#arma3_config
1 messages ยท Page 62 of 1
if you remove every entry that actually requires the other addon, yes
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
he wants to use a unit addon but not the weapon addon they require
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
youd have to patch all references to the items included in the weapons pbo
any link/more info on the dummy config you mentioned? or an example
just curious mainly
class CfgPatches {
class name_of_the_emulated_requirement {
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {};
};
};
isnt author required now too, or is that one optional?
You might have to add some requiredAddons to your original config too. In case it relied on those requiredAddons of your requirement to emualte.
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
to clarify: that is the entire thing. you load it on the side next to your replacement config patch.
just fool it into thinking that is the weapon pack... got it.. brilliant
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!
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.
the good thing about coding stuff with arma? first time ive heard that heh
but once again i appreciate the help
arma will tell you everything thats wrong with it as soon as it runs into a mistake.
Is this sarcasm?
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*
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
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
'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
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
if 'our unit' means 'our clan' no assassins are involved.
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
good point. you should publish the changelog somewhere to get people desire them even more ๐ how about BIKI pages to continue a tradition?
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.
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)
what is your main purpose in using them?
@hard chasm copy paste of the readmes to BIKI is fine imo
set a page up somehwere q that you think suitable and I'll use it.
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
@hard chasm you can just create new biki pages. just enter a new URL like https://community.bistudio.com/wiki/Mikero_Tools:_DeWrp and copy paste the most recent readme content in there
if will link them back to https://community.bistudio.com/wiki/Mikero_Tools
well for terrain modding his suite is essential
best ask in #arma3_terrain for specifics
yep ^
@burnt vale differences for subscribers now listed at
I don't promise to keep that up to date because it's too damn tedious.
@hard chasm whats pboDeps?
lists the tree of required addons
invaluable when you're trying to figure out how the hell you got a circular dependency.
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
@south bison vehicleClass = "Men"; editorSubcategory = "EdSubcat_Personnel"; in your cfgVehicles soldier class
Anyone knows how to add items to the top of a listbox? lbAdd adds it to the bottom.
If you don't use the values you can use this:
https://community.bistudio.com/wiki/lbSetValue
https://community.bistudio.com/wiki/lbSortByValue
also -> #arma3_scripting
@young mortar could be physx or the mass thing
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
that can be anything from missing named selection to the physx
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
have you looked in A3 samples? there is a test tank
yes but it doesn't have the selections
hmm interesting
either that or I'm blind
which memory points might be switched?
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 ๐
And the Prob was?
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
and I fixed that by using Basic_Damper_Destruct_Axis as the axis
but that did not fix my problem unfortunately
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
I don't even have these components
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
hmm try arma2 mlods they are released unbinned
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
but I don't know how they have to look
and I don't even know what slide is supposed to represent
thanks Dscha
hmmm no Slide in there :/
Check your config
Thats why i pasted the Naming Link.
Arma2 = often/always old Method
A3 -> Always new one
yep just looked in a2sm/baf warrior mlod
so it is recommended to change all czech selection names to the english ones?
no that is your choice you can name them whatever but follow it trough config later
and model.cfg
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
driveOnComponent[] = {"Track_L","Track_R","Slide"};
in tank_f
so you need to define them in your model
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 ๐ญ
try google to find what it is about
or *ask Tom from BI to update the sample models+docu
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
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
linked items are the items attached to the weaponclass on spawn
not what defines compatibility
@south bison didn't ask for either so I was just guessing what he's trying to ask ^^
fair enough, blame is on mootaz ๐
linked items that is it
i thought you wanted to add different scopes from another mod to be compatible
just a thing for the next time you have a question, ask the question. It'll get you answers faster. ๐
and people know what to answer :p
because in 1st message i didn't know what called ( new in addon creating )
no worries ๐
basically the best way to get answers on platforms like this is:
- How do I do X to get Y?
- Get some coffee
- Pick the best answer
๐
๐
is the scope configuring simple like the game original arifle_MX_ACO_pointer_F as config scope
am i right
any help
lol who still got a pirated A3 nowdays
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...
the guy is from Tunisia if I remember right..
yep see messages from 20/06
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
you dont have a legal copy of arma apparently , thats whats wrong
i test it n my friend pc and i'm getting new pc ( gamer and steam version arma )
my current pc is low graphic laptop
it's all about money
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
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
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
Config Viewer you mean?
hmm unpack and see how does config.cpp looks
make sure your weapons are wrapped inside cfgWeapons {};
If you get nothing in Arsenal something is terribly wrong
They are
The thing is, I just took some of my weapons from my weapons pack to make a standalone version
In the pack, they work. In the SA version, they are not even loaded in-game
No errors anywhere
And I can't unpack the .pbo as it's quote ""Obfuscated"". I didn't tick the "Obfuscate" nor "Compress" box on pboProject
Might be the issue here
Grabbed the latest version of dePbo, works now
or try to cleanup temp folder
Myths... I use it all the time, but if you payed for Mikeros I dont blame you, goat has to eat
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'
Yeah, saw that ๐ The latest depbo works like a charm
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
hmm see the packing log...should say something, but in case there was a bug I cant say
Yeah weird... having a goat in a flat and all that. Strangelove ๐ถ
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
iirc he mentioned a few days back that he is from tunisia
@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 ...
Yeah, that sucks
I don't think anyone can help you then though
Who knows how the illegal copy operates
It might be completely bugged for all we know
If you encounter strangeness that no one can else can reproduce then my guess would be your game version
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
You want to make a version of this weapon that comes with these attachments already attached?
Is the weapon already compatible with that scope?
yes
- You should use your own tag, so the classname doesn't
how
collide with other potential class names that ight come with an update
i'm new
You name them:
myTag_
Instead of
hlc_
ok
That would be step 1
like Tun as tunisia
exactly
Second step
You need to set up the CfgPatches part of your config
Can I see that?
1 min
youre breaking my heart @jade brook
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
Hmm. It looks correct
@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$ )
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
-> #offtopic_politics or something
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
I always find it passing strange that a person can find the money for a $900 computer, but not the $30 for a game.
nah Tunisia is kinda fucked up for that, got a story about it but not the place for it..
this not my computer and it is 350$ computer and it's my brother
same principle applies.
yeah
So what's the problem with that weapon?
carry on with the config please >>
when i try to apply scope config it disapear
the scope disappears?
weapon
uhm, what exactly happens after:
player addWeapon <CLASSNAME>
?
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";
};
};
};
};
player addWeapon "hlc_rifle_auga3_HOLO_AToW"
this all the config https://drive.google.com/file/d/0B_FQK36CQSWiSGpha0FwQ3labUk/view?usp=sharing
do you have HLC weapon pack loaded in game?
those weapons are not vanilla you need addon for that
yeah weapons work fine but without scopes and when i try to add scope didn't work
So
player addWeapon "hlc_rifle_auga3"
works
but
player addWeapon "hlc_rifle_auga3_HOLO_AToW"
doesnt?
yes
do you have CBA ?
yes
???
If you enter it into the debug console
one of the four watch lines
in the lower half
is it as simple as you have to inherit classlinkedItemOptics rather than overwriing it?
No, the weapon doesn't show up at all apparently
it shoudlnt show in arsenal its got no scope
okay. then I guess mikero is right
in fact I got scope=1 on mine... hmm not sure but I think it has to have scope there
so how to fix it
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
yeah no scope in vanilla versions either... I just hid them not to showup in arsenal
welp this ones odd...
that config similar to what i used
It's the exact same
why didn't work for me
whoa that google drive link... where is your rifle in cfgWeapons?
where are you addin that rifle with optics?
Squad leader
fail XD
if it helps at all, i just checked, and inheritence is not necessary.
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";
};
};
};
};
....
};
he added a gun in soldiers config thought it will cut it :D
what commy wrote add that to your config @south bison
You have to move that into the correct CfgWeapons below
well
deez neue mod makers make me nutz
it's easy you can do it too
Just remove that CfgWeapons config from CfgVehicles (the soldiers)
sorry if i make u nutz i'm still learning
And add it to the already existing CfgWeapons (vests etc.)
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
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
that's pity
one day BI will add support for multiple description.ext's
I hoped there was a more beautiful way
I still believe
hehe, stringtable.xml would be a better start for splitting
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
I have just forgotten the word "hope" in scope of Arma
Note the lack of "hope" in any of my posts
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 ?
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.
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 ๐
But here is the config anyway ๐ http://pastebin.com/Gr8THtKz
Hey, guess what ? Switched to Stable Branhc. Everything is now working.
i can find no reference in any config to *_weaponparameters. so I have no idea how it would be applied.
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
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.
you want to see the world burn @jade brook ?
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
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 ๐
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)
so when do we get "Live Loading"??!!! https://www.youtube.com/watch?v=Ecz4F4CcwwQ
๐
besides the stuff that's already in the _diag.exe
@red wharf when do we get this?
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?
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
@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..
either put the base class on root
or into class Default in CfgWeapons
CfgWeapons should only contain actual weapons
...
@knotty sage - uhm, checked that addon, bg_weaponParametrs is declared in root
I don't see the harm here for declaring it for specific weapons instead of root classes
can you post your cfg?
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
I think it's the "bg" addon itself that causes this error, not your weapon
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
hmm. sounds more like a problem with the scripting of that addon then
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
you should check the RPT
Did that, no results
Well, beside having the same message "No Entry bin.Config/cfgWeapons/bg_weaponparameters", I have nothing more to highlight
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.
Yeah
totally agree
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.
crippling added classes to configs is killing innovation
what?
You mean one should avoid configs for something like this?
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
I'm not aware of any such methods. I learned to never change the original inheritance tree and I'm respecting that
so can you add custom classes inside a weapons config or not now?
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
{
...
};
};
yeah, that's good
don't call it "hacky". It's just a lack of understanding on how inheritance works
@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
yes you do
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
I have an example wait
but again this doesnt "change" it, by overwriting it - its just a matter who defines the tree first
nope. it's a matter of who defines it last
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
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
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
now our inheritance is this:
class BWA3_Leopard2A6M_Fleck: BWA3_Leopard_base {
If I start the game with TFAR and BWA3
it doesnt matter what it returns as text for the base class, as its just a label
what you need to verify is the inherited parameters and if the behavior is changed
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/
thats just a warning
But the configs are updated to inherit correctly
to tell you that you changed the "label"
The inheritance IS CHANGED!
kju, I'm the config guy for ACE
I've tested this thousands of times
then you give the wrong example to proof your case
hello
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
configName inheritsFrom (configfile >> "CfgVehicles" >> "BWA3_Puma_Fleck")
"BWA3_Puma_base"
i am not sure what you mean by exactly that
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
that TFAR parameters are still in class BWA3_Puma_Fleck are to be expected unless you overwrite them in your 2nd definition
I don't
And yes, that is expected
I changed the base class from O_APC_Tracked_02_cannon_F to BWA3_Puma_base
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
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 : /
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?
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)
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
well ive only did tests with cfgVehicles (as isKindOf only worked for it back in the day)
The Car and Planes classes are not very good to test this
because they appear in many config patches
its not about changing these itself. you misunderstood that
some other patch might've changed the inheritance back to the old case
class MyPlane: Plane
class MyPlane: Car
other configs dont matter at all here for this
MyPlane will be a car other or a plane depending on what was loaded last
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
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"};
};
};
};
i think so , yes
BI has some too and I doubt they have a internal white list or something
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
{
...
};
};```
^
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.
[7:49 PM] @manic moth: hello
Seems like you weren't noticed sooo, hello ๐
lol?
dunno, noticed your name in the wall of blue names :p
Mikero. U made it to discord! ๐
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
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 ๐
@jagged valve wb dude
yeah thought you got lost in the gym stuck lifting ๐
Lol
๐
intercepted by bigbrother
oh damn, you did actually reply (was a while ago (we see how often Hatchet skypes..)).
what actually happened to milkman ... https://goo.gl/dr97md ๐
๐
thanks buddy
Welcome back man !
wb @jagged valve ๐
having trouble with cfgFunctions... on game start I get all of them not found, not sure what I did wrong damn it...
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 Are you running on Dev Branch ?
no stable...
Hmm, that's weird
no matter how I try and what way I use it says file.sqf not found
But it's there and the game loads it ?
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
its registered in functions library but it still complains it cant find it
blank in config viewer
tried this now no dice http://pastebin.com/6g9w9scm
files are inside functions folder named fn_getPlayer.sqf etc...
PBOPREFIX ?
the what? Its fine but I dont have $pboprefix$ inside
Try adding one, perhaps
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 ๐
uhm ... rly @kindred moss?
try this ... "\saf_wep_config\functions"
leading slash?
yup
also note that this assumes that saf_wep_config is your pbo
and not a folder inside of your pbo
yes its addon functions is folder
Ill try
nay
blah typos....
its not saf_wep_config its saf_wep_conf
I made a typo in cfgFunctions pboprefix has nothing to do with it, I have it and path is right there
it can be used to prevent that renaming the pbo would affect the functions etc.
thats what i mean
omg typo ate my liverrrr
30 minutes of pain...
sorry guys
and thanks for th etips
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.
so it throws an error
check, expectation was correct
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
any ideas what is wrong with this cfgmarker file? http://pastebin.com/zqd4Xtx8
crashes pboproject with no errors
what is the error?
no errors
?
kinda my problem here
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
than you need to share more informations whats in the config else nobody can help
gonna PM you
no please not
simply sharing one class of a config, doesnt show anything else in there that may be breaking your config
can't be, when i comment those lines out, the PBO packs nicely
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
isn't it defined in basicDefines_A3.hpp?
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?
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
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).
Hi @stoic lily good to see u around still
@worn eagle Try scope = 2; instead of scope = public
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?
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
@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
"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
I dont think there is one at all I have seen just 1000, 1100 and 1200 and -1
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
well allvehicle have it for that reason probably LODTurnedIn = -1; LODTurnedOut = -1;
presumably
@kindred moss thanks! will give it a try
@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.
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.
@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
thanks, i'll try that
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?
\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
so pboprefix does not work without P: drive?
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.
gj
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.
is there a vehicle/turret where this works?
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.
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
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
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
What are you trying to achive?
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.
Can't you just simply attach the Lightpoint to the Turret itself? (like moving the MemoryPoint, when you open/Close doors)
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
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)
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 ๐
reflectors can't be hidden
hu? oO
iirc, i did that before.
Just give it another name and access the Hide from that name
I remember the Tanks in A2 having coaxial searchlights
yeah, the t-72 had it
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
but the reflector tech has changed, didn't it?
I don't know.
@viral rapids what did you hide? the memorypoints for the reflector?
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
@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.
kegeteys... dxdll for OFP ๐
damn right. a brilliant brilliant man.
It was a Performance Killer, but it looked great
@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
what does userActionID in class Useractions do?
ah thank you. Hopefully they fix it again -.-
makes you wonder how they managed to break that...
what is cfgUseractions ?
sry, i just meant class Useractions
alright. probably priority, or some leftover from TOH
its not mentioned but could be connected to the additional params introduced there
https://community.bistudio.com/wiki/addAction_TKOH
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
better ask in #arma3_texture or #arma3_model
named selections not getting textured -> make sure you have CamoSight and whatever, in the "sections" list that is in your model.cfg (animation part)
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?
why not look at the A2/OA config how they did it?
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?
@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
well it's a winning strategy, I got 2 good answers from 2 different chans ๐
thanks for the tip I will try that chan
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
I think that's a good idea
besides I don't spam ALL the channels, maybe 4 or 5 at a time
spam is spam ๐
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 ๐
as I become more experienced that will probably drop by 2% or so
wow, another one for the ignorelist....
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?
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
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
put dll to game folder or modfolder you load along (remove before MP play) - dump gets created in the dll location
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?
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
ok got it , thanks guys
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?
how can I make my custom item not show as DLC? (in the CfgWeapons class)
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..
scopeArsenal = 0; is this the arsenal category?
no. its just scope for arsenal....
makes sense, but wouldnt he want that set to something other than 0 to be able to choose it?
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.
kk thanks
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
nope
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.
Did you declare the base class?
class B;
class A : B {};
class C : D {};
Undefined base class: "D";
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
that should fix it?
yea
sweet error is gone, now got to fix the other issues!
Hehe if you fix one more will come ^^
main issue at the moment is that my model and texture doesn't want to appear ingame..
haha thanks a lot though!
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
I would assume the configs are all the same, but that they get differentiated at the engine level
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
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.
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.
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
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?
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
It was broken in A2\OA from the start and never fixed
Currently trying to figure why laser start from center of vehicle
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
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";
you have to make a custom laserdesignator for it then
But it does work with UH1Y while having different selection names
It must be something else
what has the UH1Y as gunbeg and gunend ?
@ 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";
Then it must be something in the model
if both share the same config for vehicle and weapon
I guess that laser uses different selection\point as origin\muzzle and I can't figure where it is defined
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*
no such points in memory lod
Neither? which drone?
no *hlavne points in UH1Y
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
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
Same case for UAV though, it has it set to selection with one of muzzle points just like UH1Y
ignore the configs. it's something in the model
there is a memory point missing in the model
I'm looking at model, its there
maybe it's missing completely, maybe the name is wrong
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
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
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?
must be a difference in the model.cfg then
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
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
can anybody tell me how I need to setup the rvmats I use in class Damage{}; for a vehicle?
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;
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
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
whatever named selection you use to apply that, this selection has to be listed in model.cfg under "sections"
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?
load the addon in the first place!
^^^^^^
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
if possible at all, you need to use compartments
in what sense? i have 2 gunners in 1 compartment (fills fine), and the other 6 in one
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.
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?
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.
Evening folks
Anyone here good with head gear randomisation for infantry?
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
nice find XJ. like many things, obvious in hindshight.
hey guys any tips on how to configure hitpoints (in model and in config) properly?
have you read the a3 damage description?
yeah
a more detailed question would be: what's the best way to achieve a protection against calibers up to (including) 7.62mm
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
so does it really physically have to be 20mm thick or is that achievable through the penetration rvmats?
Why would you want to ?
if you dont want to be super accurate you can use plate materials like metioned https://community.bistudio.com/wiki/LOD#Fire_Geometry
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?
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
ahhh okay that also explains a lot lol
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
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'.
and i find the uniform in VR arsenal
dev branch ?
has somebody experienced weird door behaviour with vehicles in MP?
eg: three different doors for passengers seat and doors opening randomly
rhs?
any help
My guess is that you gave your guy a unifrom called "GFS_uniform"
But that uniform does not exist
wrong classname
- open debug console
- enter:
isClass (configFile >> "CfgWeapons" >> "gfs_uniform")
in one of the "watch" fields
i sent u the config
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
but the uniform exist in arsenal
and i worked similar config in other unit i created
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
how to fix it
By changing the uniformClass entry to a uniform that actually exists
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
Probably because Tunisian_CombatUniform is a uniform that exists
It's a pretty easy fix, tbh
i applied the same idea i just changed the Tunisian_combat to gfs
uniformClass = "gfs_Uniform";
to
uniformClass = "gfs_Uniform_base";
"gfs_Uniform_base" exists, "gfs_Uniform" doesn't
testing it
worked
Told you
@jade brook sorry for late answer: no on my own vic
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
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
by cargo index
yeah
where's the problem then?
what I wanted to achieve is that the passenger can access the passenger room from 3 doors
and the door they choose should open
That won't work
yeah unfortunately
well, with scripting maybe
i have no idea about scripting...could a script like that kill performance?
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
....
ok thanks for your help ^^ I'll ask the scripters in my group then
SO if I have to declare classes for inheritances in my config, should I declare them BEFORE cfgWeapons, or AFTER ?
Depends on if the base class belongs to the root config (Mode_FullAuto) or to CfgWeapons (Rifle_Base_F)
so the last question on bug fixing day: why is this http://pastebin.com/NEahzKWN not working?
what am I missing (which details to you need?)
- Is
ares_gorilla\data\base.rvmatthe material inside the p3d?
(hiddenSelectionMaterials` will NOT work, stop trying)
not using hiddenSelectionsMaterials only Textures
- Did you make sure the rvmats are included in the pbo. Addon builder deletes all materials that are in no p3d
And you are sure that ares_gorilla\data\base.rvmat is the material in the PBO too? (add a leading \ of course)
so \ is necessary at the beginning?
no they don't have \ in the p3d but they do still show up ingame
hello i want to make recon paratrooper how to add the parachute to recon
no they don't have \ in the p3d but they do still show up ingame
Yeah, I was wrong. No \ there either