#arma3_config

1 messages ยท Page 61 of 1

hard chasm
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guessing again, but windoze is complainingg about a key right enough. the sha key inside the pbo.

kindred moss
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I just completed building addon with pboProject no error now to check signatures to see if they are valid

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no error in DSUtils keys are fine

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trying to build with addon builder and doing the same

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works for me either way

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just had to link private key every time I start addon builder, not sure whats that about but it works after you link it

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same with DSUtils created signatures it works...

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so @rigid token you need to unkaput your pc...reinstall tools perhaps?

rigid token
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trying that now

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same. i give up for today

hard chasm
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still didn't answer the obvious question. how did you make that pbo? have you tried on known 'good' pbos ?

rigid token
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made with pboproject

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maybe i need to update that

hard chasm
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try manually signing some other older known to be ok pbo

knotty sage
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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 ?

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Is this some kind of joke ?

hard chasm
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use dewss.exe to change that (sample) frequency

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if their bis files, use bis to change that (sample) frequency

knotty sage
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It's already 48kHz

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Or maybe the joke has gone too far, and I need to set my sound to 44.1 kHz ?

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Yeah, just checked the sounds that works, they are at 44.1 kHz

hard chasm
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they way i read it, they expect everything to be 44.1

knotty sage
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Yes, yet arma 3 sound (official ones) are expected to be 48 kHz

hard chasm
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wlcome to hell.

knotty sage
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lol

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that's the non-sense of the day I needed

hard chasm
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it's your fault. you did not read the fine print when sacrificing goats. did you.

knotty sage
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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

dim mist
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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

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or whatever the group of sounds is called

knotty sage
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Yet the game analyzing frequencies is wrong

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Especially on the bastard sound saying it's 44.1 kHz, as it's not

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I'm the RPT meister

dim mist
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u using the .wav on purpose?

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shouldn't be .wss?

knotty sage
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yolo

hard chasm
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good spot lecks.

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he's french, so make allowances please.

knotty sage
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yeah, s'il vous plaรฎt

dim mist
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ah ok.. explains the sense of humour too.. didn't even get a chuckle out of that rpt

knotty sage
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The whole file is a joke, it tells the user expected and "actual" frequency as it's all wrong, and not even accurate

knotty sage
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Does that really matter to use .wss instead of .wav ? In terms of performance / compatibility ? Because no issues so far

dim mist
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i think wss is better performance

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in some circumstances

knotty sage
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Hmm

hard chasm
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wav can be gigantic bloat. performance wise, ALL sound formats, ogg, wss, marbles, mp4, are converted to wav by the os.

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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

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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.

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I bet you are sorry you asked ๐Ÿ˜Ž

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genuine music files and 'voices' should be ogg

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all engine sounds should be 4 byte nibble compressed.

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you can use dewss.exe to create to AND PLAY all bis recognised formats and see and hear the results for yourself

knotty sage
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Interesting

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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'

hard chasm
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definate. and in fact. arma3 BETA used wav for that very reason.

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but you've given me an idea to get pboProject to do it for you.

knotty sage
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and here is my goat sacrifice

midnight spear
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Addon Builder cause many issues when packing. Used it and had much issues, they I used pboproject from mikero and it worked fine

knotty sage
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mikero is love, mikero is life

stoic lily
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mikero only prelongs our "suffering" ๐Ÿ˜›

strange egret
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@knotty sage talk is cheap, i have yet to see a temple errected in his name

knotty sage
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mikero is our lord and savior

strange egret
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no holy text, no temple, no rituals... pathetic religion

knotty sage
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Wait for it

kindred moss
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Has anyone tried to extract cfgPatches from the core game and dump it to file? I need this to do a checkup.

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And entire core dump does not contain cfgPatches already done that

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[configFile >> "cfgPatches", true] call compile preprocessFileLineNumbers "dumpConfig.sqf" ??

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@stoic lily would this work?

wild pasture
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Do you want the contents of the CfgPatches or purely just what exists?

kindred moss
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no just list of cfgPatches

wild pasture
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Pretty crude but

_configs = "true" configClasses (configFile >> "CfgPatches"); 
_configs apply {diag_log _x}
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I think that should get everything

kindred moss
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that would dump it to rpt right?

wild pasture
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Yes

kindred moss
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can I use MBfileio.dll from mapbuilder to dump it to .txt?

wild pasture
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And it would have bin\config.bin/CfgPatches/ at the front of each patch

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No idea, you'd probably be best off asking Neo

kindred moss
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I have tried above with scipt I use for dumping entire configs but looks like it hanged I have done something wrong

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  • noLogs param wont prevent it?
wild pasture
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I actually have no idea what happens when you have -noLogs and specifically use diag_log

kindred moss
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gonna find out now ๐Ÿ˜„

wild pasture
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Yeah I saw a couple comments from you and defunkt in the config dump thread

kindred moss
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yeah thats the one

wild pasture
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Maybe it's an issue with array or string size

kindred moss
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I probably screwd up using IncludeInheritedPropertiesFlag set to true

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going to try without it and if it it wont work trying your solution

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yiss it worked

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[configFile >> "cfgPatches"] call compile preprocessFileLineNumbers "dumpConfigMB.sqf"

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gonna try now with rpt dump

wild pasture
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This is better

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_configs = "true" configClasses (configFile >> "CfgPatches"); 
_configs apply {diag_log configName _x}
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That way it won't have bin\config.bin/CfgPatches/ in front of it

kindred moss
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nice, but it wont do crap with -noLogs there is no rpt generated at all lol

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ok restart

wild pasture
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You just want it comma separated in your clipboard?

kindred moss
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sure if you got something cooked

wild pasture
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_configs = "true" configClasses (configFile >> "CfgPatches");  
{_configs set [_foreachIndex, configName _x]} foreach _configs;
copyToClipboard str _configs;
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That comes out like ["A3Data","A3_3DEN_Language",....]

kindred moss
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should work from debug console right?

wild pasture
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Yeah, that's where I ran it from

kindred moss
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flawless execution

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thanks man

wild pasture
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No problem, I needed a cleaner way to do that anyway for getting CfgPatches for editorPreviews

kindred moss
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    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
wild pasture
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Well what I mean is for doing editor previews for Eden you can specify what CfgPatches you want it to generate the images from

kindred moss
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ah thats a different script gotya

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can you just use cfgVehicles or cfgWeapons why even bothering with cfgPatches?

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although that scipt is not really custom mods friendly someone should give it some love

wild pasture
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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.

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So I ended up just dumping all loaded CfgPatches and using notepad++ to delete everything entry that contained A3_

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In hindsight I think just having a CfgMods entry and using it would have saved me some effort

kindred moss
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yeah I see now after looking at Biki page, really cfgMods is the best way of doing it at the moment

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although it says to use JPG but I see people using PAA without problems

wild pasture
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JPG reduces the file size with minor quality loss because of compression

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But after resizing and saving the pictures as JPG, I had 2,224 pictures that all together took up 33 MB

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I think they just decided that was the most optimized way in their eyes to present them

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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

kindred moss
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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

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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..

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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

wild pasture
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With the last update every object that has working animations in one of the maps should be placeable with working animations now

kindred moss
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true havent tried after last update, sorry

wild pasture
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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 ๐Ÿ˜ƒ

kindred moss
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yep sorry for OT

viral harbor
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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 ?

kindred moss
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verifySignatures=2; in server.cfg and you're done

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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.

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obviously replace only modYouWantToForbid and Warning! Message ... dont touch anything else

jade brook
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  1. make mod
  2. upload mod to Steam Workshop
  3. maintain mod, upload update
  4. get insulted by the masses who can no longer connect to their fav. server that hasn't updated yet
viral rapids
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*4. watch ppl burn

wild pasture
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Jesus I've always thought steam comments were bad, but my god that's beyond imaginable

eager frost
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I CBA to read that ๐Ÿผ

jade brook
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"can't be assed"?

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took me a while

summer fulcrum
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lol

kindred moss
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*5 update again and return to 4
or add addendum to *4.1 - fuck all

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disable comments and let them rage elswhere

hard chasm
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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.

strange egret
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Free modding is taken for granted nowadays

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and people on steam workshop are often the brainless type. They think steamworkshop = "does everything for you".

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you can propably link the readme of your mod in big red 80px fontsize letters and they still won't read it.

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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

hard chasm
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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. ๐Ÿ˜Ž

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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?'

sullen fulcrum
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Use the mod preinit to make up a fancy readme ui that user has to click ok & it saves a value in profilenamespace

sullen fulcrum
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user sees a popup window he clicks "ok" without reading it... ๐Ÿ˜„

strange egret
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@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)

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@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

jade brook
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PonyBoyโ„ข 2 hours ago
How long i need to wait?>

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Recent Activity - 92.4 hours past 2 weeks

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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

strange egret
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commy, don't read it, it's just letting you lose even more faith in humans xD

jade brook
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I'm just looking at what those people are playing otherwise

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Why are they all playing CS:GO ?

strange egret
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because CS was always popular with the kids (no joke this one actually)

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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)

kindred moss
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how do I make Zeus show my stuff?

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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?

stoic lily
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@kindred moss correct cfgPatches/units[] anc scope[Curtator]=2 in your cfgVehicles classes

kindred moss
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ah so I need to add all things in cfgPatches (ammo, units, weapons)and add scopeCurator = 2; in cfgVehicleclasses ... thanks @stoic lily

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wait is that cfgVehiclesclasses or cfgVehicles classes?

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probably second one..

stoic lily
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the latter yeah

hard chasm
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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 ๐Ÿ˜Ž

kindred moss
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will free version do that? We Slavs aint got dope

knotty sage
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well, you need to sacrifice a goat mate

kindred moss
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we dont have goats either, would piggy do? ๐Ÿ˜„

knotty sage
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no piggies are for french

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you need to use a goat

digital granite
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Can anyone help me in coding custom backpacks that has stuff inside of them (ei ace bandages, ace pak, bloodbags, ect.)?

young mortar
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is the range of a spotlight definable in config? if so how?

jade brook
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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

fresh veldt
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@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.

young mortar
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yeah I know but I can't seem to change the range by changing the values

somber cloak
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is this spotlight for a vehicle or a structure?

young mortar
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vehicle

lofty zealot
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by chance anyone here has an image of all available UI elements in ArmA with labels which classes they represents?

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the most generic ones (UI Editor available) are enough

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found one which more or less represents what i need ...

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still ... if anyone has a better one ... annotate me please

kindred moss
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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
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anyone seen it?

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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
jade brook
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It's BS. Happens when you close the game

kindred moss
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true it did happen after shutdown...class destroyed worried me a bit

stoic lily
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normal spam

kindred moss
wild pasture
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What commy said, it started happening after the visual update I believe

stoic lily
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there are tools to filter/prune the rpt AFIAK

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(i do it via regex)

kindred moss
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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

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not sure I think some AK's had it... going to have to dig hard for that one

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        {
            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?
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I think BW mod did something with this in A2 and A3... @jade brook for G36?

jade brook
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A2 BWMod != BWA3

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But what is the question?

kindred moss
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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...

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see above

jade brook
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Oh, I get what you mean

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First of all, A2 is completely different in that regard

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because it had no attachable optics

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So forget everything you know about this from A2

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In A3 you can have two optics modes for your weapon

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two GUNNER views

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And then you have optics

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Those can have two gunner views too

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If you attach a optic to your weapon, you overwrite the GUNNER views of you weapon with the one from the optic

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You CANNOT carry over a iron sight to a optic

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Unless you add that mode to the optic itself

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But that means that every other weapon that attaches the optic has that "iron sight" mode too

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This is why a G36A2 with rail is not possible to be done properly

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Because the RSAS attachment would overwrite the ZOs mode

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Unless you make a RSAS specifically for the G36

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that optic has to be incompatible with other weapons, otherwise you add the ZO mode to those too

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A common work around is to make the whole carry handle a optic

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But that only fits the G36

kindred moss
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hmm hacky...would need to create duplicates of scopes and add them as compatible for specific weapon? Config dulicates job?

jade brook
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Well you can do that.

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But it's weird when one attachment fits that weapon, but not the other

kindred moss
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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?

jade brook
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that would work, but it's weird

kindred moss
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this is the config level duplication, and if it requires custom memory points then it would not work

jade brook
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Oh yes

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You'll need to add a memory point to the optic

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So with vanilla optics it will not be legal

kindred moss
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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..

jade brook
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nope, unfortunately that is not supported

kindred moss
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damn it, was a nice idea...so custom optics it is...

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gona be making G36 too so going to need this, but I still dont have optics done...puttin this on a todo list then

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thanks for explanations

jade brook
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yw

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There always are possibilies to script around this

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but it's ugly

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My new CBA "loadout" playerEventHandler comes to mind

kindred moss
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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

fresh veldt
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Question of "can" not "how". Can you make buildings lockable by missiles?

stoic lily
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irTarget=1; should work

kindred moss
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why does this 0 = [nil,"vehicles",[independent],['mymod']] spawn BIS_fnc_exportEditorPreviews; say no classes found... ?

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well this worked 0 = [nil,"vehicles",[],[],["x_gear_c","x_wep_c"]] spawn BIS_fnc_exportEditorPreviews; but pictures are missing...

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great this is broken..

kindred moss
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this doesnt work either 0 = [nil,"vehicles",[independent]] spawn BIS_fnc_exportEditorPreviews;

stoic lily
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what about guer?

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also can always look at the source of the said script

runic fable
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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;
kindred moss
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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...

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using west, independent no matter what...looks like guer or guerrila is wrong it throws scritp error

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@wild pasture you worked with this, how does it work for you now?

wild pasture
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@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

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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

kindred moss
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Im on stable, no idea whats wrong...I will try with F1 trick...

wild pasture
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Hmm weird then...

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You can see it changing objects though right?

kindred moss
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yeah its changing objects it creates folders in Profiles\Screenshots\ but no images

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got my money on windows profile name...non english chars

wild pasture
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Maybe, you could also just try using the screenshot command without running that script and seeing if you get anything

kindred moss
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what should be in my profile regarding that? Ill try that

wild pasture
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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

kindred moss
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not there damn it

wild pasture
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Did you try switching profiles to see if the issue was with the non English character?

kindred moss
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no my A3 profile hasnt got non eng characters...my windows profile path does

wild pasture
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And you haven't had any issues with saving missions in the editor?

kindred moss
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no I see what you mean...its not windows user name then...ugh should I try to switch to dev branch?

wild pasture
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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

hard chasm
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non english chars

wild pasture
#

You could try switching to dev branch but I'm not sure if that'll do much

hard chasm
#

save your script commands as utf8

#

windoze cannot find winansi filenames with chars >128

kindred moss
#

its not my scipt mikero...trying to utilize BIS_fnc_exportEditorPreviews

hard chasm
#

well you wrote something with that filename?

wild pasture
#

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

kindred moss
#

but thanks for the tip...I always work in utf8

hard chasm
#

ok

wild pasture
#

It writes its own file names, you can't control it

kindred moss
#

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

wild pasture
#

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

kindred moss
#

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

wild pasture
#

What's the error it was throwing?

kindred moss
#

did screenshot "test\test.png" folder created no errors no image

wild pasture
#

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

kindred moss
#

only screenshot error invalid number in expression

wild pasture
#

Are you saying that happens if you use screenshot without a string after it?

kindred moss
#

yes....puzzled

wild pasture
#

Yeah I would expect that to cause an error, but that example you posted with "test\test.png" should work

kindred moss
#

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

wild pasture
#

I don't think so, and I guess that's the best you can do for now

#

You might have encountered a legitimate bug

kindred moss
#

16:35:53 DX11 error : Saving of screenshot to file failed: : E_FAIL < rpt ???

#

hadnt looked there

wild pasture
#

Yeah that would do it

#

But what does that mean

kindred moss
#

wonder if there is debug part in function...

wild pasture
#

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

kindred moss
#

ok going to try to do some more check before I submit bug report

hard chasm
#

if any part of the folder\name is greek, then the folder doesn't exist and saves will fail

kindred moss
#

not Greek it RS_lat

#

C:\Users\Saลกa\Documents\Arma 3 - Other Profiles\Jastreb\Screenshots

hard chasm
#

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.

kindred moss
#

I see...so back to my original assumtion that its weendooze profile name problem...maybe

hard chasm
#

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.

kindred moss
#

I would change my profile name in windows now, but I know that would cost me eventually...

stoic lily
#

-profiles=x:\newProfiles -name=YourName

kindred moss
#

no kju its not Arma3 profile its windooze...but lets try with new A3 profile..

stoic lily
#

this is why you should try with a new one containing just normal characters

kindred moss
#

look at my name here which character is not normal? And screw you MS and your ISO standard

hard chasm
#

got my money on windows profile name...non english chars

#

so what are the 'non english chars' ?

kindred moss
#

A3 profile is jastreb windows profile is Saลกa

hard chasm
#

ah!

#

oh dear

#

respect to you jastreb, i think you nailed the issue from the very beginning.

kindred moss
#

๐Ÿ˜„ Im hoping its not...would hate to do that just because ARMA!

#

oh no...its going wrong already

kindred moss
#

screw this almost nuked my profile which has 30GB of data...not going to do it for this..

#

reporting bug...

orchid coral
#

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.

strange egret
#

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?

orchid coral
#

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.

strange egret
#

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

orchid coral
#

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.

strange egret
#

uneducated guess: most likely to do with the defined animations/skeleton/animation related configs

orchid coral
#

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.

strange egret
#

custom dog or ported dog from A2? i guess the later...

orchid coral
#

It's using the dog that's in A3's animals_f_beta folder

strange egret
#

there's a dog in A3? k... never noticed ๐Ÿ˜„ 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

orchid coral
#

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

sullen fulcrum
#

if it's a copy of the arma 2 model you can use the arma 2 model which gives you much more freedom

strange egret
#

provided it still uses the same skeleton as the A3 model

orchid coral
#

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.

strange egret
#

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

orchid coral
#

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!

strange egret
#

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

orchid coral
#

I will. Thank you!

orchid coral
#

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.

runic fable
#

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?

untold temple
#

"Locking" a/k/a target marking, is now based on the "scanners" that the thing has like laserScanner, artilleryScanner and IRscan envelope

stoic lily
#

@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

untold temple
#

which is active? the bombing CCIP?

stoic lily
#

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

untold temple
#

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

stoic lily
#

i will double check the bombs. thats a good point - thanks

agile flame
#

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

jade brook
#
    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;
        };
    };
strange egret
#

what does ACE use these for, commy?

jade brook
#

animations

#

e.g. dragging

#

without weapon

strange egret
#

so you temporarily remove the original weapon and then give it back after completion? does that preserve firemode selection?

jade brook
#

no, we add this weapon in case the player has no primary weapon

#

because that would break the dragging animation

strange egret
#

ah ok

jade brook
#

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;

strange egret
#

ok interesting. Because i was wondering if one could make a detachable underbarrel-weapons work without too much fuss

jade brook
#

hmm ...

#

You'd have to edit the inventory UI to make it fit in

#

which I always consider "fuss"

strange egret
#

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.

jade brook
#

Yeah.

#

That would work. I don't think you need to restore the fire mode for that

viral rapids
#

@strange egret erm, iirc, the "attachments" to weapons are "ordinary" attachTo items ๐Ÿ˜„

#

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.

jade brook
#

you cannot attach to memory points of proxies (e.g. a soldiers weapon) unfortunatly

viral rapids
#

try it, something strange is going on with the attachments, when you are too fast.

jade brook
#

that is true. they also jiggle when almost standing still

strange egret
#

i was just intending to missues existing slots (like laser/ UGL) for that. I don't have weapons with christmastree RAS/RIS capabilities

jade brook
#

can be seen when looking at AI weapons when they idle slowly

strange egret
#

so not having a real laser/bipod slot would not be an issue

jade brook
#

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

agile flame
#

@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?

jade brook
#

it will be removed from the game when you use addWeapon

#

Yes, I was with AGM and ACE3 from the beginning

agile flame
#

check pm please

#

we looking for how make melee is Ace_Wounds compatible

#

and more other things with ACE

native grove
#

What is each unit of mass in the config relevant to in real life?

somber cloak
#

1kg

#

oh this is config, mm should be the same

#

๐Ÿ˜„

sharp stone
#

config mass is just a number

#

has no equivalency

native grove
#

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

hard chasm
#

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

native grove
#

Thanks man

jade brook
#

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

humble raven
#

anyone home? I am wondering if it is possible to edit and tweak with helicopter controls

jade brook
#

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.

hard chasm
#

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.

stoic lily
#
        {
            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
kindred moss
#
        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?
wild pasture
#

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

kindred moss
#

weapons [] = {}?

wild pasture
#

As long as EdCat_Weapons and EdSubcat_Launchers exist in CfgEditorCategories and CfgEditorSubcategories

#

Yeah

kindred moss
#

thanks

wild pasture
#

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

kindred moss
#

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.

kindred moss
#

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?

teal crane
#

Hi, does anyone know if there's a list available of all the different "Displays" and what dialog they correspond to?

lofty zealot
#

ehhh ... what?

#

display & dialog more or less are the same dude ...

teal crane
#

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?

lofty zealot
#

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?)

teal crane
#

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

boreal heart
#

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

lofty zealot
#

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

hard chasm
#

assuming the blackfish is a pbo in it's own right, it will have a cfgPatches class in it's config.cpp

boreal heart
#

Only problem is, is that its in .ebo format

hard chasm
#

if not, you wil have to locate the config.cpp that contains a mention of black fishes (plural)

#

well your sht out of luck

boreal heart
#

Wondering if there was another way of finding out

#

Shit son

strange egret
#

just look at the pbo's of the expansion

hard chasm
#

you can use the config browser in the game to look at all cfgVEHICLES classes and discover it that way

strange egret
#

i think they have "exp" in their name...

boreal heart
#

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

hard chasm
#

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

strange egret
#

there exists only one "air_f_exp.pbo" so there you go

boreal heart
#

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

strange egret
#

very likely, yes

hard chasm
#

a mission.sqm will auto fill the required addon

boreal heart
#

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

strange egret
#

CAS is the ground strike jets

boreal heart
#

Yea, I'm using another one of my configs as a framework

#

Fill it out with the correct stuff

hard chasm
#

there exists only one "air_f_exp.pbo" so there you go

#

mine are ebo's so what's going on here?

boreal heart
#

generalisation, since everyone is so used to pbos?

hard chasm
#

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

boreal heart
#

At this stage best thing I can try is the name of the ebo haha

hard chasm
#

best way is to plunk it in a mission. and read the mission.sqm. problem solved.

boreal heart
#

Gimmie an hour and I'll get back to you haha

strange egret
#

yes i meant ebo ...

#

since patchname = pbo name for previous bis pbo's, one would assume that this is the case here as well...

wild pasture
#

I'm confused. Why not just look at the units in the config browser for the CfgPatches of air_f_exp?

hard chasm
#

if i didn't say that, i certainly meant to.

#

BUT bis more often than not, get it wrong folks.

boreal heart
#

About 35mins then I can tell you whether it works

hard chasm
#

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.

stoic lily
#

or make a config dump ๐Ÿ˜ƒ

lofty zealot
#

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?

boreal heart
#

That link doesnt work ๐Ÿ˜ฆ

#

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

ember quartz
#

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

wild pasture
#

When people want all in one config dumps, do they usually want inherited properties as well?

hard chasm
#

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.

sullen fulcrum
#

could be intresting to have (should be much easyer to follow the config inheritance)

stoic lily
#

@wild pasture the dump script by Denis Usenko can do that

boreal heart
#

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

stoic lily
#

you broke the inheritance and probably lack correct load order/dep definition

boreal heart
#

I got the inheritance from LAXeman, so I'm just following what he got for me

sullen fulcrum
#

does anyone know if there is a min value in startDate? (from cfgWorlds)

stoic lily
#

i think the engine reverts it to some default when going too low when you save the mission

sullen fulcrum
#

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?

stoic lily
#

class CA_ValueYear: CA_ValueMonth
from = 1935;
to = 1950;

#

however this was in RscDisplayIntel

#

no idea if the 3d editor still uses that

sullen fulcrum
#

but the mission then actually plays in the selected year when using date to confirm?

stoic lily
#

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

sullen fulcrum
#

ok, so it might be just the editor range that does not allow 1945 but the engine supports it

boreal heart
#

Managed to get the V44 working, cheers for all the help.

strange egret
#

does anyone have a complete configdump of current sneak preview or post-E3-devbranch for download?

silk oracle
#

What's a good storage size for clothes vests and backpacks?

wild pasture
#

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

strange egret
#

yeah a full dump would be neat

teal crane
#

Hi, is it possible to render a custom dialog as an appendix to the in-game inventory UI?

stoic lily
#

@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)

strange egret
#

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

wild pasture
#

I'll post the all in one config in a minute

stoic lily
#

@strange egret compare/diff class HitPoints of CAManBase vs O_Soldier_base_F and you will see

obtuse anchor
#

@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

solar latch
#

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?

stoic lily
#

@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

wild pasture
#

It's sort of possible in SQF, but would require more formatting outside of it

stoic lily
#

otherwise just use English in every non translated

strange egret
#

@stoic lily i dont see the difference... other than armor values (due to base uniform of opfor providing more protection)

solar latch
#

@stoic lily: thanks, I figured the "original" tag might work as some sort of fallback. Will try that.

stoic lily
#

yep original was the tag

obtuse anchor
#

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

wild pasture
#

It's the joinString that causes issues

stoic lily
#

@strange egret different armorStructural, explosionShielding, all Hitclasses only have armor=1, generic passThrough and a few other small stuff

#

basically the default as mentioned

wild pasture
#

Denis wrote it like 6 years ago, and it's still performs very well

stoic lily
#

with this its mostly 1-kill hits

#

when the unit doesnt have a vest

strange egret
#

@stoic lily yes, because base uniform of Opfor is designed to provide protection (their vests have alot less protection values).

wild pasture
#

Would you guys prefer dropbox or google drive?

stoic lily
#

vs with the properly configured, or a vest, units surive couple of hits

wild pasture
#

I'll post the script as well

strange egret
#

yes kju, that's by design

obtuse anchor
#

@wild pasture have you fixed it?

obtuse anchor
#

cool, thanks

wild pasture
#

Let me know if you spot anything wrong, as it's possible

stoic lily
#
  1. poor design - it should be unit specific definitions - not relying on a default class
  2. not every class is properly configured with the combo
  3. mods inheritance from the A3 infantry base classes will be bugged
wild pasture
#

I'm not sure what to do about the chinese characters, as they come out incorrectly from the dubbing configs

strange egret
#

if mods inherit from a wrong uniform who's fault is that then?

obtuse anchor
#

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

hard chasm
#

chinese characters

#

which pbo specifically please (saves me hunting)

wild pasture
#

One of the new EBOs with dubbing I think

#

I'll do ACE, CBA, CUP, IFA3, and RHS today

hard chasm
#

thank u

strange egret
#

yes, thank you

wild pasture
#

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

boreal heart
#

Cheers for that dump there @wild pasture . Interesting stuff to have a geez through

strange egret
#

virtual reality entities have differentiation between left and right limbs ... but combat soldiers not for some reason

dim mist
#

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?

sonic hare
#

anybody happen to be good at muzzle flash

strange egret
#

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.

low orbit
#

thinks to himself.. if shot in the head, other things do stop working

strange egret
#

thats an easy case yes...

knotty sage
#

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.

strange egret
#

iteminfo ... which is described tenfold in the samples...

knotty sage
#

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

wild pasture
stoic lily
#

@wild pasture you can use IncludeInheritedPropertiesFlag on small subsets

#

otherwise as you saw it will grow to massive size

wild pasture
#

Yeah I don't really see many scenarios where it is worth using

kindred moss
#

nice one @wild pasture thanks for the script

north spear
#

anybody know how to fix the logo of a mod (modpack) not overwriting containing pbo`s dlc= parameter? I see this since 1.60

kindred moss
#
{
    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"; ?

hard chasm
#

file references in mod.cpp are either

#

relative\to\the\mod.cpp OR

#

\a\pbo\prefix\

#

(note the first slash)

north spear
#

thats not it. let me try to explain. hypotheoreticly ๐Ÿ˜„ 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

untold temple
#

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

hard chasm
#

... 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)

strange egret
#

ok so apparently the thicker your fire geometry is, the more damage you take, but only for weapons with caliber > 0

wild pasture
#

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

strange egret
#

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

sullen fulcrum
#

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 ๐Ÿ˜„

strange egret
#

yeah thats how it seems to be working

wild pasture
#

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

strange egret
#

i know the bullet penetrate the body (556 can penetrate 160mm of meat in arma )

wild pasture
#

Are you using meat or meatbones for these tests?

strange egret
#

meat

strange egret
#

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

agile flame
#

Hey guys! Who good with explosives? Can i make own c4 but without planting animation?

somber cloak
#

I can make napalm with a mixture that kills everything where-ever its burned for at least 2y, best weed killer ever

low orbit
#

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.

somber cloak
#

heheh

wild pasture
#

@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

hard chasm
#

thank u

wild pasture
#

Is that the kind of thing you were looking for?

hard chasm
#

they are good topology pages but not what i need. eg a config cpp structure

kindred moss
#

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?

boreal heart
#

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

hard chasm
#

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'

untold temple
#

Why config it? You can choose the paint scheme in Eden in the attributes menu

hard chasm
#

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.

untold temple
#

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

boreal heart
#

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

untold temple
boreal heart
#

The green ones looks strange on a carrier and next to RHS marine birds

#

Looks out of place

untold temple
#

agrees. Hopefully BIS will release .psd files for retexturing them like they did with the helicopters DLC stuff eventually

#

make some proper Grey ones.

boreal heart
#

Too right, some proper USMC, US Army, RAAF... anything really

#

Kinda like the C17

young mortar
#

hey guys is it possible to have a light on a vehicle that can be turned on and off by the commander?

hard chasm
#

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

young mortar
#

thanks I'll do that....but they mostly are lightpoints and I need a lightcone :/

strange egret
#

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

stoic lily
#

@strange egret you might want to read the source code. however this might drive you insane ๐Ÿ˜‰

strange egret
#

well better read hard to understand code than wasting my time trying to find out how it works via trial&error

lofty zealot
strange egret
#

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...

strange egret
#

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 >(

low orbit
#

๐Ÿ‘€

agile flame
#

how i can disable stepsounds for some default arma animations? If rewrite cfg, SoundEnabled=0; not works ๐Ÿ˜ฆ

#

anims cfg just not rewriting ๐Ÿ˜ฆ

humble raven
#

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?

kindred moss
#

why would you want to make it arcadish when that sounds how it is supposed to be?

humble raven
#

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 ๐Ÿ˜ƒ

strange egret
#

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

south bison
indigo forge
south bison
#

what was the mistake

#

what now

#

i test the soldier from my project it turned invisible just floating hands and head

sullen fulcrum
#

Seems to me that you defined class B_Soldier_base_F; twice

indigo forge
#

Already sent him a fixed version, that's what the pastebin was for @sullen fulcrum

sullen fulcrum
#

Oh yeah, I was just answering what his mistake was

#

In case he missed it!

indigo forge
#

good point

south bison
#

now i got new error in loading the texture in the 3d editor it turns invisible

viral rapids
#

searching for his magic glassball

south bison
#

?????

indigo forge
#

It's over at your grandpas house, remember? @viral rapids

south bison
#

what possibly can cause the texture no to load

viral rapids
#

@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.

south bison
#

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

viral rapids
#

gogogo, i have faith in you! You didn't started insulting (yet :D)

indigo forge
#

@viral rapids my string is getting very close to bursting.

viral rapids
#

I can imagine, where the problem is, but i don't like guessing.

#

? Stokes

indigo forge
#

english is hard when you are tired.

viral rapids
#

YOUR WHAT???

#

oO

indigo forge
#

my string

#

aka temper

viral rapids
#

oh my, stop using GoogleTranslator ๐Ÿ˜„

indigo forge
#

for insults

#

Lol, i'm not using google translate.

viral rapids
#

Yahoo? ๐Ÿ˜›

indigo forge
#

My primary language is english.

south bison
#

is they are problem with paa file

viral rapids
#

I am loosing my faith in you Mootaz

indigo forge
#

May i?

viral rapids
#

I mean, i wrote everything before. hmm, nvm. Back2Scripts

indigo forge
#

I'm not to far behind you.

south bison
#

no result when i search Check .rpt in the pc

indigo forge
south bison
#

the game doesn't crash not that what i mean but my addon soldier loads with no texture even thou i done the paa

indigo forge
#

that is the RPT

south bison
#

i think issue in the addon not game

indigo forge
#

Are you using a "free" version of the game?

south bison
#

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

indigo forge
#

no comment.

south bison
#

so what may cause the texture not to load

indigo forge
#

don't use a "free" version of the game and then maybe it would work.

south bison
#

oh ok

#

i don't blame my brother games here a double the price

#

( original games )

#

1 $ for 2 TND ( our local currency )

indigo forge
#

$1 = 2.17 TND....

#

All of the conversions are exactly the same.

#

so double the price is not a reasonable thing to say.

south bison
#

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

viral rapids
#

@red wharf ...

south bison
#

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

knotty sage
#

wtf is going on

#

i can't handle all the lies

strange egret
#

RSC status display considers FOV=0.4 (=48ยฐ) as x1 magnification ... in case anyone wondered

untold temple
#

horizontal or vertical FOV?

strange egret
#

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

jade brook
#

they don't

#

tested it with my 4:3

kindred moss
#

like it couldnt be initFov=1; or 100% it has to be so geeky 0.4 ^^

jade brook
#

FOV 1 would be 180ยฐ iirc. That would look stupid

untold temple
#

IIRC they're in radians, so would be 57.2958 degrees

kindred moss
#

you actually do have 180 FOV IRL you just dont have focus on entire degree angle

austere prism
#

Hi guys, did anyone find out from where the radius value of a useraction is measured from? Model center? object position ?

viral rapids
#

afaik from Center

#

(if nothing else is defined)

austere prism
#

OK thx, I will check it later.

#

So for checking the necessary min. Distance : object modelToWorld [0,0,0] distance getposATL player
?

wild pasture
#

If this is a UserAction there is no need, just use the radius entry

austere prism
#

This is my code to check the minimum radius ( tall building have a big radius)

wild pasture
#

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?

austere prism
#

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

wild pasture
#

So you are doing it through a config rather than through a script with addAction?

austere prism
#

jup

#

works fine just a few misscalculated radius values

#

haha the mod is even with a nice icon ๐Ÿ˜›

wild pasture
#

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?

austere prism
#

(u can see that the radius i pritty big ...)

wild pasture
#

Nice, I was going to suggest something similar

austere prism
#

haha to late ๐Ÿ˜›

#

i will upload i small vid

#

sorry for the shitty quality

wild pasture
#

Nice ๐Ÿ‘

austere prism
#

just tested it with building on tanoa . works fine ๐Ÿ˜ƒ the radius is still a bit high but performance is overrated ๐Ÿ˜›

frank mulch
#

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

austere prism
#

wrong paa size?

frank mulch
#

tried 24x24, 32x32, 50x50 ^^ always the same

austere prism
#

64x64=

frank mulch
#

ok, will try

austere prism
#

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};

frank mulch
#

Yay, that worked in combination with the color white ^^ thanks a lot.

wild pasture
#

For future reference, textures should always be a power of 2

jade brook
#

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

strange egret
#

might also be 120ยฐ, cause that would be more sensible for computer screens... 180ยฐ = extreme fisheye

hard chasm
#

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.

jade brook
#

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 ...

strange egret
#

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...

kindred moss
#

@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 โ€œthe 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!

jade brook
#

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

kindred moss
#

Um yeah I said engine cant emulate that...

jade brook
#

but that is not what FOV represents in the game

kindred moss
#

I agree

strange egret
#

age old debate...

kindred moss
#

so IRL and in game cant be comared to conclude this, I just mentioned scientific fact per chance

jade brook
#

Depends on how you define FOV

#

But since you don't move you eyeballs independantly in game

#

mine makes more sense I think

kindred moss
#

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

strange egret
#

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 ๐Ÿ˜›

kindred moss
#

actually no I deal with this crap for too long

strange egret
#

compared to other issues FOV in degree is not difficult to test out at least

kindred moss
#

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

strange egret
#

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

young mortar
#

what am I missing that my tank doesn't drive with tankx

jade brook
#

change simulation from Tank to TankX

young mortar
#

uhhhmmm...yeah that's what I did lol

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and he refuses to start driving

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also he is sunk in the ground a bit

jade brook
#

You have to wire up all those physx entries too

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gearbox and all that junk

young mortar
#

yeah it's deriving from the vanilla warrior

hard chasm
#

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;

stoic lily
#

@young mortar you need to update the model and model.cfg too

jade brook
#

yeah

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If it even accepts values > 1

stoic lily
#

check the guides in BIF and BIKI

young mortar
#

does the model need anything else besides the Geometry Phys LOD?

strange egret
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yes, properly set up memorypoints and animations that conform with the properly set up physx config

#

tankX not driving can have a multitude reasons.

untold temple
strange egret
#

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

untold temple
#

I converted the 530px measured through the optic to the full 900px vertical screen space in the screenshot

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I run the game in 16:10 with 1440*900 res

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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)

jade brook
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This sounds like a math question

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The answer is 42

strange egret
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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

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i dont think BIS ever gave this a proper thought... it propably just developed over the years, building ontop of different FOV bases... ๐Ÿ™ƒ

#

whole FOV/magnification thing is an abstraction anyway, going hardcore scientific on it would ignore the limiting factors of screen technology imo.

untold temple
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RSC display probably hasn't been updated since they rebaslined all the optics stuff for Marksmen

young mortar
#

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

wild pasture
#

Does your model have any named selections for Track_L, Track_R, or Slide?

young mortar
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no. where are they supposed to be

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i can't find them in the tank sample

young mortar
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when looking at the arma 3 p3ds with eliteness they all have it in the physx lod

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but what is slide supposed to be?

stoic lily
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read the docu posted by X3KJ..

strange egret
#

slide component etc is not documented in biki. But it's in the sample model.

young mortar
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I can't find it in the sample model :(

summer fulcrum
#

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

somber cloak
#

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

summer fulcrum
#

its default arma 2 assets, why they do dis

somber cloak
#

do they have config.cpp land_house_blahblah entries?

summer fulcrum
#

for some reason no, which idk why they wouldn't by default.

somber cloak
#

because arma2 wasnt as strict about classes/inheritance vs. pew's

#

so a lot of A2 content never had a correct config entry

summer fulcrum
#

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.

somber cloak
#

np

stoic lily
#

how do i find all optics textures?
check p3d referenced by modelOptics and the texture(s) it uses?

lofty zealot
#

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>```
untold temple
#

@stoic lily you'll have to look in the .p3d if you want the .paa file locations, yes

stoic lily
#

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

jade brook
#

the optics_model.p3ds are the same for both

stoic lily
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alright thanks

strange egret
#

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?

stoic lily
#

do you mean dispersion or what is deviation as parameter?

strange egret
#

err sorry, dispersion of course

stoic lily
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@strange egret did you search BIKI and BIF yet?

#

pretty sure it has been discussed and documented somewhere some years ago (same for fov)

strange egret
#

only checked biki (nothing)

stoic lily
#

from ACE

dispersion = 0.00175; // radians. Equal to 6 MOA.

stone cove
#

6 moa , what a crappy rifle that must be ๐Ÿ˜„

strange egret
#

thanks

stone cove
#

wait what in OA M4 was a 6 MOA rifle?

strange egret
#

supposedly?

stone cove
#

thats kinda odd - real M4 is like more like 3

jade brook
#

6 moa , what a crappy rifle that must be
LMG_Mk200_F

stone cove
#

no wonder why the Mk200 so is crappy

#

๐Ÿ˜›

jade brook
#

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

strange egret
#

wonder if dispersion for vehicles also reduces it by 2, or if it has the same human factor in it ๐Ÿ˜‘

stone cove
#

arma 3 already have "human factor" with all that shaking

jade brook
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vehicles can't go prone, so probably not

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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

stone cove
#

more shaking = less accurate = higher MOA

strange egret
#

propably no effect. Only in recoil and shakyness

jade brook
#

Maybe. Maybe not

#

more shaking = higher MOA
nope

strange egret
#

yes... as always... no definite answers, because who needs precise answers anyway -.-"

jade brook
#

sorry

strange egret
#

arma in a nutshell

jade brook
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I don't know

stone cove
#

what nope

strange egret
#

(not directed at you)

jade brook
#

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

stone cove
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i didnt said that - why you need a higher dispersion when the shaking is doing its human factor

jade brook
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I don't know. It's engine behaviour though

strange egret
#

@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.

jade brook
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Would be silly if weapons get magically uper accurate just because you rest them

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Yeah

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It's stupid. Especially because it's essentially magic numbers

stone cove
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when you set the rifle 3 moa it will stay 3 moa not less

jade brook
#

If we understand this correctly then yes

strange egret
#

dispersion change might be legacy hardcode they simply overlooked to remove (if it still is the case) when they redid the shaking and recoil

jade brook
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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

strange egret
#

i assume path of least resistance... which means no change

stone cove
#

vanilla mk200 got 3 moa = dispersion = 0.00087;

kindred moss
#

christ those values.... how does a genius come up with 0.00087 = 3? All params are like that

stone cove
#

its in radians

kindred moss
#

same shit like with optics..

stone cove
#

yup

stoic lily
#

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

lofty zealot
#

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""];"?

hard chasm
#

yep. there is a somewhat more attractive method by using ' blah' not ""blah""

lofty zealot
#

so correct assumtion ... meh ...

#

ye ... still that method is useless if you want to automize the generation of given config string

hard chasm
#

be aware tho that 'blah' is subject to macro expansion wheras ""blah"" is not

lofty zealot
#

does not matters for my lil tool
all gets parsed to field = "foo"

#

question just was if i rly have to escape each " twice ...

hard chasm
#

all good then.

lofty zealot
#

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

lofty zealot
#

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 ...

hard chasm
#

are you thinking tooltip? or sth else?

burnt vale
#

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

lofty zealot
#

@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

burnt vale
#

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

strange egret
#

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.

burnt vale
#

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

sharp stone
#

you cant change another mods requiredAddons via a config patch

burnt vale
#

hmm thats what i feared

sharp stone
#

a config patch needs to load after the mod its patching

#

at which point the requirement is already set

jade brook
#

You could make a dummy config which shares the name of the requirement

#

BUT

#

but the requirement was probably placed there for a reason

sharp stone
#

smart about the dummy config, didnt think of that