#arma3_config

1 messages ยท Page 63 of 1

jade brook
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I think it's optional in the p3d

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maybe it isn't can't remember

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that shouldn't be the problem though

south bison
#

commy2

jade brook
#
            class HitFuel: HitFuel {
                armor = 4;
                radius = 0.2;
                minimalHit = 0.1;
                visual = "fuel";
            };
#

visual is a selection in the model

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And that selection must have the material you want to replace

young mortar
#

ah okay

jade brook
#

I also think the whole selection has to have one and the same material

young mortar
#

that explains it

jade brook
#

not sure about that though

young mortar
#

can visual be an array?

jade brook
#

no

south bison
#

commy how to add parachute to recon soldier

jade brook
#

what parachute?

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backpack = "B_Parachute";

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???

south bison
#

so i add this backpack = "B_Parachute"; to my soldier config ???

jade brook
#

yes, and also delete the old entry if there is one

south bison
#

ok

#

thx

young mortar
#

so does the selection in visual need to be one with exactly one of the materials on it or can it have more than one on it?

jade brook
#

I never messed around with it much

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I think the whole selection must have one of the base materials

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that's at least what I was doing

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Just make a new selection with everything that should be replaced with this hitpoint.

#

that's the easiest way

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You don't have to add the selections to the selections[] array in the model .cfg afaik

#

Maybe you do. No idea

#

No, I'm sure you don't have to add them to the model.cfg

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Because my main_rotor_hit works without it being in there

young mortar
#

yeah the selection can only have one of the materials

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so how would I make it that actually all three base materials get "damaged" when the Hull gets damaged

jade brook
#

you can't

young mortar
#

uh

#

that sucks ^

jade brook
#

well, I have an idea

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but it's hacky and stupid

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and I never tried it

young mortar
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hacky and stupid sounds good

jade brook
#
            class HitHull_Dummy2: HitHull {
                name = ""; // can't take damage itself
                visual = "additional_selection_2";
                depends = "HitHull";
            };
            class HitHull_Dummy3: HitHull_Dummy2 {
                visual = "additional_selection_3";
            };
#

you basically create dummy hitpoints that are linked to HitHull via the depends thingy from TOH / Heli DLC

#

note that these are unfortunately not handled by the setHit/PointDamage/Index commands

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so with scripting it might look weird. no idea if that would ever happen

young mortar
#

thanks I'll try it

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yeah it works now ^^ thank you commy ๐Ÿ˜„

jade brook
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great

young mortar
#

now I'll only have to adjust the rvmats a bit

jade brook
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now offer me your firstborn

young mortar
#

I'd gladly to that tbh

#

if you want to wait like 10 years

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make that 5

jade brook
#

no worries. it goes all according to plan

young mortar
#

seems more reasonable

river ravine
#

Is it possible to change the flare texture used by collision lights? Anyone know where to find it?

jade brook
#

not if it's a model you don't own, because that would require setObjectTexture hiddenSelection(Material) which in turn requires access to the unbinned p3d file.

#

Since it's a collision light you probably want a material and not the texture

strange egret
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isn't the collision light a proxy? So yes you could change the texture, but only globally. And good luck finding it

young mortar
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can anybody explain to me what "selection = "";" in class Reflectors does?

#

is it the selection that usually has the visual part with the emissive material on it? so the part that gets hidden when the light is off?

young mortar
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because my emissive lights are there ALWAYS

untold temple
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it's supposed to be that yes, AFAIK

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but I think one just uses model.cfg animations to hide them now

strange egret
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no - you can't use reflectors as animationsources iirc

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you have to define them in the model.cfg's section part. Idk if you also need to define them as bone

young mortar
#

I'll try defining them as a bone

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doesn't help

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they are in sections and defined as a bone

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i know that it was working before

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but something during the mod development broke it

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no idea whjat

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it seems like the same thing happpened to my brake light

young mortar
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the only thing that works are my reverse lights

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and that's because they got an animation in model.cfg

young mortar
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any ideas?

strange egret
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is anything in the rpt?

young mortar
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no

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funny thing is

#

it stopped working suddenly

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without any INTENDED change

strange egret
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unlikely

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are these selections part of any other bones?

young mortar
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no

strange egret
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so what did you change since this has stopped working?

boreal heart
#

Would someone be able to guide me in the right direction for this

#

class EventHandlers: EventHandlers
{
init = "if (local (_this select 0)) then {[(_this select 0), [], []] call BIS_fnc_unitHeadgear;};";
};

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Current getting an error saying it isn't a defined event handler

#

Not sure how to fix this

young mortar
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no idea tbh @strange egret just some bugfixes for totally unrelated things (at least they make you think so)

uncut pike
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@boreal heart you don't have the class eventhandler defined.

boreal heart
#

I understand that part, not sure where to define it though

uncut pike
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Above where you use it.

boreal heart
#

I tried that, and I get the same error

uncut pike
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Class eventhandler;

#

?

#

Used that?

boreal heart
#

I put 'class EventHandlers: EventHandlers' as defined up the very top but got the same thing

#

I'll try just half of it

uncut pike
#

Yea

#

You don't need the part from :

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Unless you are inheriting from a other class.

boreal heart
#

Still getting an error

#

Undefined base class

uncut pike
#

So you have, class EventHandlers
{
init = "if (local (_this select 0)) then {[(_this select 0), [], []] call BIS_fnc_unitHeadgear;};";
};

#

?

boreal heart
#

Yep

uncut pike
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And eventhandler is not defined

boreal heart
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Wait a sec

#

Ok no error this time ๐Ÿ˜ƒ

#

Confirm that it actually worked ingame though

uncut pike
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Yea

boreal heart
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Yep she works ๐Ÿ˜ƒ

#

Thankyou very much for the help, appreciate it

uncut pike
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No worries :D

strange egret
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i'm not sure if dealing with littlefinger could every be without worries ๐Ÿ˜›

boreal heart
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Haha mate I'm as trustworthy as they come

boreal heart
#

Another quick question, is there a config value I'm able to change that alters the weight of a weapon? Just a quick geez through a weapon in the editor via config browser and couldn't find anything relating to weight, if someone could guide me in the right direction that would be great ๐Ÿ˜ƒ

jade brook
#

mass

boreal heart
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I did not see anything of the sought in the config, I will look again though.

knotty sage
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This is for cfgVehicles, not weapons ๐Ÿ˜‰

viral rapids
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  • iirc, also for Items @knotty sage
knotty sage
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Ikr, but the question was about a wep

viral rapids
#

Thats what i meant

kindred moss
#
        {
            mass = 100;
        };```
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to keep it simple

viral rapids
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^

hard chasm
#

can sum1 give me a quick eduucation here here please. I thought mass of any kind could only be applied (baked in) to the p3d. Is this mass not the mass I'm thinking of?

strange egret
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those 2 are not related

#

the mass in weaponslotinfo is purely for interface/inventory space

hard chasm
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k. so this 'mass' is a poorly named replacement for maxTransportAmmo etc ?

strange egret
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yes precisely

hard chasm
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does it also apply to cfgAmmo?

strange egret
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there is no mass in cfgammo

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only for magazines

hard chasm
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that was dumb of me. sorry.

#

what mechanism now replaces transportMaxWeapons?

strange egret
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maximumLoad = 10000;

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i have no idea if it replaces it - could be that maxweapons still holds true.

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could supplement it.

hard chasm
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my tests here indicate that transportXXX cause the game to crash. not sure if i tested individually.

strange egret
#

i have
maximumLoad = 10000;
transportMaxWeapons = 12;
transportMaxMagazines = 120;
transportMaxBackpacks = 12;
in my vehicle config and it does not crash. But i havent tested loadcapacity specifically

hard chasm
#

k. all good info. thank you.

#

"The following parameters appear not to be used in Arma 3 and are only included for backwards compatibility: "

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which, i would say, is not actually true.

strange egret
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no idea

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i need minions to do mundane test tasks such as these ...

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preferably in blue

viral rapids
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+for Vehicles/Buildings/Objects -> Its the mass in the GeoLod

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@strange egret
maximumLoad is the only one that works/is beeing taken
transportMaxWeapons, transportMaxMagazines and transportMaxBackpacks does NOT work. BUT it needs to be added to the Config (transportMaxXXX = 1;) to enable the Inventory
Pretty strange

hard chasm
#

to my mind there still must be some mechanism to limit the amount of rifles you can store in a car. 4 to 10 was a typical limit. Jaw droppin stuff if you can now add 10,000 of them, providing the magazines are empty.

viral rapids
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maximumload
I mean, i can understand why they did it and it makes way more sense then the old System from before. If you can carry 500Kg of Items in a car -> Load that much in.
Better then: Oh, i have 20 Weapons, but can store only 5 in the Veh, but hey, i can load another 20 Magazines in it ๐Ÿ˜„

strange egret
#

if you can carry 500kg of items in a car you cant carry all items with a sum of 500kg ... space is also a factor and this is completely left out, making the "mass" value useless as a form of weight, since it also has to double as size factor

viral rapids
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But was the old system rly better?

strange egret
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no

viral rapids
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^^

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A mix would be nice, at least the option to do it.

strange egret
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why they didnt implement weight and size is kinda weird. Size is basically the same as weight except different \o/

viral rapids
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"Size is basically the same as weight except different" <- Fav Quote of the week ๐Ÿ˜„

strange egret
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4 am revelations

viral rapids
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4:30

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๐Ÿ˜„

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even worse

strange egret
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pshht

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dont tell anyone

viral rapids
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okay

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psst

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A Sys like in... erm...

strange egret
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stalker

viral rapids
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Was it in A2?

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Diablo etc

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Would be pretty funny, but when it comes to Trucks... oh boy ๐Ÿ˜„

strange egret
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easy... just specify truck mยณ which shouldnt be difficult to figure out. And for items/objects you calculate bounding-box volume

viral rapids
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hmm, good point

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I wish, deleting Weapons/Items/Magazines from Vehicles would be in -.-

strange egret
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also if we assume a stalker inventory - for trucks you can just not show all the remaining space. You will be loading items in bulk, so you'll just show the items with a number, and the "void-space"as a percentage

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wait, it isnt?

viral rapids
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nope

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SINGLE

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Not Mass

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addItemCargo etc has NO counterpart

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Same with GroundWeaponHolder etc

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You HAVE to delete the whole inventory, store it in an array, remove the desired Item, re-add the shit

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For players -> Its avaiable. For Vehicles/GWH -> nopey

strange egret
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thats stupid...

viral rapids
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yep

strange egret
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so much for my idea of having a "charger" in the vehicle that allows to load empty energy-weapon-magazines...

viral rapids
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There were alot of Bugtracker postings. All ignored

strange egret
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bugtracker posts ignored? what? with BI? nahh you must be imagining things

viral rapids
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Yeah, could be an haluzination or something

hard chasm
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Size is basically the same as weight except different

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Mass is basically the same as Mass except different

strange egret
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inconceivable

viral rapids
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inconwhat?

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ah

hard chasm
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the left hand does not talk to the right hand at bis. never has. They made a godawful mess of the gear UI in arma1 and it never recovered with the change to slots. It's not surprising that the gui guys dont talk to the sqX guys dont talk to the config guys dont talk to the artists.

viral rapids
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Because of: Reasons.

strange egret
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welp i'm done whining for to day. I'll cry myself to sleep now

viral rapids
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Tomorrow, we can talk about PhysX, Handbrakes and so on ๐Ÿ˜„

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Or shall we skip to the UI directly? ๐Ÿ˜„

strange egret
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physx don scare me no mo

viral rapids
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bbboooohhhhooooohooooooo
Collision of 2 PhysX-Objects who are not local to eachother
bbboooohhhhooooohooooooo
waving around with hands

strange egret
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just let everything explode if it touches something, problem solved and epic effect award guaranteed

viral rapids
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uh uh uh!

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Let a player die, when he climbs up a 100m Tower ๐Ÿ˜„ (instead of fixing the infinite skydivinganim)

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You rly have to be a masochist or love the game, to continue doing stuff in it ๐Ÿ˜„

hard chasm
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those who love the game do everything they can to stop bis destroying it.

viral rapids
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And if they don't have the chance? :/

hard chasm
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the bis devs have no chance at all. their life expectancy is around 3 months. That's just enough time to bugger sth up with a great new idea before running away screaming and leaving everyone else mystified how it works, including bis.

viral rapids
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๐Ÿ˜„

boreal heart
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Cheers for the help everyone. Sorry for the late reply

runic fable
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@strange egret is there a way to configure the radius for memoryPointsGetInDriver/Gunner/Commander?

knotty sage
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SO. On APEX, did they change how config class inheritence work ? As I've seen with @jade brook , stable worked, but had errors on DEV. It works anyway, it just says "No Entry blablabla" "File: blablabla.mlg not found", yet it's there and it works.

strange egret
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@runic fable getInRadius = 2.5; never used that myself

runic fable
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@strange egret thanks. i guess its a basic radius from the memory point to all directions and same for all vehicle positions/memory points

kindred moss
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so what does this mean? Added: โ€˜No spamโ€™ versions of some of the RPT logs ??

strange egret
hard chasm
#

getInRadius = 2.5;

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which happens to be the default.

viral rapids
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@strange egret Since when does FuelConsumption work? oO

strange egret
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since always? BIS just fucked up the values to make 0 effect on any actual game

viral rapids
#

hรค?

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that sentence confused me

hard chasm
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I believe the bug is still there since ofp that if a tank runs out of fuel, you can't refill it. there must still be some fuel left in the tank for barrels and refuel trucks to actually work with.

sullen fulcrum
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Anyone know where i can grab the apex animations for some of their rifles?

wild pasture
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As in the paths to them? Or the actual RTM?

sullen fulcrum
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The paths

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A point in the right direction is appreciated

grand zinc
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they are encrypted in ebos so in theory you cant get them

dim mist
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Anyone know an easy fix for these errors from mods now that they've removed the 'ItemInfo' base class? Getting them with most mods that include items/uniforms/vests/etc: http://pastebin.com/iY1EQ0m4

stoic lily
#

use correct inheritance in configs

#

see my post in BIF in the topic about it

dim mist
#

sorry, which thread? (or what's your user name?)

stoic lily
#
Bohemia Interactive Forums

Page 1 of 3 - Config Errors Displaying - posted in ARMA 3 - DEVELOPMENT BRANCH: Can anyone (dev?) enlighten me as to why the following popup has started appearing over the last few weeks:
ย 
ย 
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Ive tracked it down to a few older mods such as ADF Uncut which define their own weapons. The mods work just fine once the error is clicked through.

dim mist
#

thanks

runic fable
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@lofty smelt can we get some docu please on audibleFire after the massive rebalancing in 1.62.
like how we should compute the value for custom ammo. thanks!

#

(PS: imo would have been better if the engine computation would have been changed, as now all weapon and AI mods need to be adjusted)

#

allowedFacewear[] change from list to strings to pair of frequency+string is problematic too

strange egret
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@viral rapids yours did as well ๐Ÿ˜› I assumed you mean fuel consumption in general (not the "FuelConsumptionRate" token). Apparently some of BI's people think it's liters (it was also claimed to be liters in biki before). If i would enter the realworld fuelacapacity in liters of my tank (40t, 700HP, 700l fueltank), i could operate it at "cruise rpm" for 68 hours (which is equivalent to driving 3670km in optimum condition)

lofty smelt
#

@runic fable I haven't followed the AI changes very closely, I will ask around and see what precision I can offer. Regarding allowedFacewear[], it supports both, list of string and list of string and probabilities since its first release, there was just some adjustments requested by the encoding guys

Update: There will be some more documentation regarding the AI including one about the AI detection

hard chasm
#

use correct inheritance in configs

class ItemInfo; // wrong

Q's explanation, and especially the fix for it is perfectly ok.

Bis, bless their black hearts, is not at fault here, nor have they changed any policies regarding config inheritence.

This very same fault (With a different class name) will also bite you in at some later time. Not because bis have changed the rules. Each time their order of addon loading changes, you have a potentially self inflicted bug, not them.

because class ItemInfo; does not, actually exist at-that-level-or-lower, the engine creates class itemInfo{}; right there, right then.

When the engine continues parsing this file, it meets up with it actually-being-used (not declared).

IF the engine has already preloaded the addon that contains the REAL ItemInfo, the above ItemInfo is completely ignored. Why? coz that's the rules of inheritence. THIS level or lower.

What has happened here is that the genuine ItemInfo{} has not, now, been loaded beforehand. The engine has no choice but to accept your declarations of where things are, and all hell breaks loose when it loads the correct info at a later time.

dim mist
stoic lily
#

@lofty smelt ๐Ÿ‘

boreal heart
#

Am I able to add an item of clothing into a custom backpack? Cause when I add the following

class TransportItems
{
item_xx(item_of_clothing,1);
};

I don't get the item of clothing inside the pack, everything else is inside but the clothing. Any help would be appreciated.

kindred moss
#
        class TransportItems
        {
            class _xx_MyUniformClass
            {
                name = "My Uniform Name";
                count = 1;
            };
        };``` ?
#

havent tried that actually but it works for the rest

strange egret
#

can somebody tell me what _generalMacro in cfgVehicle for example does? I see it in all the base classes ...

gilded lake
#

basically, nothing

strange egret
#

ok thanks

strange egret
#

major facepalm i was hunting a bug that prevented my AA tank from firing at airtargets, was bugging me to no end, did a major redo of the whole config, no result... well turns out the problem was that the AP munition it has was loaded as default -> gunner just looks stupidly at targets that are out to kill it

stoic lily
#

one can configure ammo (magazines) in a way to have AI switch between

boreal heart
#

@kindred moss I'll link you the entire congif entry

class TransportItems
{
    item_xx(rhsusf_spc_squadleader,1);
    item_xx(U_B_CTRG_Soldier_3_F,1);
    item_xx(G_Bandanna_shades,1);
    item_xx(ACE_CableTie,3);
    item_xx(ACE_MapTools,1);
    item_xx(ACE_Flashlight_XL50,1);
        item_xx(30Rnd_556x45_Stanag,4);
    item_xx(HandGrenade,1);
    item_xx(SmokeShellGreen,2);
    item_xx(SmokeShellRed,2);
    item_xx(SmokeShell,2);
};

That's what I have in the backpack, only problem is that the top two entires, the RHS vest and clothing item won't spawn in the vest but everything else does. I've increased the maximumload of the vest, and even when I go into the edit I'm able to put everything into the backpack, however they just wont spawn in it.

stoic lily
boreal heart
#

Sorry I just woke up so I read your comment wrong, not sure if it was relevant now haha but for anyone else reading and help thanks

stoic lily
#

you have to learn the difference between weapon, magazine and item

#

plus the limitations of different container (not relevant here though)

#

allowedSlots[] = {901};

boreal heart
#

Theres no transportGear or anything so I presumed it would be an Item

#

What do you mean about the allowedSlots?

strange egret
#

@stoic lily so essentially the solution is to have all ammo in different AI-only muzzles

stoic lily
#

yup. or get BI to fix/enhance it

strange egret
#

ahahaha yeah no i'll do it miself

kindred moss
#

what do you mean by allowedSlots?
allowedSlots[] is an array of slot numbers where you may put the weapon. 701 stands for vest, 801 stands for uniform, 901 stands for backpack

#

every class has this property defined in base clases

#

for backpacks its

 
class cfgVehicles
{
    class ReammoBox;
    class Bag_Base: ReammoBox
    {
        scope = 1;
        class TransportMagazines {};
        class TransportWeapons{};
        isbackpack = 1;
        reversed = 1;
        mapSize = 2;
        vehicleClass = Backpacks;
        allowedSlots[] = {901};
        model = "\A3\weapons_f\Ammoboxes\bags\Backpack_Small";
        displayName = "Bag";
        picture = "\A3\Weapons_F\Ammoboxes\Bags\data\ui\backpack_CA.paa";
        icon = "iconBackpack";
        transportMaxWeapons = 1;
        transportMaxMagazines = 20;
        class DestructionEffects {};
        hiddenSelections[] = {"Camo"};
        hiddenSelectionsTextures[] = {"\A3\weapons_f\ammoboxes\bags\data\backpack_small_co.paa"};
        maximumLoad = 0;
        side = 3;
    };
};```
#

for uniforms its ```class U_Test_uniform: Itemcore
{
scope = 2; /// scope needs to be 2 to have a visible class
allowedSlots[] = {BACKPACK_SLOT}; /// where does the uniform fit to when not equipped
displayName = "Test uniform"; /// how would the stuff be displayed in inventory and on ground
picture = "\A3\characters_f\data\ui\icon_U_BasicBody_CA.paa"; /// this icon fits the uniform surprisingly well
model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; /// how does the uniform look when put on ground

class ItemInfo: UniformItem
{
    uniformModel = "-";
    uniformClass = Test_Soldier_base_F; /// what soldier class contains parameters of the uniform (such as model, camouflage, hitpoints and others)
    containerClass = Supply90; /// what fake vehicle is used to describe size of uniform container, there is quite a lot SupplyXX classes ready
    mass = 80; /// combined weight and volume
};

};``` 901 again

#

but from the example above I see that you are actually trying to put soldier in backpack and not uniform

#

I dont think that would fit ^^

#

although I am not sure what is the classname of RHS uniform and if its a soldier or uniform class

viral rapids
#

allowedSlots[] = {901}; <-- Can STORE the Item in the Backpack.
allowedSlots[] = {901,801}; <-- Can STORE the Item in the Backpack & Uniform.
allowedSlots[] = {901,801,701}; <-- Can STORE the Item in the Backpack & Uniform & Vest.

kindred moss
#

yeah unforms have 901 in base config

#

so it can fit in backpack

viral rapids
#

Yes

kindred moss
#

but I am not sure about the classnames there in his example... the CTRG seems right but RHS not sure

viral rapids
#

Hu? Where are you atm

kindred moss
#

voah I see that he is tryig to put those in the vest

#

@viral rapids @boreal heart see above

viral rapids
#

Ctrg might be too big (dunno if it checks the size while spawning in) or is not allowed in the Slot.
About rhsusf_spc_squadleader @unkempt jewel Whats that? Uniform or Unit?

#

Wait... U_B_CTRG_Soldier_3_F is a unit?

kindred moss
#

U prefix means uniform at BI

viral rapids
#

Ah, nvm. Its clothing

#

Yeah

kindred moss
#

so both are uniforms but he might need macros defined there for that to work dont know... or instead of uniforms he should use groundholders?

viral rapids
#

brain is messed up... moved 2 Server tonight to new machines -.-

kindred moss
#

hah I was upgrading my PC changing parts and reinstallng testing afterwards the whole day... I got a hangover today too

viral rapids
#

incl. Repo, incl. FTP, incl. Webserver, incl. DevServer, incl. BuildServer, incl. every crap you can imagine^^

kindred moss
#

ouch you win

#

bottom line for this you cant put those in vests it can fit in backpack but not in vest

viral rapids
#

then i go back to this: > Ctrg might be too big (dunno if it checks the size while spawning in) or is not allowed in the Slot. <

kindred moss
#

uniforms have 901 as allowed slot so it cant fit in any way to vest

viral rapids
#

allowedSlots[] = {901};
Yep

#

(from ConfigViewer)

boreal heart
#

I'll try the allowed slots. Alos just for reference, I can put the items of clothing, both vest and CTRG clothing into the vest when I'm actually playing, simple drag and drop, so they do fit.

#

@kindred moss @viral rapids So I just add - allowedSlots[] = {901}; - to the backpack config?

#

Or on the piece of clothing/vest

boreal heart
#

Also one more bit of info I'm trying to make a backpack with ONLY just scuba gear

class USMC_SOR_VEH_B_Carryall_oli : B_Carryall_oli
{
displayName = "(2021 USMC) Viper Scuba Gear";
maximumLoad = 400;
class TransportItems
{
item_xx(U_B_Wetsuit,1);
item_xx(V_RebreatherB,1);
item_xx(G_B_Diving,1);
};
class TransportWeapons{};
class TransportMagazines{};
class TransportBackpacks{};
};

But only the goggles spawn in the pack

#

Even upped to maxload to see if that fixed it but nope

kindred moss
#

the item you are trying to put in your custom backpack must have 901 in allowedSlots not the opposite. Since zou cant edit vanilla stuff that wont work. Chances are some uniforms and vests dont have 901 so they cant fit inside backpacks or they are "too heavy" to fit

#

Also vests and backpacks are not the same obviosly sometimes you speak of vests sometimes backpacks... I assume you are trying to fit that in backpacks.

stoic lily
#

again you have to check what are items, what are magazines and what are weapons

#

@boreal heart

young mortar
#

has somebody already made a config that disables the randomization of visible parts for the APEX jeep

wild pasture
#

I didn't notice random animations when spawning the jeep, only colors

drowsy granite
#

You can hide a load of different parts on the jeep its pretty good - here are all the relevant animation sources:

hideLeftDoor hideRightDoor hideRearDoor hideBullbar hideFenders hideHeadSupportFront hideHeadSupportRear hideRollcage hideSeatsRear hideSpareWheel

#

Only some of those are affected by the randomisation though. Mostly on the Syndicat varient.

wild pasture
#

@sullen fulcrum Do you still need RTM paths?

sullen fulcrum
#

I would love those @wild pasture

wild pasture
#

Any specific requests for the paths? Like reloads, hand positions, etc

sullen fulcrum
#

Well the M4 i made would greatly benifit from the rifle hand and reload they hav

#

let me find out its exact name

#

SPAR-16

wild pasture
#

First group is reloads, second is handAnim

#

I guess for the reloads I should give the config values

sullen fulcrum
#

Wow thanks man, how did you gather these so I dont have to annoy others. I heard from another user that they were ebo'd so I couldnt gain access

wild pasture
#

At the end of the day they are in a config, so you could see them in game in the config browser. I'm just searching for them in an "All in One" config dump

sullen fulcrum
#

I see, well thank you

#

I appreciate it. Im more a modeler not a config guy. ๐Ÿ˜ƒ

wild pasture
#

On the dropbox from that thread there is a dump already done, but I will be updating both that dump and the script, because there is an issue kju spotted

sullen fulcrum
#

I see, well I appreciate it greatly.

wild pasture
#

It shouldn't effect the information you need from it though, it's just some bad handling of strings within strings, and if one config line was over a certain number of characters

#

I'll get you the values for the handAnims now

sullen fulcrum
#

Appreciate it

wild pasture
#

I really know nothing about animations so let me know if there is anything missing or something else you are looking for

sullen fulcrum
#

I think thats all I need honestly. Im no good at this stuff either so ill smack it with a wrench for awhile and see how that goes

hard chasm
#

the most important 'anims' in the game aren't the sexy reload-a-handgun types but the static cargo poses that are required each time you build a vehicle. They take time and effort to get right, but you are rewarded with something that can suit multiple vehicles rather than handgun X popping it's bullet cases one or seven feet in the air. It's the diference between sth visually gratifying to the player versus a less grating. more visually immersive experience for the entire squad, when the truck 'looks right' and people inside it have some 'personality'.

#

bis have done a fine job here beefing up those poses to include left and right window seats and other nice touches to enhance the eye candy.

strange egret
#

except some of the cargo poses have ungodly jitter in it making you feel sick...

hard chasm
#

bis have done a fine job here making the cargo poses jittery ๐Ÿ™ƒ

young mortar
#

what exactly was changed for weapon configs?

strange egret
#

nothing

#

it does not accept faulty inheritance anymore, thats the only change

stoic lily
#

btw its proabably just a hack from BI and not even better config checking

#

they added scope=0 to itemInfo

#

but i am not sure/havent tested it

hard chasm
#

folks, as explained somewhere above, bis have NOT changed 'config checking' in any way what-so-ever. The inheritence was wrong from the begining.. You got away with it until now, because until now, the addon that had the 'correct' inheritence was preloaded and hence your 'mistake' was ignored. If you check the master config you will notice that your class whatever; got converted by the engine to a very literal class whatever{ /*empty */}; at the scope level you stated it in.

#

All that has happened is the addon with the correct defintion, is for whatever reason not now preloaded. eg it is no longer a requiredAddon.

#

when that addon is in fact actuallly loaded after yours it screams it's head off.

lofty zealot
#

But ... @hard chasm ... pointing the finger is more simple :(

hard chasm
#

damn. you're right.

strange egret
#

and what addon is it that contains the correct inheritance? (iteminfo base class i assume)

hard chasm
#

in this case, yes.

#

the reason for requiring it (by some other bis addon in the chain) has been removed.

strange egret
#

so that issue should be easily fixed by including the specific addon in requiredaddons?

stoic lily
#

i think mikero is just partially correct here

#

the bottom line is faulty inheritance, at least of itemInfo, have to be fixed now

hard chasm
#

agreed.

stoic lily
#

just a correct requiredAddons alone wont help you avoid that task

hard chasm
#

or should not help you....

strange egret
#

then what is the definite correct way to inherit iteminfo... i've seen confusingly conflicting statements

hard chasm
#

explain pls KJ

stoic lily
#

check my BI forum post again

#

in general terms you have to replicate what BI sets as the default

hard chasm
#

yes, Q is on the money why it's faulty.

strange egret
hard chasm
#

pls explain the confusing statements if you can KJ, this is a difficult sibject to explain well, even tho, the concept is oh so simple.

strange egret
#

is the sample correct?

hard chasm
#

weaponslotsinfo AND GunPaticles MUST either:

#
  1. be really truly in rifle base_f OR
#
  1. in rifle OR
#
  1. in whatever rifle inherits from.
#

so, generally speaking yyour config is correct. with one, big, gigantic BUT

#

the addon that contains rifle_base_f MUST be a required addon

#

does that make sense to you?

strange egret
#

yes

hard chasm
#

if that's the case, then the addon that contains rifle_base, will, all byt itself, without you fussing further, require the one containing rifle, which, all by itself, without furthjer fuss will keep requiring addons until those two externals you declared are satisfied.

strange egret
#

@stoic lily where is that post?

hard chasm
#

ok.....

#

wherever kju has indicated // wrong.

#

what is meant by that is ClassItemInfo simply does not exist at that level of scope (indent) NOR does it exist any lower down either.

#

class ItemInfo DOES exist, either in ItemWatch, or ItemCore or whatever ItemCore inherits from.

#

so when he says //correct, it's only because someone has taken the trouble to dig into the configs at some earlier time and find out where tha damn thing does exist.

strange egret
#

its confusing because it makes it look to me as if inheritance for iteminfo is "inherently" wrong

hard chasm
#

if it helps at all , the compiler (not the engine) will accept any of those iteminfos as being correct. Why? because you've satisfied the compiler. The engine however actually searches for the real ItemInfo and can't find it (in most of Q's examples)

drowsy granite
#

Is this true only for ItemInfo inheritance or for all classes? As in all classes should be placed at the correct level of scope or they will throw up errors in the engine.

hard chasm
#

short answer = you are correct. ALL classes.

#

long answer, you have one, wrong concept.

#

it is not THE class, it is the chain-of-inherited classes. If it's "there' in any one of them, the engine will find it.

drowsy granite
#

Yes sorry, badly worded on my part. Understood, guess i've got some changes to make. Thanks for the explanation guys.

hard chasm
#

the bottom line to all this, is you do not have to explicitly state THE real honesty to goodness exact spot where the class is. providing you have the correct required addon, and providing you put it in the correct chain-of-inheritence, the engine will find it.

strange egret
#

is it normal that a tankdriver ignores initangles defined in ViewPilot?

#

maybe it only works if the "pilot" has a weapon or no real optic?

runic fable
knotty sage
#

Seems like bg_weaponparameters class in weapons is broken. The base class defined in the mod is not dependant of cfgWeapons, yet we have to put this class in our cfgWeapons Weapons' class.. It procudes errors in-game

hard chasm
#

paste a 'faulty' config for me please Sam

sacred niche
#

Hello, I am having a trouble building a PBO that has GUI configs in them.

#

Everytime I try to build the pbo, makePBO crashes and fails to produce a log.

#

Anyone have any hint on what may be happening?

fleet ether
#

send the log

#

from makePBO

sacred niche
#

It is blank, there is nothing inside the file

#

Tried updating the tools, now have a Entry Point Not Found error

#

Fixed it, deleting all mikero tools and redownloading them solved the issue.

wispy plover
#

Are the new weapon configs locked from being changed, or something like that? I'm modding some values in the firing modes for the SPARs and such, like min\mid\maxRange or any of the aiRateOfFire values but can't get them to change.

untold temple
#

Have you put the requiredaddons[] class for Apex's weapons in your cfgPatches?

#

Not 100% sure but it might be A3_weapons_f_exp

wispy plover
#

Ahhh. Completely slipped my mind to do that. That did it. Thank you

radiant sierra
#

You know how to execute a script from the .pbo when the player start mission ? I tried preInit=1 in my Functions.h but it's not working.

sharp stone
#

what does your config.cpp look like? did you include your functions.h?

radiant sierra
#

Hi, finaly I check by the mission ^^ So it's good thank

young mortar
#

which values do I have to change in order to shorten the way a wheel travels up with suspension

#

eg: my wheels currently clip into the car because they move upwards a bit too much

strange egret
young mortar
#

"also, maxcompression and maxdroop values have to match the suspension model animation" what do you mean?

#

because only changing maxcompression and maxdroop doesn't dfo anything

turbid coral
#

Hello all, just a question to confirm my knowledge. Are such class atributes like "Display name" localized at the game start and every client has a value depending on his language settings?

#

I mean "Display name" attribute for vehicle classes

hard chasm
#

yes

turbid coral
#

nice, thanks @hard chasm

steady kraken
#

how can i get the source of a playMusic file to come from an addon? It keeps trying to reference a folder in the mission file class OpenSpace { name = "OpenSpace"; sound[] = {"\Music\Background\OpenSpace.ogg", 1.2, 1.0}; };

kindred moss
#

Plays music defined in Description.ext#CfgMusic or config.cpp. To stop the music execute playMusic "" or give the start time which is beyond the music duration playMusic ["SomeMusic", 1000];

#

so you need cfgMusic either in description.ext or addon config.cpp defined to do that

steady kraken
#

i have the cfgMusic set and can play files. the sound[]= command keeps trying to reference a folder in the mission file. I am trying to get it to reference a destination in a pbo

kindred moss
#

use playMusic instead of sound

steady kraken
#

yea its playMusic

kindred moss
#

then what is with sound[]= ??

#

you are calling a classname with playMusic and it must be defined classname either in description.ext or config.cpp in case of an addon

steady kraken
#

sound[] = {"\Music\Background\OpenSpace.ogg", 1.2, 1.0};

kindred moss
#
{
    tracks[]={};

    class MarsIntro
    {
        name = "";
        sound[] = {"\music\filename.ogg", db+0, 1.0};
    };
    class Ludwig9
    {
        name = "";
        sound[] = {"\music\filename.ogg", db+10, 1.0};
    };
};```

playMusic "Ludwig9";
steady kraken
#

that tries to reference a folder. using /music is error

kindred moss
#

ok where is your sound file? In mission or addon?

#

where have you defined it under class with cfgMusic?

#

where are you calling it from?

#

examples or I cant help

steady kraken
#

The sound files are in a packed .pbo called Music

this is in description: ```class CfgMusic
{
tracks[]={Red_Space,CryoChamber,OpenSpace};

class Red_Space
{
    name = "Red_Space";
    sound[] = {"\Music\Background\Red_Space.ogg", db+10, 1.0};
};
class CryoChamber
{
    name = "CryoChamber";
    sound[] = {"\Music\Background\CryoChamber.ogg", db+10, 1.0};
};
class OpenSpace
{
    name = "OpenSpace";
    sound[] = {"\Music\Background\OpenSpace.ogg", db+10, 1.0};
};

};```

playMusic ["Red_Space",0]; is executed

#

when I put a Music file in the mission folder it works. I don't know how to make it reference the .pbo instead

kindred moss
#

do the same thing in addon config.cpp

#

path would be "myaddonname\music\background\mymusic.ogg"

hard chasm
#
  1. you are confusing 'pbo' with addon.pbos versus mission.pbos versus mission_addon.pbos. each one is uniquely different in addressing
#
  1. \music is an address space in your MISSION.pbo
#
  1. is what jastreb has just said
kindred moss
#

3.1) thanks mikero I couldnt said it better myself

strange egret
#

@young mortar you have an animation for your suspension... otherwise the wheel would not move up/down. The offset values for these translation anims must match the values in maxdroop&compression

#

otherwise the physx simulation does not match what you see visually

young mortar
#

ah ok thanks I'll check that ๐Ÿ˜ƒ

#

so I could technically leave the simulation side as it is

#

but change the visual appearance`

strange egret
#

no

#

both must match

young mortar
#

ok

strange egret
#

unless you want broken shit

young mortar
#

yeah it works now ๐Ÿ˜„ actually the values were different before :S

stoic lily
#

BI has recently added support to use sounds from addons (pbos) in missions

#

best search their changelogs or SITREPs for more info

#

otherwise bother Dwarden or tom

#

@steady kraken

wild pasture
stoic lily
#

whats the different of a sound and a music?

hard chasm
#

mission addrtess space assumes references to sounds is in the sounds folder of the mission (or campaign)

stoic lily
#

technically the input is the same (wel sounds are more wss and music ogg i guess but whatever)

#

so the main difference has to be sqf cmds

wild pasture
#

That should be CfgMusic for everything in game

hard chasm
#

the main difference is that sounds are in the sounds\ folder

wild pasture
hard chasm
#

yes. but mission address space is a very different animal, further compilcated by it being a campaign)

#

kju and I went thru this bullshit some years ago and nearly threw our hands in the air.

#

there are 'inferred' folders in missions, and a separate set for the desc.ext of campaigns.

#

for want of a better description, all mission address space is relative to the desc.ext (not the mission.sqm), and all ADDONS are \hard\prefix

stoic lily
#

mikero check the link from Pennyworth:

NOTE: Since Arma 3 v1.49.131710 it is possible to define AddOn sounds in mission config. In order to make engine look for the sound in AddOn, the sound path must start with @ (instead of ) for example:

hard chasm
#

ah good

#

thank u

stoic lily
#

BI hacked in some solution

#

@ is really a "great" choice i gotta say ๐Ÿ˜„

hard chasm
#

@STR same crap

#

regardless (or even despite above) there is a further complication that some files can be inferred as being in the arma3.exe folder or children.

#

kju will remember what they are, but I can't be bothered with the mess.

stoic lily
#

lets not talk about it ๐Ÿ˜›

hard chasm
#

my dll (and hence pboProject) does not check for valid file references in missions because it is too awful to contemplate.

#

bis made such a brothel out of this that for addons, they use \hard\prefix addressing only. because it's all they actually understand.

young mortar
#

how can I add an indicator to my turret at the top of the screen that shows where the turret is looking in relation to the vehicle?

royal falcon
#

Has anyone else tried to modify some of Tanoa's config properties yet? I think BI's blocking access. In my case I'm trying to increase the wave & tide size to flood certain areas of Tanoa, using a config that worked with community maps & afaik Altis as well. However the config viewer is confirming that the values aren't updating.

wild pasture
#

I don't think they are, are you sure your config is loading after Tanoa's?

turbid coral
#

@royal falcon I have seen a mod, changing the sea level on Tanoa, you may want to look how author managed to do that

royal falcon
#

@turbid coral ah right, cheers I'll take a look. I am quite certain I am loading my config after Tanoa....I'll look at Flax's sea level mod and compare

#

Ah it works. turns out I wasn't loading after Tanoa...well shit. Thanks guys

clear venture
#

Any idea where the death animations for vehicle passengers are defined ?

strange egret
#

CfgMovesMaleSdr

#

rtms are in cargoposes_f.pbo

clear venture
#

found an other way to do what I wanted to do ๐Ÿ˜›

#

I detect if the vehicle eject dead cargo / driver and use playAction die if it doesn't

strange egret
#

why not define it properly?

clear venture
#

it's for a revive script, couldn't find where it was defined in the vehicles to get it

stone cove
#

@stark jungle "When are BiS going to update the weapons config wiki page, with the changes that eliminate the itemInfo error message?"

#

why you need that?

stark jungle
#

yes mate, I lost everything with a PC crash the other day

#

the current weapons config I had that chairborne redid for me was lost, I'm trying to find shit all over the place to recover stuff, it's a nightmare Rob

stone cove
#

to get rid of iteminfo error is very easy

#

you dont need it at all in CfgWeapons

stark jungle
#

yes, he mentioned about using the // to get it to by pass, when I tried to delete that part from my old config, it crashed on me

stone cove
#

really it crashed? - i did deleted it and works fine

hard chasm
#

@roadrunner bis don't 'update the wiki' we do. if you're that keen to see an improvement do what everyone else has had to do and add your knowledge to what's already there. It doesn't happen by magic and bis rarely rarely contribute anything.

strange egret
#

they add stuff when new features are implemented nowadays (provided they don't forget about it), like geometric occluders etc, but thats about it.

jovial aspen
#

is there a reference to the armor values in the new vest armor system?

#

the sample values are for a platecarrier right?

wild pasture
#

No it's a tactical vest

#

Hmm well the model is a tactical vest, but it doesn't match the other tactical vest armor

jovial aspen
#

si if i wanted a elbv harness that sits on top of a light kevlar vest the values would be ok?

#

hm

wild pasture
#

It's definitely a model of a tactical vest, but then it has the same armor values as the plate carrier special

jovial aspen
#

platecarrier special has level 5 armor right?

#

so if i divide through 5 (roughly) i'd get level 1 armor

wild pasture
#

Yeah so the armor values of a plain tactical vest should be correct

jovial aspen
#

thanks

thorn leaf
#

Or can this only be tweaked in the model.cfg ๐Ÿ˜ข

untold temple
#

I think the range of motion for the bipod movement is more to do with the character animation set than the bipod itself

kindred moss
#

Look at Samples there is test bipod there and its model.cfg it may help you more

#

its within Weapon sample

timid osprey
#

Is there anyone here familiar with the CUP static line? I would like to add the static line option to another aircraft (the CUP C-130), but I'm absolutely stumped on how to do it.

kindred moss
#

try asking them

unreal musk
#

๐Ÿ‘๐Ÿป

south bison
#

hello i need help i'm creating a pilot units and i got this error : file tun_Pilot\config.cpp, line55: /cfgvehicle/: 'c' encountered instead of '{'

wild pasture
#

Can you paste the config? It should be an easy fix as it's likely just a syntax error

south bison
#

link to the config

somber cloak
#

55/56/57 missing ;'s

south bison
#

oh my brother mistake he write thous lines and i forget to check them

#

ok testing it

#

no config error

#

addon correctly initialized

#

the pilots appear in basic nato uniform not what i do

#

do i need to create cfgweapons uniform

#

for pilots ??

south bison
#

it tell me uniform class undefined

#

the config

#

help pls

wild pasture
#

@south bison This should work http://pastebin.com/t7mYrtRf
Here is a direct comparison of your config and the edits I made https://www.diffchecker.com/hsio2ts1
Here is a list of things that I changed

  1. Added missing CfgVehicleClasses entry for Tunisian_Infantry
  2. Added missing CfgFactionClasses entry for Tunisian_Army (you'll probably want to change the flags)
  3. Changed the CfgWeapons entries to have a "U_" infront of them, this is the formatting BI uses and helps to avoid confusion
  4. Changed scope = public to scope = 2, to be able to use "public" you would have needed a macro somewhere in the config stating #define public 2
  5. Added class UniformItem; at the beginning of CfgWeapons because you are inheriting it, and therefore it needs to be defined
  6. Added model entry for each uniform in CfgWeapons, this is the model that is used when the uniform is on the ground
  7. Changed the uniformClass for each entry in CfgWeapons to point towards the classname of the "vehicle" that uses the uniform
  8. Changed the uniformClass for each entry in CfgVehicles to point towards the classname of the uniform that is used
  9. Added scopeCurator = 2 to all entries already with scope = 2, this is so the units correctly show up in Zeus
  10. (I was bored) Added entries for the uniform as a placeable object in CfgVehicles, these can be found in the editor under Props > Equipment > Uniforms > "The display name"
  11. Added the new entries to the weapons[] and units[] fields in CfgPatches
#

To clarify number 3, 7, and 8. Here is a summarized example of one way BI sets up their units/uniforms

class CfgVehicles
{
    class FactionLetter_SomeName
    {
        uniformClass = "U_FactionLetter_SomeName";
    };
    class Item_FactionLetter_SomeName: Item_Base_F
    {
        class TransportItems
        {
            class U_FactionLetter_SomeName
            {
                name = "U_FactionLetter_SomeName";
            };
        };
    };
};
class CfgWeapons
{
    class U_FactionLetter_SomeName: Uniform_Base
    {
        class ItemInfo: UniformItem
        {
            uniformClass = "FactionLetter_SomeName";
        };
    };
};
#

I of course cut out everything else to just make that example smaller. It's not the formatting they use 100% of the time though, because sometimes multiple units use the same uniform, for example, multiple units use the uniformClass of "U_B_HeliPilotCoveralls". It's just important that the CfgVehicles entries for uniformClass point towards a CfgWeapons entry, and then the CfgWeapons entry for uniformClass points towards a CfgVehicles entry.

hard chasm
#

I hope to god people take notice of above. These are all classic lesson101 errors that everyone makes. Any single one of them is a showstopper.

#

The lack of u_ or the lack of tags generally, is pernicous. Because it works' 'as is' until it breaks.

#

That's a large shopping list above folks. Don't get put off by trying to understand them all. If you take the trouble to figure out the why of just one of them, you are now 100% better off than before.

south bison
#

@wild pasture thank you .... and by the way i already have the faction

strange egret
#

@hard chasm how do i find externs in model.cfg? the dos window of pboProject only tells there are some, but not which. I assumed it meant Default; but if i removed it, it didnt like not having Default either :/

wild pasture
#

@strange egret Default would still need to be defined somewhere, whether it be in that model.cfg, or the "master" model.cfg

strange egret
#

i have default; then vehicle:default; then myclass:vehicle; But it still complains about externs

#

there is no class Rotation (like you often find in other stuff) or anything

wild pasture
#

Yes but where is default defined?

strange egret
#

in cfgskeleton

#

and cfgmodels

wild pasture
#

But is it ever defined like this?

class cfgSkeletons
{
    class Default
    {
        isDiscrete = 1;
        skeletonInherit = "";
        skeletonBones[] = {};
    };
};
class CfgModels
{
    class Default
    {
        sections[] = {};
        sectionsInherit = "";
        skeletonName = "";
    };
};
strange egret
#

ok now it works... not sure what i did wrong, but apparently it's fixed... it was also trying to look up my backup model.cfg (that was still named .cfg)

hard chasm
#

it must do that because binarise does exactly that.

#

model.cfgs (plural) located any\where\in\the\folder\chain are all parents of nameOfModel.cfg

#

and unlike any other bis construct P:\model.cfg is also valid.

wispy plover
#

If I have two weapons where weapon 1 has modes[]={"Single", "FullAuto"} and weapon 2 has modes[]={"Single","Burst"} is there a way to add a new firing mode to both without having to explicitly redefine modes[]= for both weapons?

hard chasm
#

there's no programatic way (sqf) of achieving this. configs are set in concrete at engine start time.

#

what you can do however is make various weapon classes with mode ranges that suit you and silently swap them out with sqf syntax.

stoic lily
#

=+ syntax (or +=) to append to arrays

hard chasm
#

that singular piece of shit only works at one level of inheritence and only if the inherited class is in the same cofing.cpp. How they managed to bugger up what could have been a excellent addition to the command repertoire beggars belief.

wispy plover
#

Bummer, that would have been useful. Thanks for the answer

stoic lily
#

dont let mikero confuse you

#

for your purpose it will work

wispy plover
#

How would that be used in context if I was adding a new mode? Would that work like + or pushback in SQF with 'modes' being the target array and the new mode being the element to add?

stoic lily
#

modes[] += {"newStuff"};

#

@wispy plover

wispy plover
#

Very interesting. That seemed to work. TIL. Thanks @stoic lily, appreciated.

stoic lily
#

np

hard chasm
#

kju/diffusion can you provide some example code please of how it's being used.

stoic lily
#
{
 class One
...
class A..
{
 array[] = {"stuff"};
};```

```class cfgPatches
{
 class Two
  {
    requiredAddons[] = {"One"};
...
class A..
{
 array[] += {"extraStuff"};
};```
bright orbit
#

Hi guys, i am having some issues creating a reserved ROLE section for my server. I am following a procedure that is shown here: https://forums.bistudio.com/topic/182520-script-to-lock-out-player-slots/ and it all makes sense. I have two issues. How do i write my UUID into the .txt file correctly and where would i place it? It says to place it into the root folder where the arma.exe is located, but when renting a server, they dont allow access to it. I am new to this, and any help would be greatly appreciated. (btw, i have posted the same qeustion into the forum that i've linked as well)
THANKS

uncut elm
#

This is the wrong channel for that, you'd probably want the scripting channel but to quote from the post itself it actually says how to put it in the .txt and you'd want to put it in the root of your mission file, not server folder, that post is very old, i'd suggest you do everything in mission instead of outside of it

//Fill the ARRAY with allowed UIDs - steam IDs
//Look something like "76566179256348507"

bright orbit
#

thanks, but do i have to change anything in the code for it to look for the file in the missions folder?

kindred moss
ocean nacelle
#

Guys, anyone knows what's the function of "class SimpleObject { blablabla }" class in every BI vehicle? Is it some kind of "reinitialization" of variables ?

candid ridge
#

Any one got idea why my weapon dosen't show in virtual arsenal? Every scope = 2

wild pasture
#

Check for it in the config browser, scope = 2; should be all you need for it show in the arsenal

#

Worst case you can pastebin the config for us to look at

scarlet oyster
#

Perhaps scopeArsenal=1 is inherited from somewhere? (assuming you havent scopeArsenal=2 directly declared)

stuck cedar
#

Weapons in arsenal will also not show up if they aren't the base weapon (as in weapon without attachments, not in the sense of config inheritance i.e. base weapon for arifle_MX_Holo_pointer_F is arifle_MX_F). There is an entry in the config that declares that.
For example, in the case of inheriting from one of the default weapons that defines the base weapon. Your weapon will not show up in arsenal as base weapon will be inherited from the parent. This will make the arsenal exclude it as it will think that your weapon is just a variant with attachments of the base weapon. To fix this you just have to add another parameter that sets the base weapon in the config of your weapon, to your weapon.

strange egret
#

your weapon needs to be in CfgPatches to show up properly

hard chasm
#

maybe helpful, maybe not: pboProject will automatically add the weapon name to cfgPatches IF it can determine scope=2

sinful matrix
#

Hey guys, I'm trying to make Custom Markers on map which I have created my self on Photoshop but I have a problem with the config editing this, so far I have done this: class CfgPatches
{
class Custom_Markers
{
units[] = "Custom_Markers";
weapons[] = {};
requiredVersion = 0.1;
requiredAddons = {};
};
};

class CfgMarkers
{
class Custom_Mark1
{
name = "TSO_HQ";
icon = "Custom_Markers_V0.1\tsohq.paa";
color[] = COLOR_GOLD;
markerClass = "draw";
size = 24;
shadow = 0;
scope = 1;
};
};

#

So I have tried this but doesn't work, what am I doing wrong?

#

I used addon builder and binarized it and just like you're suppose to do it but when I go into editor nothing pops up

stoic lily
#

units[] = "Custom_Markers"; => units[] = {};

sinful matrix
#

ok

#

I did it now

stoic lily
#

scope = 1; => scope = 2;

sinful matrix
stoic lily
#

Custom_Markers_V0.1 => Custom_Markers_V0_1

sinful matrix
#

that's the folder name :/

#

Will it still work if change it

stoic lily
#

COLOR_GOLD => either RGBT array or you need #define COLOR_GOLD {RGBT};

#

rename the folder

sinful matrix
#

I will now

stoic lily
#

. is no good

#

only characters, digits and underscore is to be used

#

for folder and file names

sinful matrix
#

in the color can I do color[] = "ColorBlue";

#

does that work?

#

or I'm just gonna do rgbt instead

#

now?

stoic lily
#
    {
        scope = 2;
        name = "SAMPLE";
        icon = "path\fileName_ca.paa";
        markerClass = "System";//set approriate
        size = 0;
        color[] = {0.1,0.5,1,1};
        showEditorMarkerColor = 1;
        shadow = 1;
    };
sinful matrix
#

should I copy this?

#

also the color, I have like set own color on photoshop, will that still work in game or will it change?

sinful matrix
stoic lily
#

looks fine. get mikeros tools to verify and build

runic fable
#

is rate of fire simply: reloadTime = 60/ROF; ?

#

because i found also this:

#define ROUNDS_PER_MINUTE(rpm) __EXEC(_c=50.1984; _r=rpm; _T=0.954088; _e=2.71828; _K=-5403.26; _d=-0.0393994; _K=-1*_r/_K; _e=_e^_K; _T=-1*_T; _r=_r^_T); reloadTime = __EVAL(_C*_r*_e+_d) //p(k) = C * k^(-T) * e^(-k/K) + d

hard chasm
#

so did i, and it took me two days to interpret it correctly in the dll

stoic lily
#

@strange egret can you confirm this please

strange egret
#

where does that come from? Can't confirm or unconfirm... you can test it for yourself - go ingame, record a weapon shooting full auto (preferably slower firing one), analyze recorded sound file with audacity for example to determine ingame ROF

stoic lily
#

so seems like from ALDP = BI

kindred moss
#

How the heck did they come up with that values? What is what there? I know its what you said for A3 reloadTime=60/RPM

strange egret
#

did BI comment on if they will repair hiddenSelectionsMaterials? its broken for quite some time iirc...

untold temple
#

@strange egret is it still broke? I've had it working a few times recently

strange egret
#

didnt work on my tank (whereas hiddentextures worked)

untold temple
#

what version of tools?

#

The things I packed of late were via pboproject while I've got dev branch tools installed

young mortar
#

hiddenSelectionsMaterials was weird for me as well....I had a weapon in 3 variations...each with another material...sometimes it worked sometimes not

strange egret
#

false alarm, just had a typo in it

sinful matrix
#

Guys I have an issue, I have made my own custom markers, and I have configed them, I can use them in editor etc. Now I have put down alot of my own custom markers on my mission file, I save my mission file and when I run it on my server the markers isn't there. I checked the mission file and they were normal aswell: https://gyazo.com/254cf4b3679267804549ec95eb5c7998 what can cause that they won't show on my server when I open up my map?

hard chasm
#

depends entirely on what addons you put on the server and icons the config actually tries to get..

sinful matrix
#

I have made my own addon

hard chasm
#

as nice and detailed as you above urls are, you fail to indicate WHAT icons you're referencing

sinful matrix
#

What do you mean

#

Like I just want to use my own markers that I have made

#

Don't know how to explain more :/

#

Let's say a square, you put down a square, it pops up on the map, I put down my marker it won't pop up on the map

hard chasm
#

how would anyone know where the problem is if we don't know the contents of your addon, or whether it's been signed?

sinful matrix
#

Give me a sec

#

Here is my pbo

#

Like I don't think you understand my problem

#

All I'm trying to say is why they won't pop up on the map basically just like all the other markers do

#

Let me also try to find my config what I wrote down

#

there is more under but it's just the same so

#

But it works, I can put down markers on editor, my issue is that I can't see them on the map when I go in-game or start the scenario

#

@hard chasm

hard chasm
#

can you see them 'in game' if you run the mission on your own pc and not the server?

sinful matrix
#

No, I can't see them on the map

#

Only on editor map

#

But I go in-game or start scenario, press M to see the map it self

#

They are not there

hard chasm
#

ok so it's nothing to do with server.

sinful matrix
#

nope

#

it happens on editor aswell

#

only when I start scenario

#

But when I put them down on 2D Map I can see them there

#

when I edit

hard chasm
#

how did you pack that addon?

sinful matrix
#

Addon Builder from arma 3 tools

hard chasm
#

waste of time.

sinful matrix
#

It binarized everything for me

#

why?

#

That's the only way you can pack a addon?

#

To get the config binarized etc

hard chasm
#

it will build faulty pbos just as happily as it will build good ones. Neither you, bis, nor anyone eslse would know if that pbo has errors or not.

#

and it appears, it has errors.

sinful matrix
#

Well if it had errors it wouldn't work from beginning?

#

Like I wouldn't be able to place them down or see them in 2D Map editor

#

The only time I can't see them is when I open the map playing as a unit

#

So what can I do now?

hard chasm
#

scope=0 seems a bit strange to me btw.

sinful matrix
#

I have scope=2

#

on the config

hard chasm
#

apologies, i meant size

sinful matrix
#

do you think that has something with it to do or?

#

Should I try changing it to something else

hard chasm
#

that's about all i can recomend. instead of using addon breaker.

sinful matrix
#

which one should I download?

hard chasm
#

and i'm confused why you even mentioned 'server' in this problem.

#

all of them

sinful matrix
#

I didn't mean my server server, I meant when I go into my server, the marker won't show on my map

#

But what should I do with all of these, like just to pack something into a pbo, is that what it requires?

hard chasm
#

most ppl use pboProject in replacment to addon builder. But to use pboProject you need to also install (most of) the others.

sinful matrix
#

ok

hard chasm
#

I am not advertising me, here. The sad fact is, no one knows, or can know, whether your current addon is working or not.

sinful matrix
#

Okay, but the size in the config

#

What should it be changed to if you think it looks weird

#

Like would I still be able to change the size when I put them down

hard chasm
#

dunno. there's only one way to find out. ๐Ÿ˜Ž

young mortar
#

what exactly do I need to change in my configs after APEX?

sinful matrix
#

@hard chasm It's fixed now, the issue was because of the size was on 0 in the config, but I can see them now

#

thanks anyways

sinful matrix
#

Has anyone here used the Custom Buildings by Mattaust on they server in here? I need some help with the config.

kindred moss
#

I need some help with the config
Ask the actual question

south bison
#

hello

#

i need help with a config of helicopter retuxture it give me class unidentified error

kindred moss
#

what is this? class ej_MH60M;

#

what are you trying to inherit from?

#

that class does not exist in game

#

neither does this class ej_MH60MDAP; or this class ej_MH60MDAP8H; or this class ej_MH60MDAP16H;

#

this is wrong too class Tunisian_UH60M_DAP16: class ej_MH60MDAP16H

#

if you are trying to inherit from external addon you must add it here
requiredAddons[]={"A3_Air_F","A3_Weapons_F","TUN_Pilot","EXTERNAL_ADDON_HERE"};

young mortar
#

is it possible to make a static submarine that can be placed underwater but can still be walked inside and have no underwater effect while inside?

#

or is that not possible because of the engine?

strange egret
#

impossible from what i know. As soon as you enter water with a character and you are too deep, you will automatically swim

young mortar
#

Hmmm that's unfortunate

#

Would've been cool to make one and use it to start OPs from

strange egret
#

you can only block water visually, but not physically

young mortar
#

Maybe make one that's floating on the water and only make the parts accessible that actually are above the water

strange egret
#

one could model the interior on land and hide it in an (otherwise inaccessible) large building. And then warp players to and fro. Very hacky though and why the fuck would you want to model an entire sub interior just so people could walk around abit before doing an actual mission?

young mortar
#

"immersion" :D

strange egret
#

see you next year, when you are done with it

young mortar
#

Was just about to write: "probably not gonna do it anyway"

strange egret
#

obviously...

young mortar
#

Was just sth that came to my mind...but I got enough work to do

strange egret
#

we all have our pipedream moments

hard chasm
#

I just have my moments ๐Ÿ˜Ž

summer fulcrum
#

Anyone know how to determine the center of your map? mine is 2048x8 which is 16384 in total but not sure on the math to determine a certain value. Would it just be (8192,8192,300)

wild pasture
#

Why 300 for you z height? For just the x and y it should be the total world size divided by 2

summer fulcrum
#

When I looked at the altis config it had "centerPosition[] = {10801.9,10589.6,100};" So I just determined something similar for xyz.

#

But theirs wasn't divided in half so I got confused.

sullen fulcrum
#

i think this was the position and "height" the 2D editor used to place your view, so it's pretty much irrelevant now

runic fable
#

Error: Wheel reference not initialized
anyone knows how to fix this?

it should be related to physx somehow..

strange egret
#

mismatch between physx wheel and model.cfg wheel animation propably

#

is there a limit for initspeed of projectiles past which it becomes unstable/ unusable in MP environments?

stoic lily
#

like not enough classes in class animations?

strange egret
#

every class in physx -> class wheels must match an animation and also have correct memorypoints

stoic lily
#

so from config:
class Wheels
class LF

#

each of these needs an animation class in model.cfg?

strange egret
#

vice versa i mean - animations need to match physx wheel classes

#

Basic_Damper_Destruct_Axis is also required

#

and 100% guarantee that all wheel memorypoints are available

#

and match the p3d names...

kindred moss
#

๐Ÿ˜ฉ ๐Ÿ”ซ

strange egret
#

good job, BI - you broke all the reload actions for vehicle magazines

kindred moss
#

reload action for vehicle?

strange egret
#

well reloading different magazines via action menu... you know... HE / AP for tanks

kindred moss
#

ah that yes... there is no action menu now?

strange egret
#

read please

kindred moss
#

I just did and IM not new

#

Im asking you if your action menu apears at all

strange egret
#

only reload action is gone... not entire actionmenu

kindred moss
#

does R work?

#

might have something to do with the Apex control preset ?

strange egret
#

sigh

kindred moss
#

jee that helps a lot...

#

oh look its broken

#

not

strange egret
#

what dev version?

kindred moss
#

oh sorry yo meant its brojen in dev?

strange egret
#

SIGH

kindred moss
#

this is 1.62 stable

strange egret
#

ok i didnt specify, my bad

#

yes on DEV, change magazine option is gone

kindred moss
#

can I ask you something nicely

#

dont SIGH ever, Id shoot you if I could for that ๐Ÿ˜„

strange egret
#

whats wrong with violently sigh'ing?

kindred moss
#

violence creates violence

stoic lily
#

@strange egret thanks again

kindred moss
#

@hard chasm Can you please elaborate once again if engine utilizes pboprefix or its just used by your tools? Thank you.

#

Also is it relevant to unpacked data and development setup

hard chasm
#

$pboprefix$.txt (the file) IS used for personalisation of the pbo (and to actually make pbo's a3 pbo's, addon breaker can't)

#

pboprefix= if specfied in that file (the normal case), it is ignored.

#

pboprefix= is written out when extracting a pbo for informational purpose only. Reason? NameOf.pbo has nothing to do with a prefix

#

historical documentation does refer to pboprefix= in a $pboprefix$.txt file as being used. That is no longer the case and it's not possible to reach back into the internet for the past ten years to change that information.

kindred moss
#

thank you I have no further questions

agile flame
#

Guys! Who is good with vehicles cfg, i just need dummy static "chair" with own custom getIn,Cargo, getOut anims

young mortar
#

why is it not possible to make a ffv seat where you can't fire while turned in

boreal heart
#

Is it possible to config the old walking/medium pace instead of using the new ones?

#

So everyone has it say, when they join the server, rather than inputting it into the init of a unit everytime?

jovial aspen
#

i am under the impression that the hitpointlod in the samples is missing entries

#

especially "arms" seems to be missing

#

my units can't be injured in arms and legs

untold temple
#

Yeah, the template .p3d hasn't had the hitpoints LOD updated, only the example p3d has

jovial aspen
#

gr8

#

thanks for the tip

untold temple
#

I have mentioned it on the forums a few times and thought @lofty smelt updated it on one of the samples patches, but seems not now I look at it, since it has no Face_Hub point

jovial aspen
#

funnily though, it has legs but the legs of my units are indestructible. i hope this fixes it though, i have some other errors to fight with too.

untold temple
#

IIRC a few people had the same issue when BIS updated the hitpoints several patches ago, and simply copying the LOD over and adjusting the config for vests, helmets to include the new points when needed is what fixed it

lofty smelt
#

On the fly, I'm aware that a few samples need to be updated and yes, that's planned ๐Ÿ˜ƒ

untold temple
#

I legitimately thought I saw it in a tools changelog before that "template" was updated to be on par with "example", but I guess i was hallucinating ๐Ÿ˜ƒ

jovial aspen
#

are the sampleconfigs deprecated too?

untold temple
#

Depends whether you need the vests and head to explicitly use some of the new hitpoints or not

#

most of that gets inherited from the man base class

jovial aspen
#

ok

#

just tested

#

the uniform in itself has the problem

untold temple
#

it's only when you need to tweak specific armour values for say the face or upper arms that the added hitpoints are a factor

#

since those points weren't there originally

jovial aspen
#

thanks

untold temple
#

the vest .hpp and main config.cpp does appear to be updated with the chest, diaphragm etc. though rather than just HitBody, so it should be golden

jovial aspen
#

found the issue

#

it's ace

#

-.-

strange egret
#

has anyone fully tested yet how the protection values (armor and passthrough) on Wearable Items affect hitpoint location /global damage ?

red wharf
#

wonder if anyone noticed on today's DEV changelog:
โ€ขTweaked: The light settings of the nights on Altis and Stratis are now more consistent with Tanoa
๐Ÿ˜‰

boreal heart
#

Everyone has noticed now haha

fresh veldt
#

Can you make buildings lockable like vehicles?

#

Like make them a UAV that just doesn't do anything?

uncut pike
#

You mean lock the doors?

fresh veldt
#

No I mean, make a fuel tank a lockable target to be locked on by air vehicles

#

Or a radio tower, or shed

#

Instead of using a designator target because I want the display name to be the building.

strange egret
young mortar
stoic lily
#

faulty inheritance definition

sullen fulcrum
#

bin\config.bin[]CfgWeapons[]ItemInfo.displayName theres a / and a \ that makes no sense

wild pasture
#

It doesn't have to do with the slashes, it's because of someone doing

class CfgWeapons
{
    class ItemInfo;
};
fresh veldt
#
canLock

Integer:

This token declares if the weapon is able to lock targets.
Values: 0 = false, 1 = cadet mode only, 2 = always.

canLock = 0;

This doesn't look like it makes the vehicle lockable. Either that or the wording is weird.

young mortar
#

Thanks @Pennyworth what do I need to inherit from then?

spring sonnet
#

anyone available?

stoic lily
#

@fresh veldt irTarget=1

spring sonnet
#

im trying to get the USS nimitz (apex compatible now ! :D!) to run on a dedi. it seems to be looking for a file in the nimitz/addons that is confirmed there. the error on loop in my RPT:
http://puu.sh/qt3Q3/452da001ee.txt

#

i apologize if this is the wrong place, too

strange egret
#

@fresh veldt its a weapon setting... so its obvious that this doesnt make the non-lockable vehicles lockable ๐Ÿ˜‘

fresh veldt
#

I'm more confused why a weapon setting wouldn't be in cfg weapons or cfg ammo @strange egret . Especially one that determines the ability to lock on.

strange egret
#

i have no idea what you are talking about... canlock is in cfgWeapons (and is clearly indicated so in the wiki page)

strange egret
#

which is not guaranteed to be up-to-date with A3 mechanics

#

thats why the locking page exists...

fresh veldt
#

All I'm saying is I have a reason to be confused.

#

And the condescending remarks isn't exactly "friendly".

strange egret
#

i provided the necessary info, if you decide to ignore it and get confused, thats not my problem

fresh veldt
#

@strange egret I don't really understand why you have this attitude. My question was already answered but you feel a need to tell me "you should know it's obvious". If someone is supposed to look at one page instead of another because it's out of date and doesn't indicate on that page that it is, how are they supposed to know? That's great that you know everything and are super knowledgeable in config but you can't treat people poorly just because they're confused or need something clarified.

strange egret
#

canlock doesnt even belong in cfgvehicles (not in A2 either), i have no idea who put that there

#

cfgvehicle / weapon/ something reference are old and poorly maintained

untold temple
fresh veldt
#

@untold temple Thank you

strange egret
#

its the same page i linked you ...

fresh veldt
#

I'm thanking him for helping me politely, and telling me to only listen to that page.

untold temple
#

didn't notice @strange egret posted it before - I wouldn't have done otherwise ๐Ÿ˜ƒ

fresh veldt
#

Thanks for an example of a nice response non-the-less

cold quartz
#

HI all, antone here using TADST. Im really struggling maintaining my difficulty setting when switching missions . (#missions, TASDT 3.0)
any help would be greatly apriciated

somber cloak
hard chasm
#

canlock on TARGET says it all

strange egret
#

๐Ÿค–

stoic lily
#

canLock may have worked on vehicles before OFP/A1/A2/OA - or it was just mess by BI in their own configs

strange egret
#

not in A2 - i looked at AllinOne Combined Ops and only the brdm had it in the config (and canLock=0 at that). No baseclasses had it

hard chasm
#

canlock was used in ofp in the laserguided (designator) and the bis camel browning machine gun

#

in arma2 it is present in tha ah64, the 82mm mortar, and profusely in ca\weapons

#

depending on player experience (cadet, veteran, eg) the 'sights' of the 'missile' will lock on and track the target.

#

in arma3 it is equally profuse in weapons_f and friends.

strange egret
#

@hard chasm weapons obviously, but i meant canlock=something in cfgVehicles (which in A2 is only the brdm for no reason)

#

@hard chasm weapons obviously, but i meant canlock=something in cfgVehicles (which in A2 is only the brdm for no reason)

hard chasm
#

i agree.

agile flame
#

I need ur help, im looking for how to make config for "chair" static as car, with GetIn, GetOut and Cargo anim, nothing else

strange egret
#

like any other vehicle...

agile flame
#

need to disallow to move, adn disable all sounds and effects

strange egret
#

look for static weapons...

agile flame
#

im looking for who can make it

strange egret
#

do it yourself and stop begging

agile flame
#

any points or advices where i can find good example or something likes that?

somber cloak
strange egret
#

no uro, you dont understand, he requires completed chair as example. Ingame Configs and official samples are not enough apparently

somber cloak
#

oh I do, I just give one of my default responses when someone wants something for nothing

agile flame
#

Or looking for someone who can do that

strange egret
#

wrong place, this isnt the beggars channel

agile flame
#

im doing my own addon, i just need someone who will make cfg for object

edgy yacht
#

does anyone know how diag_mergeConfigFile works on the diag exe?

sullen fulcrum
#

you should be able to execute the command in debug console as long as you run the diag.exe and make sure to use a absolute path to your config.cpp including the drive letter

edgy yacht
#

tried that, changes didn't work, should i restart the mission or something cause i tried that too

sullen fulcrum
#

i think it depends on what you would like to reload

#

afaik a vehicle would need to be created newly after the config merge

#

some others should change instantly

#

terrain clutter can't be updated at all

edgy yacht
#

i'm trying to edit particles and stuff

#

so it's cfgammo cfgcloudets and cfgweapons

sullen fulcrum
#

not sure

#

did you check in the config browser if the values update?

edgy yacht
#

not yet, will try now

sullen fulcrum
#

you could also make them scripted while you tweak stuff and translate them later to a config

edgy yacht
#

looks neat, will try

#

i'm looking at the blastcore atm, trying to figure out how it works, any idea how animated particles work? is it documented somewhere?

sullen fulcrum
#

not sure but i recall seeing some textures with lots of diffrent states of fire (for example) in rows.
I have no idea how the animated texture stuff works tho ๐Ÿ˜„

edgy yacht
#

too bad the guy just left and didn't leave any documentation

#

nope, diag_mergeConfigFile doesn't change values in the config viewer for some reason

sullen fulcrum
#

for some reason the wiki page of diag_mergeConfigFile isn't there anymore

somber cloak
#

have you tried reloading the world(map) after you merge the changes?

edgy yacht
#

tried just now, didn't work

somber cloak
#

pretty sure if you look in the functions viewer you get a better description of diag_mergeConfigFile

sullen fulcrum
#

just to confirm, you load a addon containig particles cfgs
now you try to load the same config in your p drive with changed values?

edgy yacht
#

should the config be located in the p drive?

sullen fulcrum
#

never tryed a diffrent drive but i don't think it matters

edgy yacht
#

i'll take a look at the function, that's a great idea

somber cloak
#

when I was tweaking terrain stuff, I put the config in the mission file and referenced it's absolute path in the command

edgy yacht
#

and i'll thy the p drive

sullen fulcrum
#

but the config cpp should be vaild and actually change your cfg, so i was more about if you load the same config you have packed in your addon

edgy yacht
#

can you show me an example, ufo?

sullen fulcrum
#

๐Ÿ˜„

edgy yacht
#

โ˜น

#

oh yeah your nickname contains R not F

somber cloak
#

unforntunately I cleaned out my old missions when I switched to win10, besides they wouldnt have contained anything as I was running the diag_mergeconfigfile form the debug menu

#

diag_mergeConfigFile ["PathToConfigOnDrive"] - merges config file from "PathToConfigOnDrive" (which must be absolute path to the config including the drive - e.g. O:\Arma3\A3\Stuff_F\config.cpp)

#

diag_mergeConfigFile ["c:\path\to\some\config.cpp"]

sullen fulcrum
#

yes, used it the same way.
dont forget the quotes

edgy yacht
#

diag_mergeConfigFile is not present in the config viewer

#

wtf

somber cloak
#

its a function

edgy yacht
#

meant to say function viewer

somber cloak
#

and only available in arma3diag.exe

edgy yacht
#

i guess it's not really a function, cause usually they are called via [] call or [] spawn

#

i'm using diag exe

#

my guess it's something hardcoded into the diag exe

somber cloak
#

yeah think so, once upon a time it was not though ๐Ÿ˜ƒ

edgy yacht
#

i have a feeling i read somewhere that diag_merge doesn't work for some reason on the latest dev branch

#

not sure where

sullen fulcrum
#

or maybe particles are another thing that cant be updated

#

did you try other stuff?

edgy yacht
#

well i tried cfgweapons

#

didn't work too

#

what filepatching is even supposed to do?

#

cause i'm not sure anymore

hard chasm
#

allows you to use genuine files on your pc rather than files within a pbo

#

(eg buldozer)

edgy yacht
#

mikero, do you know of anyway to edit config values without restarting the game?

hard chasm
#

i've never tried to. Fairly sur ekju jhas had some successes. But from memory, you can't change the config because it's baked at engine load time. It's not an easy mechanism to alter.

#

Filepatching is more to do with alteration of textures or objects rather than the config.

#

think buldozer.

edgy yacht
#

objects you mean 3d models?

hard chasm
#

yes

edgy yacht
#

okay, that's good to know

#

i guess i only left with painfully restart the game and rebuild the addon each time i make some change

hard chasm
#

no. the config.cpp or bin that exists in the folder(s) is used. so you only need to restart arma

#

at least that's as i understand it.

edgy yacht
#

wait, how can i load the folder to the game without packing it as pbo?

agile flame
#

good qustion ๐Ÿ˜ƒ

#

and start it right now w/o loading editor ๐Ÿ˜ƒ

sullen fulcrum
#

@edgy yacht did you try it with filepatching enabled?

edgy yacht
#

sure

wild pasture
#

@edgy yacht diag_mergeConfig is a command, not a function. Commands are all handled in the engine, while functions (e.g. BIS_fnc_) are from sqf files found in directories like a3\functions_f, and they use commands

#

I just tested merging and it worked on my end. I simply changed the displayName of a weapon, but some things might not be as flexible to change while the game is running

edgy yacht
#

yeah i figured it's something hardcoded

#

i just tried to change the name of the item and it worked too

#

i guess whatever i tried to edit isn't editable

#

thanks for the tips anyway

stoic lily
#

why dont you start by posting the actual code you try?

edgy yacht
#

well for example i tried
class CfgWeapons
{
class Rifle;
class Rifle_Base_F: Rifle
{
fireLightDuration = 0.015;
fireLightIntensity = 0.1;
fireLightDiffuse[] = {2,1.5,0};
};
};
the values didn't change

stoic lily
#

what was the exact sqf cmd used?

#

did you use other mods?

#

these three are by default only defined in "class Default"

#

how exactly did you verify that they havent been updated

#

you should via some dev console - not the config browser

edgy yacht
#

to be fair i'm not sure what i'm doing myself, just trying to experiment with it

#

i used config viewer to check the value

#

should i use something like getText etc?

stoic lily
#

getNumber

#

getArray

#

F1 to get the sample code

edgy yacht
#

yeah i know how those work, i just thought that config viewer should update the values too

#

okay, i'll try more, thanks

stoic lily
#

i dont trust it

#

you shouldnt either

#

also you should do test with obvious things

#

like change color to sth very distinct

#

or very big particles (not extreme either)

#

also changes in base classes could be a problem (with access = noreadorwrite)

edgy yacht
#

got it, thanks

ruby rampart
#

Does anyone know of a way to get randomised uniforms, helmets and possibly weapons on a unit without scripting?

jade brook
#

you can't

#

no such thing in the engine

#

even AAF randomization of head gear is done with scripts

#

also nothing wrong with scripts

strange egret
#

they are eeeeevil

ruby rampart
#

Yeah, I just spent the better part 3 months trying to get a script to work, not touching on that shit ever again

hard chasm
#

Most of those truly clever people who have written some excellent sqx language editors give up for the same reason. The moment bis add a new verb (a function in pennywise speak), it breaks their parser because there's no rules of precedence to that verb or what it needs or what it returns. you need a dictionary of all verbs to achieve that and you rapidly get sick of updating it.

#

fortunately for me they haven't been able to break rules of precedence for sqx operands that return constants. so my dll isn't affected by the mp only, server only, think-of-a-new-function this week.

round umbra
#

you by chance an expert with server configs?

#

I'm having some issues with a dedicated server, I've messaged in troubleshooting but the entire Discord chat seems to be Idle

hard chasm
#

not even a hope of a prayer.

#

I respect all comments made by Nou and Ace people as having a better than even chance of being right. They're your best bet.

round umbra
#

Thanks for the assist

wild pasture
#

Pennywise ๐Ÿ˜ฆ I'm not a creepy clown

stoic lily
#

there was a Pennywise back in OFP-A1 days - mikero is referring to him, not you ๐Ÿ˜ƒ

hard chasm
#

aaaaaaaaaaaaaaaaaarg

#

alzheimers is to blame

gilded lake
#

@round umbra try the #server_linux channel. Persistence is working fine for me on my linux server.

obtuse pine
#

Is it possible to add hooks or controls into the main game's MP player list? (pulled up using right-ctrl+P)

#

I believe this is defined in RscDisplayMPPlayers, but have not had luck getting the game to pick up any additional controls or allow me to add display events for it.

#

(they show up in the config, when added, but events I add are never fired. e.g. onLoad, onLBSelChanged, etc..)

stoic lily
#

first change the dialog visually to be sure you got the right one

strange egret
#

devlog Tweaked: The Physx was updated
oh god ... in b 4 rework of entire physx configs again

stoic lily
#

some details would be useful