#arma3_config
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I just completed building addon with pboProject no error now to check signatures to see if they are valid
no error in DSUtils keys are fine
trying to build with addon builder and doing the same
works for me either way
just had to link private key every time I start addon builder, not sure whats that about but it works after you link it
same with DSUtils created signatures it works...
so @rigid token you need to unkaput your pc...reinstall tools perhaps?
still didn't answer the obvious question. how did you make that pbo? have you tried on known 'good' pbos ?
try manually signing some other older known to be ok pbo
Alright, I have a weird issue. I have set up my soundShaders and soundSets correctly (working for most of my weapons), except one. The sound is simply not playing, and I did set it up just like the others. Tho the distant shots shaders can be heard, but not the main firing one. Any clues ?
Ok, found some errors. Here are the errors, prepare to laugh: http://pastebin.com/hkHSt5XD
Is this some kind of joke ?
use dewss.exe to change that (sample) frequency
if their bis files, use bis to change that (sample) frequency
It's already 48kHz
Or maybe the joke has gone too far, and I need to set my sound to 44.1 kHz ?
Yeah, just checked the sounds that works, they are at 44.1 kHz
they way i read it, they expect everything to be 44.1
Yes, yet arma 3 sound (official ones) are expected to be 48 kHz
wlcome to hell.
it's your fault. you did not read the fine print when sacrificing goats. did you.
When all else fails, read the instructions, yet the instructions are telling me to 48 khz, but in the mean time 44.1 khz is needed
half the errors say expected 44100 and the other half say expected 48000, so seems they just all have to be the same in a soundshader
or whatever the group of sounds is called
Yet the game analyzing frequencies is wrong
Especially on the bastard sound saying it's 44.1 kHz, as it's not
I'm the RPT meister
yolo
yeah, s'il vous plaรฎt
ah ok.. explains the sense of humour too.. didn't even get a chuckle out of that rpt
The whole file is a joke, it tells the user expected and "actual" frequency as it's all wrong, and not even accurate
Does that really matter to use .wss instead of .wav ? In terms of performance / compatibility ? Because no issues so far
Hmm
wav can be gigantic bloat. performance wise, ALL sound formats, ogg, wss, marbles, mp4, are converted to wav by the os.
so there is a small penalty converting the extremely efficient compressed wss to wav (internally) , and extreme bonus from lag, not reading a gigantic file
uncompressed wss is generally of no benefit since it is, in fact, wav format anyway. But, there's always a but, it depends on how much of the orginal wav fiel contains unrelated non music data that is used exclusively by the editor that made the wav in the first place.
I bet you are sorry you asked ๐
genuine music files and 'voices' should be ogg
all engine sounds should be 4 byte nibble compressed.
you can use dewss.exe to create to AND PLAY all bis recognised formats and see and hear the results for yourself
Interesting
But as I'm a french lazy monk, I'm gonna stick with .wav, faster if I have to edit sounds than converting each edits to .wss'
definate. and in fact. arma3 BETA used wav for that very reason.
but you've given me an idea to get pboProject to do it for you.
and here is my goat sacrifice
Addon Builder cause many issues when packing. Used it and had much issues, they I used pboproject from mikero and it worked fine
mikero is love, mikero is life
mikero only prelongs our "suffering" ๐
@knotty sage talk is cheap, i have yet to see a temple errected in his name
mikero is our lord and savior
no holy text, no temple, no rituals... pathetic religion
Wait for it
Has anyone tried to extract cfgPatches from the core game and dump it to file? I need this to do a checkup.
And entire core dump does not contain cfgPatches already done that
[configFile >> "cfgPatches", true] call compile preprocessFileLineNumbers "dumpConfig.sqf" ??
@stoic lily would this work?
Do you want the contents of the CfgPatches or purely just what exists?
no just list of cfgPatches
Pretty crude but
_configs = "true" configClasses (configFile >> "CfgPatches");
_configs apply {diag_log _x}
I think that should get everything
that would dump it to rpt right?
Yes
can I use MBfileio.dll from mapbuilder to dump it to .txt?
And it would have bin\config.bin/CfgPatches/ at the front of each patch
No idea, you'd probably be best off asking Neo
I have tried above with scipt I use for dumping entire configs but looks like it hanged I have done something wrong
- noLogs param wont prevent it?
I actually have no idea what happens when you have -noLogs and specifically use diag_log
gonna find out now ๐
Yeah I saw a couple comments from you and defunkt in the config dump thread
yeah thats the one
Maybe it's an issue with array or string size
I probably screwd up using IncludeInheritedPropertiesFlag set to true
going to try without it and if it it wont work trying your solution
yiss it worked
[configFile >> "cfgPatches"] call compile preprocessFileLineNumbers "dumpConfigMB.sqf"
gonna try now with rpt dump
This is better
_configs = "true" configClasses (configFile >> "CfgPatches");
_configs apply {diag_log configName _x}
That way it won't have bin\config.bin/CfgPatches/ in front of it
nice, but it wont do crap with -noLogs there is no rpt generated at all lol
ok restart
You just want it comma separated in your clipboard?
sure if you got something cooked
_configs = "true" configClasses (configFile >> "CfgPatches");
{_configs set [_foreachIndex, configName _x]} foreach _configs;
copyToClipboard str _configs;
That comes out like ["A3Data","A3_3DEN_Language",....]
should work from debug console right?
Yeah, that's where I ran it from
No problem, I needed a cleaner way to do that anyway for getting CfgPatches for editorPreviews
author = "Bohemia Interactive";
name = "Arma 3 - Editor preview pictures";
url = "http://www.arma3.com";
requiredAddons[] = {"A3_Data_F"};
requiredVersion = 0.1;
units[] = {};
weapons[] = {};
};``` there it is just one
Well what I mean is for doing editor previews for Eden you can specify what CfgPatches you want it to generate the images from
ah thats a different script gotya
can you just use cfgVehicles or cfgWeapons why even bothering with cfgPatches?
although that scipt is not really custom mods friendly someone should give it some love
You can't specify CfgVehicles or CfgWeapons to my knowledge with BIS_fnc_exportEditorPreviews, it's only the CfgMods, CfgPatches, or defaults to all addons. I did the editor previews for CUP Terrains, so I didn't want to have to go through every config and grab the CfgPatches, but at the same time I didn't want to take pictures of default A3 content.
So I ended up just dumping all loaded CfgPatches and using notepad++ to delete everything entry that contained A3_
In hindsight I think just having a CfgMods entry and using it would have saved me some effort
yeah I see now after looking at Biki page, really cfgMods is the best way of doing it at the moment
although it says to use JPG but I see people using PAA without problems
JPG reduces the file size with minor quality loss because of compression
But after resizing and saving the pictures as JPG, I had 2,224 pictures that all together took up 33 MB
I think they just decided that was the most optimized way in their eyes to present them
Sure you could use a bigger image if it's the same aspect ratio, but the quality difference would be very minimal for how small the preview is
oh well if you were taking pics of everything including props object etc from CUP thats a very good reason to go with JPG...but with less content PNG/PAA is ok
now got a question regarding CUP terrains...warfare structures would they all be made to work and all the buildings because some of them dont work at all...doors not animated etc..
last time I tried Hangar_2 doors couldnt be opened when placed in editor, and some WF buildings were acting weird...I could go trough earth ramparts and similar
With the last update every object that has working animations in one of the maps should be placeable with working animations now
true havent tried after last update, sorry
For the WF buildings I'd have to look at them specifically, if you have any issues with them let me know or post a bug report. No need to talk about it in this channel ๐
yep sorry for OT
how do i specificly block a certain mod but allow every other mod to be used on my dedicated server ? i belive its called blacklisting ?
verifySignatures=2; in server.cfg and you're done
or this if (isClass (configFile >> "CfgPatches" >> "modYouWantToForbid")) exitWith { diag_log "WARNING! YOUR CUSTOM MESSAGE IN ALL CAPS!"; diag_log "MISSION END!"; endMission "LOSER"; }; that will work from init.sqf from your mission and anyone having that mod will not be able to play at all. But every mission must have this entry.
obviously replace only modYouWantToForbid and Warning! Message ... dont touch anything else
- make mod
- upload mod to Steam Workshop
- maintain mod, upload update
- get insulted by the masses who can no longer connect to their fav. server that hasn't updated yet
*4. watch ppl burn
Jesus I've always thought steam comments were bad, but my god that's beyond imaginable
I CBA to read that ๐ผ
lol
*5 update again and return to 4
or add addendum to *4.1 - fuck all
disable comments and let them rage elswhere
what's outrageous is the stuff they bitch about cost these parasites nothing. They are just as free not use use it, then see the complaints.
Free modding is taken for granted nowadays
and people on steam workshop are often the brainless type. They think steamworkshop = "does everything for you".
you can propably link the readme of your mod in big red 80px fontsize letters and they still won't read it.
If i ever release a mod on workshop i will add a "braincheck" feature that requires a little manual tweak to get the mod to run - just so i know the user can read >:D
from bitter experience, all that will happen if you do that is, 'the mod crashes'. not 'failes to load', not 'gives a warning message', just the catch all phrase, crash. ๐
but yes, fair point. sarcasm aside, this precisely why arma3p has the 'k' button. prior to that, the error(s) were totally ignored and the forums filled with 'why doesn't it work?'
Use the mod preinit to make up a fancy readme ui that user has to click ok & it saves a value in profilenamespace
user sees a popup window he clicks "ok" without reading it... ๐
@hard chasm - that just indicates they can't read and means i'll just not pay attention to it (and very likely also laugh about their frustration)
@sullen fulcrum "if you like this mod and would like to donate, clicking ok will automatically donate 5 quid to us" OK/Cancel ... ez profit
PonyBoyโข 2 hours ago
How long i need to wait?>
Recent Activity - 92.4 hours past 2 weeks
268 hrs on record
Currently In-Game
Arma 3
Achievement Progress 10 of 61
+5
128 hrs on record
last played on 7 Jun
Tom Clancy's Rainbow Six Siege
Screenshot 1
1,330 hrs on record
last played on 6 Jun
Counter-Strike: Global Offensive
commy, don't read it, it's just letting you lose even more faith in humans xD
I'm just looking at what those people are playing otherwise
Why are they all playing CS:GO ?
because CS was always popular with the kids (no joke this one actually)
it appeals because it is "hardcore" (as a battlefield kid i could never understand the fascination of playing on dust/dust2 for months but whatever)
how do I make Zeus show my stuff?
hadnt looked but is there any cfgZeusCategories class? Shouldnt be...
I got custom cfgVehicleclasses and cfgFactions, so what is there to do to make it show in Zeus interface if there is anything?
@kindred moss correct cfgPatches/units[] anc scope[Curtator]=2 in your cfgVehicles classes
ah so I need to add all things in cfgPatches (ammo, units, weapons)and add scopeCurator = 2; in cfgVehicleclasses ... thanks @stoic lily
wait is that cfgVehiclesclasses or cfgVehicles classes?
probably second one..
the latter yeah
pboProject will autofill ammo magazines, units and weapons, if you let it. and rebuild requiredAddons correctly. you will get a surprise how many addons, you didn't know you needed ๐
will free version do that? We Slavs aint got dope
well, you need to sacrifice a goat mate
we dont have goats either, would piggy do? ๐
Can anyone help me in coding custom backpacks that has stuff inside of them (ei ace bandages, ace pak, bloodbags, ect.)?
is the range of a spotlight definable in config? if so how?
Can anyone help me in coding custom backpacks that has stuff inside of them (ei ace bandages, ace pak, bloodbags, ect.)?
See:
https://git.koffeinflummi.de/bwmod-team/bwa3-public/blob/master/bwa3_backpacks/CfgVehicles.hpp#L199-206
You'll need these macros:
https://git.koffeinflummi.de/bwmod-team/bwa3-public/blob/master/bwa3_common/script_macros.h#L2-20
@young mortar I believe that's more defined by the light source itself. I don't know where lights are defined but I imagine the config defines it or references something else.
yeah I know but I can't seem to change the range by changing the values
is this spotlight for a vehicle or a structure?
vehicle
by chance anyone here has an image of all available UI elements in ArmA with labels which classes they represents?
the most generic ones (UI Editor available) are enough
found one which more or less represents what i need ...
still ... if anyone has a better one ... annotate me please
23:31:52 Class Library destroyed with lock count 3
23:31:52 Class GunFire destroyed with lock count 3
23:31:52 Class Table destroyed with lock count 3
23:31:52 Class T0 destroyed with lock count 3
23:31:52 Class T1 destroyed with lock count 3
23:31:52 Class T2 destroyed with lock count 3
23:31:52 Class T3 destroyed with lock count 3
23:31:52 Class T4 destroyed with lock count 3
23:31:52 Class T5 destroyed with lock count 3
23:31:52 Class T6 destroyed with lock count 3
23:31:52 Class T7 destroyed with lock count 3``` the hell is this? It goes to T22
anyone seen it?
23:31:52 Class Table destroyed with lock count 3
23:31:52 Class T0 destroyed with lock count 3
23:31:52 Class ItemCore destroyed with lock count 3
23:31:52 Class Armory destroyed with lock count 3
23:31:52 Class InventoryItem_Base_F destroyed with lock count 5
23:31:52 Class InventoryUnderItem_Base_F destroyed with lock count 5
23:31:52 Class bipod_01_F_snd destroyed with lock count 3
23:31:52 Class ItemInfo destroyed with lock count 6
23:31:52 Class bipod_01_F_blk destroyed with lock count 1
23:31:52 Class bipod_02_F_blk destroyed with lock count 2
23:31:52 Class ItemInfo destroyed with lock count 4
23:31:52 Class bipod_02_F_tan destroyed with lock count 1
23:31:52 Class bipod_02_F_hex destroyed with lock count 1``` more
It's BS. Happens when you close the game
true it did happen after shutdown...class destroyed worried me a bit
normal spam
we love spam ๐ https://www.youtube.com/watch?v=anwy2MPT5RE
What commy said, it started happening after the visual update I believe
does anyone have example of rifle config for iron sights + optics...what I mean is ability to switch to iron sight when using optics....I had that in A2 but cant remember
not sure I think some AK's had it... going to have to dig hard for that one
{
opticType = 1;
mass = 4;
RMBhint = "Advanced Rifle Combat Optics";
optics = 1;
modelOptics = "\A3\Weapons_f\acc\reticle_arco_F";
class OpticsModes
{
class ARCO_col
{
opticsID = 1;
useModelOptics = 0;
opticsPPEffects[] = {""};
opticsZoomMin = 0.375;
opticsZoomMax = 1.1;
opticsZoomInit = 0.75;
memoryPointCamera = "eye"; //this one is for the reflex/col sight
visionMode[] = {};
opticsFlare = 0;
opticsDisablePeripherialVision = 0;
distanceZoomMin = 300;
distanceZoomMax = 300;
cameraDir = "";
};
class ARCO_scope
{
opticsID = 2;
useModelOptics = 1;
opticsPPEffects[] = {"OpticsCHAbera1","OpticsBlur1"};
opticsZoomMin = 0.0723;
opticsZoomMax = 0.0723;
opticsZoomInit = 0.0723;
memoryPointCamera = "opticView"; //this one is for optics
visionMode[] = {"Normal"};
opticsFlare = 1;
opticsDisablePeripherialVision = 1;
distanceZoomMin = 300;
distanceZoomMax = 300;
cameraDir = "";
};
};
};``` ah would I need to create dupe scopes and add this feature to them or is there better solution?
I think BW mod did something with this in A2 and A3... @jade brook for G36?
ok...when you equip optics on rifle there was ability in A2 to switch between optics and iron sight, I dont see that in A3...
see above
Oh, I get what you mean
First of all, A2 is completely different in that regard
because it had no attachable optics
So forget everything you know about this from A2
In A3 you can have two optics modes for your weapon
two GUNNER views
And then you have optics
Those can have two gunner views too
If you attach a optic to your weapon, you overwrite the GUNNER views of you weapon with the one from the optic
You CANNOT carry over a iron sight to a optic
Unless you add that mode to the optic itself
But that means that every other weapon that attaches the optic has that "iron sight" mode too
This is why a G36A2 with rail is not possible to be done properly
Because the RSAS attachment would overwrite the ZOs mode
Unless you make a RSAS specifically for the G36
that optic has to be incompatible with other weapons, otherwise you add the ZO mode to those too
A common work around is to make the whole carry handle a optic
But that only fits the G36
hmm hacky...would need to create duplicates of scopes and add them as compatible for specific weapon? Config dulicates job?
Well you can do that.
But it's weird when one attachment fits that weapon, but not the other
lets say MRCO from vanilla...create dupe of it for my specific rilfe and make it compatible with only that riflle...note that it still looks the same its just duplicate which fits only one specific rifle, and then have vanilla MRCO which fits other weapons...or did I miss something?
that would work, but it's weird
this is the config level duplication, and if it requires custom memory points then it would not work
Oh yes
You'll need to add a memory point to the optic
So with vanilla optics it will not be legal
hm see config example above...if optics is equipped there is no way to switch trough its config to rifle memory point eye? Probably not, but worth asking..
nope, unfortunately that is not supported
damn it, was a nice idea...so custom optics it is...
gona be making G36 too so going to need this, but I still dont have optics done...puttin this on a todo list then
thanks for explanations
yw
There always are possibilies to script around this
but it's ugly
My new CBA "loadout" playerEventHandler comes to mind
yeah..no not going to script it..mod is not CBA dependant and if I dont have to not going to make it be, thanks anyway
Question of "can" not "how". Can you make buildings lockable by missiles?
irTarget=1; should work
why does this 0 = [nil,"vehicles",[independent],['mymod']] spawn BIS_fnc_exportEditorPreviews; say no classes found... ?
well this worked 0 = [nil,"vehicles",[],[],["x_gear_c","x_wep_c"]] spawn BIS_fnc_exportEditorPreviews; but pictures are missing...
great this is broken..
this doesnt work either 0 = [nil,"vehicles",[independent]] spawn BIS_fnc_exportEditorPreviews;
latest dev branch
class Car: LandVehicle
class Components: Components
class AICarSteeringComponent
steeringPIDWeights[] = {2,0.2,0};
speedPIDWeights[] = {0.5,0.2,0};
doRemapSpeed = 1;
remapSpeedRange[] = {"10.0. 90.0"};
remapSpeedScalar[] = {1,0.35};
doPredictForward = 1;
predictForwardRange[] = {1,20};
steerAheadSaturation[] = {0.01,0.4};
speedPredictionMethod = 2;
wheelAngleCoef = "0.7f";
forwardAngleCoef = 0.7;
steeringAngleCoef = 1;
differenceAngleCoef = 1;
stuckMaxTime = "3.0f";
allowOvertaking = 1;
allowDrifting = 0;
allowCollisionAvoidance = 1;
maxWheelAngleDiff = 0.2616;
minSpeedToKeep = 0.1;
no it says its saving screenshot and cycling classes it even creates folder but there are no images...no matter what I do it wont save them and they are nowhere to be found...hdd activity is increased during cycling and then it simply stops...
using west, independent no matter what...looks like guer or guerrila is wrong it throws scritp error
@wild pasture you worked with this, how does it work for you now?
@kindred moss What branch are you on? On dev branch the screenshot command is slightly different and won't save images if the folder is already above a certain file size
If you type screenshot in debug and hit F1 it'll give more information and it mentions something about changing a max file size variable in your profile
Im on stable, no idea whats wrong...I will try with F1 trick...
yeah its changing objects it creates folders in Profiles\Screenshots\ but no images
got my money on windows profile name...non english chars
Maybe, you could also just try using the screenshot command without running that script and seeing if you get anything
what should be in my profile regarding that? Ill try that
I'm not at my computer so I can't use code formatting, but if you did screenshot "myscreenshot.png" it should be in your profile and then just in screenshots
not there damn it
Did you try switching profiles to see if the issue was with the non English character?
no my A3 profile hasnt got non eng characters...my windows profile path does
And you haven't had any issues with saving missions in the editor?
no I see what you mean...its not windows user name then...ugh should I try to switch to dev branch?
It could be the non English character, but the fact that Karel Moricky probably made the command and his full name has non English characters makes me think he would keep that in mind
non english chars
You could try switching to dev branch but I'm not sure if that'll do much
save your script commands as utf8
windoze cannot find winansi filenames with chars >128
its not my scipt mikero...trying to utilize BIS_fnc_exportEditorPreviews
well you wrote something with that filename?
Try deleting the editorPreviews folder and run the script again to see if it is actually creating that folder right now or if you already had it
but thanks for the tip...I always work in utf8
ok
It writes its own file names, you can't control it
I did that before it recreated the folder...I stirred you in wrong direction, sorry
now if I use only command screnshoot it should save it with generic filename but its throwing error
Well I should specify, the BIS function writes its own path, the screenshot command allows you to specify the folder and file name within the screenshot directory in your profile
The BIS function just uses screenshot and specifies its own path based on the addon name and classname of the current item being screenshotted
I would hate if I got this wrong...should I load preview in editor and then make screenshot...I know eden is blocking some variables...not sur eif thats the case
What's the error it was throwing?
did screenshot "test\test.png" folder created no errors no image
I've never gotten an error even when I used an incorrect path
Yeah that's very odd to me that it can create the directory but not the file
only screenshot error invalid number in expression
Are you saying that happens if you use screenshot without a string after it?
yes....puzzled
Yeah I would expect that to cause an error, but that example you posted with "test\test.png" should work
only thing I can do is to verify game cache and try if not try dev branch..
that example creates a folder but no image..weird...could overlay block it?
msi afterburner...trying to shit it down
nope MSI afterburner got nothing to do with it
I don't think so, and I guess that's the best you can do for now
You might have encountered a legitimate bug
16:35:53 DX11 error : Saving of screenshot to file failed: : E_FAIL < rpt ???
hadnt looked there
wonder if there is debug part in function...
Maybe DX11 doesn't like the non English character
Probably a good idea to submit a bug report as it seems out of your control, but good find in the RPT
ok going to try to do some more check before I submit bug report
if any part of the folder\name is greek, then the folder doesn't exist and saves will fail
not Greek it RS_lat
C:\Users\Saลกa\Documents\Arma 3 - Other Profiles\Jastreb\Screenshots
this is almost inevitable if the incoming file\name is single byte encoded. the reason being windows has to guess which codepage it's dealing with and will default to 'local codepage' when translating. The very same code will work in iceland and fail miserably in turkey.
I see...so back to my original assumtion that its weendooze profile name problem...maybe
if it's using it as part of the file\path it's almost inevitable.
the engine core is very robust. it deals with utf8 only, and translation to windows filenames in utf16le are a none issue.
but you see from time to time scripts and other less controllable elements causing issues because the devs don't code in utf8 to being with. having forgotten to of course.
I would change my profile name in windows now, but I know that would cost me eventually...
-profiles=x:\newProfiles -name=YourName
no kju its not Arma3 profile its windooze...but lets try with new A3 profile..
this is why you should try with a new one containing just normal characters
look at my name here which character is not normal? And screw you MS and your ISO standard
got my money on windows profile name...non english chars
so what are the 'non english chars' ?
A3 profile is jastreb windows profile is Saลกa
ah!
oh dear
respect to you jastreb, i think you nailed the issue from the very beginning.
๐ Im hoping its not...would hate to do that just because ARMA!
oh no...its going wrong already
screw this almost nuked my profile which has 30GB of data...not going to do it for this..
reporting bug...
Wow I feel silly, was asking config questions in another channel. In any case, does anybody know if there is documentation on the different simulation types? (eg. soldier, animal, tank, etc) I'm trying to mod a dog and am trying to evaluate if it'd be easier to work with soldier simulation rather than animal, since animal appears to limit freelook ability. Soldier, however, gets rid of the dog's ability to walk. (Sprinting is fine, walking is not.) Documentation- or suggestions- would be welcome to figure out if I can add freelook to the 'animal' simulation or walking to the 'soldier' simulation.
you could look up what the jurrasic park mod used as base (by looking at their configs) - though idk if they have freelook, cause i've never seen it use 1st person view. Are you sure it removes freelook, or is it just not configured in the base class?
I hadn't figured out which denotes freelook (which is it, by the way?) so I'd been messing with ViewPilot and HeadLimits, but in the end the only change I made to enable freelook was changing the simulation from animal to soldier. The ViewPilot and HeadLimit values were the same as CABaseMan both before and after the simulation change.
in general - every view that is counted as an "optic" in the widest sense, disables freelook
but idk if you can change around the animal/soldier base freelook capability
i only know it for tanks
That makes sense. I might just have to figure out why it disables movement in 'soldier' rather than turn on freelook for 'animal'.
I might be able to flip it in the config- clearly it's something to do with either the model or config, since any other soldier can move but not the dog model.
uneducated guess: most likely to do with the defined animations/skeleton/animation related configs
Would that be something in CfgMoves, or do you think that would be in the model itself? This is my first time messing with configs.
custom dog or ported dog from A2? i guess the later...
It's using the dog that's in A3's animals_f_beta folder
there's a dog in A3? k... never noticed ๐ so yeah, likely the animation configurations i would assume. But this is above my paygrade, never done anything related to units with custom skeleton and their animations
Ahh, alrighty. Thank you, though! And yes, there is. It looks like it was pretty much directly copied from A2, though- there's a few unused things, like how the dog is supposed to sit upon 'crouching' etc. Trying to patchwork it together haha
if it's a copy of the arma 2 model you can use the arma 2 model which gives you much more freedom
provided it still uses the same skeleton as the A3 model
I might have to do that, because it's a lot of blindly flipping booleans to see what works. I talked to another dog maker who was better versed with the model, he said something about it being binarized and so it was uneditable.
At least the skeleton was.
I'm even less familiar with models than I am with configs, though, so I'm afraid I haven't been able to confirm that or anything.
you dont need to edit the skeleton/model to get it to move (provided the A3 model isn't some sort of remnant without proper weightpainting). If it doesn't move/animate, it is most likely based on animation configs/ animation rtm's themself
Maybe I misspoke earlier. It animates fine- I managed today to finally tweak it enough that it can be created as ambient life ala a rabbit- and in 'animal' simulation it can walk/run fine-ish. (Awkwardly won't let you go backwards, side-step, etc.) The main issue is that animal simulation doesn't let the player freelook, and soldier simulation doesn't let the player walk. Sprinting, however, is fine. So the animation rigging seems to be there, at least in the A3 dog, it's just something about soldier simulation doesn't agree with the ability to walk.
Which is, obviously, a huge trade off just for freelook, haha!
like i said - check out jurrasic park mod's configs. That way you have a condensed "all that you need" set to learn off - basically a sample for custom skeleton "soldiers" in terms of configs
I will. Thank you!
Okay, potentially stupid question. If an AI is able to accomplish an animation (in this case walking), should the player be able to accomplish this using the same simulation? Or does the AI brain override simulation/animation interpretation? My gut says it should be, but I don't know enough about configs (or models) to say for certain.
who is familiar how ballisticsComputer works with 1.60?
Weapon attempts to calculate and shift the aimpoint to hit a locked target based on range, target movement, own movement, and ballistics of selected ammo type. Since Arma 3 1.60 it's no longer dependable canLock > 0, only xxScanner values are taken into account. You can mark anything what your sensors are able to detect and use the gained information for fire control.
like a weapon cannot lock, how do you still use it?
"Locking" a/k/a target marking, is now based on the "scanners" that the thing has like laserScanner, artilleryScanner and IRscan envelope
best to read through this: https://forums.bistudio.com/topic/189734-targeting-improvements/
@untold temple thanks - ive been following it. i just have problems how it works in practice. like if is always shown, or how you target/lock something
like a guy claims its active for the IFA3 plane weapons, yet i cannot confirm/reproduce it. however it might be me not understanding fully how the new system works/is to be used
which is active? the bombing CCIP?
the said weapons in addtion have canLock=0 and ballisticsComputer=0 as far as i can tell. so i am really confused
i believe the guy speaks of MG/guns of the planes
is strange if the weapon has ballisticsComputer = 0. Shouldn't work. I know we had computer 8 for CCIP to a few of our rocket and bomb launcher weapons because they didn't work with the new system automatically
i will double check the bombs. thats a good point - thanks
does any one know how to make fake weapon? I need to add it to player and shoot by it, but keep his real weapon in hands
class Rifle;
class Rifle_Base_F: Rifle {
class WeaponSlotsInfo;
};
class ACE_FakePrimaryWeapon: Rifle_Base_F {
scope = 1;
scopeCurator = 1;
scopeArsenal = 1;
displayName = "";
model = "\A3\Weapons_f\empty";
picture = "";
magazines[] = {"ACE_FakeMagazine"};
discreteDistance[] = {};
discreteDistanceInitIndex = 0;
class WeaponSlotsInfo: WeaponSlotsInfo {
mass = 0;
};
};
what does ACE use these for, commy?
so you temporarily remove the original weapon and then give it back after completion? does that preserve firemode selection?
no, we add this weapon in case the player has no primary weapon
because that would break the dragging animation
ah ok
unrelated to this, but you can restore the fire mod selection with a CBA function
e.g.
[player, currentWeapon player, "FullAuto"] call CBA_fnc_selectWeapon;
ok interesting. Because i was wondering if one could make a detachable underbarrel-weapons work without too much fuss
hmm ...
You'd have to edit the inventory UI to make it fit in
which I always consider "fuss"
i was more thinking along the lines of "attaching" an item - which then causes a script to trigger replacement with a weapon with the same weapon model, just with additional firemode. Detachement would cause replacement to original weapon.
@strange egret erm, iirc, the "attachments" to weapons are "ordinary" attachTo items ๐
e.g.: I made some bs, speeded myself up in the air -> Speed about 10k -> The attachments lost connection to the weapons are were displaced.
you cannot attach to memory points of proxies (e.g. a soldiers weapon) unfortunatly
try it, something strange is going on with the attachments, when you are too fast.
that is true. they also jiggle when almost standing still
i was just intending to missues existing slots (like laser/ UGL) for that. I don't have weapons with christmastree RAS/RIS capabilities
can be seen when looking at AI weapons when they idle slowly
so not having a real laser/bipod slot would not be an issue
But that is just single floating point precission of internal math
You'd have to edit the inventory ui to add a slot for the binocular
and do some inventory scripting magic
most of it is hard coded, so you'll probably encounter some limitations of what you can do
@jade brook u worked with AGM/ACE ?
Commy, if i add fake weapon in hands, real weapon show still in hands too or will be droped?
it will be removed from the game when you use addWeapon
Yes, I was with AGM and ACE3 from the beginning
check pm please
we looking for how make melee is Ace_Wounds compatible
and more other things with ACE
What is each unit of mass in the config relevant to in real life?
Also is possible to use a float as the mass value,
sorry for all these dumb questions i just can't find anything on this subject anywhere
the engine does not care how a numeric value is represented. this was the genius of ofp.
1
1.0
"1"
and "1.0"
are all the same and read in context to what's wanted
if it expects a float it will convert all the others appropriately
the binarised config.BIN holds each of these values differently. It still does not matter.
same for __EVAL(true); and __EVAL(rad 90)
the engine want's a number. period
Thanks man
Technically not all numbers in config can be floats
All "mass"es in the base game a integers
I don't know if and where it would potentially cause issues
anyone home? I am wondering if it is possible to edit and tweak with helicopter controls
one aspect is how the mass of the helicopter is distributed in the model. If you don't own the model, then you are limited in what you can do
there are some entries in config too, but you can't do too much with them
If you want to change the advanced flight model, then there is a .xml file containing all the charts
If you want to edit those then good luck. It's nearly impossible to get anything good without the software that allows for editing and creating these files
You are on your own with this one.
Technically not all numbers in config can be floats
the engine accepts 1.0,2.0,....3.0 as being an integer too, and, so far as my tests always showed it floor'ed(3.4576) to 3
it is purely the context of the variable. if it wan'ts a float, it makes one, if it wants an int, it makes one
but, agre3ed, this is bis, and every time they get a fresh set of monkeys they're quite capable of breaking the keys on the keyboard.
{
class Cargo
{
parachuteClass = "B_Parachute_02_F";
parachuteHeightLimit = 5;
canBeTransported = 1;
dimensions[] = {"BBox_1_1_pos","BBox_1_2_pos"};
};
};```
set in the vehicle class to be transported
scope = 2;
scopeCurator = 2;
displayName = "PCML";
author = "Bohemia Interactive";
editorCategory = "EdCat_Weapons";
editorSubcategory = "EdSubcat_Launchers";
vehicleClass = "WeaponsSecondary";
class TransportWeapons {
class launch_NLAW_F {
weapon = "launch_NLAW_F";
count = 1;
};
};
class TransportMagazines {
class NLAW_F {
magazine = "NLAW_F";
count = 1;
};
};
};``` is this used in cfgVehicles to make weapons appear in Eden subcat and Zeus?
Yes that should work, I've heard as well the classname should also be in the corresponding entry in CfgPatches for it to show correctly in Zeus
weapons [] = {}?
As long as EdCat_Weapons and EdSubcat_Launchers exist in CfgEditorCategories and CfgEditorSubcategories
Yeah
thanks
Actually, I take that back. Weapon_launch_NLAW_F is actually a vehicle so it goes in units[], launch_NLAW_F is the weapon so it goes in weapons[]
You can't add "Weapon_launch_NLAW_F" to a player, but you can use createVehicle to place it on the ground next to the player. On the other hand, you can add "launch_NLAW_F" to the player, but can't createVehicle it on the ground
Yeah I figured that one, I said weapons but thought on actual cfgWeapons class.
I saw its used as Weapons holder, looking at config dump now.
The class above is from the dump, just looking at examples. Thanks again.
Ouch this one is pain... DISPOSABLE LAUNCHERS ... @wild pasture have you been dealing with this... M72 law perhaps? Got a similar launcher that I need to configure to be one shot.... with no cba.
so far I got model which works pretty well, got a versions of it, loaded and unloaded, kinda like SMAW in CUP and got it configured, ammo, mags and all, got cfgVehicle class for used with Thing class inherited, now I probably need eventhandlers for take, put, fired... hm?
Hi, does anyone know if there's a list available of all the different "Displays" and what dialog they correspond to?
Yeah, but there are several displays that are used by the engine, for example display 46. I'm just wondering if there are more like that, and if so how can I find them?
however, a dialog always should require the user to act
whilst a display just .. displays
however ... not listing ingame displays
so ... kinda useless
still ... you will find all displays in the config
either plain in configBin
or at RscTitles (think it was this?)
okay thank you, I will take a look.
The problem I'm having is, I'm trying to find a way to animate a control that is being displayed on the surface of a 3D model. But since the control is being defined within the Areas[] class of the 3D model control, I can't find a way to reference the controls within it.
And I was thinking if the Areas[] class is rendering the controls on a separate display
This is my first time using Arma 3 discord, so cut me some slack if I'm posting this in the wrong area
However does anyone have the 'units[] = ' and 'requiredAddons[] =' for the V44 Blackfish? Or where I cand find it
correct me if i am wrong but ... shouldnt that still be possible using some combination of displayCtrl and findDisplay? @teal crane
tbh ... never looked deep into the 3dUI stuff to help you out here
assuming the blackfish is a pbo in it's own right, it will have a cfgPatches class in it's config.cpp
Only problem is, is that its in .ebo format
if not, you wil have to locate the config.cpp that contains a mention of black fishes (plural)
well your sht out of luck
just look at the pbo's of the expansion
you can use the config browser in the game to look at all cfgVEHICLES classes and discover it that way
i think they have "exp" in their name...
That is true, when I looked at the Blackfish in the config browser it has the 'parent classes' area
Though some of them don't look right
if all you need is the name of the unit(s) simply place them in the game editor and look at the resulting mission.sqm
there exists only one "air_f_exp.pbo" so there you go
requiredAddons[] = {"air_f_exp"};
So really thats all I need?
Seems too simple
I'll try that out once the RC build has downloaded again
very likely, yes
a mission.sqm will auto fill the required addon
Just noticed that now I need the damn class names...
class Plane;
class Plane_Base_F: Plane{};
class Plane_CAS_01_base_F: Plane_Base_F
Cause that defintelty aint it
Cheers for the help above though, will look into it
CAS is the ground strike jets
Yea, I'm using another one of my configs as a framework
Fill it out with the correct stuff
there exists only one "air_f_exp.pbo" so there you go
mine are ebo's so what's going on here?
generalisation, since everyone is so used to pbos?
how can you assume nameOfAddon if you can't read that addon's cfgPatches class?
nameofPbo/ebo and nameOF addon are rarely the same thing
At this stage best thing I can try is the name of the ebo haha
best way is to plunk it in a mission. and read the mission.sqm. problem solved.
Gimmie an hour and I'll get back to you haha
yes i meant ebo ...
since patchname = pbo name for previous bis pbo's, one would assume that this is the case here as well...
I'm confused. Why not just look at the units in the config browser for the CfgPatches of air_f_exp?
if i didn't say that, i certainly meant to.
BUT bis more often than not, get it wrong folks.
About 35mins then I can tell you whether it works
you might as well use monday, tuesday, thank god it's friday, for some of the unit names they can't remember.
or mistake them in another pbo
or list ones that don't exist.
or make a config dump ๐
uhm ... hopefully there will be some showcase of that available ...
but do i see that correctly, that stuff is kinda replacing that scripted cargo loading thingy
igiload or whatever it was callen?
That link doesnt work ๐ฆ
Ok so I got 'A3_Air_F_Exp_VTOL_01' from the mission sqm
in the 'Addons []=' section
class Item1
{
className="A3_Air_F_Exp";
name="Arma 3 Apex - Aircrafts";
author="Bohemia Interactive";
url="http://www.arma3.com";
};
addons[]=
{
"A3_Air_F_Exp_VTOL_01"
};
@wild pasture I got the info I needed from the cfgpatch in the config brower, cheer for the help.
Also cheers to everyone else for the help
after vehicler relase i add all vehicles and save mission to find vehicles ID and Addons names
after this can add vehicles to westland map
When people want all in one config dumps, do they usually want inherited properties as well?
I think i would find it exceptionally useful. But onlly if they were clearly indicated as not actually being part of the class by //
or even //thing / * from blah class would be even betterer. * /
might get a bit messy (unless indentation is used)
and, bis have broken quite a few inhertences clearly visible in the rpt, notably rscDisplays, so it might actually be misleading, because, who's telling the truth here?
beyond anything, what people need even more that yet-another config printout, is an inheritence tree. just like ofp HAD to have. If all the vars were stripped out, just leaving their classes and their inheritence, it would save so much guesswork.
for example, in my case, I use #includes to bring in the tank tree which brings in the car tree which brings in the allvehicels tree and so on. that way, there's no possibility of an error.
if i mistakenly inherit from a non-existent class (at that level of indentation) the compiler is going to scream very loudly at me.
A tree also obviates the need for getting requiredAddons totally correct. Because what you are doing is saving the engine from creating them anyway.
could be intresting to have (should be much easyer to follow the config inheritance)
@wild pasture the dump script by Denis Usenko can do that
Ok got myself a problem
class Eventhandlers; // External class reference
class DefaultEventhandlers; // External class reference
class CfgVehicles
{
class Plane;
class VTOL_Base_F;
class VTOL_01_Base_f
{
class Sounds
Anyone know why that would cause my V44 to not show up in the game anymore?
Gone over everything I know and nothing seems to bring her back
you broke the inheritance and probably lack correct load order/dep definition
I got the inheritance from LAXeman, so I'm just following what he got for me
does anyone know if there is a min value in startDate? (from cfgWorlds)
i think the engine reverts it to some default when going too low when you save the mission
well it does not even take it from the config when i look at the year in eden...
the year should be 1945 and i assume IFA3 uses the same or close to it. are there any problems with it?
class CA_ValueYear: CA_ValueMonth
from = 1935;
to = 1950;
however this was in RscDisplayIntel
no idea if the 3d editor still uses that
but the mission then actually plays in the selected year when using date to confirm?
for A2/OA it used to yes
no idea about A3
the date is saved in the mission.sqm
so first check there what gets set
ok, so it might be just the editor range that does not allow 1945 but the engine supports it
Managed to get the V44 working, cheers for all the help.
does anyone have a complete configdump of current sneak preview or post-E3-devbranch for download?
What's a good storage size for clothes vests and backpacks?
I asked about the config dump because I was fixing and optimizing the one by Denis. But for the full dump I need to work around the string and array size
@strange egret is there a specific config you want or just a general dump?
And by general dump, I mean a full dump
yeah a full dump would be neat
Hi, is it possible to render a custom dialog as an appendix to the in-game inventory UI?
@wild pasture please get in touch with @obtuse anchor. he is planning to sort those issue, and move everything into a dll (based an Neo's dll I guess)
i have this weird problem that some damage on infantry to the head bleeds over to arms, chest and hands... does anybody know why? I know that i only hit one single hitpoint (the head), so it can't be hitpoint-radius-intersection
@stoic lily what do you mean in https://forums.bistudio.com/topic/160329-soldier-protection-dev-branch/page-27#entry3045893 ? CAMan base has the advanced damage system defined
I'll post the all in one config in a minute
@strange egret compare/diff class HitPoints of CAManBase vs O_Soldier_base_F and you will see
@stoic lily wasn't planning on writing as a dll (though it wouldn't be a bad idea to do formatting and escaping in C++) just make more use of neo's dll. writing in C++ is masochistic and to be avoided whenever possible
Hey guys, sorry for interrupting, but does anyone know if I can define a stringtable.xml just for two or three languages? (My Japanese is a bit rusty so I don't plan on translating into that particular language. :)) Or do I need to have (default) values set for every language for a given string?
@obtuse anchor roger - my point was not doing it in sq right?
@solar latch try just dropping those defintions for other languages; it should revert to using the default term
It's sort of possible in SQF, but would require more formatting outside of it
otherwise just use English in every non translated
@stoic lily i dont see the difference... other than armor values (due to base uniform of opfor providing more protection)
@stoic lily: thanks, I figured the "original" tag might work as some sort of fallback. Will try that.
yep original was the tag
well as is i just replaced the copytoclipboard code with writetofile lines, but there may be some perfromance advantage in firing everything at neo's dll as it's read rather than doing any assembly/manipulation at all in sqf
It's the joinString that causes issues
@strange egret different armorStructural, explosionShielding, all Hitclasses only have armor=1, generic passThrough and a few other small stuff
basically the default as mentioned
Denis wrote it like 6 years ago, and it's still performs very well
@stoic lily yes, because base uniform of Opfor is designed to provide protection (their vests have alot less protection values).
Would you guys prefer dropbox or google drive?
vs with the properly configured, or a vest, units surive couple of hits
I'll post the script as well
yes kju, that's by design
@wild pasture have you fixed it?
cool, thanks
Let me know if you spot anything wrong, as it's possible
- poor design - it should be unit specific definitions - not relying on a default class
- not every class is properly configured with the combo
- mods inheritance from the A3 infantry base classes will be bugged
I'm not sure what to do about the chinese characters, as they come out incorrectly from the dubbing configs
if mods inherit from a wrong uniform who's fault is that then?
well a DLL would be the ideal way to deal with all of that stuff. if i made one that simply did the writing to file it could have special handling for these things (dif charsets etc) added over time
One of the new EBOs with dubbing I think
I'll do ACE, CBA, CUP, IFA3, and RHS today
thank u
yes, thank you
The dump for 1.63 by itself takes about 20 seconds, which I'm fairly happy with
I tried running it with the "IncludeInheritedPropertiesFlag" as true and left it running for 10 minutes, but it still showed no sign of recovery so I just closed my game
Ended up having a 600 MB file, so I'm curious if I leave it for longer if it will finish
Cheers for that dump there @wild pasture . Interesting stuff to have a geez through
virtual reality entities have differentiation between left and right limbs ... but combat soldiers not for some reason
anyone know if you could make a backpack dissassemble/reassemble into a rifle without scripts that are too hacky/slow?
i'm pretty sure assembling it wouldn't be a problem.. but is there any way (other than maybe adding an action to every player with the condition being having the rifle) I could dissassemble it?
anybody happen to be good at muzzle flash
wow damage to infantry is super inconsistent ... i've never noticed that before. sometimes a shot to the leg does 0.4 damage to HitLegs, sometimes 0.2 . Depending on weapon it also does different damage to global health.
thinks to himself.. if shot in the head, other things do stop working
thats an easy case yes...
Does someone know how to allow storing certain magazines in certain containers ? Like, a player is not able to store a magazine in his uniform or vest, but only in his backpack, etc.
iteminfo ... which is described tenfold in the samples...
I know the itemInfo thing, didn't know it could apply to cfgMagazines
Oh, and it's just simply allowedSlots[] = {901}; in the config of the magazine, no item info
Got dumps for most of the major mods and frequently used combinations https://www.dropbox.com/sh/034snlnludgb7k2/AAAXDLm0FnWLav9EZ7wwag8Da?dl=0
@wild pasture you can use IncludeInheritedPropertiesFlag on small subsets
otherwise as you saw it will grow to massive size
Yeah I don't really see many scenarios where it is worth using
nice one @wild pasture thanks for the script
to allow multiple Custom difficulty presets ...
well had anyone actually tried defining another one trough a server side mod and adjusting arma3server.profile accordingly? It may work... theoretically.... unless the profile part of it is hardcoded that is
ref | https://forums.bistudio.com/topic/188661-difficulty-overhaul/page-10#entry3045859
anybody know how to fix the logo of a mod (modpack) not overwriting containing pbo`s dlc= parameter? I see this since 1.60
{
class Mod_Base; //External Class Reference
class my_mod_class : Mod_Base
{
logo = "\my_pbo_name\logo.paa";
};
};``` I dont use DLC param ever and Im fine
also in mod.cpp
perhaps you are using wrong dir = "@mymod"; ?
file references in mod.cpp are either
relative\to\the\mod.cpp OR
\a\pbo\prefix\
(note the first slash)
thats not it. let me try to explain. hypotheoreticly ๐ if I had a @modpack which contains pbo`s from other mods, each with their own dlc= parameter (or own logo in arsenal). so if the @modpack contains a mod.cpp with a logo itself, this logo will show for all mods included within @modpack, not each their original anymore, since 1.60
BIS changed the way that those icons are generated ingame. They don't use the dlc icons now, only the icon from mod.cpp of the folder
... only the reference to an icon/logo in the mod.cpp
unless you're also saying they no longer look inside pbo's (which would be very odd)
ok so apparently the thicker your fire geometry is, the more damage you take, but only for weapons with caliber > 0
Don't larger calibers result in surrounding hit points to take damage? So overall you take more damage
That was more related to one of your previous comments, but that could be why you take more damage on thicker fire geometry
i noticed that other parts get damaged on infantry sometimes, yeah. But this is a different issue
i created a target with just one hitpoint class but varying geometry thickness, and it takes more damage when i shoot the thicker parts
this is a bit of an issue though, it makes damage almost impossible to predict
maybe the more the bullte penetrates the more damage it does, if it just exits after a few cm it will only do damage for these cm
not sure if that makes any sense tho ๐
yeah thats how it seems to be working
That might make sense. Do you have bullet tracing on?
I have never really looked at whether the bullet is stopped by the player or if it keeps traveling
I've only seen it with larger calibers like .50 where you know it could kill multiple people
i know the bullet penetrate the body (556 can penetrate 160mm of meat in arma )
Are you using meat or meatbones for these tests?
meat
ok so here is my target: 1.8m tall "ramp", https://abload.de/img/20160617164441_10rbee.jpg top is 45mm thick and increases to 230mm to the bottom. This screenshot shows how i shot it with a 820m/s bullet with caliber 0.05. The location where i shot is basically right at the border of where it can still penetrate (see how the bullet just falls to the ground
Bullet has 12 hit damage, The hitpoint (HitLeg) has 5 "HP". The bullet at this location did only 1 HP damage. If i shoot 1 cm lower, the bullet will not penetrate through, and does full 12 HP damage.
this is really bad...
the double row of hitpoint spheres has no impact btw, i tested that too
i'm a bit confused, the thickness at this part where i shot is about 100-110mm, material meat with penetrability 250. Theoretically the bullet should only be capable of 10mm at pointblank range o0 100mm would be caliber 0.5 but i confirmed 0.05 via configviewer
Hey guys! Who good with explosives? Can i make own c4 but without planting animation?
I can make napalm with a mixture that kills everything where-ever its burned for at least 2y, best weed killer ever
can i borrow some of that? i have this one really annoying weed i need to kill. and if it doesn't come back for 2yrs, well, that will be splendid.
heheh
@hard chasm I found something you might like regarding config hierarchies and inheritance. Karel wrote a function (BIS_fnc_exportConfigHierarchy) to dump a table for the wiki to your clipboard.
I ran it on 1.63 with some of the more common classes and just threw it on the CUP wiki as a test.
CfgVehicles: http://wiki.cup-arma3.org/index.php?title=A3_Config_Hierarchy_CfgVehicles
CfgWeapons: http://wiki.cup-arma3.org/index.php?title=A3_Config_Hierarchy_CfgWeapons
CfgMagazines: http://wiki.cup-arma3.org/index.php?title=A3_Config_Hierarchy_CfgMagazines
CfgWorlds: http://wiki.cup-arma3.org/index.php?title=A3_Config_Hierarchy_CfgWorlds
The color for each box is based on the scope, so pink is 0, light gray is 1, and white is 2
Here is the wiki page for the function https://community.bistudio.com/wiki/BIS_fnc_exportConfigHierarchy
thank u
Is that the kind of thing you were looking for?
they are good topology pages but not what i need. eg a config cpp structure
reloadAction can this be disabled like reloadAction="Empty"; or reloadAction="";?
ah its already empty in cfgMagazines: Default like this reloadAction="";
so if I have it like this defined in mags and weapon, reload should be disabled right?
What must I put in a vehicle config to give it a certain camo? For example, how the new V44 Blackfish has a Green and Blue camo, what would I put into the config to give it blue one instead of the green one? Hope that makes sense
hiddenSelections[] = {cfgModel.sections.AnyName1,..,cfgModel.sections.Anyame99};
hiddenSelectionsTextures[] = {a paa file for AnyName1,...,a paa file for AnyName99};
example:
hiddenSelections[] = {camo1,camo2};// very traditional
hiddenSelectionsTextures[] = {whatever\you\want,,,,};
the list of 'sections' in the modelcfg is in arbitrary order. the engine looks for the name, not the index
sqX
setObjectTexture [0, "\pboname\texture.paa"];
to change the TEXTURE for 'camo1'
Why config it? You can choose the paint scheme in Eden in the attributes menu
how constantly often i am wrong. but i assumed there had to be sections to paint in the modelcfg, and hiddenselections to access them in the config.
Nah, you're right, there does. But it seems he's just seeking to either change the default colour of the Blackfish to use the BIS "blue" camo, or make a separate editor class with the blue camo
which isn't really necessary since you can select the blue camo from the editor anyway via Attributes
Those types of paint schemes are configured with the Vehicle Customisation system https://community.bistudio.com/wiki/Vehicle_Customization_(VhC)
This is for my milsim community, and I want to the blue skin for the USMC stuff while the green skin for the Army stuff
So you just place it down and its the colour for the faction
Anyway got it working thanks to @hard chasm
Cheers for the help
strictly speaking the Blue one is based on USAF special operations rather than Marine/Navy, http://www.kirtland.af.mil/shared/media/photodb/photos/060320-F-9999M-333.jpg but anyway, in that case yes, you'd just need to make a new class for the editor and assign the correct paths to the Blue textures with the hiddenSelectionsTextures[] array
The green ones looks strange on a carrier and next to RHS marine birds
Looks out of place
agrees. Hopefully BIS will release .psd files for retexturing them like they did with the helicopters DLC stuff eventually
make some proper Grey ones.
hey guys is it possible to have a light on a vehicle that can be turned on and off by the commander?
providing neither the 'light' memory point, nor the switch to activate it are in proxies. yes. look for a desklamp or ceiling light in a building to get some idea of how to arrange it in model.cfg and config.cpp
thanks I'll do that....but they mostly are lightpoints and I need a lightcone :/
this damage system is driving me nuts... zero sense. A shell with hit=200, indirectHit=0 indirectHitRange=0 does more indirect damage than a shell with hit=200 indirecthit=100 indirectHitRange=0.05
@strange egret you might want to read the source code. however this might drive you insane ๐
well better read hard to understand code than wasting my time trying to find out how it works via trial&error
same applies to the deflection parameter. when having deflecting=20 in cfgAmmo for example, there is a 7% chance for ricochet @ 45ยฐ , 50% @ 60ยฐ, 80% @ 70ยฐ (roughly, empirical base)... none of this is documented anywhere
all this is important when you want to make a damage system that doesn't just let a vehicle explode after 3 hits to any location...
so what i can say for sure is that every simulation=shot and simulation=shell weapon has an "internal" damage radius - that means that if you hit a tank from the front, no matter if penetration occurs or not, hitpoints in the middle or rear of the tank can get damage. This radius depends on the hitstrength of the weapon ... that is just bollocks >(
๐
how i can disable stepsounds for some default arma animations? If rewrite cfg, SoundEnabled=0; not works ๐ฆ
anims cfg just not rewriting ๐ฆ
One of the flight controls in helis is the Collective -- when you engage it, there is a pause, then it starts to move slowly, then speeds up a little. I'd like to speed up that process, shorten the pause, make the rate of change controllable -- is that even possible?
why would you want to make it arcadish when that sounds how it is supposed to be?
In fact I disagree with how it's supposed to be, and I would like to make my case by demonstrating it
rather than just by describing it
I don't want to turn it into Defender ๐
just look at vanilla configs... there are many interesting things to find in it, it will surely inspire you to do other things as well
need help https://drive.google.com/open?id=0B_FQK36CQSWiS1Y3RGlUN1VoQlU
line 131 error Undefined base class
@south bison http://pastebin.com/V97qeDss
what was the mistake
what now
i test the soldier from my project it turned invisible just floating hands and head
Seems to me that you defined class B_Soldier_base_F; twice
Already sent him a fixed version, that's what the pastebin was for @sullen fulcrum
good point
now i got new error in loading the texture in the 3d editor it turns invisible
searching for his magic glassball
?????
It's over at your grandpas house, remember? @viral rapids
what possibly can cause the texture no to load
@south bison Again: What did we talked about before?
We do NOT see, whats going on, on your PC.
Means -> Check .rpt -> pastebin
OR (wich is better for learning) -> Try to figure it out for yourself.
i run arma and opend the 3d editor and when i put the soldier from my addon it didn't load a texture just invisible and floating head - hand vest and rifle
gogogo, i have faith in you! You didn't started insulting (yet :D)
@viral rapids my string is getting very close to bursting.
english is hard when you are tired.
oh my, stop using GoogleTranslator ๐
Yahoo? ๐
My primary language is english.
is they are problem with paa file
I am loosing my faith in you Mootaz
May i?
I mean, i wrote everything before. hmm, nvm. Back2Scripts
I'm not to far behind you.
no result when i search Check .rpt in the pc
@south bison https://community.bistudio.com/wiki/Crash_Files
the game doesn't crash not that what i mean but my addon soldier loads with no texture even thou i done the paa
that is the RPT
Are you using a "free" version of the game?
this one is my brother pc so it's his game and i have 2 arma copies 1 in this pc and other in my gamer steam version
why
no comment.
so what may cause the texture not to load
don't use a "free" version of the game and then maybe it would work.
oh ok
i don't blame my brother games here a double the price
( original games )
1 $ for 2 TND ( our local currency )
$1 = 2.17 TND....
All of the conversions are exactly the same.
so double the price is not a reasonable thing to say.
but here we are not allowed to own a international bank cards and we go to neteller and paypal and we fund them in the black market and that means 1 $ =3 tnd
@red wharf ...
and we are not rich country min wage here is 200$
i consider myself lucky comparing to many Tunisian arma fans i recently get the original steam version thank to 3 month of working in grocery store
we live in country that doesn't care or even support the gamers community
RSC status display considers FOV=0.4 (=48ยฐ) as x1 magnification ... in case anyone wondered
horizontal or vertical FOV?
well, whatever initFov=0.4; uses
unless it is also screen dependant, that i can't check
sounds unlikely though, that would mean different screens would show different RSC info regarding magnification
like it couldnt be initFov=1; or 100% it has to be so geeky 0.4 ^^
FOV 1 would be 180ยฐ iirc. That would look stupid
IIRC they're in radians, so would be 57.2958 degrees
you actually do have 180 FOV IRL you just dont have focus on entire degree angle
Hi guys, did anyone find out from where the radius value of a useraction is measured from? Model center? object position ?
OK thx, I will check it later.
So for checking the necessary min. Distance : object modelToWorld [0,0,0] distance getposATL player
?
If this is a UserAction there is no need, just use the radius entry
This is my code to check the minimum radius ( tall building have a big radius)
From what I can tell object distance player is equivalent to (object modelToWorld [0, 0, 0]) distance player
Oh I see
Is it for a door?
yeah, but it is a non enterable building. so a have a modeltoworld vector pointing to it and checking the distance to the player, to make things more performant i want to adjust the radius value of the config
i made a addon that makes the same as this teleport on roof script but without triggers
just a few actions don't work because of the radius i think
this script : http://www.armaholic.com/page.php?id=31116
So you are doing it through a config rather than through a script with addAction?
jup
works fine just a few misscalculated radius values
haha the mod is even with a nice icon ๐
I'm a little confused here. Are you extending those building configs to have the UserAction at those locations? Or are have you created a separate config and object that is placed at the entries to those buildings?
Nice, I was going to suggest something similar
Nice ๐
just tested it with building on tanoa . works fine ๐ the radius is still a bit high but performance is overrated ๐
Okay, I guess I need your help now ^^ can someone explain me, why my marker (blue in .paa file) is displayed red on the map? >.< here's the config: class CfgMarkers { class Sheriff { name = "Sheriff"; markerClass = "Locations"; icon = "\ArmiLife_Images\icons\mapSheriff.paa"; texture = "\ArmiLife_Images\icons\mapSheriff.paa"; color[] = { 0,0,0,1 }; size = 24; shadow = 0; scope = 1; }; };
I guess it has to do with color[] but no idea
wrong paa size?
tried 24x24, 32x32, 50x50 ^^ always the same
64x64=
ok, will try
e.g. if the missiontile picture is the wrong size the colors will be inverted or so. maybe it is the same with makers?!
this is blue : color[] = {0,0,1,1};
helped me a lot with color stuff : http://killzonekid.com/hex-2-arma-gui-colour-converter/
Yay, that worked in combination with the color white ^^ thanks a lot.
For future reference, textures should always be a power of 2
IIRC they're in radians
they are not radians from my understanding
1 is 180 degree and 0 would be 0 degree if that'd made any sense
might also be 120ยฐ, cause that would be more sensible for computer screens... 180ยฐ = extreme fisheye
someone in a galaxy far far away, and some time ago, explained to me 1 = 120 degrees. Since my knowledge of models is 0 in any measurement system. 2 cents deposited.
yeah, it might be 120
But that is not 1x magnification
because soldiers have fov 0.75
or 0.7 can't remember
Same as most vehicles and optics on their "default" optic mode
I'm pretty sure 180ยฐ FOV for the human eye is a urban legend.
Because I can only see things on the very left/right of me if I move my eyes ...
soldiers have a range between 1.0 and 0.4 (pilots/vehicles) , but i have also seen some with 1.25 to 0.25 defined (CAManbase). seems a bit inconsistent...
@jade brook ```In the context of human vision, the term "field of view" is typically used in the sense of a restriction to what is visible by external apparatus, like spectacles[2] or virtual reality goggles. Note that eye movements do not change the field of view.
If the analogy of the eye's retina working as a sensor is drawn upon, the corresponding concept in human (and much of animal vision) is the visual field.[3] It is defined as โthe number of degrees of visual angle during stable fixation of the eyesโ.[4] Note that eye movements are excluded in the definition. Different animals have different visual fields, depending, among others, on the placement of the eyes. Humans have an almost 180-degree forward-facing horizontal diameter of their visual field, while some birds have a complete or nearly complete 360-degree visual field. The vertical range of the visual field in humans is typically around 135 degrees.``` so you see its 180
H 180 / V 135 degrees!
yes, but you have to move your eyes
which defeats the purpose
because you can't do that in game
well you move your head
Um yeah I said engine cant emulate that...
but that is not what FOV represents in the game
I agree
age old debate...
so IRL and in game cant be comared to conclude this, I just mentioned scientific fact per chance
Depends on how you define FOV
But since you don't move you eyeballs independantly in game
mine makes more sense I think
do we have a fact actually how much degrees radians or whatever the fuck they thought when making it, is FOV in game?
1 = ??? degrees /rads
apologies for bursting but this is one sick practice to not document your own shit
a monitor takes maybe 20ยฐ of your FOV (depends on size and distance obviously) Trying to model 180ยฐ or even 120ยฐ on the monitor looks dumb (fisheye) and you won't be able to see anything because of how small it is, and how limited the resolution is. That's why soldiers can zoom out (more peripheral vision) and zoom in (to be able to recognize details)
"but this is one sick practice to not document your own shi" you must be new to armamodding ๐
actually no I deal with this crap for too long
compared to other issues FOV in degree is not difficult to test out at least
yet we have to deal with guesswork as usual and digging trough biki and forum posts and that doesnt even scratch the surface.. typos, typos everywhere
go ingame, place a couple of soldiers around you, make sure max FOV is set at 1, check how many soldiers you can see, deduce degrees. + write down in biki
what am I missing that my tank doesn't drive with tankx
change simulation from Tank to TankX
uhhhmmm...yeah that's what I did lol
and he refuses to start driving
also he is sunk in the ground a bit
yeah it's deriving from the vanilla warrior
it may well be 180,but as I have always understood it, the mysterious value fov=1; is not radians, not apple pie, it's 120 degrees. in which case. to state 180, you need a fov =1.50;
@young mortar you need to update the model and model.cfg too
check the guides in BIF and BIKI
does the model need anything else besides the Geometry Phys LOD?
yes, properly set up memorypoints and animations that conform with the properly set up physx config
tankX not driving can have a multitude reasons.
@kindred moss @strange egret calculating rather empirically from a scope reticle I calibrated: http://i.imgur.com/JqjdlkZ.png
You calculated what you see through the optic, but FOV controlls the whole screen, so you would have to consider the border too, not just the area that is not masked by the optic-overlay
I converted the 530px measured through the optic to the full 900px vertical screen space in the screenshot
I run the game in 16:10 with 1440*900 res
optic overlay is a custom one I had to do since the standard BIS aperture overlay isn't wide enough to fit a full-width ACOG reticle in it, assuming you calibrate to the full 110 mil width and proper 4x magnification (based on using FOV = 0.25 as the baseline like BIS do for their scopes)
that's where the inconsistency comes... if you would apply RSC display to it that shows magnification you would see it display 6.4x magnification
i dont think BIS ever gave this a proper thought... it propably just developed over the years, building ontop of different FOV bases... ๐
whole FOV/magnification thing is an abstraction anyway, going hardcore scientific on it would ignore the limiting factors of screen technology imo.
RSC display probably hasn't been updated since they rebaslined all the optics stuff for Marksmen
so now the tank is driving but: http://images.akamai.steamusercontent.com/ugc/258210114364485403/48ED3291A29F90B9C476EA8FFF63942E7B99F1C9/
he drives on the site and I get these rpt errors: 16:39:09 Warning: Convex component representing Track_L not found
16:39:09 Warning: Convex component representing Track_R not found
16:39:09 Warning: Convex component representing Slide not found
16:39:09 Error: Wheel reference not initialized
16:39:09 Error: Wheel reference not initialized
16:39:09 Error: Wheel reference not initialized
16:39:09 Error: Wheel reference not initialized
16:39:09 Error: Wheel reference not initialized
16:39:09 Error: Wheel reference not initialized
16:39:09 Error: Wheel reference not initialized
16:39:09 Error: Wheel reference not initialized
16:39:09 Error: Wheel reference not initialized
16:39:09 Error: Wheel reference not initialized
16:39:09 Error: Wheel reference not initialized
16:39:09 Error: Wheel reference not initialized
Does your model have any named selections for Track_L, Track_R, or Slide?
when looking at the arma 3 p3ds with eliteness they all have it in the physx lod
but what is slide supposed to be?
read the docu posted by X3KJ..
slide component etc is not documented in biki. But it's in the sample model.
I can't find it in the sample model :(
Anyone know how to fix this error when packing pbo with mikeros tools? all found
checking config.cpp's for land_xx...
missing class land_houpacka:house
missing class land_wf_depot:house
missing class land_housev_2l_dam_ruins:house
you have missing land_xx classes, or a broken array in your cfg someplace
no land_xx class and the objects affected will not be baked into the wrp file correctly, and all the animations (doors, ladders, lights, etc) will not work
its default arma 2 assets, why they do dis
for some reason no, which idk why they wouldn't by default.
because arma2 wasnt as strict about classes/inheritance vs. pew's
so a lot of A2 content never had a correct config entry
ah ok, what a potato
got it fixed thanks, just wanted to make sure that it wasn't my files that were outdated or something.
np
how do i find all optics textures?
check p3d referenced by modelOptics and the texture(s) it uses?
in regards of control elements (ui), anybody sees something generic i miss? (xml which is supposed to represent the different events of a single control)
<root>
<event>
<name>onLoad</name>
<description>Triggered when ui element is loaded</description>
<arguments>
<arg index="0" type="CONTROL">Control element that gets loaded</arg>
</arguments>
</event>
</root>```
@stoic lily you'll have to look in the .p3d if you want the .paa file locations, yes
yeah that part is easy. moveObject can list you all file references - i am just not that familiar with optics if there is different of infantry vs vehicles weapons, and if there are some special cases/ways
the optics_model.p3ds are the same for both
alright thanks
does anyone know what the definition base for cfgweapon's deviation token is? Is it in some realworld unit, or does it have some arbitrary definition?
do you mean dispersion or what is deviation as parameter?
err sorry, dispersion of course
@strange egret did you search BIKI and BIF yet?
pretty sure it has been discussed and documented somewhere some years ago (same for fov)
only checked biki (nothing)
btw i updated the damage cases on biki now https://community.bistudio.com/wiki/Arma_3_Damage_Description#Damage_vs._Penetration
6 moa , what a crappy rifle that must be ๐
thanks
@stone cove how about dispersion 0.1? ^^ https://www.reddit.com/r/dayz/comments/276qqv/can_we_get_a_straight_answer_regarding_weapon/
wait what in OA M4 was a 6 MOA rifle?
supposedly?
thats kinda odd - real M4 is like more like 3
also note:
When prone, your dispersion becomes twice lower than the config value (at least it did in ArmA, so needs confirmation). So the prone dispersion might be considered the true weapon's dispersion, while the standing/crouching one has a 'human factor' built into it.
pretty sure ulteq knows what he was doing
wonder if dispersion for vehicles also reduces it by 2, or if it has the same human factor in it ๐
arma 3 already have "human factor" with all that shaking
vehicles can't go prone, so probably not
shaking != dispersion though
cutting down the dispersion while being prone is engine behaviour
can't remove that
no one ever tested how resting and deploying a weapon (with and without bipods) affects this
if at all
more shaking = less accurate = higher MOA
propably no effect. Only in recoil and shakyness
yes... as always... no definite answers, because who needs precise answers anyway -.-"
sorry
arma in a nutshell
I don't know
what nope
(not directed at you)
Just because you shake your weapon, doesn't mean that the bullets dispersion becomes higher
It's like the difference between a systematical and a stochastical error
i didnt said that - why you need a higher dispersion when the shaking is doing its human factor
I don't know. It's engine behaviour though
@jade brook just to be clear, i didn't mean you - i was refering to general lack of any official documentation. I value your input.
Would be silly if weapons get magically uper accurate just because you rest them
Yeah
It's stupid. Especially because it's essentially magic numbers
when you set the rifle 3 moa it will stay 3 moa not less
If we understand this correctly then yes
dispersion change might be legacy hardcode they simply overlooked to remove (if it still is the case) when they redid the shaking and recoil
I don't think they touched dispersion when chaning the recoil and were adding the sway
It's totally different systems
Maybe they did. Who knows
i assume path of least resistance... which means no change
vanilla mk200 got 3 moa = dispersion = 0.00087;
christ those values.... how does a genius come up with 0.00087 = 3? All params are like that
its in radians
same shit like with optics..
yup
recoilProne no longer exists in the new system, right?
not sure if that or recoil altogether has relevance to dispersion though
i guess you could script a measurement logging system
quick question as it currently bothers me ...
in configs, when i want to define a string containing a " ... is it like in SQF so that i have to do a double "" to get a single escaped "?
eg.
field = "foo = ""bar""";
if it was like SQF
and just thinking ... what about " in strings inside of that field? Oo
field = "foo = format[""foo is """"%1"""", ""bar""];"?
yep. there is a somewhat more attractive method by using ' blah' not ""blah""
so correct assumtion ... meh ...
ye ... still that method is useless if you want to automize the generation of given config string
be aware tho that 'blah' is subject to macro expansion wheras ""blah"" is not
does not matters for my lil tool
all gets parsed to field = "foo"
question just was if i rly have to escape each " twice ...
all good then.
even thought ... should allow for the config parser to use ' ...
but well .. as long as there is no bug, there is nobody who will notice :3
so ... now lets come up with a totally different question:
anybody got any idea how to insert a comment into an config field of an event (ui control)?
right now i cannot come up with any idea that would not either suck up performance or would not work ...
are you thinking tooltip? or sth else?
so my Ama unit was doing a clean up of our repo trying to cut a few GB's out of un-used gear but we have come across a bit of an issue with a gear mod we need requiring Nato SF weapons pack (its a massi mod so it makes sense that it would require his weapon mod pack but we are trying to (if possible) keep his UKSF pack and not his weapons pack. this is the first time ive ever tried to patch someone elses mod to try to remove a dependancy and im not sure if its even allowed (seeing as how i assume i need to open the PBO's) but i also remember hearing about just patching the config with another PBO and loading that along side the original UKSF_mas mod. can anyone give me some insight as to what to do? i could just edit the pbo that has the config files in it but i had some issues trying to PBO it and decided to hold off until i knew forsure what i was doing was gonna work
@hard chasm nah ... need to add SQF code to the different controls and thus need to have some "cut" so that the event handlers still can be used ... however ... in config strings it is pretty damn hard to add such cuts as comments are disabled
uhh nvm about my question think this wiki link is what i needed https://community.bistudio.com/wiki/ArmA_3_Replacement_Config_Tutorial
but can you remove the fact that the mod itself still has another mod in the requiredaddons even if you have a replacement config that changes the weapons a faction uses to vanilla ones
you can't just "remove dependancy" ...
the UK pack may require rvmats, classes, textures and other models from the main package. You can't just remove that.
the config is in a seperate PBO than the main pbo, and from what i can tell the dependancy is due to the factions and the units set up to be used in the editor
using weapons from nato sf weapons pack
you cant change another mods requiredAddons via a config patch
hmm thats what i feared
a config patch needs to load after the mod its patching
at which point the requirement is already set
You could make a dummy config which shares the name of the requirement
BUT
but the requirement was probably placed there for a reason
smart about the dummy config, didnt think of that