#arma3_config

1 messages ยท Page 62 of 1

burnt vale
#

IF it was only there for the factions, and i patched those to carry vanilla weapons it would work correct?

sharp stone
#

if you remove every entry that actually requires the other addon, yes

jade brook
#

can't you make a proper config using these factions?
CfgFactions isn't that big
But it uses some assets that might be missing

#

e.g. the little flag

sharp stone
#

he wants to use a unit addon but not the weapon addon they require

burnt vale
#

well the config for the factions and the gear is in the same PBO, no config at all in the content one so i dont have access to the gear in game if i dont load up the original config PBO

sharp stone
#

youd have to patch all references to the items included in the weapons pbo

burnt vale
#

any link/more info on the dummy config you mentioned? or an example

#

just curious mainly

jade brook
#
class CfgPatches {
    class name_of_the_emulated_requirement {
        units[] = {};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = {};
    };
};
sharp stone
#

isnt author required now too, or is that one optional?

jade brook
#

You might have to add some requiredAddons to your original config too. In case it relied on those requiredAddons of your requirement to emualte.

burnt vale
#

ok so do i setup the gear in there to show like it would in the original config? cause its not defined for any of the gear in the other PBO

jade brook
#

cptnnick, no

#

no, the dummy config is just what I posted

burnt vale
#

OOH

#

i get it now

#

sorry derp

sharp stone
#

to clarify: that is the entire thing. you load it on the side next to your replacement config patch.

burnt vale
#

just fool it into thinking that is the weapon pack... got it.. brilliant

jade brook
#

yeah

#

exactly

burnt vale
#

well you guys have saved me much time and suffering tryna figure this out by myself. ill give it a try and see how it goes. thanks for all your help!

sharp stone
#

The good thing with figuring out config stuff is arma will tell you everything thats wrong with it as soon as it runs into a mistake. most times.

burnt vale
#

the good thing about coding stuff with arma? first time ive heard that heh

#

but once again i appreciate the help

jade brook
#

arma will tell you everything thats wrong with it as soon as it runs into a mistake.
Is this sarcasm?

burnt vale
#

class CfgVehicles
{
class SoldierWB;
class B_Soldier_base_F: SoldierWB
{

#

so if i get this, the SoliderWB line would be the class of the unit im trying to modify?

#

soldier*

strange egret
#

NO

#

you do NOT modify SoldierWB

burnt vale
#

wasnt going to

#

guess i phrased that wrong

#

in my case it would look like this

#

class B_recon_F;
class B_mas_uk_Soldier_F: B_recon_F{};

#

i assume anyways

#

or do i need to reference the parent class even though this is just a replacement config

strange egret
burnt vale
#

i think i may just be making this harder than it really is (overthinking it) i just assumed patching a config might require something special other than just writing up a normal config as you would normally

hard chasm
#

'patching a config' means you wish to alter an already existing class to contain (some) different values. there is, in essence, no difference. to construct. (as you say). But, be careful of what you wish for. Altering base values that other mods, other addons, use too, normally sends an assassin around to your front door.

#

a sounds patch would be an example of 'good behavour'. people using your mod WANT the sounds to change. changing a soldier's m16 from steel grey to pink with yellow spots because you like the color, is something no one else wants

burnt vale
#

its specifically for our unit so we dont need to use a dependancy thats taking up close to a gig that isnt used by anyone... only reason we need it is because the faction included in the mod uses guns from it and so im trying to help out by preventing the need to either find a replacement or deal with the extra gig of repo space being taken up (id be fine with it, but some of the leadership are keen on cutting down on the stuff we arent using so that people dont have to download close to 30gb of mods to play with us

hard chasm
#

if 'our unit' means 'our clan' no assassins are involved.

burnt vale
#

this is the only mod i plan on doing this for since IMO its not really for me, its for our unit so we can keep using the mods we like while cutting down that repo size

#

ah i see, well thanks for the friendly advice heh

#

one more question for ya @hard chasm you got a changelog for the DePbo tools since you stopped no longer updating the free tools? ive been using em on if not a daily then a weekly basis so im probably going to make the plunge within the next few weeks when i actually have the disposable cash but id like to see all the changes/fixes if thats at all possible

stoic lily
#

good point. you should publish the changelog somewhere to get people desire them even more ๐Ÿ˜ how about BIKI pages to continue a tradition?

hard chasm
#

this has been legitimately raised before. Hours in the day prevent me from implementing it at this moment. I'm also rather embarrassed by obvious self promotion.

burnt vale
#

well can you just list the most noteworthy improvements over the free tools?

#

even just a few to give me a clue as to the difference aside from bug fixes (dont get me wrong i love bug fixes but i assume there has gotta be something else in there i would find useful)

stoic lily
#

what is your main purpose in using them?

#

@hard chasm copy paste of the readmes to BIKI is fine imo

hard chasm
#

set a page up somehwere q that you think suitable and I'll use it.

burnt vale
#

me? building my map (though i havent worked on it much in the past month or so ive started again since its summer and i have a bit more free time.. i was also on the Operation Northstar modding team working on a C8 model/Texture as well as a C79 Elcan (both of witch are in game but i will never see my name on due to the fact that im banned for life from the unit who owns ONS since many of the long term members and I kinda started a mass exodus not long ago and formed a new unit

#

mainly though, was interested for island building

stoic lily
#

well for terrain modding his suite is essential

somber cloak
#

yep ^

hard chasm
#

@burnt vale differences for subscribers now listed at

#

I don't promise to keep that up to date because it's too damn tedious.

native grove
#

@hard chasm whats pboDeps?

hard chasm
#

lists the tree of required addons

#

invaluable when you're trying to figure out how the hell you got a circular dependency.

south bison
#

hello i'm making a unit addon and i added the sniper and it showed up under man ( special forces ) and how to make it shows up under man not under SF

#

@indigo forge can u help

kindred moss
#

@south bison vehicleClass = "Men"; editorSubcategory = "EdSubcat_Personnel"; in your cfgVehicles soldier class

uncut pike
#

Anyone knows how to add items to the top of a listbox? lbAdd adds it to the bottom.

jade brook
young mortar
#

any ideas why the tank is driving on the side? xD

stone cove
#

@young mortar could be physx or the mass thing

young mortar
#

mass and center of mass is totally fine

#

config stuff is copied from the vanilla warrior with some changes

#

15:07:21 Warning: Convex component representing Track_L not found
15:07:21 Warning: Convex component representing Track_R not found
15:07:21 Warning: Convex component representing Slide not found
15:07:21 Error: Wheel reference not initialized
15:07:21 Error: Wheel reference not initialized
15:07:21 Error: Wheel reference not initialized
15:07:21 Error: Wheel reference not initialized
15:07:21 Error: Wheel reference not initialized
15:07:21 Error: Wheel reference not initialized
15:07:21 Error: Wheel reference not initialized
15:07:21 Error: Wheel reference not initialized
15:07:21 Error: Wheel reference not initialized
15:07:21 Error: Wheel reference not initialized
15:07:21 Error: Wheel reference not initialized
15:07:21 Error: Wheel reference not initialized

#

this is what I find in my rpt but I can't seem to find anything about track_l, track_r or slide in the sample model

#

so I don't know WHAT is missing

stone cove
#

that can be anything from missing named selection to the physx

young mortar
#

yeah but it would be much easier if someone could tell me where Track_R, Track_L and Slide are supposed to be because I don't know and it apparently needs to be there

stone cove
#

have you looked in A3 samples? there is a test tank

young mortar
#

yes but it doesn't have the selections

stone cove
#

hmm interesting

young mortar
#

either that or I'm blind

viral rapids
#

Memory Points switched

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+(as you might noticed) config wrong ๐Ÿ˜„

young mortar
#

which memory points might be switched?

viral rapids
#

I am just guessing, since i can only see that Pic:
But the Dampeners COULD be switched (moving down, instead of UP)

#

Welcome to the Memory&ConfigStuff ๐Ÿ˜„

young mortar
#

oh

#

my

#

god

#

i think i found the problem

#

thanks ^^

viral rapids
#

And the Prob was?

young mortar
#

hmmm I thought that I did the damper animations wrong

#

which I apparently did but it did not fix my problem

#

I accidentally used the axis that is used for wheel rotation for the dampers as well

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and I fixed that by using Basic_Damper_Destruct_Axis as the axis

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but that did not fix my problem unfortunately

viral rapids
#
15:07:21 Warning: Convex component representing Track_L not found
15:07:21 Warning: Convex component representing Track_R not found
15:07:21 Warning: Convex component representing Slide not found```
Check if its convex (model)
#

If not -> Do it -> Profit

young mortar
#

I don't even have these components

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because I don't kknow where they should go

#

they are not in the sample tank

#

but with Eliteness I can see that they are in the vanilla warrior model

kindred moss
#

hmm try arma2 mlods they are released unbinned

young mortar
#

yeah I know

#

not in there either because they don't have a physx lod

#

I know that the missing component have to be there

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but I don't know how they have to look

young mortar
#

and I don't even know what slide is supposed to represent

#

thanks Dscha

#

hmmm no Slide in there :/

viral rapids
#

Check your config

kindred moss
#

pasoffset_P and passoffset_L passL and passP that is tracks

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or stopa

viral rapids
#

Thats why i pasted the Naming Link.
Arma2 = often/always old Method
A3 -> Always new one

kindred moss
#

yep just looked in a2sm/baf warrior mlod

young mortar
#

so it is recommended to change all czech selection names to the english ones?

viral rapids
#

Of course

#

To the actual ones

kindred moss
#

no that is your choice you can name them whatever but follow it trough config later

#

and model.cfg

young mortar
#

okay will rename them and rewrite config

#

if it doesn't work then I'll kill myself

viral rapids
#

kk

#

hf

young mortar
#

so with track_r and track_l in the physx lod something changed....it now always turns right because it can only drive on the track that touches the ground

#

but that still doesn't fix the problem of being flipped on the side

#

I still don't know what Slide is supposed to be

stoic lily
#

driveOnComponent[] = {"Track_L","Track_R","Slide"};

#

in tank_f

#

so you need to define them in your model

young mortar
#

ah okay

#

thanks

#

so if I change it to driveOnComponent[] = {"Track_L","Track_R"}; it should work with only those two selections, right?

#

because the tank is still flipped on the side ๐Ÿ˜ญ

stoic lily
#

try google to find what it is about

#

or *ask Tom from BI to update the sample models+docu

south bison
#

hello

#

anyone here

#

hello i'm using toadie2k weapons ( the AUG and the FN MINIMI ) and i want to add scopes to the weapons in the config
this what i used
hlc_rifle_auga3
hlc_rifle_auga3_GL
hlc_lmg_minimi_railed

gilded lake
#

I guess

#

or not

#

class LinkedItems doesn't seem to be documented on the biki so I guess you'll have to use the config viewer in-game to get some more examples

strange egret
#

linked items are the items attached to the weaponclass on spawn

#

not what defines compatibility

gilded lake
#

@south bison didn't ask for either so I was just guessing what he's trying to ask ^^

strange egret
#

fair enough, blame is on mootaz ๐Ÿ˜„

south bison
#

linked items that is it

strange egret
#

i thought you wanted to add different scopes from another mod to be compatible

south bison
#

i want to add game scopes

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like the SL gets the Holo and rifleman gets aco

gilded lake
#

just a thing for the next time you have a question, ask the question. It'll get you answers faster. ๐Ÿ˜ƒ

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and people know what to answer :p

south bison
#

because in 1st message i didn't know what called ( new in addon creating )

gilded lake
#

no worries ๐Ÿ˜ƒ

#

basically the best way to get answers on platforms like this is:

  1. How do I do X to get Y?
  2. Get some coffee
  3. Pick the best answer
    ๐Ÿ˜„
south bison
#

ok how to add scopes to my weapons

#

๐Ÿ˜Š

gilded lake
#

๐Ÿ˜†

south bison
#

is the scope configuring simple like the game original arifle_MX_ACO_pointer_F as config scope

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am i right

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any help

kindred moss
#

Now read carefully

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Wait... isnt this the guy that has pirated game?

stone cove
#

lol who still got a pirated A3 nowdays

kindred moss
#

I think he asked something here or in #arma3_model cant remember and somehow we got to the point him saying hes doesnt have arma3 on steam...

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the guy is from Tunisia if I remember right..

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yep see messages from 20/06

south bison
#

hello i want to add scope to AUG rifle in my config i created this

#

class cfgWeapons {

class hlc_rifle_auga3;

    class hlc_rifle_auga3_HOLO_AToW: hlc_rifle_auga3 {
    class LinkedItems {
        class LinkedItemsOptic {
            item = "optic_Holosight";
            slot = "CowsSlot";
        };
        class LinkedItemsAcc {
            item = "acc_pointer_IR";
            slot = "PointerSlot";
        };
    };
};

};

#

but the weapon didn't work

#

what is wrong

strange egret
#

you dont have a legal copy of arma apparently , thats whats wrong

south bison
#

i test it n my friend pc and i'm getting new pc ( gamer and steam version arma )

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my current pc is low graphic laptop

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it's all about money

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99% of ppl can't afford to buy legal copies but me planning to work to get it and the new pc so it's not like i have choice

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and parents here they will never give their sons any money to buy games "they thing gaming for school kids " so what i do... i want to create the Tunisian army Addon ASAP

knotty sage
#

Hey, I have a weird problem. Compiled some weapons of mine, but they don't appear in-game. Packing with pboProject, no errors. The config is good, checked it twice. The mod is loaded in-game, but the configs are not showing up in-game (Config Editor). I don't know what is causing this, and it's really weird

kindred moss
#

Config Viewer you mean?

knotty sage
#

Yes

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The weirdest part is I have headgears, and they are showing up correctly

kindred moss
#

hmm unpack and see how does config.cpp looks

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make sure your weapons are wrapped inside cfgWeapons {};

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If you get nothing in Arsenal something is terribly wrong

knotty sage
#

They are

kindred moss
#

see rpt for errors

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they are what in Arsenal but not where?

knotty sage
#

The thing is, I just took some of my weapons from my weapons pack to make a standalone version

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In the pack, they work. In the SA version, they are not even loaded in-game

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No errors anywhere

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And I can't unpack the .pbo as it's quote ""Obfuscated"". I didn't tick the "Obfuscate" nor "Compress" box on pboProject

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Might be the issue here

kindred moss
#

gah yeah see with @hard chasm

#

meanwhile try repacking with addon builder

knotty sage
#

Grabbed the latest version of dePbo, works now

kindred moss
#

or try to cleanup temp folder

knotty sage
#

Will try in-game

#

Will never pack my stuff with Addon Builder ๐Ÿ˜„

kindred moss
#

Myths... I use it all the time, but if you payed for Mikeros I dont blame you, goat has to eat

hard chasm
#

an 'undocmented feature' occured in the first attempt by the dll to break bankrev. since fixed. that version only survived two hours before Q spotted a <ahem> 'problem'

knotty sage
#

Yeah, saw that ๐Ÿ˜„ The latest depbo works like a charm

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The weird thing is that I packed my headgear stuff with the exact same version, and it worked. But not for my weapons.. Which is weird, cuz they are both in cfgWeapons

kindred moss
#

hmm see the packing log...should say something, but in case there was a bug I cant say

knotty sage
#

Alrighty, it works now

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Weird

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And yes, I support the goat ๐Ÿ˜Ž

kindred moss
#

Yeah weird... having a goat in a flat and all that. Strangelove ๐ŸŽถ

knotty sage
#

Alrighty, got this error now. I'm in Dev Branch, downloaded the 2.9 Gb update yesterday, updated to the latest dePBO version a few minutes ago, and got "Obsolete skeletonSource OFP2_ManSkeleton" error now. Any tips ?

#

It worked great yesterday, and now all my assets (headgear, etc.) are just broken

jade brook
#

99% of ppl can't afford to buy legal copies

#

were are you from ???

sullen fulcrum
#

iirc he mentioned a few days back that he is from tunisia

south bison
#

@jade brook Tunisia and most game stores don't sell legal because 1 parents won't and will never buy their sons original copies ( too expensive to them .. and most of the parent hate gaming and see it as kid stuff ) ... only few get the original from online store and from their money after working few months getting from 50 $ up to 200$ per month as salary as fare as me we have now fasting month after it will find job i hope 200$ salary and work until new year and build a new pc and buy the legal copy ... ( gaming community here struggling no recognition by the parents and no guarantee with the customs that they can tax us for hardware up to 500% original price this if they tell u it arrive means they can keep it for themselves and tell u didn't arrive ) in the end i live in country that don't support gaming and won't care about us ...

jade brook
#

Yeah, that sucks

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I don't think anyone can help you then though

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Who knows how the illegal copy operates

#

It might be completely bugged for all we know

south bison
#

to be honest this one worked fine

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but i hope i buy legal

jade brook
#

If you encounter strangeness that no one can else can reproduce then my guess would be your game version

south bison
#

some tell me to make this

#

class cfgWeapons {

class hlc_rifle_auga3;

    class hlc_rifle_auga3_HOLO_AToW: hlc_rifle_auga3 {
    class LinkedItems {
        class LinkedItemsOptic {
            item = "optic_Holosight";
            slot = "CowsSlot";
        };
        class LinkedItemsAcc {
            item = "acc_pointer_IR";
            slot = "PointerSlot";
        };
    };
};

};

#

but didn't work

jade brook
#

You want to make a version of this weapon that comes with these attachments already attached?

south bison
#

yes

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i want to add scope

jade brook
#

Is the weapon already compatible with that scope?

south bison
#

yes

jade brook
#
  1. You should use your own tag, so the classname doesn't
south bison
#

how

jade brook
#

collide with other potential class names that ight come with an update

south bison
#

i'm new

jade brook
#

You name them:
myTag_
Instead of
hlc_

south bison
#

ok

jade brook
#

That would be step 1

south bison
#

like Tun as tunisia

jade brook
#

exactly

#

Second step

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You need to set up the CfgPatches part of your config

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Can I see that?

south bison
#

1 min

kindred moss
#

youre breaking my heart @jade brook

kindred moss
#

sad story bruh but salaries here are around 250 euro average... that story doesnt cut it

#

I know how it is in Tunisia have friends there, but you need to push harder and earn money

jade brook
#

Hmm. It looks correct

south bison
#

@kindred moss imagen i do a mandatory service with army + 4 month as reserve and finished january 2015 until now they don't pay my 4 month ( nearly 1500$ )

kindred moss
#

now this is a legot config question if anyone is willing to help let it be
That doesnt cut it eather I was a conscript in 2004 served my nine months without any salary, I barely had money for toilet paper

south bison
#

and i'm lazy i still not went to find job

#

the point help me in fixing config

jade brook
kindred moss
#

You dont see me whining... I went there, had where to sleep, what to eat, I got to shoot real guns and meet some good freinds, I dont need fucken money, the point is stop whining and do something about it RE: Arma3 too expencive and shit

#

sorry for OT

hard chasm
#

I always find it passing strange that a person can find the money for a $900 computer, but not the $30 for a game.

kindred moss
#

nah Tunisia is kinda fucked up for that, got a story about it but not the place for it..

south bison
#

this not my computer and it is 350$ computer and it's my brother

hard chasm
#

same principle applies.

south bison
#

yeah

jade brook
#

So what's the problem with that weapon?

kindred moss
#

carry on with the config please >>

south bison
#

when i try to apply scope config it disapear

jade brook
#

the scope disappears?

south bison
#

weapon

jade brook
#

uhm, what exactly happens after:
player addWeapon <CLASSNAME>
?

south bison
#

when i put the soldier it appear only olding gun and no rifle

#

class cfgWeapons {

class hlc_rifle_auga3;

    class hlc_rifle_auga3_HOLO_AToW: hlc_rifle_auga3 {
    class LinkedItems {
        class LinkedItemsOptic {
            item = "optic_Holosight";
            slot = "CowsSlot";
        };
        class LinkedItemsAcc {
            item = "acc_pointer_IR";
            slot = "PointerSlot";
        };
    };
};

};

jade brook
#

player addWeapon "hlc_rifle_auga3_HOLO_AToW"

south bison
kindred moss
#

do you have HLC weapon pack loaded in game?

#

those weapons are not vanilla you need addon for that

south bison
#

yeah weapons work fine but without scopes and when i try to add scope didn't work

jade brook
#

So
player addWeapon "hlc_rifle_auga3"
works

#

but
player addWeapon "hlc_rifle_auga3_HOLO_AToW"

#

doesnt?

south bison
#

yes

jade brook
#

do you have CBA ?

south bison
#

yes

jade brook
#

"hlc_rifle_auga3" call CBA_fnc_getItemConfig

#

what does that report?

south bison
#

???

jade brook
#

If you enter it into the debug console

#

one of the four watch lines

#

in the lower half

hard chasm
#

is it as simple as you have to inherit classlinkedItemOptics rather than overwriing it?

jade brook
#

No, the weapon doesn't show up at all apparently

kindred moss
#

it shoudlnt show in arsenal its got no scope

jade brook
#

okay. then I guess mikero is right

kindred moss
#

in fact I got scope=1 on mine... hmm not sure but I think it has to have scope there

south bison
#

so how to fix it

jade brook
#

well no, cant be

#
class BWA3_G36_equipped: BWA3_G36 {
    class LinkedItems {
        class LinkedItemsOptic {
            slot = "CowsSlot";
            item = "BWA3_optic_ZO4x30";
        };
        class LinkedItemsAcc {
            slot = "PointerSlot";
            item = "BWA3_acc_LLM01_irlaser";
        };
    };
};
#

this is what we use

kindred moss
#

yeah no scope in vanilla versions either... I just hid them not to showup in arsenal

#

welp this ones odd...

south bison
#

that config similar to what i used

jade brook
#

It's the exact same

south bison
#

why didn't work for me

kindred moss
#

whoa that google drive link... where is your rifle in cfgWeapons?

#

where are you addin that rifle with optics?

jade brook
#

oh wow

#

I found it

south bison
#

Squad leader

kindred moss
#

fail XD

hard chasm
#

if it helps at all, i just checked, and inheritence is not necessary.

jade brook
#

inheritance isn't even the problem

#
class CfgVehicles
....


class cfgWeapons {
    
    class hlc_rifle_auga3;
    
        class hlc_rifle_auga3_HOLO_AToW: hlc_rifle_auga3 {
        class LinkedItems {
            class LinkedItemsOptic {
                item = "optic_Holosight";
                slot = "CowsSlot";
            };
            class LinkedItemsAcc {
                item = "acc_pointer_IR";
                slot = "PointerSlot";
            };
        };
    };
};

....
};
kindred moss
#

he added a gun in soldiers config thought it will cut it :D

grand zinc
#

wow

#

^^

#

awesome

#

i also did that a bunch of times ^^

kindred moss
#

what commy wrote add that to your config @south bison

jade brook
#

You have to move that into the correct CfgWeapons below

south bison
#

i got help from friend

#

can u fix it

jade brook
#

well

kindred moss
#

deez neue mod makers make me nutz

jade brook
#

it's easy you can do it too

#

Just remove that CfgWeapons config from CfgVehicles (the soldiers)

south bison
#

sorry if i make u nutz i'm still learning

jade brook
#

And add it to the already existing CfgWeapons (vests etc.)

south bison
#

ok

#

will test it an see

turbid coral
#

Hope it fits the channel's topic:

I have CfgFunctions defined in mission's Description.ext, like;
class CfgFunctions
{
#include "addons\sample\functions.hpp"
};

Within this script addon's functions.hpp I have:

class myTag
{
my funcs here
};

Question: is there a way to extend this class to add functions with the same tag? I want put some functions in separate script folder and define in separate include file, preserving the function's tag. Is it possible.

PS I have tried to manage includes under class MyTag {}, but it is not so beautiful

jade brook
#
class CfgFunctions {
    class myTag {
        #include "addons\sample\functions.hpp"
        #include "addons\sample_2\functions.hpp"
    };
};
#

this is the only way if you want to share tags

turbid coral
#

that's pity

jade brook
#

one day BI will add support for multiple description.ext's

turbid coral
#

I hoped there was a more beautiful way

jade brook
#

I still believe

turbid coral
#

hehe, stringtable.xml would be a better start for splitting

jade brook
#

You'd think they would've done that when they made all the changes for 3den

#

but no

#

no actual improvements on that level

#

it's crititique at a high level

turbid coral
#

I have just forgotten the word "hope" in scope of Arma

jade brook
#

Note the lack of "hope" in any of my posts

knotty sage
#

Hey guys. I have a subclass defined in my weapons config (bg_weaponparameters). And in-game, I have an error saying "No Entry config.bin/CfgWeapons/bg_weaponparameters". Tho in-game, this sub-class works, and when I look thru Config Viewer, the class is defined.. The point is the game screams for an error that doesn't exist as it loads the parameters and works anyway.. What can I do ?

hard chasm
#

if you don't paste your config somewhere what help do you expect? all the configbrowser is doing in this instance is simply displaying the same data the way you entered it. that, doesn't make it right.

knotty sage
#

Well I don't wanna sound like a whore throwing my config and expecting people to solve it, if other people have the same issue it's interesting to know ๐Ÿ˜ƒ

knotty sage
#

Hey, guess what ? Switched to Stable Branhc. Everything is now working.

hard chasm
#

i can find no reference in any config to *_weaponparameters. so I have no idea how it would be applied.

hot pine
#

since 1.62 all classes in cfgWeapons are validated if they are proper weapons

#

that means, either engine or script is checking if class inside cfgWeapons has all data like displayName, itemInfo, etc

#

so thing like cfgWeapons { class bg_weaponParametrs {something inside}; class itemInfo; } will both cause errors

jade brook
#

good thing. I hope that will finally stop people from adding stuff like Mode_FullAuto and SlotInfo into CfgWeapons instead of using it as a root base class.
Now the same for vehicles and class Turrets please.

lofty zealot
#

you want to see the world burn @jade brook ?

strange egret
#

whats bugging me a lot more is that effects do not have their own "masterclass" ... if you have an effects mod installed the "root class" is littered with stuff making it difficult to find cfgImportant

kindred moss
#

I hope that will finally stop people from adding stuff like Mode_FullAuto and SlotInfo into CfgWeapons instead of using it as a root base class

Ouch... ok I heard that, redoing my config now. Thanks I guess ๐Ÿ˜Š

jade brook
#

you want to see the world burn
I know that nothing that I'm working on does this.
I also hate how stuff like RHS glitches out the config browser thanks to this (and the very poor scripting of it)

gilded lake
#

๐Ÿ˜

#

besides the stuff that's already in the _diag.exe

jade brook
#

probably never

#

it's specifically disabled on stable

#

probably for security

gilded lake
#

that's what the _diag.exe version is for though

#

sort of, kinda

stoic lily
#

@red wharf when do we get this?

hard chasm
#

since 1.62 all classes in cfgWeapons are validated

#

thanks for that Reyhard. My knee jerk reaction is that's a bad idea to block on irrelevant classes (or variables). Missing ones, incorrect ones, good idea. But, to block 'extra' ones will stop innovative approaches that people like gaia use to implement new ideas in modules. ditto the 3den editor.

#

There's also the question of backward compatibility. A variable that's no longer used. How soon before bis forget it was once legal to have it?

stoic lily
#

once i was a fan of the inheritance definition hacks.. but as it has shown that many use it without knowing what they are doing and thus breaking their own, other peoples' and everyone configs, it is welcome to see BI stop people from malpractice

knotty sage
#

@hot pine Which means this is completely dumb as this kind of subclass (e.g: bg_weaponParameters) don't require displayName ?

#

This is even more confusing as for a model of mine, it says "can't find (something/something.rvmat)", but it loads it anyway and it's here..

jade brook
#

either put the base class on root

#

or into class Default in CfgWeapons

#

CfgWeapons should only contain actual weapons

#

...

strange egret
#

great, spam root with all the shit

#

actual weapons like binoculars, helmets, ...

hot pine
#

@knotty sage - uhm, checked that addon, bg_weaponParametrs is declared in root

knotty sage
#

I don't see the harm here for declaring it for specific weapons instead of root classes

hot pine
#

can you post your cfg?

knotty sage
#

I even tried to declare a root class yesterday containing this sub-class, and making my actual weapon to inherit from that. Still got the error

jade brook
#

I think it's the "bg" addon itself that causes this error, not your weapon

knotty sage
#

Well, other weapons without this "bg" subclass give no errors

#

The point is it says "No Entry" for this subclass, but it's here, it's even worse as it's a custom subclass

jade brook
#

hmm. sounds more like a problem with the scripting of that addon then

knotty sage
#

Another out of scope but interseting fact, I compile that shotgun on devBranch, I try it on Virtual Arsenal => My game crashes. I do the same on Stable => My game runs fine, no errors at all

jade brook
#

you should check the RPT

knotty sage
#

Did that, no results

jade brook
#

can't be

#

if it says "no entry"

#

that will appear in the RPT

#

100%

knotty sage
#

Well, beside having the same message "No Entry bin.Config/cfgWeapons/bg_weaponparameters", I have nothing more to highlight

jade brook
#

post it

#

I'll show you then

#

but I have to go in 3min

hard chasm
#

I'm not at all familar with 'event handler frameworks'. But i think it's serving my point that crippling added classes to configs is killing innovation. It's a road they should not go down.

knotty sage
#

Yeah

strange egret
#

totally agree

stoic lily
#

while we are at it..


Also coming in VBS3 is a new plugin enabling more accurate flight models for aircraft. For VBS3 v3.9.1, BISim developed a plugin for Gateway that allows JSBSim to control the flight dynamics and physics of VBS3 aircraft. JSBSim is an open source flight dynamics model (FDM) that compiles and runs under many operating systems, including Microsoft Windows, Apple Macintosh, Linux, IRIX, Cygwin (Unix on Windows), etc. The FDM is essentially the physics/math model that defines the movement of an aircraft, rocket, etc., under the forces and moments applied to it using the various control mechanisms and from the forces of nature. 

BISim implemented this new plugin for the French MOD for the Dassault Rafale. VBS3 users can enable the flight model by attaching an editor object to the aircraft. Using JSBSim, customers can define their own custom flight models for VBS3 by creating an XML file in JSBSim which loads automatically into the editor object in VBS3. ```

https://bisimulations.com/content/mon-06272016-1946/new-sensor-flight-model-and-sniper-training-features-coming-vbs3-v391
#

Maybe for A4 BI will switch to it too.

jade brook
#

crippling added classes to configs is killing innovation
what?

#

You mean one should avoid configs for something like this?

stoic lily
#

they argue to be able to continue to use hacks of all sorta inside cfgWeapons for example

#

however as far as i can tell they dont understand the change fully or the alternatives

#

nothing meaningful is really lost as far as i can tell

#

just broken inheritance and faulty classes has been stopped to work

jade brook
#

I'm not aware of any such methods. I learned to never change the original inheritance tree and I'm respecting that

strange egret
#

so can you add custom classes inside a weapons config or not now?

stoic lily
#

of course you still can. however you have to make them based on the : Default tree always now

#

and not make inheritance hacks like

#
class Mode_FullAuto;//correct
class CfgWeapons
{
    class Mode_FullAuto;//faulty - no longer possible
    class Rifle;
    class WeaponNew: Rifle//goes back to Default
    {
        class Full: Mode_FullAuto // weapon mode
        {
        ...
        };
    };
    class WeaponNewHacky//new sub-root class;faulty - no longer possible
    {
        ...
    };
};
jade brook
#

yeah, that's good

#

don't call it "hacky". It's just a lack of understanding on how inheritance works

stoic lily
#

@jade brook you cannot change the inheritance tree. the engine builds the config tree in memory in a linear fashion
if one "changes" inheritance by a 2nd different definition, the engine just warns you about it - you dont effectively change the inheritance. that would wreck way too much

jade brook
#

yes you do

stoic lily
#

you can alter the tree if you load before the original tree. like if you dont define requiredAddons, for most configs you would get loaded before A3 configs

jade brook
#

I have an example wait

stoic lily
#

but again this doesnt "change" it, by overwriting it - its just a matter who defines the tree first

jade brook
#

nope. it's a matter of who defines it last

stoic lily
#

last time i tested it, it was not the case - you couldnt change like a car class to plane. both in terms of inheritance values (getArray/getText/getNumber will still return from the original tree, nor can you change the simulation or something)

#

you can overwrite values inside the class obviously but thats not inheritance

jade brook
#

The current TFAR does this:

class B_MBT_01_cannon_F;
 // BWMOD
 class BWA3_Leopard2A6M_Fleck: B_MBT_01_cannon_F
 {
     tf_RadioType  = "tf_mr3000_bwmod";
 };
 class O_APC_Tracked_02_cannon_F;
 class BWA3_Puma_Fleck: O_APC_Tracked_02_cannon_F
 {
     tf_RadioType = "tf_mr3000_bwmod";
  }; 
#

which was our inheritance in v1.0

#

we didn't know any better

stoic lily
#

so the example you need to verify is this:

class PlaneMy: Plane {...};
class PlaneMy: Car {...};
if getText (config/"cfgVehicles"/"PlaneMy"/"simulation") returns "car" and the vehicle behaves as a car, you would have changed the inheritance tree

jade brook
#

now our inheritance is this:

    class BWA3_Leopard2A6M_Fleck: BWA3_Leopard_base {
#

If I start the game with TFAR and BWA3

stoic lily
#

it doesnt matter what it returns as text for the base class, as its just a label

jade brook
#

TFAR is loaded first

#

(it has very few requiredAddons)

stoic lily
#

what you need to verify is the inherited parameters and if the behavior is changed

jade brook
#

Bw has many and get's pushed back several times in the quene

#

I get this error:

19:47:58 Updating base class B_MBT_01_cannon_F->BWA3_Leopard_base, by bwa3_leopard2a6m\config.bin/CfgVehicles/BWA3_Leopard2A6M_Fleck/
19:47:58 Updating base class O_APC_Tracked_02_cannon_F->BWA3_Puma_base, by bwa3_puma\config.bin/CfgVehicles/BWA3_Puma_Fleck/
stoic lily
#

thats just a warning

jade brook
#

But the configs are updated to inherit correctly

stoic lily
#

to tell you that you changed the "label"

jade brook
#

The inheritance IS CHANGED!

#

kju, I'm the config guy for ACE

#

I've tested this thousands of times

stoic lily
#

then you give the wrong example to proof your case

manic moth
#

hello

stoic lily
#

what you have shown so far does not state what actually happens on the engine level

#

like i said, "last time i tested" - i am not suggesting it may be different now, yet i am trying to explain what you need to do to verify a change of inheritance actually happens

jade brook
#

configName inheritsFrom (configfile >> "CfgVehicles" >> "BWA3_Puma_Fleck")

#

"BWA3_Puma_base"

stoic lily
#

as said not the label

#

you need to verify for inherited parameters

jade brook
#

They are all still there.

#

Including those from TFAR

stoic lily
#

i am not sure what you mean by exactly that

jade brook
#

I changed the inheritance while loading the game

#

because two configs are conflicting

#

I don't care about "engine level"

#

that's vage

#

I only care about results

stoic lily
#

that TFAR parameters are still in class BWA3_Puma_Fleck are to be expected unless you overwrite them in your 2nd definition

jade brook
#

I don't

#

And yes, that is expected

#

I changed the base class from O_APC_Tracked_02_cannon_F to BWA3_Puma_base

stoic lily
#

if the inherited parameters from the TFAR base classes are still active (aka O_APC_Tracked_02_cannon_F) (which is what i suggest), or the ones from BWA3_Puma_base is what you need to verify

jade brook
#

I changed the base class from O_APC_Tracked_02_cannon_F to BWA3_Puma_base

#

And that is what I mean by changing inheritance

#

If TFAR was loaded last, our Puma would be busted

#

which is why I made a PR on the TFAR github

#

but they never seem to update : /

kindred moss
#

so basically this is all about defining your own base class and inherit from it rather from games base class for every single weapon/vehicle/mag/ammo/whatever?

stoic lily
#

yes but as said this is not what means change of inheritance - as said the question is if you can make a plane into a car just by changing the base class (and nothing else changed)

jade brook
#

well you might be able to. depends on loading order

#

probably not possible to pull off since timing is hard to get with only requiredAddons and game patches being first in the quene by default

#

And yes you totally can wreck havoc with updating or changing the base classes

#

Like if you make any mistake in CfgMovesMaleSdr

stoic lily
#

well ive only did tests with cfgVehicles (as isKindOf only worked for it back in the day)

jade brook
#

The Car and Planes classes are not very good to test this

#

because they appear in many config patches

stoic lily
#

its not about changing these itself. you misunderstood that

jade brook
#

some other patch might've changed the inheritance back to the old case

stoic lily
#

class MyPlane: Plane
class MyPlane: Car

#

other configs dont matter at all here for this

jade brook
#

MyPlane will be a car other or a plane depending on what was loaded last

stoic lily
#

and you could change class Car/Tank/Plane itself for the most part

#

however some parts are hardcoded to the label itself

#

like class Tank {simulation="plane";}; didnt work back then at least

#

turrets were another such case

strange egret
#

the question was not if i can create a new class in cfgWeapons, but if i can create a subclass within a weapon class at my leasure

class cfgWeapons{
class blabla_base;
class myweapon:blablabase {
class mycustomattributes {
attribute1= 1; attribute2[]={1,"two"};
};
};
};

jade brook
#

i think so , yes

#

BI has some too and I doubt they have a internal white list or something

stoic lily
#

subclasses should not be affected in any way if I understood Reyhard correctly

#

it should be only about inheritance definitions in the first level and class definitions, like

{
  ..
};
class cfgWeapons
{
 class Inheritance; //not defined as class inside cfgWeapons but outside
 class New1stLevelClass//no inheritance to Default tree
 {
   ...
 };
};```
jade brook
#

^

hard chasm
#

you folks will excuse me for saying so, but you're spreading a fair bit of misinformation around. You probably don't mean to do so, you probably know what your talking about, but here are the rigid, set-in-concrete, facts. The moment an author creates (note the word) a class A:B for the first time ever, that's the end of it. it cannot be changed. All subsequent references to A from other addons must stick to that rule, they can't arbitrarily decide it's now, A;C

#

and similarly a class simplly defined as class A{....} can never, all of a sudden, gain inheritence. Where the difficulty arises is in the use of externs

#

class B;

#

that's all well and good, but unless the addon containing that class is load _first, the engine will almost inevetibaly misinterpret the above as being:

#

class B{}; // eg no imheritence

#

where you state class B; is not too important in the sense that you can state it at the same level of indent as the succeeding class A:B{....

#

the engine will search backwards at decreasing levels of indent to find this 'class B'

#

it then discovers that, in fact, the real definition is actually class B:something else!

#

... but that detail is not supposed to concern you.

#

an example of course is class Car; you're not (normally) supposed to know or need to know, it's inheritance

#

A quirk of the compiler/engine is that when you need to 'get at' classes embedded within class car or class house, then you do indeed 'need to know' how car inherits.

#

These are simple rules to undestand. You can bugger it up by either explicitly stating the wrong inheritence, OR, no forcing the engine to load the other addon first. 909% of the time, it's the latter that is the cause of all pain.

gilded lake
#

[7:49 PM] @manic moth: hello
Seems like you weren't noticed sooo, hello ๐Ÿ˜„

manic moth
#

lol?

gilded lake
#

dunno, noticed your name in the wall of blue names :p

jagged valve
#

Mikero. U made it to discord! ๐Ÿ˜€

strange egret
#

lol where have you been ? hes been a while here already. (btw - i keep launching skype and no new messages pop up. Before i had to upgrade from my stoneage version 4.x all was perfectly fine, not alot of delay. Now -> lag galore (trying to connect for days),

#

they did it to themself

jagged valve
#

Man I got burned out. I did so much I needed a break

#

I started working on jbad the now and finishing up a building I was working on

#

On top of that I had some family stuff to take care of as well

#

But I'm back now baby ๐Ÿ˜‚

somber cloak
#

@jagged valve wb dude

jagged valve
#

๐Ÿ‘

#

U missed me ๐Ÿ˜€

somber cloak
#

yeah thought you got lost in the gym stuck lifting ๐Ÿ˜›

jagged valve
#

Lol

low orbit
#

hey look, it's milky!

#

@jagged valve you still ignoring me on skype?

jagged valve
#

heyyyyyyyyyyyy

#

no i literlly have no messages from you on skype

low orbit
#

๐Ÿ‘€

strange egret
#

intercepted by bigbrother

low orbit
#

oh damn, you did actually reply (was a while ago (we see how often Hatchet skypes..)).

strange egret
jagged valve
#

๐Ÿ˜‚

low orbit
#

hahaha

#

well good to see you around @jagged valve, was wondering what you were up to.

jagged valve
#

thanks buddy

knotty sage
#

Welcome back man !

stoic lily
#

wb @jagged valve ๐Ÿ˜ƒ

kindred moss
#

having trouble with cfgFunctions... on game start I get all of them not found, not sure what I did wrong damn it...

sharp stone
#

Most likely the path or the file names

#

Did you specify a file="foo"?

lofty zealot
#

just as i do not want to check ...

FOO = "BAR";```
would this throw an error or would this override "foo"?
my current assumption would be that it throws an error
kindred moss
#

I got file path there and tag defined..

knotty sage
#

@kindred moss Are you running on Dev Branch ?

kindred moss
#

no stable...

knotty sage
#

Hmm, that's weird

kindred moss
#

no matter how I try and what way I use it says file.sqf not found

knotty sage
#

But it's there and the game loads it ?

kindred moss
#

its there havent checked if its loaded

#

gimme sec

knotty sage
#

I knew it

#

Had the same problem with a .rvmat and with some files

#

It says "Can't find X", yet it's there and is working

#

Well, still have that problem tho

kindred moss
#

its registered in functions library but it still complains it cant find it

#

blank in config viewer

#

files are inside functions folder named fn_getPlayer.sqf etc...

knotty sage
#

PBOPREFIX ?

kindred moss
#

the what? Its fine but I dont have $pboprefix$ inside

knotty sage
#

Try adding one, perhaps

kindred moss
#

duh nope

knotty sage
#

Hmm.. Can't really help you further then, as I have the same unsolved problem.. Waiting for someone with a magic toolbox to help us ๐Ÿ‘€

lofty zealot
#

uhm ... rly @kindred moss?
try this ... "\saf_wep_config\functions"

kindred moss
#

leading slash?

lofty zealot
#

yup

#

also note that this assumes that saf_wep_config is your pbo

#

and not a folder inside of your pbo

kindred moss
#

yes its addon functions is folder

#

Ill try

#

nay

#

blah typos....

#

its not saf_wep_config its saf_wep_conf

lofty zealot
#

just wanted to say do this dir /s /b

#

thats why you should use a $PBOPREFIX$

kindred moss
#

I made a typo in cfgFunctions pboprefix has nothing to do with it, I have it and path is right there

lofty zealot
#

it can be used to prevent that renaming the pbo would affect the functions etc.

#

thats what i mean

kindred moss
#

omg typo ate my liverrrr

#

30 minutes of pain...

#

sorry guys

#

and thanks for th etips

hard chasm
#

re foo=bar and FOO=BAR

#

the engine converts everything internally to lower case (unless enclosed in quotes). therefore you are declaring the variable twice, which is verboten.

#

re $pboprefix$

#

kegetys and I 'invented' pboprefix when we first encountered it in xbox elite.

#

it is not a bis construct. they don't use it.

#

it is no longer used to declare or actually, over-write a prefix. the prefix is NOW generated by the simple fact that it's on p:\any\where.

#

$pboprefix$.txt has now much more capability than simply listing the (unused) prefix of the pbo. see documentation accompanying makepbo or pboProject.

lofty zealot
#

so it throws an error
check, expectation was correct

kindred moss
#

humm why would custom effect not work? It should be possible to create one but I get bin_config.bin/my_effect not found and its clearly defined in cfgCloudlets

#

it throws error but effect does fire even though script attached to it is not

worn eagle
#

crashes pboproject with no errors

fleet ether
#

what is the error?

worn eagle
#

no errors

fleet ether
#

?

worn eagle
#

kinda my problem here

fleet ether
#

P:\temp\PBONAME_Packing.log

#

there you finde a error log

#

and if you want to have more help maybe send more parts of the config

worn eagle
#

found the file, there is no errors in there

#

:F

fleet ether
#

than you need to share more informations whats in the config else nobody can help

worn eagle
#

gonna PM you

fleet ether
#

no please not

somber cloak
#

simply sharing one class of a config, doesnt show anything else in there that may be breaking your config

worn eagle
#

can't be, when i comment those lines out, the PBO packs nicely

somber cloak
#

well then you may indeed have a conflict in the entire config

#

so when you uncomment that class binarize bails on you

#

good luck fixing it anyways

worn eagle
#

how there can be a confilct?

fleet ether
#

i think there are some defines missing

#

public is not defined

#

for example

worn eagle
#

isn't it defined in basicDefines_A3.hpp?

kindred moss
#

does anyone see anything wrong with this?

{
    class RocketBackfireRPGNT;
    class saf_fired_m80 : RocketBackfireRPGNT
    {
        interval = 0.265;
        lifeTime = 0.001;
        lifeTimeVar = 0;
        beforeDestroyScript = "saf_wep_conf\scripts\m80_handler.sqf";
    };
};```

why would it throw error `Warning Message: No entry 'bin\config.bin.saf_fired_m80'.` ?
#

could it be requiredAddons?

stoic lily
#

no

#

FX classes need one in cfgCloudlets and one outside in the root/global space

#

just look at one pair from BI to get the idea

strange egret
#

does anyone have a config example example for the optics of a turret, where the gunner has Optic view (turned in) and modelled interior freelook view (turned in)?
I can't seem to get the optic config right to get the interior "freelook" view properly.
All i see is black in freelook, and there are no camera limits (360ยฐ rotation).

kindred moss
#

nailed it @stoic lily

#

thanks

jagged valve
#

Hi @stoic lily good to see u around still

knotty sage
#

@worn eagle Try scope = 2; instead of scope = public

turbid coral
#

CfgLoadintTexts is mentioned as an option for Description.ext at biki, actually link leads to configuring loading texts inside CfgWorlds class - is there any actual way to use CfgLoadingTexts on mission level?

strange egret
#

can somebody tell me what number the view_commander LOD is for LODturnedin=xyz; ?
Gunner is supposedly 1000, 1100 pilot and 1200 cargo - i couldnt find anything regarding commander view

kindred moss
#

@turbid coral try this in a mission might work class CfgLoadingTexts { refreshDelay = 20; class Dev1 { title = ""; text[] = {}; }; };

#

found it in root config must be leftover from TOH

#

@strange egret I recal btr90 in A2 had interior might want to take a look at its config

#

also I got only this in MBT config LODTurnedOut = "VIEW_GUNNER"; for both gunner and commander

strange egret
#

"VIEW_GUNNER" is just a #define, it's the numbers that count. I need to differentiate between commanderview and gunnerview

#

i found some code from the blender import script and there are the LOD numbers - view_gunner = 1e3, view_pilot=1.1e3, view_cargo=1.2e3 . That corresponds to the numbers required for the lod to show up. However, view_commander = 1e16 (wtf!), if i put that number into the config, nothing happens (it defaults to standard lod).

#

did you guys @RHS manage to utilize the view_commander LOD? @unkempt jewel @hot pine @sullen fulcrum

kindred moss
#

I dont think there is one at all I have seen just 1000, 1100 and 1200 and -1

strange egret
#

yeah, i searched through all the vanilla configs and there are only those 4 values... so atm i'm assuming that view_commander is simply disfunctional

#

when the game can't find a LOD however, it seems to default to first res LOD. If you use -1 for Turrets, it will automatically use gunnerview lod

kindred moss
#

well allvehicle have it for that reason probably LODTurnedIn = -1; LODTurnedOut = -1;

strange egret
#

presumably

turbid coral
#

@kindred moss thanks! will give it a try

hard chasm
#

@worn eagle the free version of pboProject is unstable (meaning there are some combinations of poor config.cpp that will cause it to crash)

#

you need to disable 'rebuild requiredaddons[]' in Setup->

#

i will probably release an updated set of free tools this weekend.

hard chasm
#

actually, let me correc that, it's (rarely) your config that's at fault here, it's the attempt to read a broken config some\where\else that causes above.

hot pine
#

@strange egret I think I used it once, can't find on which vehicle though. here is reference that I use for lod handling http://pastebin.com/HGXR4gZ8 from Arma 3 Tools\ObjectBuilder\O2Scripts\std\SpecialLod.hpp

strange egret
#

thanks, i'll try that

turbid coral
#

can someone advise on using pboprefix file?
I am building a simple script addon

myaddon\
    functions\
        fn_test.sqf
    config.cpp

in config.cpp I refer to my function file path as \myaddon\functions\fn_test.sqf

I trying to make a path like x\mytag\myaddon\functions\fn_test.sqf

I added a $pboprefix$ with
x\mytag\myaddon

how the function can be accessed after that?

stoic lily
#

\x\mytag\myaddon\functions\fn_test.sqf

#

you need to use mikeros tools though, or replicate the folder structure on p drive for it to work

turbid coral
#

so pboprefix does not work without P: drive?

strange egret
#

got no luck with the SpecialLOD defines either. The turret just defaults to Gunnerview LOD when i set 1.0e+16 (or equivalent define)

#

Ok so setting Commanderview manually does definitely not work apparently. It defaults to the standard-lod. HOWEVER, if you set primaryObserver=1 and primaryGunner=0 it will default to Commanderview LOD.

stoic lily
#

gj

strange egret
#

next issue: if i define a reflector ("searchlight") in the turret class, the light does not follow turret movements. Does anybody have the same issue?
because if i define the reflector in the general vehicle class, it does follow the turret without issue. Problem is that the driver now controlls the searchlight + standard headlight at the same time, which is suboptimal.

stoic lily
#

is there a vehicle/turret where this works?

strange egret
#

i'm not aware of searchlights on vanilla vehicles

#

i've seen the reflector class in the base config newturret, so i assumed that this should work

#

also, A2 had working searchlights, and it works fine when defined in drivers reflector class, so i assumed it should work.

stoic lily
#

yeah drivers is known; how is the searchlight static weapon set up?

#

probably for the gunner, but in static weapons i think he is also driver at the same time

strange egret
#

i doubt searchlight static weapons have a driver at all.

#

in my case it is a vehicle with a searchlight on the gunturret, so not a static one

strange egret
#

so not in the turret

#

where is that from?

stoic lily
#

IFA3

#

based on A2 tech basically. dunno how well it works currently though

strange egret
#

the main issue is that if i define it in the vehicleclass and not in the turret, the searchlight will be on, whenever i switch on the headlights. And that's an issue, because i want to make it an actual searchlight with more then 20m range... -> performance-> not a good idea to always have it on

#

is it possible to turn the headlights on/off via script for normal cars?

#

if yes, i could attach a helper vehicle with it's own headlights to the turret when the searchlight is on

viral rapids
#

What are you trying to achive?

strange egret
#

I have a tank with mainturret. The driver is supposed to have headlights, and the gunner is supposed to have a searchlight that is mounted on it's turret.

viral rapids
#

Can't you just simply attach the Lightpoint to the Turret itself? (like moving the MemoryPoint, when you open/Close doors)

strange egret
#

i did. And the moving searchlight works perfectly fine when i define the reflector class in the vehicle class. But if i define the reflector class in the turret, it does not move at all with the turret

viral rapids
#

erm, okay oO

#

Is it needed in the TurretClass?

strange egret
#

yes, with the current situation that lets the light move:
driver controlls searchlight on/off with his headlights (should be an action for the gunner instead)
headlights and searchlight are bound to each other (as both are in the same reflector class)

viral rapids
#

hmpf

#

maybe a "workaround" - TurretLight is only visible, when the Driver enables light?

#

If Yes:
Hide the "Lightsource" on the Turret + addAction for the Gunner to "unhide" it?
If not:
Meh ๐Ÿ˜›

strange egret
#

reflectors can't be hidden

viral rapids
#

hu? oO

#

iirc, i did that before.
Just give it another name and access the Hide from that name

jade brook
#

I remember the Tanks in A2 having coaxial searchlights

strange egret
#

yeah, the t-72 had it

jade brook
#

I never bothered looking into it, because our Leopard doesn't have those

#

But even if the current vanilla tanks don't use them, the tech should still be there

strange egret
#

but the reflector tech has changed, didn't it?

jade brook
#

I don't know.

strange egret
#

@viral rapids what did you hide? the memorypoints for the reflector?

viral rapids
#

iirc, yeah

#

But thats ~ 1 Year ago

strange egret
#

http://pastebin.com/7CMr3D0W t72 sample config... reflector is in vehicle, no reflectors in turret. Weird to see reference commanderlight in aggregate, but no commanderlight definition

hard chasm
#

@turbid coral, i've mentioned this before: pboprefix was 'invented' by myself and kegetys when we were coming to terms with the never-seen-before new style pbos in xbox elite. (read ArmA zero). it is no longer used at all for the otherwise quite reasonable purpose you want, and was never used by bis. It is now used to enhance the pbo in other ways, and i refer you to the documentation of makepbo and/or proProject to find out what they are.

#

Nowadays a virtual drive often referred to as P:\ is the holy grail. Every folder barnching out of P:\ IS the prefix.

viral rapids
#

kegeteys... dxdll for OFP ๐Ÿ˜„

hard chasm
#

damn right. a brilliant brilliant man.

viral rapids
#

It was a Performance Killer, but it looked great

turbid coral
#

@hard chasm thanks for the headsup, I ended in removing pboprefix, since it is just a simple server side addon - I just prefixed directory with functions and packed addon with filebank - that did the trick

strange egret
#

what does userActionID in class Useractions do?

hot pine
#

it was working till 1.56

strange egret
#

ah thank you. Hopefully they fix it again -.-

#

makes you wonder how they managed to break that...

stoic lily
#

what is cfgUseractions ?

strange egret
#

sry, i just meant class Useractions

stoic lily
#

alright. probably priority, or some leftover from TOH

sullen fulcrum
#

Hey guys having a config issue right now. So when i use this hidden selections only the "Camo" Selecton gets changed. Everything else stays the original texture. http://pastebin.com/2c0ZvuJN

stoic lily
strange egret
#

named selections not getting textured -> make sure you have CamoSight and whatever, in the "sections" list that is in your model.cfg (animation part)

edgy acorn
#

Hey! Can anyone give me any info on how a chair is cfgd? I know its like a static object, but how do I give the option to sit in it?

stoic lily
#

why not look at the A2/OA config how they did it?

humble raven
#

question about arma 3 editor -- I notice that if you make a scenario wherein you tell bot helis to fly around to certain waypoints, you cannot set desired altitude, speed, manner of flying, etc. The helis fly at a fixed altitude and a fixed speed. Any way to achieve more control over what you want your heli-bots to do?

somber cloak
#

@humble raven I gather your another person who spams in every channel till they get what they want, try using the appropriate #channel, like #arma3_scenario

humble raven
#

well it's a winning strategy, I got 2 good answers from 2 different chans ๐Ÿ˜ƒ

#

thanks for the tip I will try that chan

somber cloak
#

It's also pretty annoying for everyone seeing the channels they dont have muted all highlight with the same persons question all over the arma3 discord

#

a simple bit of etiquette - looking for the apppropriate channel and asking in there is all thats required

#

your not the first and won't be the last to mass spam the same message in every channel

#

might feature request something to the discord devs about this

humble raven
#

I think that's a good idea

#

besides I don't spam ALL the channels, maybe 4 or 5 at a time

somber cloak
#

spam is spam ๐Ÿ˜ƒ

humble raven
#

appropriate - looking ones

#

I think it's a Discord problem not a user problem, if you think about it

#

it will continue to happen because it is a useful technique that gets results

#

in fact I have just calculated that I put my question into exactly 10% of all chans here, not bad ๐Ÿ˜ƒ

#

as I become more experienced that will probably drop by 2% or so

viral rapids
#

wow, another one for the ignorelist....

kindred moss
#

so instead of bothering to answer you decided to spam even more. gg

#

@vital python can we get a cleanup of last pointless discussion here pls?

somber cloak
#

it's not pointless if it cuts down overall spam

#

probably in the wrong channel, but given the guy spammed in multiple, the pick of channel to reply was random

vital python
#

he's gone

#

I'd have him warned, if he was here

stone cove
#

Guys - can somebody do a the latest config dump with Apex stuff in it? dev version would be ideal of it

#

since those configs are locked and going ingame just looking to the configs is just tedious

stoic lily
stone cove
#

so i have to load that mission?

#

to get the config dump?

#

and that dll must be in the game main folder? it doesn't work when it is in that mission folder?

turbid coral
#

no, dll should be placed in the dicrectoty where Arma installed, then it will be available from callExtension command, most likely used in this mission

stone cove
#

ok got it , thanks guys

kindred moss
#

put dll to game folder or modfolder you load along (remove before MP play) - dump gets created in the dll location

ok is that why I get poor performance lately? Funny thing - I could play in MP with BE with that dll being in root of a3?

#

Is it possible that mbfileio.dll is whitelisted by BE... I know most of the games would ban you ( or anticheat ) if you had any dll hooked to game process

#

ah nvm I placed it in separate folder its not that

#

does game loads all dll's found in root/folders automatically or they need ot be called?

dull bolt
#

how can I make my custom item not show as DLC? (in the CfgWeapons class)

kindred moss
#

not show as DLC?

#

you mean its marked like premium item?

#

might have something to do with your cfgMods in case you inherited from some of the DLCs cfgMods class

#

I had this happening with a mag for disposable launcer which is weird

#

but just that one mag not launcher linked to it nor anything else..

#
    {
        author = "Arma Serbia Mod Team";
        _generalMacro = "1Rnd_M80_SAF_AT";
        scope = 1;
        allowedSlots[] = {701,901};
        scopeArsenal = 0;
        displayname = "M80 AT Rocket";
        picture = "\saf_wep_m80\data\UI\m_m80_rocket_ca.paa";
        ammo = "R_64mm_SAF_M80_AT";
        count = 1;
        initSpeed = 190;
        descriptionshort = "Range: 20 - 220m <br/>Type: AT <br/>Used in: M80 Launcher";
        displaynameshort = "AT";
        type = "6 * 256";
        mass = 8;
    };
    class 0Rnd_M80Dummy_Mag: 1Rnd_M80_SAF_AT
    {
        scope = 1;
        count = 0;
        type = 0;
        displayName = "M80 (Used)";
    };``` go figure I have no idea why this mags shows as premium content..
dull bolt
#

scopeArsenal = 0; is this the arsenal category?

strange egret
#

no. its just scope for arsenal....

dull bolt
#

makes sense, but wouldnt he want that set to something other than 0 to be able to choose it?

wild pasture
#

Look at the arsenal code, it should tell you what it does with scopeArsenal. iirc you don't need scopeArsenal = 2 if you have scope = 2.

#

You would only use scopeArsenal = 2 when you had scope = 1 if you wanted something to be in arsenal but not in the editor. And then you could do scopeArsenal = 1 and scope = 2 if you wanted it in the editor but not in the arsenal.

dull bolt
#

kk thanks

knotty sage
#

Is there a config parameter to force the player's weapon to be raised ? In that case, a rifle

#

It would be like when he has it in hands, he couldn't lower it, it HAS to be raised, just like the rocket launcher

strange egret
#

nope

potent horizon
#

I compiled my config and when I started up my game, I got an error saying the following:

#

The point of the config is to introduce a custom uniform into the game. The config I used is merely an edited version of the one presented on the encoding guide.

sharp stone
#

Did you declare the base class?

potent horizon
#

as in the cfgVehicles part?

#

I'm a starter so, kind of hard to follow

sharp stone
#
class B;
class A : B {};
class C : D {};

Undefined base class: "D";

potent horizon
#

mind if I quickly send a link to the config contents?

uncut pike
#

Uniform_Base is not defined like it says in your error.

#

to define something use: class Uniform_Base;

#

put that above your class that needs it.

#

;

#

yep

potent horizon
#

that should fix it?

uncut pike
#

yea

potent horizon
#

sweet error is gone, now got to fix the other issues!

uncut pike
#

Hehe if you fix one more will come ^^

potent horizon
#

main issue at the moment is that my model and texture doesn't want to appear ingame..

uncut pike
#

idk that stuff ๐Ÿ˜›

potent horizon
#

haha thanks a lot though!

wild pasture
#

Is anyone aware of how the configs differ for Tanoa for non owners of the expansion? My assumption would be that they have all of the same configs in the same locations but they only have a CfgPatches entry

sharp stone
#

I would assume the configs are all the same, but that they get differentiated at the engine level

wild pasture
#

Oh I think you're definitely right for weapons and vehicles since you can try those in the Arsenal. But how about structures and map objects from Tanoa that aren't placeable in the editor? They specified that some props would be available to non owners but also that not all structures would be available

sharp stone
#

The only assumption I could make from that is that the actual terrain.wrp and those configless objects placed on it would be witheld. But seeing as a own the expansion, I couldn't help you atm.

kindred moss
#

but wouldnt he want that set to something other than 0 to be able to choose it?

Not if its not supposed to be pickep up anywhere... like disposable launchers wher I dont want rocket to be available anywhere ( just loaded trough scripting ) so I use scope=1, and scopeArsenal=0, effectivly making it hidden in both Arsenal and editor.

jade brook
#

scopeArsenal=0 still doesn't work for CfgMagazine

#

neither does scope = 1;

kindred moss
#

Last time I checked its nowhere to be found in Arsenal nor editor with given settings, thus there is a script handing loading and disposing, only where you can see this mag is inventory with unused launcher

dusk jungle
#

I'm trying to fix Arma 2 MQ9 Reaper laser designator, it seems to be broken in both A2 and OA, I managed to make both gunBeg and gunEnd to rotate with sights station but apparently laser comes out of center of UAV, what defines muzzle\starting point for the laser in the turret?

kindred moss
#

how on earth has that broke?

#

In a3 there is a weapon attached to turret of a gunner so rscoptics_gunner and memorypoints has to be some of it

#

weapon has to be inside Turret config though

dusk jungle
#

It was broken in A2\OA from the start and never fixed

#

Currently trying to figure why laser start from center of vehicle

jade brook
#
        muzzlePos = "usti hlavne";
        muzzleEnd = "konec hlavne";

of CfgWeapons
have to match

                gunBeg = "konec hlavne";
                gunEnd = "usti hlavne";

of the Turret of CfgVehicles

#

oh, I inverted gunBeg and gunEnd here. just ignore that. it was because we mixed up these two in our helicopter

dusk jungle
#

Hm, let me check

#

Might not be the case, UH1Y has it working right, Laserdesignator_mounted has muzzlePos and muzzleEnd identical to your examples while turret config is

                gunBeg = "gun_end";
                gunEnd = "gun_begin";
jade brook
#

you have to make a custom laserdesignator for it then

dusk jungle
#

But it does work with UH1Y while having different selection names

#

It must be something else

jade brook
#

what has the UH1Y as gunbeg and gunend ?

dusk jungle
#

@ Screenshot: Here is issue that I'm trying to solve, laser (Bigged sphere) shoots from [0,0,0] of the UAV into proper direction of gunBeg and gunEnd (smaller spheres) while normal weapons shoot properly out of the muzzle (Craters on the ground)

#
                gunBeg = "gun_end";
                gunEnd = "gun_begin";
jade brook
#

Then it must be something in the model

#

if both share the same config for vehicle and weapon

dusk jungle
#

I guess that laser uses different selection\point as origin\muzzle and I can't figure where it is defined

jade brook
#

it's definitely gunBeg and muzzlePos. At least in A3

#

Maybe the UH1Y has both variants. gun_end and usti hlavne in the model

#

both*

dusk jungle
#

no such points in memory lod

jade brook
#

Neither? which drone?

dusk jungle
#

no *hlavne points in UH1Y

jade brook
#

hmm

#

what about
memoryPointGunnerOptics

#

it's in the turret

dusk jungle
#

memoryPointGunnerOptics = "commanderview";

#

Which is memory point on one of miniguns so it shouldn't be the cause

#

Wait, I'm wrong, its one of muzzle points

jade brook
#

Try setting it to gun_begin

#

The only other one is memoryPointGun

#

which is the same as gunBeg, but for vehicle weapons designated as machine gun

#

idk if that's the case for laserdesignators

dusk jungle
#

Same case for UAV though, it has it set to selection with one of muzzle points just like UH1Y

jade brook
#

ignore the configs. it's something in the model

#

there is a memory point missing in the model

dusk jungle
#

I'm looking at model, its there

jade brook
#

maybe it's missing completely, maybe the name is wrong

dusk jungle
#

memoryPointGunnerOptics is set to "gunnerview" which has same point as "laser_start"

#

so its the same thing as with UH1Y

#

idk if that's the case for laserdesignators
Apparently not as you can see bullets come out of gunBeg\End while laser comes out of center of the vehicle

#

@ Screenshot above

jade brook
#

I wouldn't trust selectionPosition entirely. Maybe the memory point doesn't appear in the movable selections in the model.cfg. That way it might still show up, but not work for the game internals.
I'd try changing around the points in the configs.

#

On the other hand. I had a bug today with the tarus event handlers not firing despite being defined. who knows what this game does sometimes

#

might be a bug in the internals

#

Try to replace the whole model entry and see if that fixes it ...

#

from reaper to UH1Y

dusk jungle
#

memoryPointGunnerOptics rotates properly with the sights station

#

What I noticed with difference between UH1Y and UAV is that UAV always has Laser Designator 3rd person camera and cursor staright ahead, while UH1Y's laser 3rd person camera moves together with turret and cursor points to where you aim

#

With UAV no matter how you move the turret camera is always faces forward in 3rd person

#

Maybe it can hint at some misconfigured turret selections?

jade brook
#

must be a difference in the model.cfg then

dusk jungle
#

So I set model to UH1Y and copied entire turret config from it into UAV

#

Laser shoots out of unknown position (not [0,0,0] though), minigun shoots out of proper position, 3rd person camera is always straight ahead

#

I'm clueless on what's going on

strange egret
#

have you checked the baseconfigs of helicopters/vehicles/turrets? I vaguely remember that you could specify a memorypoint for the laser seperately - though i may confuse it with something else laser related

#

in general it seems that using "non czenglish" memorypoints is sometimes not a good idea. For example, the "lightflash" during shooting will not be placed correctly when using custom gunbegin/gunend names without changing anything else. (at least from what i can tell sofar). I've also had some weird AI issues with AI not beeing able to aim properly (shooting above a target). Not sure how that is all related

#

idk if it's "just" some underlying base configs that need to be updated, or if there is still some nasty hardcode in place for certain things

young mortar
#

can anybody tell me how I need to setup the rvmats I use in class Damage{}; for a vehicle?

young mortar
#

also I found no information on what these values are supposed to do: wheelDamageThreshold = 0.7;
wheelDestroyThreshold = 0.99;
wheelDamageRadiusCoef = 0.95;
wheelDestroyRadiusCoef = 0.45;

jade brook
#

can anybody tell me how I need to setup the rvmats I use in class Damage{}; for a vehicle?
this is on the wiki

#

one note about this. you cannot use damage (or wound for that matter) materials together with hiddenSelectionMaterial

#

this might or might not be your problem

strange egret
#

radius coef -> how much the radius of the wheel shrinks (so that it sinks into the ground)

#

treshold -> propably what triggers wheel hide/unhide animations with damaged wheel models

#

useless for tracked vehicles obviously

young mortar
#

hmm....can't get the class Damage part to work

#

the textures don't show up

strange egret
#

whatever named selection you use to apply that, this selection has to be listed in model.cfg under "sections"

alpine copper
#

What is the correct way to include a mods include file in a mission script without it giving the error "include file not found", when the mod is not loaded and crashing arma3?

hard chasm
#

load the addon in the first place!

dim scaffold
#

^^^^^^

strange egret
#

does anybody know if there is a maximum amount of turrets that work with AI? I have a vehicle with 8 turrets, but the AI only fills 3 slots and that's it - if i order them to get into the other ones, nothing happens. Under playercontroll the turrets work fine

hard chasm
#

if possible at all, you need to use compartments

strange egret
#

in what sense? i have 2 gunners in 1 compartment (fills fine), and the other 6 in one

hard chasm
#

haven't looked recently, but one of the config.cpp verbs is to assign gunners/commanders to separate compartments. best look at say a uh1 or imilar aircraft to see how the cargo positions et all are split up.

#

i am no expert at this, my comments were more to give you a memory jog.

strange egret
#

ok... well the issue IF gunners per compartment would be limited, is that they can't switch seats then (they are in one "room")

#

whats the status of DeRtm mikero? it's not on deavheaven, is it included in some other tool, or subscriber only?

hard chasm
#

subscriber only. if the basic tool set doesn't impress the user, adding bonus tools won't either.

#

yes x3kj, my experience is, you can't switch units to other compartments. they are each, effectively, a separate vehicle.

burnt swallow
#

Evening folks

boreal heart
#

Anyone here good with head gear randomisation for infantry?

strange egret
#

ok so the culprit of my turret problems seems to be hasgunner=0 . If i leave it at 0, AI won't be able to enter the turret. Also, it's not possible to enter as a player from the outside. If i set it to hasgunner=1 both problems are fixed. Previously hasgunner on Biki said only that AI will not spawn in the turret when placed in editor - https://community.bistudio.com/wiki/Turret_Config_Reference#hasGunner.3D_true

hard chasm
#

nice find XJ. like many things, obvious in hindshight.

young mortar
#

hey guys any tips on how to configure hitpoints (in model and in config) properly?

strange egret
#

have you read the a3 damage description?

young mortar
#

yeah

#

a more detailed question would be: what's the best way to achieve a protection against calibers up to (including) 7.62mm

strange egret
#

well protection (as in penetration) is exclusively related to firegeometry. So make your firegeometry at least 20mm thick - that's what nato 7.62 can penetrate in A3 vanilla

young mortar
#

so does it really physically have to be 20mm thick or is that achievable through the penetration rvmats?

strange egret
#

Why would you want to ?

young mortar
#

ok, ive got another question: if I use plate materials do I then still have to use plates in a physical way or is it okay if I (in an exaggerated way) use a block for the fire geometry?

strange egret
#

you can simply make a block, yes

#

if you want to keep it simple

#

though you should know that 2 blocks inside each other have no effect. So if you would make the entire body of the vehicle one block (exaggerated), none of the crew could die, as the bullets would just "phase" through the armor block - the "meat" firegeometry of the crew would get ignored

young mortar
#

ahhh okay that also explains a lot lol

sonic hare
#

ok maybe i can possibly get some help. On the A10 im trying to get it to fire only from one pod per magazine. Instead of alternating. I have tried inhereting and everything still no dice. It will fire from the middle of the vehicle or it will travel from the pod to the other proxies

south bison
#

hello help needed i'm creating soldiers and when i test it in game i got this error

#

no entry 'bin\config.bin/cfgweapons.gfs_uniform'.

south bison
#

and i find the uniform in VR arsenal

knotty sage
#

dev branch ?

young mortar
#

has somebody experienced weird door behaviour with vehicles in MP?

#

eg: three different doors for passengers seat and doors opening randomly

jade brook
#

rhs?

south bison
#

any help

jade brook
#

My guess is that you gave your guy a unifrom called "GFS_uniform"

#

But that uniform does not exist

#

wrong classname

south bison
#

i find the uniform in the arsenal

#

but soldier with us uniform

jade brook
#
  1. open debug console
#
  1. enter:
#

isClass (configFile >> "CfgWeapons" >> "gfs_uniform")

#

in one of the "watch" fields

south bison
#

i sent u the config

jade brook
#

Just as I said

#
class CfgVehicles
{
    class B_Soldier_base_F;
    class GFS_Uniform_base: B_Soldier_base_F // Standart combat suit
    {
        ...
        uniformClass = "gfs_Uniform";
        ...
    };
    class GFS_CombatUniform_tshirgfs_base: B_Soldier_base_F // Combat pant with T-shirt
    {
        ...
        uniformClass = "gfs_Uniform_tshirt";
        ...
    };
    class GFS_CombatUniform_folded_base: B_Soldier_base_F // folded combat suit
    {
        ...
        uniformClass = "gfs_Uniform_folded";
        ...
    };
#

But gfs_Uniform does not exist

#

What does exist is these:

class cfgWeapons
{
    ...

    class GFS_Uniform_base :U_B_CombatUniform_mcam
    {
        ...
    };
    class GFS_CombatUniform_tshirgfs_base :U_B_CombatUniform_mcam_tshirt
    {
        ...
    };
    class GFS_CombatUniform_folded_base: U_B_CombatUniform_mcam_vest
    {
        ...
    };
#

But the class names don't match up

south bison
#

but the uniform exist in arsenal

jade brook
#

yes, but with a different CLASSNAME

#

the class name is wrong in your UNIT

south bison
#

and i worked similar config in other unit i created

jade brook
#

This soldier:

#

class GFS_Uniform_base: B_Soldier_base_F // Standart combat suit
{
...
uniformClass = "gfs_Uniform";
...
};

#

is using a uniform called "gfs_Uniform"

#

but that uniform does not exist

#

it just doesn't

#

What you see in the arsenal is a different uniform

south bison
#

how to fix it

jade brook
#

By changing the uniformClass entry to a uniform that actually exists

south bison
#

see this other unit uniform config that worked

#

class Tunisian_CombatUniform_base: B_Soldier_base_F // Standart combat suit
{
scope = 1;
model = "\A3\characters_F\BLUFOR\b_soldier_01.p3d";
nakedUniform = "U_BasicBody";
uniformClass = "Tunisian_CombatUniform";
hiddenSelections[] = {"Camo","insignia","clan"};
hiddenSelectionsTextures[] = {"Tunisian_Army\data\Tunisian_Uniform_co.paa"};
};

#

why in this didn't i do same principle

jade brook
#

Probably because Tunisian_CombatUniform is a uniform that exists

#

It's a pretty easy fix, tbh

south bison
#

i applied the same idea i just changed the Tunisian_combat to gfs

jade brook
#

uniformClass = "gfs_Uniform";
to
uniformClass = "gfs_Uniform_base";

#

"gfs_Uniform_base" exists, "gfs_Uniform" doesn't

south bison
#

testing it

south bison
#

worked

jade brook
#

Told you

young mortar
#

@jade brook sorry for late answer: no on my own vic

jade brook
#

Are you using the same animation sources RHS does? Those that are not documented ?

#

Because if yes, then I know what you mean. It's just delays of these animations in MP

young mortar
#

source = "door"; in AnimationSources

#

cargoDoors[] = {"Door_3_Source","Door_4_Source","Door_5_Source"};

#

and this

#

how does ArmA decide which door to open? I can't seem to find any system behind it

jade brook
#

by cargo index

young mortar
#

oh

#

that's a pity

jade brook
#

driver has it's own door

#

so do turrets

young mortar
#

yeah

jade brook
#

where's the problem then?

young mortar
#

what I wanted to achieve is that the passenger can access the passenger room from 3 doors

#

and the door they choose should open

jade brook
#

That won't work

young mortar
#

yeah unfortunately

jade brook
#

well, with scripting maybe

young mortar
#

i have no idea about scripting...could a script like that kill performance?

jade brook
#

depends on how it's done

#

if it's good then it won't be noticable

#

if it's a while true loop with sleep 0.1

#

....

young mortar
#

ok thanks for your help ^^ I'll ask the scripters in my group then

knotty sage
#

SO if I have to declare classes for inheritances in my config, should I declare them BEFORE cfgWeapons, or AFTER ?

jade brook
#

Depends on if the base class belongs to the root config (Mode_FullAuto) or to CfgWeapons (Rifle_Base_F)

young mortar
#

what am I missing (which details to you need?)

jade brook
#
  1. Is ares_gorilla\data\base.rvmat the material inside the p3d?
#

(hiddenSelectionMaterials` will NOT work, stop trying)

young mortar
#

not using hiddenSelectionsMaterials only Textures

jade brook
#
  1. Did you make sure the rvmats are included in the pbo. Addon builder deletes all materials that are in no p3d
young mortar
#

I'm using pbo project

#

yes rvmats are in the pbo

jade brook
#

And you are sure that ares_gorilla\data\base.rvmat is the material in the PBO too? (add a leading \ of course)

young mortar
#

so \ is necessary at the beginning?

jade brook
#

only in the p3d

#

class wounds / damage must not have the slash

#

it's weird

young mortar
#

no they don't have \ in the p3d but they do still show up ingame

south bison
#

hello i want to make recon paratrooper how to add the parachute to recon

jade brook
#

no they don't have \ in the p3d but they do still show up ingame
Yeah, I was wrong. No \ there either