I don't edit in the game. I use Notepad++ and cpp files.

dry carbon
zenith drift
#

I'm replacing some properties in existing weapons. Need to know if a property is defined in a child or parent class.

dry carbon
#

search and scour. It's easier to do with the search functions in Notepad++

#

I think the ingame config viewer has search function, but I don't remember how easy it is to use.

zenith drift
#

looks like i can use the function configProperties to filter out properties that are inherited.

#

that'll probably do the trick

dry carbon
#

I may be mistaken, but if there are any other subclasses alongside class FullAuto, then you need to make sure they are at least mentioned in class SMG_03C_TR_black, or else it might remove stuff you'll need. I'm not entirely sure how that really works, though.

zenith drift
#

Is there an easy way to configure my mod so it loads after everything in CUP?

little phoenix
#

Hey im not sure if this is the right channel to ask this BUT the vehicle mod im working on for some reason muffles the outside sound(like gunshots and such) my vehicle is completely open so i would like it to not muffle any of the sounds is there a way to do this?

hearty sandal
#

the game does not know if your vehicle is open or not so you need to define that in the config

#

attenuationEffectType="TankAttenuation";

zinc kindle
#

is modelSides actually used for non-uniform items? It's defined in helmets and such but IIRC those are not restricted?

dry carbon
#

in cfgWeapons and cfgAmmo, there is access = 3 at the very beginning of class Default{};, for each. Does that mean that if I want to make a custom weapon I can't just inherit from an existing weapon/ammo? The BI Community Stubs for these two are a little confusing to me regarding access.

reef pilot
#

is there an easy way to delete a vehicle immediately upon being destroyed?

#

might look at an event handler

#

ya that worked:

this addEventHandler ["Killed",{(_this select 0) spawn {deleteVehicle _this}}];

slim halo
#

that makes it non-immediate

reef pilot
#

really hmm

reef pilot
#

anyone know if theres a "explosionTime" similar variable/function for bullets?

like if after bullet has been alive for 4 seconds, blow it up (or destroy it+triggerammo effect)?

dry carbon
#

Welp, I tried to make custom weapons and ammo, starting from scratch by looking up similar weapons and ammo, and then applying every parameter down to the default class. I did this because it doesn't seem like my stuff is inheriting everything, especially if all I'm really doing is calling it something else, adding dual-fire function, using a different model for the missiles, and making minor timing changes. After going through all that, the weapons are empty/unusable in the vehicles.

#

@hearty sandal The AI will definitely use the vehicles' guns if they are vanilla

hearty sandal
#

Id inehirt from whatever weapon worked and adjust things you want to change in small batches to see where/if it breaks

#

oh like you said there 😄

dry carbon
#

When I do that my GIART (Jart) missiles are supposed to work like a Javelin/Titan. They should go up then down, but all they do is go forward really, really slowly.

#

Other missiles seem to work fine: My Air to Ground, Air to Air, and Ground to Air missiles.

#

I mean all I did was change the name and model in the titan to the GIART and its model.

#

I'll check the properties in the model, again, I guess.

hearty sandal
#

check geometry lod and that it has some mass and valid geometry block/component name

zenith drift
#

Anyone know why I get a no entry error for "standardsound" when adding a fire mode to CUP_arifle_AK_Base? None of the other fire modes already defined for that gun have a "standardsound", and yet NO error message is shown for those when my mod is turned off.

hearty sandal
#

inheritance breaks at some point perhaps and that parameter does not get inherited

#

the error message also tells the affected classname

zenith drift
hearty sandal
#

so class single and possibly burst dont exist at the root level like you have set them

zenith drift
#

you talking about here? class Mode_SemiAuto; class Mode_Burst; class Mode_FullAuto; class FullAutoSlow; class single; class burst;

hearty sandal
#

yes

#

these are what exist at root level

zenith drift
#

After fixing some errors, I still get the error that there's no entry for standardsound for CUP_Arifle_AK_Base, for my new fire mode, "FM_AI_NEAR". class Mode_SemiAuto; class Mode_Burst; class Mode_FullAuto; class cfgweapons { class Rifle_Base_F; class Rifle_Short_Base_F; class Rifle_Long_Base_F; class UGL_F; class CUP_arifle_AK_Base : Rifle_Base_F { class GP25Muzzle : UGL_F { }; modes[] = {"FullAuto", "Single", "Burst", FM_R_AI_NAMES}; class FullAuto : Mode_FullAuto { AI_R_FULL_AUTO }; class Single : Mode_SemiAuto { AI_NO_USE }; class Burst : Mode_Burst { AI_R_BURST }; class FullAuto_medium : FullAuto { AI_NO_USE }; FM_R_AI };

#

Even this simple test throws the same error for the new fire mode "NEW_FM". class Mode_SemiAuto; class Mode_Burst; class Mode_FullAuto; class cfgweapons { class Rifle_Base_F; class Rifle_Short_Base_F; class Rifle_Long_Base_F; class UGL_F; class CUP_arifle_AK_Base : Rifle_Base_F { class GP25Muzzle : UGL_F { }; modes[] = {"FullAuto", "Single", "Burst", "NEW_FM"}; class FullAuto : Mode_FullAuto { minrange = 5; }; class Single : Mode_SemiAuto { minrange = 5; }; class Burst : Mode_Burst { minrange = 5; }; class FullAuto_medium : FullAuto { minrange = 5; }; class NEW_FM : Single { minrange = 5; }; }; I just don't see anything that could explain this.

meager torrent
#

Hello, im trying to use the Addon Builder to pack my mod into a pbo.
The trouble is, that no matter what i do, arma complains that the path to my function is incorrect.

#

im new to addon stuff, so any help is appreciated

hearty sandal
meager torrent
#

So it should be IRN_AmbientAircraft/functions/Ambience/fn_moduleFunction.sqf?

hearty sandal
#

is that where the file is located on P drive?

meager torrent
#

uh tbh i just started the addon build and had it "compile" the folder. It sits on my normal harddrive

#

i struggle to find any coherent tutorial online, so i have to poke around blindly

#

actually let me look through the "Create an addon" vanilla docu, and ill come back after

vocal patrol
#

Bit of an odd question but is there any way to set up a composition as a classname? Want to try and have the ACE fortify tool spawn more than just a basic object in game but unsure if it's possible as like a mod in the config or if this is wrong place to ask. Instead of say one sandbag wall it's a desk with a laptop, satellite uplink, chair etc. but seen as one 'object'.

hearty sandal
#

well not easily I think. there is a multi component config system that could work for that

#

like how the ships are placed down

meager torrent
# hearty sandal is that where the file is located on P drive?

i read through the docu twice now, im quite sure im doing exactly as it says.
I set the Addon Prefix in the AddonBuilder to "MyAddonPrefix", and use that as the root:

class CfgFunctions {
    class IRN {
        class Ambience {
            class moduleFunction{
                file = "MyAddonPrefix\functions\fn_moduleFunction.sqf"
            };
        };
    };
};

, still it doesnt find it

#

the folder strucutre is myMod.pbo/functions/fn_moduleFunction.sqf

hearty sandal
#

I use pboProject so dont really remember much about addon builder anymore

#

cant really comment on its use more than this

meager torrent
#

ill try pboProject then.

meager torrent
#

works now, not sure what the issue was 😛

Is there an resource/docu on the whole config/cfg/cpp thing?
i still have no real intuition for it, would like to read up instead of "trial+error"

meager torrent
#

thank you. the inherticane is what i needed most. Curiously arma seems to hide its docu very well from me googleing in

hearty sandal
#

thats just Google analytics.

dry carbon
#

Interestingly, the problems I was having from trying to inherit from the Titan AT missile configs... had nothing to do with the configs. The model needed a model.cfg, which I didn't see in other missiles. Since this one has retracting fins, they made a skeleton for it. Since I didn't include a skeleton in my model, it wasn't going to work with this set up. I'm still not exactly sure how all that applies, but writing its skeleton was the answer. /posterity

hearty sandal
#

interesting connection

#

perhaps somehow related to some simulation type requirement

nimble lodge
#

I am doing a retexture, currently I am getting an error
"No entry 'bin\config.bin/CFGWeapons/SAS_JPC_v1_2/ItemInfo.containerclass'.

#

My code is literally this

class SAS_JPC_v1_2: SAS_JPC_v1_1
    {
        author="Marki";
        scope=2;
        displayName="JPC Assault 1 (Brown)";
        hiddenSelectionsTextures[]=
        {
            "Retexture\data\Retex\Black\C_JPC_Tan_co.paa",
            "Retexture\data\Retex\Black\c_magpouchset_Tan_co.paa",
            "Retexture\data\Retex\Black\c_pistolpouchb_Tan_co.paa",
            "Retexture\data\Retex\Black\c_radiopouchb_Tan_co.paa"
        };
        class ItemInfo: VestItem
        {
            hiddenSelectionsTextures[]=
            {
                "Retexture\data\Retex\Black\C_JPC_Tan_co.paa",
                "Retexture\data\Retex\Black\c_magpouchset_Tan_co.paa",
                "Retexture\data\Retex\Black\c_pistolpouchb_Tan_co.paa",
                "Retexture\data\Retex\Black\c_radiopouchb_Tan_co.paa"
            };
        };
    };
nimble lodge
#

I am a bit confused what am I not getting, it is inheriting SAS_JPC_V1_1, does it not inherit the iteminfo?

south pumice
#

Hi,

I play in a milsim team and our pilots have problems with the G force, to remedy this we would like to increase the G resistance of their combi. I've been looking on the website and github to know how to do it but I didn't find anything, does anyone know what command to add in the cpp of my reskin to change that ?

nimble lodge
#

I think you might need to ask ACE team for that. I assume you mean G-force from ACE mod?

south pumice
#

yep it's this,

nimble lodge
#

You can ask them in ACE discord

south pumice
#

I wait the 10 minutes to can ask them

dry carbon
#

Is there a way to make a new, specific Independent faction that's hostile towards any/all other factions or sides? Currently, I have 61 JTFs, a US-based fictional special forces team (think GI Joe), who are a Blufor faction. Against them I have the Independent V-bora (totally not Cobra), who are against all world powers, but are also suspected to have shady backdeals and secret alliances. I want any player to be able to plop down a V-bora force in a map against any other force they wish and let the fighting ensue. As it is, the V-bora and JTF's - arch enemies - won't even attack each other. I am hoping to do this in the configs somehow rather than leaving it up to mission creators.

meager torrent
#

is there a default/vanilla way to make my eden module available in Zeus?
Cant find anything online.
or are all the zeus available modules a modded framework?

slim halo
#

Have you never noticed all those zeus modules? thonk

meager torrent
#

Yes but i cant find anything on hiw to create one.

I found out that the ZEN mod offers a framework to very easily create zeus modules.
Its their github>>their website>>custom modules

slim halo
#

all you need is:

scopeCurator = 2;
```in module's config
#

and units[] = {"MyModule"}; in cfgPatches

#

just like any other curator placed object

little phoenix
#

hey so for some reason my PIP screen isnt alignend with my sight when in the camera any idea on why that is?

frozen heart
#

Hi, I'm new to modding and I'm creating my own tank and I have a question where can I find a sample tank besides arma 3 samples

regal jacinth
#

pboProjects keeps saying theres something wrong with my config but it still packs it into the pbo?

#

what

meager torrent
sleek island
#

If I'm making new ammo and magazine classes how do I ensure that modded weapons will be able to feed them?

#

ping me if someone has an answer please to get past my notification settings

hearty sandal
hearty sandal
sullen fulcrum
#

Does anyone know of a cup-compatible mod that makes 40mm smoke grenades not so extremely bouncy?
I can hardly mark anything with them, since they can bounce up to 300 meters or more from the target.

teal dagger
#

Morning all,

I'm approaching this rather naive, I think this is the correct channel but if not please feel free to direct me. I am looking to make some simple retexures for my group (don't worry I can hear the collective sigh from here) and was just wondering outside of the 'Arma 3: Replacement Config Tutorial and 'Arma 3: Characters And Gear Encoding Guide' are there any other tutorials that are essential or that people would recommend?

Many thanks,

Hinde

meager torrent
slim halo
halcyon vapor
#

Anybody here has making something with RHS vehicles ?

#

I made mod with Polish Forces, and I added t-72 with own crewmembers but commander is still from RHS

#

Same problem is with 2s1 , gunner and driver are my crewmembers but loader and commander are RHS

hearty sandal
halcyon vapor
#

So I need to definiens in new turret claas? or is there other option?

hearty sandal
#

You need to build the vehicles turret class structure and inheritances and then change the gunner types

halcyon vapor
#

Class RHS_turret;
Class my_turret: RHS_turret
{
Commander = my_crewman;
};

#

Something like this in nutshell ?

hearty sandal
#

Something like that yes but the full turret structure

meager torrent
#

is there a way to get a vanilla config as a file? it seems most pbos have binarzied version and i want to look at Module_f to figure out what my own config has to look like

hearty sandal
#

To create "all in one" config file

meager torrent
#

ooooh thats what i want

#

very nice

hearty sandal
#

It's very good development help

dry carbon
#

Anyone here have a solid grasp of airplane landing gear?

#

I seem to be experiencing different results with different planes. Some are rolling backwards if they are left empty. Some seem to tip over on the tarmac too easily in taxi turns, but still too stiff on landing. Some are almost just right. Not many of them weigh the same, although that could be fixed. Most of them are different sized. I wanna address the ones that are stiff on landing and still tip over on the tarmac, first.

hearty sandal
#

Firs make sure the models have good mass centering. Things work best with mass center near 0,0,0 model space.

steel crown
#

Hello! I am currently working on my own mod and it's been in development for a while. I have just noticed that the F200 and MX rifles have no firing modes anymore, and after scouring through my entire config I cannot find anything that could be causing the issue. How would I go about searching for the problem?

Both rifles have no inheritance issues or anything, but when you switch firing modes, it throws the weapon on my back.

hearty sandal
#

You are overwriting some vanilla inheritance most likely

steel crown
hearty sandal
#

Well something is wrong. 😅

#

Look into your rpt and what updates baseclasses

dry carbon
#

Hey everyone. I'm having a hard time wrapping my head around pylons - looking at the BlackWasp for an example, but I can't seem to make the link between the model and the configs, at least not in a way that gives me confidence it will work. The model has proxies which are also part of named selections, like this: pylon_1, pylon_2, etc. The closest things I can see in the plane's config are in cfgTransportPylonsComponent > class pylon1, class pylon2, etc/respectively. It actually goes to four spots in the model and the config, but it's unclear if there is a hardcoded correlation for these items. It's confusing, because one has an underscore while the other doesn't. However, I cannot find any other reference to that proxy. I checked the AiO file to see if it was in the cfgWeapons, cfgMagazines, or even cfgAmmo, but there was no results. In fact, the AiO file only has 3 mentions of the string pylon, and they are all in library description blurbs.

dry carbon
#

Oof. I forgot to check the Jets DLC configs. They're probably not in the AiO file, eh?

dry carbon
#

There's a list of ambiguous hardpoints in the configs for cfgMagazines in the weapons config and cfgTransportPylonsComponent in the vehicle config. The BI Vehicle Loadouts stub (https://community.bistudio.com/wiki/Arma_3:_Vehicle_Loadouts#Arma_3_hardpoint_naming_example) says that at least one item in each of these has to match, and that the mass has to be "OK" (which is very vague), in order for the weapon to be used. Where are these strings defined, and how can I define my own?

hearty sandal
#

depends where you get your AIO file

#

if you make it yourself via the diag command it exports everything you have loaded

hearty sandal
#

this classifies the proxy of that object name as pylon

dry carbon
#

The picture of the pylon proxy in Eliteness is what I had to go on, but I found where that proxy is referenced/called in the Jet Expansion Weapons pbo configs. The current issue I seem to be having is the hardpoints. I assume these strings relate to the prize at the end of the maze, the options you see in the Editor - Pylon Manager.

meager torrent
#

im trying to use diag_exportConfig,
but how do i start the diagnostic branch with mods?
Google says "double click the diagArma3.exe" but then it runs without mods.
If i use the modloader, theres no option to run diag branch

meager torrent
#

renaming the diag exe into "arma3_x64" does the trick. kinda garbage solution but it works

#

this is my modules config (as loaded ingame and exported):

class IRN_ModuleAirstrikeZeus: Module_F
{
    author="IR0NSIGHT";
    scope=2;
    scopeCurator=2;
    icon="\a3\Modules_F_Curator\Data\iconSmoke_ca.paa";
    portrait="\a3\Modules_F_Curator\Data\portraitSmoke_ca.paa";
    displayName="Airstrike";
    category="Effects";
    function="IRN_fnc_airstrikeModule";
    is3DEN=0;
    isGlobal=0;
    isTriggerActivated=0;
};

this is my cfgPatches (also exported from game)

    class irn_ambientAircraft
    {
        name="Ambient Aircraft Addon";
        author="IR0NSIGHT";
        requiredVersion=1;
        requiredAddons[]=
        {
            "A3_Modules_F"
        };
        units[]=
        {
            "IRN_ModuleAirstrikeZeus"
        };
        weapons[]={};
    };

the module does not show up in zeus, even tho it has:

  • scope = 2
  • scopeCurator = 2
  • class is listed in units[] of the cfgpatches addon

what do i need to do so it will show up in Zeus?

sullen fulcrum
#

first question: I have a problem on my config, my gunner pov (turned in/ first person view) is not following the turn of the turret it just stays on the middle of the my gunner character, what might be the cause?
ps: i fxxked some parts of the configs like the ingunnermayfire stuffs like that xD

2nd question: why does it when i fire my hmg no bullets are coming out of the gun but theres an animation of the firing and all those stuffs
ps: my usti_hlvne and konec_hlavne/ gun beg and gun end selections are correct tho

sullen fulcrum
#

can someone help on this

#

did i did something wrong?

#

bundes_uniforms_bd is asking for the required addon cwr

#

even though i encoded ther e already

meager torrent
#

Are you sure you put the correct class as a dependency?

sullen fulcrum
runic nacelle
#

Can someone tell me what each camo stands for on uniform Hiddenselections?

sullen fulcrum
#

works well if your uniform have multiple textures

runic nacelle
#

For some reason for me it's camo = uniform jacket , camo1= uniform pants

runic nacelle
#

cant send files here :/

sullen fulcrum
untold temple
sullen fulcrum
# sullen fulcrum i figure out the problem the crosshair is not following the turn of the turret n...

Config.cpp https://pastebin.com/tfEBrMgE
model.cfghttps://pastebin.com/aqBKsnH3

sleek island
dry carbon
#

I've read that _F at the end of many class names (and names of p3ds) means "futura," so I guess the next logical yet unanswered question remains: What does "_futura" at the end of a class name mean, and should I be using it in my own mods?

novel lava
#

was the codename for arma 3

#

or project name

last bluff
#

i keep having this rolling problem with most of what i do but when i edit a config mainly pertaining to the load and weight of any equipment of mine it breaks and doesnt load the model or anything regarding what i edited. No idea what i do.

dry carbon
#

Hey guys. Does anyone have any ideas why a weapon won't go away after it's launched? It

#

It's a bomb, and even though it drops as expected the static model doesn't go away.

hot pine
#

non working Proxy NonAIVehicles ?

untold temple
#

Proxy that the bomb spawns on, needs maverickWeapon property in cfgNonAIVehicles. Or use an existing proxy with that property in the pylon model

sullen fulcrum
dry carbon
# untold temple Proxy that the bomb spawns on, needs maverickWeapon property in cfgNonAIVehicles...

That looks like it should make sense, but it actually made the situation worse somehow. I mean it must indicate that something else was wrong. Anyway, now it still drops the bomb, but the weapon appears empty from the start. before, I was using the simulation "pylonpod." That seemed to be working as expected with vanilla ordnance - the static models showed on initial load and disappeared when the weapon launched.

untold temple
#

Normally pylonpod is the type used on the vehicle model for the pylon that carries the magazine. Pylonpod model contains another proxy which is the one that has the bomb model attached- this uses maverickweapon

dry carbon
#

So I need a proxy for the pod and the weapon?

#

I mean...

#

cfgNonAIVehicles proxy entry for each?

#

Also, the naming convention seems straight forward until I see other examples. I've seen where CUP models had class CUP_Proxy[whateverthemodelwascalled];

#

I use fff_ to denote the Fight for Freedom mod for all my assets. So should I do Proxyfff_[mymodelname] or fff_Proxy[mymodelname] convention?

hot pine
#

Proxy is a suffix and "mymodelname" after suffix has to match p3d

#

if there are 2 p3ds with same model name, then Proxy stuff will clash with each other

dry carbon
#

so the CUP example was wrong, then

#

in fairness, I think it was from a 2017 post.

dry carbon
#

For anyone else who was unclear about all this, indeed there needs to be two cfgNonAIVehicles to make everything work properly. This is a very convoluted system, so I hope it helps when things are stated plainly.

  • One for your pod model that is represented by proxy on the aircraft. Uses simulation "pylonpod."
  • Another for the ordnance model that is represented by proxy in the pod model. Uses simulation "maverickWeapon."
    This works as expected.
runic nacelle
#

Hello , looking for someone who could teach me how to edit config file nothing too advanced mostly for retextures uniforms, will pay for the service

sullen fulcrum
#

anyone here willing to help me out on cfg making for cwr3?

#

maybe a template would help out as well

meager torrent
meager torrent
#

hello, i cant figure out how to add a mod as a dependency to my addon, so that it shows up in the arma 3 launcher.

Im trying to put Zeus Enhanced as a dependency:

        requiredAddons[] = {"A3_Modules_F","zen_modules","zen_custom_modules"};

but the launcher claims my mod has no dependencies

slim halo
#

you can't define them in your pbo

#

requiredAddons are only used by the game, not the launcher

meager torrent
#

okay 👍

#

aaaaaaaah finally. I just had to restart the arma launcher for it to resynch with the workshop.

winter rain
#

Anyone figured out how to make a gunner able to unload his vehicle or load his vehicle into a Transport Vehicle?
Looks like only a driver is able to load / unload himself of a cargo vehicle.

dry carbon
#

Hi everyone. Might anyone know what makes AI not be able to take off in a VTOL that seems to work for players? I have a small VTOL which I can take off and fly in with ease, but the AI will crash after trying to fly forward with it. This is one of 2 VTOLs in my mod, and the other one, based on an A10 airframe, doesn't seem to be that much of a problem to AI. There are some exceptions, though...

#

The only way I can replicate that in the Diamondback (the 10 VTOL) is to order a subordinate AI pilot to move or disembark before reaching a safe transitional height. I've tried expanding the War Hawk's mass cubes to the size of the Diamondback's in order to give it more resistance to gravity, but this only makes it crash slower.

dry carbon
#

stallWarningThreshold was the key. The stub only says it changes the airspeed color to red, but it's very important if you want AI to operate the aircraft properly. I had this setting at 0.05, and when I changed it to 0.2 they flew like a champ. /posterity

hearty sandal
quartz rampart
#

I found the submunition config under my P:\a3\weapons_f_tank but where do I find the submunitionAmmo for some of the weapons?

dry carbon
#

I changed landingSpeed from 2 to 0, which is the value the Opfor VTOL uses.

dry carbon
zenith drift
#

Anyone know how to configure the brightness of the flash triggered by an ammo explosion?

slim halo
#

dunno about explosions, but afaik for weapons it's under:
configFile >> "CfgWeapons" >> "weapon_class" >> "fireLightIntensity"
and muzzle attachments are in:
configFile >> "CfgWeapons" >> "weapon_class" >> "ItemInfo" >> "AmmoCoef" >> "visibleFire"
and
configFile >> "CfgWeapons" >> "weapon_class" >> "ItemInfo" >> "MuzzleCoef" >> "fireLightCoef"

dry carbon
#

Can anyone point me in a direction to having 1st person, HUD only crosshairs for aircraft fixed guns? In other words, It should stay fixed forward and disappear with the rest of the forward HUD when using freelook or trackIR, but it needs be in place for when it's time to engage.

zenith drift
#

Is there any way to get an air glow effect around bright explosions?

sullen fulcrum
#

Hi, I'm new to modding and can't find how to make a vehicle have thermals for gunner/commander

#

could someone point me in the right direction?

zenith drift
#

frequencyRandomizer: Every time soundSet is triggered a number between 0 and the value here is calculated and applied to the sound. So for example: frequencyRandomizer = 3; The sound will have pitch randomization within 3 semitones (positive and negative, sound pitch going up and down).
Does this mean the range is 3 semitones? Or is it 3 semitones both up and down, for a total range of 6?

quartz rampart
#

For the smoke submunition submunitionAmmo = "SmokeShellArty"; is there a way I can have the smoke instantly deploy and make the plume bigger?

zenith drift
#

In CfgVehicles, does this control what kinds of weapons AI will use against this object? ```#define VSoft 0
#define VArmor 1
#define VAir 2

type = VAir;```

#

I'm trying to get ai to use weapons such as hand grenades against CBA_O_InvisibleTarget. I notice that it has a vehicleclass of "training". What would happen if I changed it's vehicleclass to "man"?

#

or does that have anything to do with how ai interact with it?

little warren
#

no matter what i do i can't get my picture in picture to work for my camera i have my pip memory points in my memory lod and i have this in my config

            {
                renderTarget="rendertarget0";
                class CameraView1
                {
                    pointPosition="FLIR_begin";
                    pointDirection="FLIR_end";
                    renderVisionMode=2;
                    renderQuality=2;
                    fov=0.093000002;
                    turret[]={0};
                };
                BBoxes[]=
                {
                    "PIP_0_TL",
                    "PIP_0_TR",
                    "PIP_0_BL",
                    "PIP_0_BR"
                };
            };
        };```
#

i also have it linked to the copilot turret memoryPointGunnerOptics="FLIR_end"; memoryPointGunnerOutOptics="FLIR_end";

#

all i get though is just a black screen nothing is there

paper path
#

what would cause a unit to take no damage when placed down in editor?

reef pilot
#

unchecked enable damage, or potentially that one simulation setting

#

is there a way to initiate a particle effect class (like BombExplosion, one with a light + other emitters like smoke etc) using createvehicle?

Example:

_killed = (_this select 0); 
_posKilled = getPos _killed; 
deleteVehicle _killed; 
"BombExplosionXFP" createVehicle _posKilled; 
}];```

This doesn't error out it just doesn't spawn the effects contained in the "BombExplosionXFP" class.
#

As a sidenote, switching it to getposworld now ;p.

reef pilot
#

got it working using setparticalparams for a single effect, wondering if theres still a way to do it for an effect class

reef pilot
#

It looks like complex effects cannot be called via script

reef pilot
#

Maybe I'll make a shoe dummy vehicle, tie the effects to it, then spawn it and attach it to the main object, then destroy it, hmm

slim halo
little warren
#

does anybody know what controls the zoom of PIP "Picture in Picture" in a vehicle?

little warren
#

i changed fov to 0.2 looked like it never made a single difference

#

i'll try .35 real quick though

nimble sequoia
#

Try a really small number if you want to zoom in, like 0.04

little warren
nimble sequoia
#

bigger fov = see more of view, smaller fov = zoom in
If things are off-centre then your uv mapping of the PiP might be off.

little warren
#

you mean like of the screen thats selected?

#

that has this on it #(argb,512,512,1)r2t(rendertarget0,1.0)

nimble sequoia
#

Yes, the mesh that has that texture on it, has a UV.

little warren
#

that i did not know i'm trying to figure out pip i just made a copy of my display off screen then turned it into the pip screen so its fits the MFD

#

so then the off center thing doesn't go off the direction points?

#
        {
            class Copilot_display
            {
                renderTarget="rendertarget0";
                class CameraView1
                {
                    pointPosition="PIP0_pos";
                    pointDirection="PIP0_dir";
                    renderVisionMode=2;
                    renderQuality=2;
                    fov=0.04;
                    turret[]={0};
                };
                BBoxes[]=
                {
                    "PIP_0_TL",
                    "PIP_0_TR",
                    "PIP_0_BL",
                    "PIP_0_BR"
                };
            };
        };```
nimble sequoia
#

That's all fine.
The pointPosition and Direction memory points determine the camera position and direction that it looks in.
The FOV determines the zoom level.
The BBoxes are memory points on the four corners which are used to hide the PiP when a player is not able to see it for performance reasons.

little warren
#

so it being off centered and zoomed is a UV mapping problem?

nimble sequoia
#

So lastly, you need to UV map the surface of the rendertarget to display the image.
This screenshot shows a truck wing mirror, mesh and it's UV.

#

The same way that any texture is displayed on to the wire frame.

#

If you have a distorted UV or it is off-centre/not full size on the UV map you might see issues.

little warren
#

ok i'm going to try it now

#

it wasn't assigned

dry carbon
#

is there a config that makes AI "prefer water" in an amphibious vehicle, similar to preferRoads = 1, except for, you know... water? I have an airboat that has land traversing abilities since it's flat bottom and the prop is an airplane prop (out of water). To do this I made it an amphibious APC without wheels, but the AI want to drive it like an APC.

hearty sandal
#

dont think so

dry carbon
#

well, poop

hearty sandal
#

it probably could be done on mission level to guide AI to move in water with it

dry carbon
#

Cool. That's something, I guess.

#

How difficult would it be to make a vehicle gunner use an onboard weapon, but with isPersonTurret = 1? I have a remote targeting camera that operates a roof-mounted AT launcher. The soldier needs to hold and aim the device like his personal weapon or like a police radar gun, while seated.

#

I was thinking about making it a regular turret, but then counter-rotate his feet. The problem is I don't know if gunners can have specified memory point attachments for feet, OR even if that would work for turning his waist.

brazen merlin
#

does anyone know if it's possible to show a map/gps on a vehicle screen / interior monitor?

nimble lodge
#

I installed a mod, and for some reason when ever I spawn a civilian 90% of the time he always is equiped with a balaclava from that mod. I wanna write a dependency mod to prevent that, however what part of the config causes that?

daring saddle
#

Currently trying to edit a vanilla vehicle, the Marshall, to change the turrets weapons and magazines.

class 5th_b_base: B_APC_Wheeled_01_cannon_F
    {
        class Turrets
        {
            class MainTurret;
        };
    };
    
    class 5th_Badger: 5th_b_base
    {
        displayname="[5th] Badger";
        scope = 2;
        author="Ben";
        faction="5th_Faction_Main";
        editorSubcategory="5th_vics";
        crew="5TH_TROOPER";
        class Turrets
        {
            class MainTurret
            {
                weapons[]=
                {
                    "weapon_Fighter_Gun20mm_AA",
                };
                magazines[]=
                {
                    "magazine_Fighter01_Gun20mm_AA_x450",
                    "magazine_Fighter01_Gun20mm_AA_x450",
                    "magazine_Fighter01_Gun20mm_AA_x450",
                    "magazine_Fighter01_Gun20mm_AA_x450",
                };
            };
        };
    };

This is what I've got so far however it breaks the turret and makes the gunner seat unusable. Any help?

humble cape
#

How does recoil work with bipods? is it possible to have 1 bipod be more effective at controlling recoil then another one? or are they all the same in how much recoil is changed

nimble sequoia
# daring saddle Currently trying to edit a vanilla vehicle, the Marshall, to change the turrets ...

Try this:

class B_APC_Wheeled_01_cannon_F: B_APC_Wheeled_01_base_F
{
    class Turrets;
};
class 5th_b_base: B_APC_Wheeled_01_cannon_F
{
    class Turrets: Turrets
    {
        class MainTurret;
    };
};

class 5th_Badger: 5th_b_base
{
    displayName = "[5th] Badger";
    scope = 2;
    author = "Ben";
    faction = "5th_Faction_Main";
    editorSubcategory = "5th_vics";
    crew = "5TH_TROOPER";
    class Turrets: Turrets
    {
        class MainTurret: MainTurret
        {
            weapons[] = {"weapon_Fighter_Gun20mm_AA"};
            magazines[] =
            {
                "magazine_Fighter01_Gun20mm_AA_x450",
                "magazine_Fighter01_Gun20mm_AA_x450",
                "magazine_Fighter01_Gun20mm_AA_x450",
                "magazine_Fighter01_Gun20mm_AA_x450"
            };
        };
    };
};```
hallow quarry
#

where can I find the 19x crv7 pods' ids

wintry tartan
#

CfgMagazines I assume, it's really hard to say since you share no context at all

hallow quarry
#

I try to make a vehicle and want to add the crv7 pylons on a template. I checked the weapons_f.pbo, the weapons_f_epc.pbo ,weapon,_f_jets.pbo and the weapons_f_exp.pbo and couldn't find them. Also couldn't find them on the arma 3 vehicle weapon page

#

but I know they come from arma cause I'm running 0 mods rn

#

only the base dlcs

wintry tartan
#

IDK what CRV7 is

#

Also no need to check pbos, since you have an access to the Config Viewer

hallow quarry
#

oh

#

I know it's in B_Missile Pylon

#

weird cannot find them in the pylons in config viewer

wintry tartan
#

CfgMagazines

hallow quarry
#

ok

brazen merlin
#

wild question out of nowhere: i could swear that a very long time ago, there were tanks which would would force a turned-out character to turn back inside if the vehicle turret would clip into them.

#

for example the driver of the nato mbt

#

can anyone remember something like this?

dry carbon
#

Hi All. I have three related questions this afternoon.

  1. Can anyone point me to the config that disables ejected casings appearing on vehicle weapons, if it exists?
  2. Would such a thing be in the vehicle's turret class, or would I need to create a new weapon that changes that one thing?
  3. What is the name of the memory point where the casings get ejected?
    I'm not sure what it would be called, so my first scouring of the config stubs was not fruitful.
nimble sequoia
acoustic lance
#

How would I go about adding explosive resistance to a vest? Looked around in the vanilla configs and I can't seem to find where that is set for vests.

ivory laurel
#

Hi guys please help. Can't to solve issue with CfgFunctions. I'm using ArmaScriptCompiler https://community.bistudio.com/wiki/SQF_Bytecode and trying to define functions:

class CfgFunctions {
    class MyFuncs {
        tag = "FN";
        class Funcs {
            file = "MyAddon";
            class functionOne {
                ext = ".sqfc";
            };
        };
    };
};

MyAddon\fn_functionOne.sqfc
But this function doesn't exist after mission start.
However if if remove ext = ".sqfc" attribute from function class then function exists in missionNamespace. But arma rpt generate warning about sqf not found.
How to fix it?

slim halo
#

And remove the extension from the config

ivory laurel
slim halo
#

No. Actual sqf files

ivory laurel
#

I dont want to pass to user actual sqf. I want to provide only compiled (no sources).

slim halo
#

Then you can't use CfgFunctions

#

You can use a preInit function that compiles the functions for you

slim halo
#

Tho I don't know if it works

ivory laurel
slim halo
#

¯\_(ツ)_/¯

ivory laurel
#

@slim halothank you very much, your idea works! 😄 When i put dummy sqf i have no errors and have functions from sqfc! Thaks!

dry carbon
#

Switching to Command View in aircraft is disabling manual fire. Switching back to 1st or 3rd person views does not re-enable it. Is there a config change? I haven't seen this behavior until recently.

fossil wharf
#

what's the integer value for vehicle weapon type in cfgWeapons?

carmine sigil
#

i hope someone can give a bit of a direction here, because i'm kind of stuck here. I'm trying to give all Targets (Inheriting from TargetBase) an extra Attribute.
I was able to get this working with class Object insteat of class TargetBase but this will give the attribute to all Objects, not just Targets. Thanks for any help

class Cfg3DEN
{
    // Configuration of all objects
    class TargetBase
    {
        // Categories collapsible in "Edit Attributes" window
        class AttributeCategories
        {
            // Category class, can be anything
            class MyCategory
            {
                displayName = "TEST"; // Category name visible in Edit Attributes window
                collapsed = 0; // When 1, the category is collapsed by default
                class Attributes
                {
                    // Attribute class, can be anything
                    class MyAttribute
                    {
                        ...
                    };
                };
            };
        };
    };
}; ```
carmine sigil
carmine sigil
#

class Attributes // Entity attributes have no categories, they are all defined directly in class Attributes
This means, i can't add my custom Category to an Entity?

sullen fulcrum
#

The dude is being so rude at BMP when see his config 🤣 😂 🤣

dry carbon
#

@strange egret I was wondering if you might be able to help me with some multi-barrel vehicle gun stuff? Namely, the muzzleflash and perhaps recoil animations for weapons that don't seem to have a vanilla application.

#

1st vehicle - I've got an airboat with a twin LMG turret on it, and the driver has twin fixed forward 40mm cannons. Craziness aside, I can't seem to get the effects right, even though the barrel firing is actually alternating as expected.

strange egret
#

when firing, it triggers every muzzleflash, so you need to hide the inactive ones by scripted hide animation

dry carbon
#

"scripted"

#

ugh

#

I mean scripts are good, but it's beyond my level of understanding. I'm an artist trying to work my way around this bowl of spaghetti known as configs.

strange egret
#

hm actually, i think you could do a rotate animation 180° on an axis that sits in the middle of both barrels (if they sit side by side/above)

dry carbon
#

for the double guns that will work...

#

but I also have a quad set up I was hoping to get looking right. The quads are more wide than tall.

#

but even with the double, I'm not sure what has to happen.

#

I'm looking at animationsources and wondering why my effects aren't hiding

strange egret
#

my crystal ball is defectife, i can't foresee your problem without details. Config, setup, etc

dry carbon
#

LOL

#

sorry

#

The first vehicle is based on an APC, so carX simulation.
It has a working turret, weapons[] = {"LMG_coax"}
Down in AnimationSources, I have c++ class muzzle_hide { source ="ammorandom"; weapon = "LMG_coax"; };

The model.cfg has this animation source under the class zasleh1_hide with selection "zasleh1", which is also listed in the skeleton up top. The p3d has this selection in all the visLODs.

#

Memory points in the config call upon usti hlavne3, which corresponds to the memory point in the model.

#

The effect is perma-displayed

#

(not hiding)

strange egret
#

in the turret config, do you have selectionFireAnim="zasleh1" ?

#

you dont need a hide animation to hide a normal muzzle flash. The game does it for you if you use selectionFireAnim

dry carbon
#

oof

#

zasleh

#

ok change that

#

So then, what's a non-normal situation?

#

Strangely enough, I've gotten some single barrel, multi-weapon muzzle flashes working, such as a tank with a cannon and coax. I suppose that would be a non-normal situation.

strange egret
#

non normal is multiple barrels... because you have only 1 selection that flashes -> all muzzle flashes show (or just the one, depends on if each barrel has its own proxy or not)

dry carbon
#

Yeah, because I don't want a tank cannon flash on a mg.

strange egret
#

multiple barrels on the same weapon is what i meant. Forget cannon+coax, its a different case entirely

dry carbon
#

Ok
So basically, for this first twin gun. I just treat it like an individual, except rotate the muzzle using ammorandom?

#

instead of rotating in place, I offset the axis to make it look like it's the other barrel

strange egret
#

use just "ammo", ammoRandom is actually random and will not work

dry carbon
#

ahhh ok

#

why is it used so much?

strange egret
#

its for rotating the flash model so it doesnt look the same every time you shoot

dry carbon
#

ok gotcha

#

so, I probably want a sub-rotation for that still, huh?

strange egret
#

if you care enough, yes. I never seen it as really important

dry carbon
#

ok.

#

So for the quads, then...
Is it possible to do an animation every other round, i.e. on the 2s and 4s? If I have one animation rotating 180, and the another translating the effect vertically after the 2nd and 4th rounds, then it should look like a quad.

strange egret
#

"every other round" - only scripted

dry carbon
#

ooooof course it is

#

Well, this is valuable information, nonetheless. I have several twin-gun applications that will benefit, but only one or two quads that will have to suffer.

#

Thanks for the help. Much appreciated!

#

One other thing...
I noticed there are animationsources classes called revolving_mg and revolving_cannon, which made a difference in being able to make both of these systems fire alternatingly on the same vehicle (I think I originally had both controlled by the turret). Seeing that now, is there a muzzle_rotMG or muzzle_rot_MG or somesuch, and similar for cannons?

strange egret
#

not that i know of, but cannons usually dont rotate their flash, because the slow firing rate makes it not as obvious as with a fast firing MG

carmine sigil
#

how i'm able to get an addAction into a CfgVehicle class? I'm already having it in the game, just can't see how to give it an option for a scroll wheel action

carmine sigil
#

ok got it:
class MyClass { ... class EventHandlers { init="(_this select 0) addAction ['a useless action that does nothing', {}];"; }; };

little warren
#

can anybody please explain to me what in arma makes the main rotors on helicopters hide or show a damaged rotor if the rotor comes in contact with a physical object such as a building or tree because mine doesn't break it just bounce pushes me back

#

i thought it was controlelled by the game engine via model.cfg which the animation works in buldozer and does what its suppose to do but ingame i just bounce off things when the rotor touches

#
            {
                type="hide";
                source="rotorhfullydestroyed";
                selection="main rotor";
                minValue = 0.0;
                maxValue = 1.0;
                hideValue = 1.0;
                animPeriod = 0.0;
                initPhase = 0.0;
            };
            class tailRotor_hide
            {
                type="hide";
                source="tailrotorhfullydestroyed";
                selection="tail rotor";
                minValue = 0.0;
                maxValue = 1.0;
                hideValue = 1.0;
                animPeriod = 0.0;
                initPhase = 0.0;
            };
            class mainRotor_unhide
            {
                type="hide";
                source="rotorhfullydestroyed";
                selection="main rotor broken";
                minValue = 0.0;
                maxValue = 1.0;
                hideValue = 0.0;
                unHideValue = 1.0;
                animPeriod = 0.0;
                initPhase = 0.0;
            };
            class tailRotor_unhide
            {
                type="hide";
                source="tailrotorhfullydestroyed";
                selection="tail rotor broken";
                minValue = 0.0;
                maxValue = 1.0;
                hideValue = 0.0;
                unHideValue = 1.0;
                animPeriod = 0.0;
                initPhase = 0.0;
            };```
dry carbon
#

Anybody have any luck with adding dynamic loadouts to ground vehicles?

novel lava
#

it does work but you're sorta limited with what weapons you can use

#

like they'll behave weird/not work at all if you want them to have magazines/swapping ammo

#

i've used them for rocket artillery

dry carbon
#

I just need a 4-missile rack and M2 setup to work on a 4WD

#

I've got it "working" without using dynamic loadouts, except that all the missiles are released from the position of the gun barrel. I've had such great success with them on aircraft launching exactly from the proxy placement instead of having to guess which usti hlavne they might spawn from. When I set it up I got everything else working nicely: They would show up on the vehicle. I could see and change them in the 3DEN Pylon Settings screen, and would see the change on the model. Everything looked good to go. The only thing missing was they would not actually fire off.

#

It might be that the missiles come before the MG in the cycle?

#

Also, the vehicle weapon info HUD is not displaying. What might this parameter be called? I tried googling it, but I guess I'm using the wrong nomenclature.

tame forge
#

Good time of day.Please tell me, there is a config on Magazine, but in the game Magazine itself is displayed only in the equipment editor menu.And if you open the ammunition box, it's not there.Tell me what could be the reason?I am grateful in advance.

#
{
    class CA_Magazine;
    class _BALON_Zapal: CA_Magazine
    {
        scope=2;
        model="\PUSHKA2\Balon\Objects\Balonchik i zapal.p3d";
        displayName="Балон и Вышибной заряд";
        armor=100;
        ammo = "_Balon_krasniy_PUSHKA";
        hiddenSelections[]=
        {
            "Logo"
        };
        hiddenSelectionsTextures[]=
        {
            "\PUSHKA2\Balon\Texture\Zapal\PR_balonchik__CO.paa","\PUSHKA2\Balon\Texture\Zapal\PR_fitil__CO.paa",
            "\PUSHKA2\Balon\Texture\Zapal\PR_stabil__CO.paa","\PUSHKA2\Balon\Texture\Zapal\PR_vzrivashka__CO.paa",
            "\PUSHKA2\Balon\Texture\Zapal\PR_zapal__CO.paa"
        };
        mass=22;
        author="pronix,Gotfather";
        picture="\PUSHKA2\PLATFORMA\Textures\Balon_zapal.paa";
        descriptionShort="Балон и вышибной заряд для кустарной гаубицы.";
        };
        
};```
dry carbon
#

I think you can't have spaces in the model filename.

#

Also, I'm assuming your ammo is working, but I wouldn't make a habit of starting class names with an underscore.

dry carbon
#

I just realized another of my vehicles doesn't display the weapon HUD. Anybody know what might cause this? It's just blank in the upper right corner of the screen. No indication of which weapon is selected, or how much ammo is left.

slim halo
carmine sigil
carmine sigil
dry carbon
#

Maybe I'm wrong in this, but I'm coming to the realization that if you want to enable turning in/out of a wheeled vehicle it has to inherit from an APC. Is that right, or sort of right?

slim halo
molten musk
#

Hi, im not sure is this right channel to ask. IS there way add seats to custom object where no seats to units?
I mean like to The train carriage?

meager torrent
#

do i have to sign my addon again every time i change/pack the pbo? or is once enough?

autumn fable
wintry tartan
#

No. Only Mods can do it

dry carbon
#

are exhaust effects still not animate-able without scripts? I remember running into this issue about 5 or 6 years ago, and that the consensus was that no, they are stuck to whatever initial position they are in the model. Years later, I wonder if this has changed?

meager torrent
#

im kinda stuck. Im trying to understand how file paths work for addons, but cant figure it out.
Im trying to pass a .paa in my addon to a script of the Zeus enhanced framework, but cant figure out the correct path to the paa.

Generally, what "directory" does my addon sit in when its run?
I found this path in an example, which points to a paa in the vanilla pbo of "modules_f"
\a3\modules_f\data\portraitmodule_ca.paa
Does that mean the path to my addon would be \a3\my_addon\images\myImage.paa?

Trying to get a better understanding on whats going on

meager torrent
cinder wraith
#

hello! i need some help please
im using this script to make an object loadable, and its giving me the error "missing ;"
class CfgVehicles {
class staticBananaLauncher {
ace_cargo_size = 4; // Cargo space the object takes
ace_cargo_canLoad = 1; // Enables the object to be loaded (1-yes, 0-no)
ace_cargo_noRename = 1; // Blocks renaming object (1-blocked, 0-allowed)
};
};

hoary egret
#

would it be possible to sync a pressure plate to a landmine/ied in eden? Anyone know any documentation where that happens?

I have a pack of IED's and I have some pressure plate objects. I want to be able to sync the plate to the bomb and have it go off if the pressure plate is walked over

warm night
#

it works like C#. a stupid feature of the syntax i think

#

but it doesn't look like the issue is in the part you sent

hoary egret
#

thats what I mean, any idea where a good start would be?

#

only way I can think up is to tie mineTrigger to the the pressure plate object via config and then somehow check if it's synced with synchronizedObjects