#arma3_config
1 messages · Page 146 of 1
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
first..
class CfgVehicles { class Tank_Base_F; class textureSources; };
you gotta use rubber @versed moss lol
@golden barn btw I'm fixing the thing you're asking for
i owe you my life 👌🏻
It turns out I wasn't getting errors until I updated mikero tools, those beer bottles are super broken rn
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
Yikes, I didn't mean to do anything like that 
@sullen fulcrum , i fail to understand why you misinterpret the error message to the opposite of what it's saying.
so it should be upper case then?
unless your lst language is not english, i refuse to answer that.
this is what I currently got, I think I copied and pasted this from a house in a3
https://pastebin.com/qCQnBqHN
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.
so the one from a3 samples is bad?
not bad, wrong, if you accept the standard usage of #defines. Not even Microsoft break those rules.
why would bi release that in their official modding samples?
bis don't even know how to use their own enums
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
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
roll your own. using only UPPER_CASE.
or, you can (safely) ignore the warnings given about this file. But god help you if you use mIXeDCase in your own #defines
alright I fixed the caps
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
not sure where the caller is or what trailing is
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##;
maybe its the #define's ?
trailing ; should be in each caller. Never the macro body
I do not know how that error message could be explained plainer.
if these are bis mistakes you should, by now. know how to fix them.
The basic define macros are not mandatory to use. It is better to use macros you know what they do than use unknown macros
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
haha
that indicates you have now created a vehicle class called destructioneffects
haha ye its what im trying to do
i managed to dodge the crash, but the error message still pops up
still not sure what you ment with the strategic thing i must have..
now that Im home I can check what it was
was this
so effect with simulation destroy makes the old model die and delete and then simulation ruin makes the ruin model pop up instead
dunno if this applies to your case. but mine (static building thingy) needed these to work
heavy redaction because sikrits
ah i see
well im gonna try
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?
thanks man
it gave me a haleluja, gonna check 😛
well, bottle deletes atleast, so thats progress, the ruin did not spawn however..
it deletes, my custom particles spawn on a loop (as intended for testing) and a hint tells me its dead. 👌🏻
still same error tho and no ruin spawn..
i dont need to declare NonStrategic; right?
under CfgVehicles
i just did the DestructionEffects and redeclared it then did the destroyphase 1 etc
i mean it deletes so it must work
hmm i mean.. if it can be deleted by destruction
it should..
yay
got rid of the error
beer bottle stuff
beer bottle config.cpp https://pastebin.com/6nszVc9z
beer bottle model.cfg https://pastebin.com/BnaSJgBX
cfgFunctions.hpp https://pastebin.com/UpU8T0VZ
basicDefines_A3.hpp https://pastebin.com/EDeUAFky
particle effects
beer.bisurf https://pastebin.com/73mYi1Xj
beer.rvmat https://pastebin.com/QGHtjCFQ
particle effects config.cpphttps://pastebin.com/Y77b4N3y

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
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
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
most of it I don't understand but it just works
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
hard to learn code when you got a job and family
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!
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.
@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
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.
ye but im just using ruin atm since, its deleted anyways, i just need one thing
@golden barn refer to the last config.cpp link, there's a value that controls the amount of particles spawned and for how long they spawn
ah yes. that, and ladders
The more i think about it the more i realise that, thingX is not needed at all. Like even if i am going to use thingX for particles/shards/parts, the original model does not need to have thingX since it will be deleted/hidden on kill anyways.
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
Id rather have thingX physics on collision, like if walked into or stuff like that.
Or other types of objects
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
have you previewed the animation to work in OB buldozer?
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?
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!
Id recommend switching to mikeros toolset and pboProject for building. It is very good at catching that kind of config errors
is there a way to disable a buildings damage flag via config? id like my props to not be destructible
for terrain objects, no
damn..
well, guess i can just throw the 250mm armored plate on and call it good. nothing will break those
for terrain objects you set the dammage named property to no
and it wond destruct
the named properties get baked into the terrain objects
where would i set this property? like lod wise
geo?
geometry yeh
most of them go there
wiki page for arma 3 named properties has more details
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?
That + maxZeroing.
SMG_01_Base has maxZeroing=400 so it's capped at 400m zero even if you mount something like a Nightstalker onto it.
select LOD, click Ctrl+1, a window named properties pops in bottom left..click it, "NEW" type name and its value, hit enter.
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
Call it by its name like any other function
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)
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? }; };
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 }; };
The Loadorder already includes all vanilla addons
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.
yes, i wouldnt know how to make it call when the shell explodes..
*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
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.
maybe there is a way to attachTo the projectile a particle thats set to invisible, and a code to run when that particle stops.
idk, im sorry
hmm
FSP+, isnt there some messages there where it says like "splash in amount of time" or something after calling in support?
and it spawns and drops randomly x amount of shots you ordered @ mapmarker
i dont think its "physically" a shell out there, but more like a local calc that spawns it at setheight and its set ammotype
way outta my league 😄 try asking in scripting? unless @hearty sandal knows.. im new to this as a whole.
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 ?
unhide is working atleast, since i get all my other parts.. hmm
You sure you did your named selections right in the model and the selections correspond to the config?
I think like Glass_1_hide
ye, mine is called Bottle_Hide tho
i think the corresponding in the config is fine, but maybe i did it wrong in ob
ok got something to work.. but now it looks like a wackamole hehe, its falling trough ground then pops up again
😄
like its looping
hmm looks as if it goes into infinite destruction loop
What are the definitions of the soundHit parameters in the CfgAmmo?
Basically I want to use the explosion sound, but in a lower volume
i fixed it, added a new class for the delayeddestruction and a destroy simulation
soundHit[] = {"a3\sounds_f\weapons\Explosion\gr_explosion_1.wss", 15.8489, 1, 1000};
Right, but what those last three parameters are?
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
volume (in db), frequency & range
in any case, explosives are most likely using soundSets instead of those old params
Is it possible to import an animation into a mission using description.ext?
I hope this is the right channel
No
thanks
I am indeed using soundsets, so there is no way to make it just by changing the CfgAmmo, I would need to change the cfgSoundSet?
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?
yeah, you would have to create new soundset and assign it in SoundSetExplosion or modify Shell30mm40mm_Exp_SoundSet in CfgSoundSet @ionic warren
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..
is it stored in some temp place or?
ive double checked my p3d's aswell
what do you mean?
.rvmat penetration material is what you assign to the p3d
yes
and inside the rvmat
ive added my bisurf
surfaceInfo="vodkabottle_altisnoff\SFX\vodka.bisurf";
like that, first line
k. whats in your bisurf file?
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;
this is what it was like
but i wanted my own soundHit
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;
then you need to define new soundHit class inside config
class CfgAmmo
{
class Default;
class BulletCore;
class BulletBase: BulletCore
class HitEffects
{
Easy_HitBottle = "Easy_ImpactBottle";
};
};
lacking a { there, but u understand what i mean
and a }; lol
its like the soundHit and impact only accept the standard ones.. default, metal, hitMan etc
and whenever i change it, it will put it back to what it was, and the log shows an error
Unknown hit sound type in pathToWhatever\whatever.bisurf.soundHit
I believe hitEffects are for the impact parameter
you need define one of these
(all in one config is best resource)
meh.. side errors
side error = thingy is in wrong place
I have a dispersion = 10 but the rocket still always flies out perfectly
how come? I just want to add some inaccuracy to this thing
its in radians
that would give it 572.958 degree dispersion 🤔
perhaps its too big value
well that and the fact that wasn't putting it in the "mode" class
that would also do it
i was putting it on the weapon class yeah
yeah that must be it, i have no idea where to put it either 😄
not in vehicles
i made a CfgSounds, didnt work, i tried Weapons, Vehicles.. CfgAmmo
get leopards advanced config viewer if you dont want to mess with the all in one config file
and search where they are
random placement will not get you there 
is that a mod?
addon yes
i feel like ti should be under cloudlets because.. ye.. ill try the addon
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
wont let me diag_exportConfig
these are mission sounds? not mod sounds?
Try removing \ before sound
for all of them?
right now I'm just testing one, as I'm still stuck trying to play the sounds
remove one, test it , if it works, apply to all, if it doesnt work, revert it 
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
Hey, what means the 0.5 and 1 there? cpp textureList[] = { "White", 1, "Black", 0.5, "Red", 0.5, "Yellow", 0.5 };
the all in one config says its placed under BulletBase: BulletCore, but i still get side error
whres ~~bulletCore ~~ bulletbase in your config?
and what is the exact side error
as the error tells what the problem class is
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}; };
Chance that texture will be used (weights)
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?
ye removed all from config, still get the side error, so its all due to my bisurf
what is the exact error message?
bin\config.bin/CfgVehicles/soundGlass1.side
https://community.bistudio.com/wiki/Arma_3:_Vehicle_Customization
textureSources class iirc.
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

deleted the folder and packed, now something happens atleast, error is gone and there is no sound when breaking them 😄
progress i guess
meh this is going nowhere
good night all!
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?
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
(which is total nonsense)
what you have on disk has nothing to do with what you have in game and forcing that check doesn't make any sense
I agree with this
It doesnt take into account pboprefixes of other mods
So it should just stick to A3 addons check
And bypass anything else
No if you have correctly unpacked files on P drive it completely represents the folder structure of the game engine. 
Not everyone has hundreds of gigabytes to waste for temp useless files
Not to mention CDLC files being inaccessible
At the very most it should show warnings
Not errors
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.
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?
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
the original config does not have magazine well defined true 👇 . This is indeed wrong class xD
Wrong classnames for the wrong space. You're attempting to modify the CfgVehicles Zeus pickups.
arifle_SPAR_03_base_F is the one you're after.
arifle_SPAR_03_base_F
arifle_SPAR_03_khk_F
arifle_SPAR_03_snd_F
they dont have magazine wells either
Thank you both will test asap
spar does not have magazine proxies either so there wont be visual changes
Oh so i have to add that too. Well thanks for hads up
you cant add that
cant edit the model
what you want to do is not possible to full extent as far as I can tell
But i can add new magazine with texture and model of defaul magazine but with my new ammo?
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)
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
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
Interesthing, I'll look into that
thanks a lot for you help.
if HorribleGoat has anything to add, I still want to hear the experts opinion
ye take anything i say with a teaspoon as im new to this whole thing myself
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 😛
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?
no. people could no afford it
Alright, that seems promising. Thank you!
hehe i guess, but if u guys went together trought patreon or something, the masses subscribed adds up to affording it as a whole. if you know what i mean 😛
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!
Yeah, I was only browsing the Arma 3 wiki.
When I am in for Java/C/C++, google is my friend, but I gave up with SQF, as the most useful link has always been the arma wiki so far
meh, I dont want money to be involved in my helping here. I dont want to feel obliged to it. I help when I can if I can. Best thing people can do to "pay me back" is to pass on the knowledge
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
?
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
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```
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
that's an arma vanilla script
in the pastebin is the TextureSources part of the code
i feel like its the function that is wrong.. idk really.. File = "A3\functions_f_mark\Vehicles\fn_initVehicle.sqf";
if (_x != ""
we would all get the error if the function was wrong 
https://community.bistudio.com/wiki/Particles_Tutorial#Full_examples have you looked into these?
the "universal" model type is used with the billboard
yes
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?
Thx
yes ive got it setup like my shards, and they work.. but i cant use the universal on particleshape as its where im supposed to path my texture for the billboard right?
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?
a p3d?
yes
-.-
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?
atleast i know my game files are ok now, after 10 verifies and a redownload 😄 haha
thisi is from the A2 public datapack
sweet, thank you sir
thats more than enough, it tells me plane needs to be centered, wich direction, and texture needs to be a _ca.tga, thanks alot!
not that pretty, but ill deal with all that later when its all ready 😛
thanks man, gonna call it the night!
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.
Pretty close to what I made, looks good
I never figured out billboard particles but I'll give that a try
https://cdn.discordapp.com/attachments/221488699484012566/974588717052346368/20220513042640_1.jpg So, I created a CommanderTurret but it's on the hull so I created a new turret off it. But, this happens
Any ideas?
What is this we are looking at?
Fixed it
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;
};
};
};
};
};```
got it sorted nvm
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?
its just whitespace, whitespaces don't do stuff, doesn't matter
Given my experience with this so far, I rather ask than to debug it later, thanks for the info!
Good practice, but whitespace is whitespace
Can someone show me how you setup multiple items in the config?
By multiple items I mean atleast 2 helmets, vests and uniforms
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
and the helmet I included doesnt show up at all
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?)
In steam you can find Arma 3 Samples where you can find code examples of how to make tanks, uniforms, weapons, helments, etc
Yep, this helped me
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
Is there a way to make a two seater have ejection seats
in your new Titan_class you must go to Turrets>MainTurret and change the weapons[] and magazines[].
Is this makes in Init?
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
same way as any other animation
you just need to use correct Source so the hatch functionality connects to the animation
Where can I make it, pls tell me
Who knows were can I change weapon's config
you would need to make a new mod for that
Anyone know something about this? Thx
does not seem to be documented anywhere what they mean
"guidance and missile phases" says wiki
is there some problem with the missile?
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.
perhaps you need more steering time?
hace you compared your missile values to one of the working vanilla ones?
Yes seems to work a lot better now. Thx 😘
copy that thank you
what type of vehicle are you making?
thank you bro
of course hahaha
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?
where can I find the weight of a vehicle weapon
or at least blacklist a weapon from the hardpoint
It's cleaner to patch the config.
You could overwrite the SQF file by using same PBOPREFIX but that's not reliable.
I want to remove the scalpel packs from my hardpoint but without lowering the weight to much
I use the Blufor missile hardpoint
Does anyone know where the vanilla pylons are stored
weapons_f
Appreciate the advice. Looks like config is the way to go.
Hello. Is it possible to disable MFD for players without a specific helmet at the config level?
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)
My monkey brain trying to figure out how to create a custom unit
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.
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"};
};
}
what is your cfgPatches?
no, you would have to script in on your own via mfd user values
@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
Only default mags show up in-game in arsenal, no retextured version '30Rnd_65x39_caseless_mag1blak'
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
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
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.
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
you cannot add new hit sounds per se
In Contact impact particle effects were used to get custom hit sound
ah ok, but could i maybe do it trought an eventhandler then?
ye i made one like that, i just edited the vanilla glass one
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;
};
};```
really? I'm pretty sure you've probably changed soundHit and not impact parameter
class cfgAmmo
{
class BulletBase: BulletCore
{
class HitEffects
{
hitAlienArmour = "ImpactAlienArmour";
hitAlienWeakPoint_01 = "ImpactAlienWeakPoint_01";
};
};
};```
hmm, im gonna do it all over and check, thanks for this!
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
oh that is a shame :C
ye you are probably right, i think im gonna do like that and add it under my impacts on destruction
what are you making tbh? 😛 sounds like starship troopers 😮
I was working on this 😉 https://store.steampowered.com/app/1021790/Arma_3_Contact/
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...
$27.99
1448
wow
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
@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?
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?
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
ahh i see alright i'll get back again if i got some errors, thank you men ❤️
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
fixed it, made my own destroy type, i guess the ones allready made is for buildings, trees and whatnot
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
Hi,
Is there a possibility that a prisoner can move with ACE restrain ?
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?
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
I got it. I was inheriting the wrong class and forgetting to add the damage to the other hitpoints
I'm super new to this. But is there any way to modify the pullout time of weapons ?
hey, guys. is there a template for making ACE3 compatibility for a mod or nah?
No.
I have some undefined base class can anyone check : https://pastebin.com/bwHeFzU9
The error should tell you what class is missing
Yah its the last base class, did i write it correctly?
Like some part of the class thats not readable or smth
whats the exact error?
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'
possibly your clases dont all close correctly and the _base_f class is actually inside another class
Hi all, struggling to work out the details at https://community.bistudio.com/wiki/Arma_3:_Characters_And_Gear_Encoding_Guide a little and my uniform retexture is going wrong, going to paste the details in a sec.
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
Ooohhh there it is found it hahah thank you ❤️ it worked
Never mind my above stuff, I worked it out
Hadn't defined stuff right and had stuff in the wrong place
If anyone gets stuck on same issue this thread helped: https://forums.bohemia.net/forums/topic/217205-my-uniform-texture-is-invisible/
is there a way to make a plane have more acceleration
Is it possible to set rvmat in config instead of in p3d?
if p3d has hidden selections, you can do it via script in setObjectMaterial
not sure if there is config for that, probably is
There’s hiddenSelectionsMaterials[] I believe
Doesn't always work reliably though
#arma3_model since the rest of the question line is there 😅
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
Because all I have for guidance is this https://community.bistudio.com/wiki/Arma_3:_Characters_And_Gear_Encoding_Guide#Config.cpp_structure and a video from 2015
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
Awesome! Do you have any good resources to pull from or is the wiki really my best option?
what is it that you are doing exactly?
I'm attempting to make an aux mod for my unit
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?
I want to add custom music/sounds, patches/insignias, and customs uniforms
and possibly in the future custom vehicles and heilos
alright so mostly config stuff. Now how much do you understand how configs work?
also side note. you can only share properly free music
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
Am I in the wrong channel for this issue? I mean could it be a model issue? I was thinking it has something to do with config.
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 = "";
};
};
@shrewd osprey Id advice fixing up better project folder structure
like \awesomeAuxMod\rest fo the stuff
just UI\ is not very good for organizing
are you sure its correct config? It has only 25 lines, while error is on line 28
maybe you have some outdated pbo?
anyone figure out reforger tools/how to make or edit a config there
You were right, thank you kind stranger for pointing me in the right direction, you are a godsend :)
After so many different tests in the config, then the model.cfg, the p3d, and then pose p3d/rtm, I found the reason. For Posterity, it turned out to be a bad proxy in the APC's p3d. It probably got skewed at some point. Well, I feel a lot better.
Didn't the Jackson 5 have a song about that? "APC. It's easy as P3D..."
Thanks for reporting the fix. Quite special one indeed!
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.
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.
why does the model have no landing gear points
youll need properly set up vehicle for it too work
add the missing things
Anyone know where the uav gunner camera ui configuration settings are located?
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?
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
thats what i use
maybe this HD is about to die lol
Why is there blowing sand when shooting the cans? its bisurf is set to metal, tried plastic aswell (wich gave it a plastic sound but still sand bursting), the glass is working as intended, i just took it off while testing. Sounds and textures are ok, and material shouldnt be sand/rubble or default? Did i do a common misstake somewhere that you can think of?
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
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
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";
};
};
So, I fixed it! I had the first class name wrong (brain fart)
What the hell does this error mean when launching a mission from the editor??? []: 'bin\config.bin/CfgPatches/my_mod_name/' not an array
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
Your config is not written correctly
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?
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
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
Ammo thrust stuff.
Artillery generally works in high arc in Arma3 though
think they use "price"
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.
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.
have you tried swapping some vanilla weapon to it and see if that shoots
it could be something else than the weapon
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.
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?
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...
Have you seen this kind of action anyhere?
Im not really sure it can be done
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).
could be the gunners cant get visual on targets. or the vehicle lacks sensor config and thus visibility
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.
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?
the config structure is not right
I didn't touch the config, that's how it was originally written
minus the part AI_SMG_FULL_AUTO
That's how BI wrote it themselves
so then it works yes?
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?
you likely dont have the rest of the config definition in place so there is nothing to inherit from
the rest of what config definition
the inheritance structure
ok my mistake then. its all good
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?
Or do I have to do this instead? class externalRootClass : rootsinheritience { class externalBaseClass : basesinheritence; };
Is there a way to get whether a property is defined in the child class or if it's defined in a parent class?
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.
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?
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.
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?
"In the game?"
yes
I can't help you there. I don't edit in the game. I use Notepad++ and cpp files.
So, could this still be the case if the turret and gun appear to track the target?
I'm replacing some properties in existing weapons. Need to know if a property is defined in a child or parent class.
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.
looks like i can use the function configProperties to filter out properties that are inherited.
that'll probably do the trick
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.
Is there an easy way to configure my mod so it loads after everything in CUP?
requiredAddons
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?
the game does not know if your vehicle is open or not so you need to define that in the config
attenuationEffectType="TankAttenuation";
Thank you
is modelSides actually used for non-uniform items? It's defined in helmets and such but IIRC those are not restricted?
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.
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}}];
no need for spawn
that makes it non-immediate
really hmm
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)?
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
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 😄
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.
check geometry lod and that it has some mass and valid geometry block/component name
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.
inheritance breaks at some point perhaps and that parameter does not get inherited
the error message also tells the affected classname
looks like first time class single appears in cfgWeapons it inherits from mode_semiAuto
so class single and possibly burst dont exist at the root level like you have set them
you talking about here? class Mode_SemiAuto; class Mode_Burst; class Mode_FullAuto; class FullAutoSlow; class single; class burst;
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.
This is what CUP_arifle_AK_Base looks like without my mod. Just CUP and JSRS: https://pastebin.com/e2ZyVM5W
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
see this picture to understand what i mean:
https://imgur.com/UlVmmIg
your folder structure does not match your path
So it should be IRN_AmbientAircraft/functions/Ambience/fn_moduleFunction.sqf?
is that where the file is located on P drive?
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
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'.
well not easily I think. there is a multi component config system that could work for that
like how the ships are placed down
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
I use pboProject so dont really remember much about addon builder anymore
cant really comment on its use more than this
ill try pboProject then.
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"
https://community.bistudio.com/wiki/Arma_3:_Creating_an_Addon
https://community.bistudio.com/wiki/Class_Inheritance
https://community.bistudio.com/wiki/CfgPatches
they explain pretty much everything you need to know
thank you. the inherticane is what i needed most. Curiously arma seems to hide its docu very well from me googleing in
thats just Google analytics.
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
interesting connection
perhaps somehow related to some simulation type requirement
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"
};
};
};
I am a bit confused what am I not getting, it is inheriting SAS_JPC_V1_1, does it not inherit the iteminfo?
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 ?
I think you might need to ask ACE team for that. I assume you mean G-force from ACE mod?
yep it's this,
You can ask them in ACE discord
I wait the 10 minutes to can ask them
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.
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?
Yes
Have you never noticed all those zeus modules? 
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
there's nothing to it
all you need is:
scopeCurator = 2;
```in module's config
and units[] = {"MyModule"}; in cfgPatches
just like any other curator placed object
hey so for some reason my PIP screen isnt alignend with my sight when in the camera any idea on why that is?
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
pboProjects keeps saying theres something wrong with my config but it still packs it into the pbo?
what
ah thank you, dont think that was mentioned anywhere 👍
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
Those are the samples available
If those weapons are set up with magazine wells then you can add your new magazines into that magazine well pool
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.
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
where would i find something like that? i guess its an attribute of Module_F class, is there some kind of documented version of Module_F?
kinda frustrating to not know what i dont know.
dunno. I'm not sure where I learnt it from. probably by reading the configs 
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
Loader and commander are separate turrets and their cargo likely is defined in the turret class
So I need to definiens in new turret claas? or is there other option?
You need to build the vehicles turret class structure and inheritances and then change the gunner types
Class RHS_turret;
Class my_turret: RHS_turret
{
Commander = my_crewman;
};
Something like this in nutshell ?
Something like that yes but the full turret structure
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
There is a diag command to export all loaded config into a file
To create "all in one" config file
It's very good development help
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.
Firs make sure the models have good mass centering. Things work best with mass center near 0,0,0 model space.
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.
You are overwriting some vanilla inheritance most likely
I can't seem to find anything about it, and what could've caused it.
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.
Oof. I forgot to check the Jets DLC configs. They're probably not in the AiO file, eh?
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?
depends where you get your AIO file
if you make it yourself via the diag command it exports everything you have loaded
this marks a pylon and if I remember right the proxy index of this thing corresponds to a number in config
this classifies the proxy of that object name as pylon
Ah, ok. I think I got the one I'm using from the tools or samples, or something along those lines.
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.
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
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?
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
can someone help on this
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
did i did something wrong?
bundes_uniforms_bd is asking for the required addon cwr
even though i encoded ther e already
Are you sure you put the correct class as a dependency?
i figure out the problem the crosshair is not following the turn of the turret nor the gun, plus there is a commander on my apc where it should only have gunner and driver only, is there a way to fix this?
Can someone tell me what each camo stands for on uniform Hiddenselections?
basically just some selections on what textures will change
i.e camo1 = uniform jacket
camo2=uniform pants
what i did to mine is just change the camo1 to just camojacket to avoid confusion 😆
works well if your uniform have multiple textures
For some reason for me it's camo = uniform jacket , camo1= uniform pants
What do you mean? how can I make sure?
cant send files here :/
you can check via checking your p3d hidden selections should be there
the selection names aren't universal for every model. Creators can define their own names for them. Camo# is the most common, but there's no defined standard for what parts of a model are in a camo selection
Config.cpp https://pastebin.com/tfEBrMgE
model.cfghttps://pastebin.com/aqBKsnH3
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
How would I go about doing that? Sorry A little bit of a newbie
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?
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.
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.
non working Proxy NonAIVehicles ?
Proxy that the bomb spawns on, needs maverickWeapon property in cfgNonAIVehicles. Or use an existing proxy with that property in the pylon model
I just understood death and big explosions, I am down for it!
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.
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
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?
Proxymymodelname
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
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.
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
anyone here willing to help me out on cfg making for cwr3?
maybe a template would help out as well
There is a full youtube tutorial for retex. Around 1 h long
Link?
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
dependencies in launcher are from Steam Workshop
you can't define them in your pbo
requiredAddons are only used by the game, not the launcher
okay 👍
aaaaaaaah finally. I just had to restart the arma launcher for it to resynch with the workshop.
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.
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.
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
thanks for reporting back! this is good info
I found the submunition config under my P:\a3\weapons_f_tank but where do I find the submunitionAmmo for some of the weapons?
Turned out that landingSpeed had a big part in it, too. It seems counterintuitive for takeoff, but I suppose with AI in a VTOL it makes a big diff.
I changed landingSpeed from 2 to 0, which is the value the Opfor VTOL uses.
I stumbled across them in the AiO file, but I think they might have been from the the Orange expansion. Try looking there.
Anyone know how to configure the brightness of the flash triggered by an ammo explosion?
for AI or players?
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"
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.
Is there any way to get an air glow effect around bright explosions?
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?
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?
For the smoke submunition submunitionAmmo = "SmokeShellArty"; is there a way I can have the smoke instantly deploy and make the plume bigger?
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?
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
what would cause a unit to take no damage when placed down in editor?
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.
got it working using setparticalparams for a single effect, wondering if theres still a way to do it for an effect class
It looks like complex effects cannot be called via script
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
If you made it, it could be due to lack of hitpoints
does anybody know what controls the zoom of PIP "Picture in Picture" in a vehicle?
fov = 0.35;
i changed fov to 0.2 looked like it never made a single difference
i'll try .35 real quick though
Try a really small number if you want to zoom in, like 0.04
ya 0.35 made it like even worse and its kind of off center from the flir camera even though it uses the same memory points and follows where the camera goes
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.
you mean like of the screen thats selected?
that has this on it #(argb,512,512,1)r2t(rendertarget0,1.0)
Yes, the mesh that has that texture on it, has a UV.
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"
};
};
};```
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.
so it being off centered and zoomed is a UV mapping problem?
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.
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.
dont think so
well, poop
it probably could be done on mission level to guide AI to move in water with it
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.
does anyone know if it's possible to show a map/gps on a vehicle screen / interior monitor?
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?
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?
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
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"
};
};
};
};```
where can I find the 19x crv7 pods' ids
CfgMagazines I assume, it's really hard to say since you share no context at all
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
IDK what CRV7 is
Also no need to check pbos, since you have an access to the Config Viewer
oh
I know it's in B_Missile Pylon
weird cannot find them in the pylons in config viewer
CfgMagazines
ok
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?
Thank you
Hi All. I have three related questions this afternoon.
- Can anyone point me to the config that disables ejected casings appearing on vehicle weapons, if it exists?
- 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?
- 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.
It's in the weapon configuration, class GunParticles.
Each effect has a position and direction Name which should match with memory points in the vehicle p3d.
So if inheriting a weapon, you'll need to create a new weapon from it, and redefine the class GunParticles without the effect that is casing ejection.
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.
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?
Put both the sqf and sqfc files in there
And remove the extension from the config
Do you mean dummy sqf files? 😄
No. Actual sqf files
I dont want to pass to user actual sqf. I want to provide only compiled (no sources).
Then you can't use CfgFunctions
You can use a preInit function that compiles the functions for you
Or try dummy files as you said
Tho I don't know if it works
Interesting... If i put both files, what format arma will prefer...
¯\_(ツ)_/¯
@slim halothank you very much, your idea works! 😄 When i put dummy sqf i have no errors and have functions from sqfc! Thaks!
It was your own idea! 😅
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.
what's the integer value for vehicle weapon type in cfgWeapons?
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
{
...
};
};
};
};
};
}; ```
alright, searching always helps. I was able to get answer from an old answer in here. The Trick is to add it like this:
class CfgVehicles {
class All;
class Static: All
{
class Attributes;
};
class TargetBase: Static
{
class Attributes: Attributes
{
// Attribute class, can be anything
class MyCustomAttribute
{
// Attributes
};
};
};
};
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?
The dude is being so rude at BMP when see his config 🤣 😂 🤣
@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.
when firing, it triggers every muzzleflash, so you need to hide the inactive ones by scripted hide animation
"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.
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)
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
my crystal ball is defectife, i can't foresee your problem without details. Config, setup, etc
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)
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
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.
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)
Yeah, because I don't want a tank cannon flash on a mg.
multiple barrels on the same weapon is what i meant. Forget cannon+coax, its a different case entirely
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
use just "ammo", ammoRandom is actually random and will not work
its for rotating the flash model so it doesnt look the same every time you shoot
if you care enough, yes. I never seen it as really important
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.
"every other round" - only scripted
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?
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
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
ok got it:
class MyClass { ... class EventHandlers { init="(_this select 0) addAction ['a useless action that does nothing', {}];"; }; };
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;
};```
Anybody have any luck with adding dynamic loadouts to ground vehicles?
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
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.
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.";
};
};```
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.
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.
You could just use the UserActions class
Oh that is exactly what I need in that case. Will try that out
working like charm! Thank you, this is much cleaner this way
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?
Not exactly. It has nothing to do with inheritance. There are a few properties that you should define but I don't remember right now. You can google arma 3 turret turn in out config
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?
do i have to sign my addon again every time i change/pack the pbo? or is once enough?
Hi,
I want to change the intensity of flashlight attachment for weapon.
I found this:
https://forums.bohemia.net/forums/topic/192684-increasing-flashlight-brightness/
Is there a way to change "intensity" config on server init or in description.ext? (for existing flashlight)
Is there a way to do this? If so, how? Thanks.
No. Only Mods can do it
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?
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
as usual, dedmen came to the rescue (from the past):
https://forums.bohemia.net/forums/topic/215213-file-paths-and-common-assets/
Its really just myPboPrefix\images\img.paa for a directory of "myAddon.pbo\images\img.paa"
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)
};
};
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
you're missing the ; to denote end of line in the script
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
that needs scripting

