#arma3_config
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commy2
class HitFuel: HitFuel {
armor = 4;
radius = 0.2;
minimalHit = 0.1;
visual = "fuel";
};
visual is a selection in the model
And that selection must have the material you want to replace
ah okay
I also think the whole selection has to have one and the same material
that explains it
not sure about that though
can visual be an array?
no
commy how to add parachute to recon soldier
so i add this backpack = "B_Parachute"; to my soldier config ???
yes, and also delete the old entry if there is one
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?
I never messed around with it much
I think the whole selection must have one of the base materials
that's at least what I was doing
Just make a new selection with everything that should be replaced with this hitpoint.
that's the easiest way
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
Because my main_rotor_hit works without it being in there
yeah the selection can only have one of the materials
so how would I make it that actually all three base materials get "damaged" when the Hull gets damaged
you can't
hacky and stupid sounds good
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
so with scripting it might look weird. no idea if that would ever happen
great
now I'll only have to adjust the rvmats a bit
now offer me your firstborn
no worries. it goes all according to plan
seems more reasonable
Is it possible to change the flare texture used by collision lights? Anyone know where to find it?
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
isn't the collision light a proxy? So yes you could change the texture, but only globally. And good luck finding it
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?
because my emissive lights are there ALWAYS
it's supposed to be that yes, AFAIK
but I think one just uses model.cfg animations to hide them now
no - you can't use reflectors as animationsources iirc
you have to define them in the model.cfg's section part. Idk if you also need to define them as bone
I'll try defining them as a bone
doesn't help
they are in sections and defined as a bone
i know that it was working before
but something during the mod development broke it
no idea whjat
it seems like the same thing happpened to my brake light
the only thing that works are my reverse lights
and that's because they got an animation in model.cfg
any ideas?
is anything in the rpt?
no
so what did you change since this has stopped working?
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;};";
};
Current getting an error saying it isn't a defined event handler
Not sure how to fix this
no idea tbh @strange egret just some bugfixes for totally unrelated things (at least they make you think so)
@boreal heart you don't have the class eventhandler defined.
I understand that part, not sure where to define it though
Above where you use it.
I tried that, and I get the same error
I put 'class EventHandlers: EventHandlers' as defined up the very top but got the same thing
I'll try just half of it
So you have, class EventHandlers
{
init = "if (local (_this select 0)) then {[(_this select 0), [], []] call BIS_fnc_unitHeadgear;};";
};
?
Yep
And eventhandler is not defined
Wait a sec
Ok no error this time ๐
Confirm that it actually worked ingame though
Yea
No worries :D
i'm not sure if dealing with littlefinger could every be without worries ๐
Haha mate I'm as trustworthy as they come
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 ๐
mass
I did not see anything of the sought in the config, I will look again though.
This is for cfgVehicles, not weapons ๐
- iirc, also for Items @knotty sage
Ikr, but the question was about a wep
Thats what i meant
^
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?
those 2 are not related
the mass in weaponslotinfo is purely for interface/inventory space
k. so this 'mass' is a poorly named replacement for maxTransportAmmo etc ?
yes precisely
does it also apply to cfgAmmo?
maximumLoad = 10000;
i have no idea if it replaces it - could be that maxweapons still holds true.
could supplement it.
my tests here indicate that transportXXX cause the game to crash. not sure if i tested individually.
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
k. all good info. thank you.
"The following parameters appear not to be used in Arma 3 and are only included for backwards compatibility: "
which, i would say, is not actually true.
no idea
i need minions to do mundane test tasks such as these ...
preferably in blue
Strange thing is, the pos of the Mass changes from Item to item
http://pastebin.com/VWiBiLa6
+for Vehicles/Buildings/Objects -> Its the mass in the GeoLod
@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
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.
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 ๐
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
But was the old system rly better?
no
why they didnt implement weight and size is kinda weird. Size is basically the same as weight except different \o/
"Size is basically the same as weight except different" <- Fav Quote of the week ๐
4 am revelations
stalker
Was it in A2?
Diablo etc
Would be pretty funny, but when it comes to Trucks... oh boy ๐
easy... just specify truck mยณ which shouldnt be difficult to figure out. And for items/objects you calculate bounding-box volume
hmm, good point
I wish, deleting Weapons/Items/Magazines from Vehicles would be in -.-
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
wait, it isnt?
nope
SINGLE
Not Mass
addItemCargo etc has NO counterpart
Same with GroundWeaponHolder etc
You HAVE to delete the whole inventory, store it in an array, remove the desired Item, re-add the shit
For players -> Its avaiable. For Vehicles/GWH -> nopey
thats stupid...
yep
so much for my idea of having a "charger" in the vehicle that allows to load empty energy-weapon-magazines...
There were alot of Bugtracker postings. All ignored
bugtracker posts ignored? what? with BI? nahh you must be imagining things
Yeah, could be an haluzination or something
Size is basically the same as weight except different
Mass is basically the same as Mass except different
inconceivable
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.
Because of: Reasons.
welp i'm done whining for to day. I'll cry myself to sleep now
Tomorrow, we can talk about PhysX, Handbrakes and so on ๐
Or shall we skip to the UI directly? ๐
physx don scare me no mo
bbboooohhhhooooohooooooo
Collision of 2 PhysX-Objects who are not local to eachother
bbboooohhhhooooohooooooo
waving around with hands
just let everything explode if it touches something, problem solved and epic effect award guaranteed
uh uh uh!
Let a player die, when he climbs up a 100m Tower ๐ (instead of fixing the infinite skydivinganim)
You rly have to be a masochist or love the game, to continue doing stuff in it ๐
those who love the game do everything they can to stop bis destroying it.
And if they don't have the chance? :/
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.
๐
Cheers for the help everyone. Sorry for the late reply
@strange egret is there a way to configure the radius for memoryPointsGetInDriver/Gunner/Commander?
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.
@runic fable getInRadius = 2.5; never used that myself
@strange egret thanks. i guess its a basic radius from the memory point to all directions and same for all vehicle positions/memory points
so what does this mean? Added: โNo spamโ versions of some of the RPT logs ??
did some test on fuel consumption for tankx https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#fuelCapacity
it has nothing to do with liters btw...
@strange egret Since when does FuelConsumption work? oO
since always? BIS just fucked up the values to make 0 effect on any actual game
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.
Anyone know where i can grab the apex animations for some of their rifles?
As in the paths to them? Or the actual RTM?
they are encrypted in ebos so in theory you cant get them
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
sorry, which thread? (or what's your user name?)
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:
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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.
thanks
@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
@viral rapids yours did as well ๐ 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)
@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
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.
@lofty smelt ๐
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.
class TransportItems
{
class _xx_MyUniformClass
{
name = "My Uniform Name";
count = 1;
};
};``` ?
havent tried that actually but it works for the rest
can somebody tell me what _generalMacro in cfgVehicle for example does? I see it in all the base classes ...
ok thanks
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
one can configure ammo (magazines) in a way to have AI switch between
@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.
@strange egret https://dev.withsix.com/issues/63932
Redmine
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
you have to learn the difference between weapon, magazine and item
plus the limitations of different container (not relevant here though)
allowedSlots[] = {901};
Theres no transportGear or anything so I presumed it would be an Item
What do you mean about the allowedSlots?
@stoic lily so essentially the solution is to have all ammo in different AI-only muzzles
yup. or get BI to fix/enhance it
ahahaha yeah no i'll do it miself
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
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.
Yes
but I am not sure about the classnames there in his example... the CTRG seems right but RHS not sure
Hu? Where are you atm
voah I see that he is tryig to put those in the vest
@viral rapids @boreal heart see above
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?
U prefix means uniform at BI
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?
brain is messed up... moved 2 Server tonight to new machines -.-
hah I was upgrading my PC changing parts and reinstallng testing afterwards the whole day... I got a hangover today too
incl. Repo, incl. FTP, incl. Webserver, incl. DevServer, incl. BuildServer, incl. every crap you can imagine^^
ouch you win
bottom line for this you cant put those in vests it can fit in backpack but not in vest
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. <
uniforms have 901 as allowed slot so it cant fit in any way to vest
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
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
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.
again you have to check what are items, what are magazines and what are weapons
@boreal heart
has somebody already made a config that disables the randomization of visible parts for the APEX jeep
@small iris Should be easy to yourself, or with a BIS function https://community.bistudio.com/wiki/BIS_fnc_initVehicle
I didn't notice random animations when spawning the jeep, only colors
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.
@sullen fulcrum Do you still need RTM paths?
I would love those @wild pasture
Any specific requests for the paths? Like reloads, hand positions, etc
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
I just grabbed them all since they were easy to find together http://pastebin.com/7sGN21qS
First group is reloads, second is handAnim
I guess for the reloads I should give the config values
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
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
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
I see, well I appreciate it greatly.
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
Appreciate it
All of them should be here http://pastebin.com/3Gpd0eYr
I really know nothing about animations so let me know if there is anything missing or something else you are looking for
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
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.
except some of the cargo poses have ungodly jitter in it making you feel sick...
bis have done a fine job here making the cargo poses jittery ๐
what exactly was changed for weapon configs?
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
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.
But ... @hard chasm ... pointing the finger is more simple :(
damn. you're right.
and what addon is it that contains the correct inheritance? (iteminfo base class i assume)
in this case, yes.
the reason for requiring it (by some other bis addon in the chain) has been removed.
so that issue should be easily fixed by including the specific addon in requiredaddons?
i think mikero is just partially correct here
the bottom line is faulty inheritance, at least of itemInfo, have to be fixed now
agreed.
just a correct requiredAddons alone wont help you avoid that task
or should not help you....
then what is the definite correct way to inherit iteminfo... i've seen confusingly conflicting statements
explain pls KJ
check my BI forum post again
in general terms you have to replicate what BI sets as the default
yes, Q is on the money why it's faulty.
http://pastebin.com/031T1Uwg would this be correct?
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.
is the sample correct?
weaponslotsinfo AND GunPaticles MUST either:
- be really truly in rifle base_f OR
- in rifle OR
- 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?
yes
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.
@stoic lily where is that post?
if you mean that one: https://forums.bistudio.com/topic/192259-config-errors-displaying/#entry3056311 then yes this is the confusing one.
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.
its confusing because it makes it look to me as if inheritance for iteminfo is "inherently" wrong
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)
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.
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.
Yes sorry, badly worded on my part. Understood, guess i've got some changes to make. Thanks for the explanation guys.
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.
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?
@strange egret
https://forums.bistudio.com/topic/192259-config-errors-displaying/
reference to find out the parent inheritance and in which one to define it
https://cdn.discordapp.com/attachments/191092465569234944/203440934619185152/IFA3_class_structure.txt
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
paste a 'faulty' config for me please Sam
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.
http://pastebin.com/9ZjGMSq7 <- config.cpp
Anyone have any hint on what may be happening?
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.
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.
Have you put the requiredaddons[] class for Apex's weapons in your cfgPatches?
Not 100% sure but it might be A3_weapons_f_exp
Ahhh. Completely slipped my mind to do that. That did it. Thank you
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.
what does your config.cpp look like? did you include your functions.h?
Hi, finaly I check by the mission ^^ So it's good thank
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
maxcompression (in class wheels) https://community.bistudio.com/wiki/Arma_3_Cars_Config_Guidelines#Suspension_parameters
also, maxcompression and maxdroop values have to match the suspension model animation
"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
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
yes
nice, thanks @hard chasm
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}; };
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
to play music already in the game not custom one see this > https://community.bistudio.com/wiki/Arma_3_CfgMusic
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
use playMusic instead of sound
yea its playMusic
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
sound[] = {"\Music\Background\OpenSpace.ogg", 1.2, 1.0};
{
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";
that tries to reference a folder. using /music is error
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
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
do the same thing in addon config.cpp
path would be "myaddonname\music\background\mymusic.ogg"
- you are confusing 'pbo' with addon.pbos versus mission.pbos versus mission_addon.pbos. each one is uniquely different in addressing
- \music is an address space in your MISSION.pbo
- is what jastreb has just said
3.1) thanks mikero I couldnt said it better myself
@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
ah ok thanks I'll check that ๐
so I could technically leave the simulation side as it is
but change the visual appearance`
ok
unless you want broken shit
yeah it works now ๐ actually the values were different before :S
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
Not sure if the same applies for CfgMusic https://community.bistudio.com/wiki/Description.ext#CfgSounds
whats the different of a sound and a music?
mission addrtess space assumes references to sounds is in the sounds folder of the mission (or campaign)
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
the main difference is that sounds are in the sounds\ folder
And this is CfgSounds http://pastebin.com/5dg0fHk8
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
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:
@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.
lets not talk about it ๐
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.
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?
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.
I don't think they are, are you sure your config is loading after Tanoa's?
@royal falcon I have seen a mod, changing the sea level on Tanoa, you may want to look how author managed to do that
@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
Any idea where the death animations for vehicle passengers are defined ?
found an other way to do what I wanted to do ๐
I detect if the vehicle eject dead cargo / driver and use playAction die if it doesn't
why not define it properly?
it's for a revive script, couldn't find where it was defined in the vehicles to get it
@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?
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
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
really it crashed? - i did deleted it and works fine
@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.
they add stuff when new features are implemented nowadays (provided they don't forget about it), like geometric occluders etc, but thats about it.
is there a reference to the armor values in the new vest armor system?
the sample values are for a platecarrier right?
No it's a tactical vest
Hmm well the model is a tactical vest, but it doesn't match the other tactical vest armor
si if i wanted a elbv harness that sits on top of a light kevlar vest the values would be ok?
hm
It's definitely a model of a tactical vest, but then it has the same armor values as the plate carrier special
platecarrier special has level 5 armor right?
so if i divide through 5 (roughly) i'd get level 1 armor
Yeah so the armor values of a plain tactical vest should be correct
thanks
Looking at bipods it seems like it'll be a bitch to work with but.. Anyone know or have any 'better' information on Bipods then this?
https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#.23Bipods
I want to tweak the pivot angles a little more to be more forgiving. They are completely useless and unforgiving in many cases.
Or can this only be tweaked in the model.cfg ๐ข
I think the range of motion for the bipod movement is more to do with the character animation set than the bipod itself
Look at Samples there is test bipod there and its model.cfg it may help you more
its within Weapon sample
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.
๐๐ป
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 '{'
Can you paste the config? It should be an easy fix as it's likely just a syntax error
55/56/57 missing ;'s
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 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
- Added missing CfgVehicleClasses entry for Tunisian_Infantry
- Added missing CfgFactionClasses entry for Tunisian_Army (you'll probably want to change the flags)
- Changed the CfgWeapons entries to have a "U_" infront of them, this is the formatting BI uses and helps to avoid confusion
- Changed
scope = publictoscope = 2, to be able to use "public" you would have needed a macro somewhere in the config stating#define public 2 - Added
class UniformItem;at the beginning of CfgWeapons because you are inheriting it, and therefore it needs to be defined - Added model entry for each uniform in CfgWeapons, this is the model that is used when the uniform is on the ground
- Changed the uniformClass for each entry in CfgWeapons to point towards the classname of the "vehicle" that uses the uniform
- Changed the uniformClass for each entry in CfgVehicles to point towards the classname of the uniform that is used
- Added
scopeCurator = 2to all entries already withscope = 2, this is so the units correctly show up in Zeus - (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"
- Added the new entries to the
weapons[]andunits[]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.
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.
@wild pasture thank you .... and by the way i already have the faction
@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 :/
@strange egret Default would still need to be defined somewhere, whether it be in that model.cfg, or the "master" model.cfg
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
Yes but where is default defined?
But is it ever defined like this?
class cfgSkeletons
{
class Default
{
isDiscrete = 1;
skeletonInherit = "";
skeletonBones[] = {};
};
};
class CfgModels
{
class Default
{
sections[] = {};
sectionsInherit = "";
skeletonName = "";
};
};
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)
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.
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?
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.
=+ syntax (or +=) to append to arrays
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.
Bummer, that would have been useful. Thanks for the answer
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?
Very interesting. That seemed to work. TIL. Thanks @stoic lily, appreciated.
np
kju/diffusion can you provide some example code please of how it's being used.
{
class One
...
class A..
{
array[] = {"stuff"};
};```
```class cfgPatches
{
class Two
{
requiredAddons[] = {"One"};
...
class A..
{
array[] += {"extraStuff"};
};```
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
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"
thanks, but do i have to change anything in the code for it to look for the file in the missions folder?
Guys, anyone knows what's the function of "class SimpleObject { blablabla }" class in every BI vehicle? Is it some kind of "reinitialization" of variables ?
Any one got idea why my weapon dosen't show in virtual arsenal? Every scope = 2
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
Perhaps scopeArsenal=1 is inherited from somewhere? (assuming you havent scopeArsenal=2 directly declared)
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.
your weapon needs to be in CfgPatches to show up properly
maybe helpful, maybe not: pboProject will automatically add the weapon name to cfgPatches IF it can determine scope=2
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
units[] = "Custom_Markers"; => units[] = {};
scope = 1; => scope = 2;
so this is correct now? https://gyazo.com/bed6da47dc90fab7d7500dc804702db6
Custom_Markers_V0.1 => Custom_Markers_V0_1
COLOR_GOLD => either RGBT array or you need #define COLOR_GOLD {RGBT};
rename the folder
I will now
. is no good
only characters, digits and underscore is to be used
for folder and file names
in the color can I do color[] = "ColorBlue";
does that work?
or I'm just gonna do rgbt instead
now?
{
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;
};
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?
@stoic lily is there anything wrong here? https://gyazo.com/63f2f1442420651d36a458041a7ef2fd because I can't pack it
looks fine. get mikeros tools to verify and build
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
so did i, and it took me two days to interpret it correctly in the dll
@strange egret can you confirm this please
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
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
did BI comment on if they will repair hiddenSelectionsMaterials? its broken for quite some time iirc...
@strange egret is it still broke? I've had it working a few times recently
didnt work on my tank (whereas hiddentextures worked)
what version of tools?
The things I packed of late were via pboproject while I've got dev branch tools installed
hiddenSelectionsMaterials was weird for me as well....I had a weapon in 3 variations...each with another material...sometimes it worked sometimes not
false alarm, just had a typo in it
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?
this is how it looks like in the editor https://gyazo.com/8333039c712222823f72e9053acf5d87 but not on my server when I open map
this is how it looks like on them map: https://gyazo.com/e42dae21ea14042a22bcecdc3d530c1e only atm (hotel mark) shows up, aswell for that big red circle but all other marks isn't there
depends entirely on what addons you put on the server and icons the config actually tries to get..
I have made my own addon
as nice and detailed as you above urls are, you fail to indicate WHAT icons you're referencing
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
how would anyone know where the problem is if we don't know the contents of your addon, or whether it's been signed?
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
this is how my config looks like https://gyazo.com/866b24b5792a37be689452d8bef3772a
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
can you see them 'in game' if you run the mission on your own pc and not the server?
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
ok so it's nothing to do with server.
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
how did you pack that addon?
Addon Builder from arma 3 tools
waste of time.
It binarized everything for me
why?
That's the only way you can pack a addon?
To get the config binarized etc
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.
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?
scope=0 seems a bit strange to me btw.
apologies, i meant size
do you think that has something with it to do or?
Should I try changing it to something else
which one should I download?
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?
most ppl use pboProject in replacment to addon builder. But to use pboProject you need to also install (most of) the others.
ok
I am not advertising me, here. The sad fact is, no one knows, or can know, whether your current addon is working or not.
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
dunno. there's only one way to find out. ๐
what exactly do I need to change in my configs after APEX?
@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
Has anyone here used the Custom Buildings by Mattaust on they server in here? I need some help with the config.
I need some help with the config
Ask the actual question
hello
i need help with a config of helicopter retuxture it give me class unidentified error
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"};
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?
impossible from what i know. As soon as you enter water with a character and you are too deep, you will automatically swim
Hmmm that's unfortunate
Would've been cool to make one and use it to start OPs from
you can only block water visually, but not physically
Maybe make one that's floating on the water and only make the parts accessible that actually are above the water
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?
"immersion" :D
see you next year, when you are done with it
Was just about to write: "probably not gonna do it anyway"
obviously...
Was just sth that came to my mind...but I got enough work to do
we all have our pipedream moments
I just have my moments ๐
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)
Why 300 for you z height? For just the x and y it should be the total world size divided by 2
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.
i think this was the position and "height" the 2D editor used to place your view, so it's pretty much irrelevant now
Error: Wheel reference not initialized
anyone knows how to fix this?
it should be related to physx somehow..
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?
like not enough classes in class animations?
every class in physx -> class wheels must match an animation and also have correct memorypoints
so from config:
class Wheels
class LF
each of these needs an animation class in model.cfg?
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...
๐ฉ ๐ซ
good job, BI - you broke all the reload actions for vehicle magazines
reload action for vehicle?
well reloading different magazines via action menu... you know... HE / AP for tanks
ah that yes... there is no action menu now?
read please
only reload action is gone... not entire actionmenu
sigh
what dev version?
oh sorry yo meant its brojen in dev?
SIGH
this is 1.62 stable
can I ask you something nicely
dont SIGH ever, Id shoot you if I could for that ๐
whats wrong with violently sigh'ing?
violence creates violence
@strange egret thanks again
@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
$pboprefix$.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.
thank you I have no further questions
Guys! Who is good with vehicles cfg, i just need dummy static "chair" with own custom getIn,Cargo, getOut anims
why is it not possible to make a ffv seat where you can't fire while turned in
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?
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
Yeah, the template .p3d hasn't had the hitpoints LOD updated, only the example p3d has
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
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.
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
On the fly, I'm aware that a few samples need to be updated and yes, that's planned ๐
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 ๐
are the sampleconfigs deprecated too?
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
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
thanks
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
has anyone fully tested yet how the protection values (armor and passthrough) on Wearable Items affect hitpoint location /global damage ?
wonder if anyone noticed on today's DEV changelog:
โขTweaked: The light settings of the nights on Altis and Stratis are now more consistent with Tanoa
๐
Everyone has noticed now haha
Can you make buildings lockable like vehicles?
Like make them a UAV that just doesn't do anything?
You mean lock the doors?
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.
https://community.bistudio.com/wiki?title=A3_Targeting_config_reference&redirect=no#CfgVehicles buildings are CfgVehicles
http://pastebin.com/3cWwR4Ax any ideas what is wrong in my mod if it causes such an rpt spam?
faulty inheritance definition
bin\config.bin[]CfgWeapons[]ItemInfo.displayName theres a / and a \ that makes no sense
It doesn't have to do with the slashes, it's because of someone doing
class CfgWeapons
{
class ItemInfo;
};
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.
Thanks @Pennyworth what do I need to inherit from then?
anyone available?
@fresh veldt irTarget=1
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
@fresh veldt its a weapon setting... so its obvious that this doesnt make the non-lockable vehicles lockable ๐
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.
i have no idea what you are talking about... canlock is in cfgWeapons (and is clearly indicated so in the wiki page)
which is not guaranteed to be up-to-date with A3 mechanics
thats why the locking page exists...
All I'm saying is I have a reason to be confused.
And the condescending remarks isn't exactly "friendly".
i provided the necessary info, if you decide to ignore it and get confused, thats not my problem
@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.
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
The bible of all commands relating to locking on - ammo, weapons and vehicles: https://community.bistudio.com/wiki?title=A3_Targeting_config_reference
@untold temple Thank you
its the same page i linked you ...
I'm thanking him for helping me politely, and telling me to only listen to that page.
didn't notice @strange egret posted it before - I wouldn't have done otherwise ๐
Thanks for an example of a nice response non-the-less
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
try in #server_tools
canlock on TARGET says it all
๐ค
canLock may have worked on vehicles before OFP/A1/A2/OA - or it was just mess by BI in their own configs
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
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.
@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)
i agree.
I need ur help, im looking for how to make config for "chair" static as car, with GetIn, GetOut and Cargo anim, nothing else
like any other vehicle...
need to disallow to move, adn disable all sounds and effects
look for static weapons...
im looking for who can make it
do it yourself and stop begging
any points or advices where i can find good example or something likes that?
no uro, you dont understand, he requires completed chair as example. Ingame Configs and official samples are not enough apparently
oh I do, I just give one of my default responses when someone wants something for nothing
Or looking for someone who can do that
wrong place, this isnt the beggars channel
there you can beg https://forums.bistudio.com/topic/190389-arma-3-addon-request-thread/
im doing my own addon, i just need someone who will make cfg for object
does anyone know how diag_mergeConfigFile works on the diag exe?
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
tried that, changes didn't work, should i restart the mission or something cause i tried that too
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
not yet, will try now
you could also make them scripted while you tweak stuff and translate them later to a config
made some stuff with this waay back when it came out:
https://forums.bistudio.com/topic/148108-particle-editor/
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?
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 ๐
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
for some reason the wiki page of diag_mergeConfigFile isn't there anymore
have you tried reloading the world(map) after you merge the changes?
tried just now, didn't work
pretty sure if you look in the functions viewer you get a better description of diag_mergeConfigFile
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?
should the config be located in the p drive?
never tryed a diffrent drive but i don't think it matters
i'll take a look at the function, that's a great idea
when I was tweaking terrain stuff, I put the config in the mission file and referenced it's absolute path in the command
and i'll thy the p drive
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
can you show me an example, ufo?
๐
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"]
yes, used it the same way.
dont forget the quotes
its a function
meant to say function viewer
and only available in arma3diag.exe
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
yeah think so, once upon a time it was not though ๐
i have a feeling i read somewhere that diag_merge doesn't work for some reason on the latest dev branch
not sure where
or maybe particles are another thing that cant be updated
did you try other stuff?
well i tried cfgweapons
didn't work too
what filepatching is even supposed to do?
cause i'm not sure anymore
allows you to use genuine files on your pc rather than files within a pbo
(eg buldozer)
mikero, do you know of anyway to edit config values without restarting the game?
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.
objects you mean 3d models?
yes
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
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.
wait, how can i load the folder to the game without packing it as pbo?
@edgy yacht did you try it with filepatching enabled?
sure
@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
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
why dont you start by posting the actual code you try?
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
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
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?
yeah i know how those work, i just thought that config viewer should update the values too
okay, i'll try more, thanks
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)
got it, thanks
Does anyone know of a way to get randomised uniforms, helmets and possibly weapons on a unit without scripting?
you can't
no such thing in the engine
even AAF randomization of head gear is done with scripts
also nothing wrong with scripts
they are eeeeevil
Yeah, I just spent the better part 3 months trying to get a script to work, not touching on that shit ever again
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.
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
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.
Thanks for the assist
Pennywise ๐ฆ I'm not a creepy clown
there was a Pennywise back in OFP-A1 days - mikero is referring to him, not you ๐
@round umbra try the #server_linux channel. Persistence is working fine for me on my linux server.
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..)
first change the dialog visually to be sure you got the right one
devlog Tweaked: The Physx was updated
oh god ... in b 4 rework of entire physx configs again
some details would be useful