#arma3_config
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idk, was just a interpretation of the changelog entry ๐
from what i could find, the latest version of the library is still 3.3 since 2013 so it could just be fixes for the crashing issue they had...
probably they do at best selective merging
the likelyhood of changes in the library causing BI to adjust their engine mapping or config stuff is too high and possible to cause unwanted effort
Question
How do you configure explosion sounds in an ammunition config with the soundshader update
Because I have a rock sitting around, currently broken, because I don't know how to change the sounds
ask in #arma3_audio
Anyone have any idea on how to extract the editor preview images from the Apex EBO files?
until they become pbo's, there is no direct way,. you could however generate your own
anyone has nay idea how PreloadConfig works?
what do you want to know?
who good with sounds configs?
nobody
kju, what does it do exactly, what will happen if i try to modify it, add or remove values
what exactly - no one knows, probably not even BI; you would had to study leaked engine source
modify - its a hack to avoid the need for correct cfgPatches/XXX/units[] array definition
there's a leaked engine source somewhere really?
is it possible to define a radio button style attribute for Eden in CfgVehicles attributes? If so, how would it be done?
hey guys, any idea how I can add a direction indicator to my turret? like in all the vanilla tanks
Perhaps try this https://community.bistudio.com/wiki/Arma_3_Locking#radarType
Do you know if the Marshall has it?
These config entries for it look relevant then
radarType = 8;
driverCanSee = "4+8+2+32+16";
gunnerCanSee = "4+2+8+32+16";
What radarType did you use?
did you define CanSeeAll?
no, do I need to? ๐ฎ
i would guess so.. no idea about the hud stuff but what penny posted looks like one can define diffrent ids that can be seen by diffrent passengers, now if you don't want to type in all the ids every time you use it you need to #define CanSeeAll <xyz>
maybe have a look at the config from where you got the CanSeeAll, it should be defined at the top of that config.cpp
lol
I replaced CanSeeAll by "4+8+2+32+16"
now it works
thanks for your help guys ^^
Gents, wonder if anyone can guide me in the right direction. I have my zeroing working on a weapons that has a socpe and is mounted on a vehicle but im missing the info on what my zero setting is (ie in the top right corner i would expect it to display like 400 etc)
turretInfoType = "RscWeaponRangeZeroing";
discreteDistance[] = {100, 200, 300, 400, 500, 600, 800, 1000, 1200, 1500, 1800};
discreteDistanceInitIndex = 1;
its a truck with a turret mounted 50 cal and a acog style scope
can explain further on the unit type?
Can anyone help me set up my server?
BigSexyBear - try Server_windows or Server_Linux for that buddy
unitInfoType = "RscUnitInfoTank";
on my question on adding a radio button style box to Eden attributes, the best bet seems to be the 'Combo' type, it's a drop down list, not a radio button style though
Anyone know how to disable showing the backpack like the ghillie suit?
show where/how?
i'm trying to make it so if i put on a uniform, the backpack dosent show.
ghillie have special hiddenSelections
maybe they have this affect; so try to define the backpack selections also that way
alternatively define duplicates of the backpacks without a visible model and use scripting to hot swap them
would it be this? http://puu.sh/qzKPE/173f109e23.png
Cheers kju will give tank a try
@indigo forge I think the ghillie suits don't contain the proxy for backpacks, which is why they don't show them.
they got some hide param dont remember what
to hide certain proxies
hideProxySelections[] = {"ghillie_hide"};
nah this for vests
it might work on backpacks too, but the BIS backpacks don't use it so wouldn't have the selections
as I said, it's because the ghillie models don't contain the \A3\Characters_F\Proxies\backpack proxy
you can search the .p3d for the proxies paths in notepad and see which ones are missing
or use dep3d -S to also list proxies
Where do i find the weapon config files
files -> arma 3/addons/weapons_f.pbo (there are multiple with beta gamma etc)
if you just want to look into the complete configs, use A3 config viewer (in eden, click play mission, ESC, click on config below dev console)
hello anyone here i created GenericNames and i want to add them to my faction do i past the class CfgWorlds under my units config
not under units its alone in it own
goes in config.cpp of your units addon
genericNames = "MyMen"; < also must change this in cfgFactionclasses and soldiers config class
Is that for the default weapons? I'm trying to edit the gm6 lynx
I suggest you get the config dump (allinone162)
So then basically I have to make a new mod then
Can I just make an addon folder and place a config file in it and just put the info for the gm6 lynx
How do I do that?
Is it part of the arma tools?
yes
is anyone online in here?
I'm obviously offline
i just need some help getting an object to be placeable via eden editor and have it so players can pick it up to put it in their inventory
What's the problem?
what class do i use for such an item?
need to be able to place it in editor and have players be able to pick it up in inventory and pull it out of crates
You have to set the scope = 2; for an object to show up in 3den
And you probably need editorCategory and editorSubCategory
but do i config it as a weapon, vehicle, magazine?
Only CfgVehicles show up in 3DEN.
i got it into a box via magazine but if only vehicles can only show up in eden then i will have to switch to that
can a cfgVehicle even be put in a players inventory?
i made a custom object
A building or vehicle?
its a small box
And you should be able to pick it up?
i want to be able to place it in the editor and have players go and pick it up in game
Oh. So what is it currently. CfgWeapons?
as a magazine i can pick it up just fine but i cant place it in the editor
right now its a CfgMagazine
if i make it a CfgWeapon will that allow me to place it down in the editor and pick it up in game?
No
wait
ok
You need to make a dummy "ground weapon holder" like I posted
If it's CfgMagazines then you have to replace TransportItems with
class TransportMagazines {
MACRO_ADDMAGAZINE(BWA3_ItemNaviPad,1);
};
MACRO_ADDMAGAZINE is a macro. You have to define that too
going to give it a try now... < my first mod so bare with me lol
can you have a look at what i got and tell me if im doing this correctly http://pastebin.com/DMYxBZDw
im just working with 1 object trying to learn arma moding
model = "\A3\structures_f_epa\Items\medical\WaterPurificationTablets_F";
Don't change the model of the gorund weapon holder
it's just a dummy
basically the same object that is created when you drop a pile of items
MACRO_ADDMAGAZINE(cys_microTechHDS,1)
missing ;
Also I think it's TransportMagazines with S at the end
might be wrong though
also
#define MACRO_ADDMAGAZINE(MAGAZINE,COUNT)
class _xx_##MAGAZINE
{
magazine = #MAGAZINE;
count = COUNT;
}
this won't work. You have to escape the newlines with \
because the macros defintion ends at a newline
good to know
i dont know cpp well
yeah your right on the transportmagazines
one line 102
type = 256
can you tell me what that means cause i could not find it on the biki
only thing search returned was type threat
It doesn't mean anything for CfgMagazines
It's legacy from Arma 2
I think this decided how much slots the item would take up
check RPT
only thing in their is
3:11:25 X:\Users\Cytreen\Documents\Arma 3@cys_spectre\addons\cys_spectre.pbo - unknown
nah. post current config
yes. definitely use displayName for objects
Also
vehicleClass = "Items";
I don't know what "small_items" would be
i got that from some tutorials but that was before eden
shrug. Use "Items"
commy2...
i love you
it works now
the model is invisable though lol
could it be from not having a model on the ground holder?
ummm
what is build failed. Result code = 255
ok i fixed it
the ground holder has to have no model
then how are players going to see it when i place it in the editor cause right now its blank lol
but pulling it out of the box it shows the model
the engine will show a certain number of items in the ground weapon holder
that is the only way to make items/weapons/magazines visible (apart from proxies on the character model)
so you can only do invisable items that can be picked up?
no, they are supposed to be visibile
if you pick it up and drop it again...
does it become visible then?
yes
I think I know what it is then
There is a bug with these map placed weapon holders
they don't calculate the models offset correctly
did i config something wrong
which makes helmets for example float
I don't think the config is wrong
It's the model
Is this your model?
no
Can you edit the p3d?
ints a default arma model im testing with
dang
but i will be making my own tomorrow
i can make a simple cupe in blender and export that to test but i dont know how to do the model config
basicaly what im attempting to do is make mission objective objects so when players raid the compound they have to search for intel and bring it back.
You can try the following
but it should show up in eden editor when i rase it up
model = "\A3\Weapons_F\DummyHeadgear.p3d";
that is a model with elevated proxy
it's the BI ghetto fix for this problem
otherwise also try model = "\A3\Weapons_F\DummyVest.p3d";
If you have access to the model, then make sure it is centered @ y=1
y being the height in oxygen
from the bottom of the model
Can't remember. I think centered
still invisable when i pull it out of eden
even if you elevate it? place it on a roof and then look into the floors below?
yep
can you show the config again
oh, you did it wrong
damn pebkac errors lol
model = "\A3\Weapons_F\DummyHeadgear.p3d";
has to go into the ground holder
The magazines model has to stay how it was
otherwise you make the item itself invisible
/facepalm
so the ground holder uses a model
and my magazine model uses the model i custom make
the ground holder uses a empty dummy model
does that mean the transport will swap the model from my magazine to the dummy one
more items could be placed into the groun holder and they have to be displayed by proxy
The magazine has to have it's model, the ground holder needs a dummy model
The only difference between these dummies is the proxy position. To fix the different offsets of helmets, weapons, items etc.
still invisabel
what i see going on in the editor is a invisable box that is the dummy model
when i pick up the item the invisable box is still there
its only when i drop the object from inventory is when i can see the model
Can you upload the full RPT file?
everything to do with my mod is prefix of cys_
im looking at that BW mod with the ipad
they configured the ipad as a weapon
4:06:41 Updating base class ->ThingX, by a3\structures_f\items\config.bin/CfgVehicles/Items_base_F/
?
class Cys_ItemsCore
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {};
add A3_Weapons_F to requiredAddons
requiredAddons[] = {"A3_Weapons_F"};
You are using Items_base_F as a base class for your dummy weapon
to make sure the class already exists, you have to add this BI addon as requirement
so your addon is loaded after the addon that introdces Items_base_F
is it items_base_f or item_base_f
lol
still, rename it and add the requiredAddons part
doing it now
man they need a book on this stuff or make the biki like microsofts msdn lol
im going to have to make a tutorial for other people on all the work your helping me with
huston... we have a model
nice
Yeah, Items_Base_F(with S) is not a ground weapon holder, but a prop. No wonder it didn't work
A bear?
lmao
but what about the ballmer peak
lmao
because i think thats how arma got made lol
Well, he was no programmer
true
but still funny
not as funny as the server admin complaining about uptime lol
i find it strange how the requiredAddons works though
im guessing it works like when you include namespaces in cpp
all it does is change loading order of the config patches when generating the master config
oh
default loading order is alphabetically
But if it tries to include a addon with a requiredAddon that wasn't already loaded
here i was thinking it was like in cpp when you do using namespace std;
the addon is put at the end of the stack
good to know
i wish it was all c++ cause then id have a crap ton of reference material on the MSDN lol
hell id take VB over sqf lol
i do most of my missions with as much editor based tricks as possable
< master of trigger network setups in the editor
end up using like 60 or 70 triggers per mission but it runs good
They can tank performance pretty hard if you make them huge and give them complex conditions
The worst is that you can't even use && and || in them anymore. Unless they fixed it
bashed my head in modding fireballs insurgency back in arma 2 when i was making missions for the 15thMEU
yeah you can use && || now
i havent had an issue with it unless it broke recently
Nah, it was when they switched to the 3d editor
when eden came out i could not use it at all
trigger sync didnt even work then
its working really good now
We were the beta testers...
my current mission i have about 50+ triggers but most of them are simple timings and alive checks
i found a rather interesting bug in arma during the process though
if you have 2 groups for players, say each group has 8 people, alpha and bravo
and you want to set a trigger for a waypoint to only fire when they are all in a vehicle
i ran a check to see if anyone in the group was alive first and then check to see if they were in the chopper
worked just fine as long as at least one player was in each group but arma counts a group a playable characters as being alive eventhough disableAI is set so none of them are on the server
what i think is going on is they spawn in at mission start and the server removes them when no players are present in that slot.
found it to be quite interesting
yeah, I think that is how it works
i didnt know that before hand. im coming from Unreal 4 SDK to arma
assignedTeam player
That is supposed to return your fire team
So "MAIN" by default
and "RED", "YELLOW" etc. when joining one
Interestingly assignedTeam player reports nothing if you are currently remote controlling a drone or a soldier via zeus
ill have to try that out and see if i can keep both teams seporated into two groups. I just put all 16 in one group and set colors
It just stops wokring
latley iv been testing out object density and how it affects performance
trying to determin if hide object saves any fps
colliding objects cause massive FPS drops
that can happen if you place them to close
it's thanks to PhysX
Yeah, exactly like that
that scene doesnt drop any frames but once i put in the intel items it drops
intel items have physics on them
so that may be the issue
but i dont know if i can do objects without physics yet
Yup. It's definitely collisions, no matter how small they are
what i did was enableSimulationGlobal false
yeah, that disables PhysX on the object
also stops the objects from doing network updates lol
the pathway lods are kept, so you can still walk over certain things
the problem is that the object becomes indestructible
im trying to create a functional TOC for the mission since the players attend a full NPC voiced over briefing before the mission starts
You might want to check out https://community.bistudio.com/wiki/createSimpleObject
yeah but doing that i cant have fine placment via eden
true
id have to place it and spawn everything in and then script all of the texters after spawn
this area will not see combat at all so disabling simulation is my best bet
problem at that point is draw calls i think
for each item a new draw call is made
i think thats how arma works, thats how unreal handles objects unless they are batched
but batching objects together starts taking a polycount hit for that items draw call
im thinking i can get better FPS is i custom make some of the items into one batch call but i dont know if arma works like that
this room kills me for FPS, the problem is the intel objects on the table. i removed them and had almost no FPS impact
with what you helped me with i can now create my Objective areas and have some real search and gather all intel mission ware players have actual items in inventory
i can always do a trigger check to see if players are carring the items and give diffrent outcomes based on what item was recovered
Can mods that effect the standard weapons not be used in the caimpaign
they can
You'll need a new account is what jonpas said
new account? NOOOOO
We don't have access to passwords and mails
well shoot Ill try with slack support... thanks
I made a mod for the gm6 lynx and everytime I try to start a mission it doesn't load
It just goes straight to the mission select
check RPT
What is that, I'm pretty new at this
it's some basic log files
well if you made custom weapon it wont work, I dont think you can select weapons to use in official mission?
%LOCALAPPDATA%\Arma 3
every session creates one
timestamp is in the file name
.rpt file can be opened with any texteditor
you can also use mods like this
http://www.armaholic.com/page.php?id=26269
if you want to have arsenal acess at all times and load any gun you want
but do check rpt for errors
go to control panel > file explorer options
just copy paste this:
%LOCALAPPDATA%\Arma 3
view tab > show hidden files and folders
Wait, so it's not in my steam arma folder?
press Win button and R and paste what commy gave you then press Enter
^
It's usually C:/user/appdata/local
but the folders are indeed hidden, so you have to fix that windows option
Thanks, I found it
now start Arma without your mod and compare which lines appear due to your addtions
Well I don't think I actually did anything but it's working now
I'm having a bit of a headach getting a scope working with both ACE and vanilla, how do I make it so the scope zeros as it sshould in vanilla arma but only zeroes to 100 so the ACE zeroing can be used instead when it's installed?
is there a scope in another mod that does it this way? If so, just open it's config in ingame config viewer and compare it
@hard chasm what sorcery is this? i packed an addon, with files in my_addon\vehicles\TankA\importantfiles.*
the packing resulted in a .pbo my_addon\importantfiles.* - so the paths in hiddenselectiontextures etc are not correct anymore. But it works ingame nontheless. Why is that?
Are you sure there wasn't a PBOPrefix in that directory?
I'm having a bit of a headach getting a scope working with both ACE and vanilla, how do I make it so the scope zeros as it sshould in vanilla arma but only zeroes to 100 so the ACE zeroing can be used instead when it's installed?
You can't. You need a compat PBO that has to be used with or without ACE to disable the vanilla zeroing.
Like this: https://github.com/BWMod/bwa3_comp_ace/blob/master/bwa3_comp_ace/CfgWeapons.hpp#L187-L201
While you can have the ace entries in your vanilla config, discreteDistance and discreteDistanceInitIndex have to be in a compat pbo
Maybe you can use https://community.bistudio.com/wiki/PreProcessor_Commands#EVAL to figure something out though. Doesn't work with binarized PBOs though.
i never used a PBOPrefix, so i'm pretty sure there is none
makepbo/eliteness or pboproject?
Hey all, Im currently working on a module. Is there a way to include the "Object: Equipment Storage" param in a random module ?
This thing:
pboproject
p setup used?
what was the relative path to the source folder and in there the first config sits at what level?
PBOPrefix is just community tool feature to set the namespace/prefix manually; internally its always based on the relative path of the project to the source dir
p setup was used -> p:\my_addon\vehicles\TankA\importantfiles.* , "my_addon" was used as source folder for pboproject to pack
first config sits at "importantfiles.*" level
so your prefix is: my_addon\vehicles\TankA
yeah
is that what you set in configs too?
aye
so what exactly doesnt work any more? or whats the problem?
the .pbo doesnt represent the structure/paths i set, which is confusing. It still works, but i would prefer if it kept the structure i chose
pbo in what terms?
as said for mikero tools, it depends on where you set the first valid config for what it takes as root (and what you point as source)
so i guess i would just have to plonk down a config at my_addon\ then
figured
just keep in mind that the less sublevels you use, the easier you run into namespace conflicts
like if you want to do my_addon\infantry, you either have to make them part of the same pbo, or use different levels
like my_addon\ and my_addon\infantry\
be careful with this mixing of level and sublevel though; you have to be very strict or otherwise you run into issues
Anyone know what could be causing a grenade to float perfectly still in mid air when thrown?
0 mass in geo lod?
hello i created a inherit addon for L-159 ALCA to my Faction but when i open the game i didn't find it in my faction
fixed
is the functionality for "clickable cockpits" that was in TOH still available in A3? Was that done just via useractions with small radios size, or how was that accomplished?
i mean, i modelled my entire interior now, so i might as well make some parts clickable to not have complete overload of useractions
TOH used java script for that AFAIK which is abandoned for Arma3 as insecure kinda, so it wouldnt work in A3 no... I might be wrong though
no you need to write this your own if you want that kind of feature
oh alright. I thought it was just "a hack" with the useractions - never played TOH (always crashed on startup)
nvm then
TOH had some additional userAction tech for that
(the precise stuff)
unfortunately BI didnt bother to port it
i think someone made at least a prototype of a similar system for A3
you could easily make something like this with the ace interaction system
no one bothered though. it's cumbersome and not practical, even in TOH
true, while you can use freelook to aim at stuff with the mouse, i imagine it would be a PITA to do with trackIR and similar
only a real "cursor level"-layer like in DCS would solve that
what rough steps would i have to do to make it work with ace?
probably needs animated memory points first. for the moving parts
then just the usual
https://github.com/acemod/ACE3/blob/master/addons/interact_menu/functions/fnc_createAction.sqf and
https://github.com/acemod/ACE3/blob/master/addons/interact_menu/functions/fnc_addActionToClass.sqf
the menu is in 3d already
i never used ace - does it work by targeting the view on the interactionpoint, or does it have an independant cursor? (it's a driver position, so no mouseaim you would usually have as infantry is available) - https://abload.de/img/20160817223949_1bcsa1.jpg
you can it set to either center of screen or so you get a cursor and the view is locked
ok interesting
oh fuck my life ... spent 2 hours on fucking fine tuning a machinegun belt /reload model.cfg-animation only to realise that in vehicle turrets with autoreload, as soon as the last bullet is fired, your ammo count is immediately full again. Only after a few milliseconds, the magazineReload source finally triggers.
this results in the "reloaded belt" showing for a fraction of a second (as ammo is full-> bullets get unhidden) before it is hidden again for reload purpose.
magazinereloadtime doesn't do shit on autoreload weapons then?
it doesnt seem to have to do anything with autoreload - made it autoreload=1 and it still happens
i dont understand why that happens on my vehicle. When i test the armed offroad, the bullets also jump to full, but the ammobelt is not unhidden briefly
magazinereloadtime defines the length of the animation source, and how long you are "delayed" until you can fire, but the bullets are immediately at 100%
which is not the case for handweapons (they are 0 ammo / 0 revolving until you are actually done reloading).
the animation executes fine - its just that there is a delay between the bullet count jumping up (which triggers the bullets to be displayed again) and the magazine reload animation triggering
Ah, missread then, sry
I have experienced some weird behaviour with magazineReloadSwitchPhase even on rifles
what happened with those?
well we had an issue with trying to use it on the PMAGs for some of the RHS m4s, it worked but it made the ammo belt deplete backwards (i.e top to bottom instead of bottom to top) and if you tried to invert the order to fix that, it simply did not work at hiding/unhiding the cartridges during magazine reloads
it just seemed to completely mess with the revolving phases
ohhh... ohhh.. BI... jeez... what a fucking mess. handweapons -> magazinereload goes from 0 to 1. vehicleweapons ->magazinereload goes from 1 to 0. FFS!
lol
IIRC reload itself is backwards on certain classes too
i.e runs from 1 to 0
or maybe that's revolving
anyway, it's all a fucking nightmare
Any particle guys here? Anyone know the classname for the smoke column from vehicle explosions? I cant seem to pinpoint this bitch ๐ข
download the AllinOne config for latest arma, then crtl+f the fuel explosion class -> it has all the individual parts defined in it
then crtl+f for that in the AiO config...
fuel explosion.. KK thanks
there is "FuelExplosion" and "FuelExplosionBig"
I actually tried /* disabling the effects */ but it still created it
But I am still looking
what do you mean "disabling" ? what do you want to achieve?
want to find the exact particle classname for the smoke column
the tree is VehicleExplosionEffects and Big
once I pinpoint it, I plan on fucking with it but still lookin
sigh.. yea idk.
this still makes a big stack
which idk why
Thanks tho! :)
you might be looking for EH rather than effects, at least I think its easier to disable them that way
That is not how configs work, Gunther.
First of all there is no CfgPatches. Secondly you cannot access the addon config space via mission. It's not possible
Also you are not overwriting any entries. The way you do it would make the original entries carry over.
he is not a beginner and you didnt get what he showed there
@thorn leaf best approach is probably to either use the particle FX test mission and put the code in there to test one by one which is responsible, or add some distinct element to each class to identify that way (like unique coloring)
Thanks guys and yea commy, I didnt include my entire config.cpp because its messy and big :) lol my bad
I never used this import function in the particle FX test mission. Does that work to just copy paste stuff in there plug and play from config? Or is there alot of messing around while trying to import parameters to try to get it to work
do you have a link to it? wasnt aware it has an import feature now
there is some difference in scripted particles and config defined - the latter are essentially more powerful/have more options/features, yet the general system should be the same
Link? Just using the particle FX test mission.
when you said 'put the code in there' I thought you meant in the import parameters ui
which, doesnt work for importing config(ed) particles at least I cant get it to.
So you meant, copy the params 1 by 1 in the particle fx mission?
i mean this one: https://forums.bistudio.com/topic/148108-particle-editor/
Page 1 of 3 - Particle Editor - posted in ARMA 3 - COMMUNITY MADE UTILITIES: I begin to port the Arma 1 tool made by ColonelSandersLite and Mandobole to simplify particle effects making: (http://www.armaholic...age.php?id=4859)The authors seems inactive on the forums since 2011. If you know a way to contact them or if they changed their nickname, please PM me.This tool consists of a mission in which you can change and see in real time particle effects.You can then export the parameters, wh...
yup, thats the one (I am using in that screenie)
ok good. that import is for scripted FX
yea I figured
so
@Gunther.S best approach is probably to either use the particle FX test mission and put the code in there to test
Thats not possible with config FX I assume right? ๐ข
Exportconfig.sqf
basically one would had to swap that function
then one could import a config definition
what i mean was to use it to create smoke FX similar to what you are look for to find the matching one
probably easier if you update the colors in config to unique ones though
yea I tried just changing the size from like 6 to 60 lol
couldnt find but I only spent about 30 mins to an hour changing things testing repeating
Hi, I made a building, and i was wondering how to make the class so it shows up in the 3d editor
Found it it samples
If you need more information there is this as well https://community.bistudio.com/wiki/Eden_Editor:_Object_Categorization
@thorn leaf size is not a good idea; at least way too much - particles start to have issues
as said i would try color or longer TTL for example
also try to use diag_mergeConfigFile with diag.exe if you do the tweaking via config.cpp
Anyone know if there's a identityType class that uses only asian faces?
Head_Asian afaik
this is from Opfor base class identityTypes[] = {"LanguagePER_F", "Head_TK", "G_IRAN_default"};
I remembered to check the Asian civ's class to find after seeing your reply and found it there, thanks a bunch
Debating if this is the right place for this question, but does anyone know if you can put structured text in an RscButton? and if not by default, if there is any way to?
@charred root can you please stop posting some random unrelated stuff without context/description
Yeah sorry, I posted in the wrong channel.. my bad. I\m new to discord.
does model.cfg accept #includes? (any differences pboproject and addonbuilder in that?)
alright
how would I create a searchlight on my vehicle that can be enabled apart from the cars headlights?
Where to search when i got the error No entry 'bin\config.bin.Refract'.
depends on what action caused this
ok i just found it, it's an error i get on the BW-Mod Leopard 2 when i switch from Saftey to Fire-Mode on the Main-Gun
@young mortar you can't. Turret lights (means independant from headlights) are broken since a patch somewhere around 1.5 or so
oh wait no, sorry - they work in that they produce light, but you can't animate them at all - they stay static
hmmm...that sucks :/
@proud brook update BWMod
BI broke this in 1.62. We released a fix just 3 days before the update
@jade brook you mean 1.4 right? I don't see another Version on your hompage and i use 1.4
1.62 vanilla...
so, does anybody know a way of actually putting a searchlight on your car totally independant from the headlights?
only with turrets
but the light won't rotate with the searchlight turret, right?
hmmmm....how does one poke BI? ๐
Does the light on the turret of the hellcat not work anymore then?
no idea... i dont vanilla ^^
I guess it's activated by the pilot, isn't it?
Guess I'll go check
Yeah the light isn't following the turret anymore, so looks like they broke that
hah, at least one vanilla vehicle affected! thats good
Hi guys, just a quick question here. Does anyone know how to make units be able to placed by zues? I have them working in the editor but in zues they don't show up?
cfgpatches defined properly?
Do you have an expamle of a properly defined cfg Patches?
a3 samples
cheers thank you
hello i need help i'm creating new Unit and i do the same work as other unit i created but in this one i got this error over and over undefined base class 'uniformitem' http://pastebin.com/JKhwCghp
error line is 56
L57: class ItemInfo: UniformItem
you inherit from class UniformItem but this class isn't declared beforehand.
could u help me
Insert 'class UniformItem;' before the line cptnnick references
how
typing it out on a keyboard should do fine
you might want to install dictation software if you have a mic and feel particularly lazy
this way class lybian_MSTB_CombatUniform :U_I_CombatUniform
{
class ItemInfo: UniformItem
{
uniformModel = "-";
uniformClass = "lybian_MSTB_CombatUniform_base";
containerClass = "Supply40";
mass = 40;
};
author = "K Mootaz";
scope = 2;
displayName = "Combat Fatigues (Libyan)";
picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";
model = "\A3\characters_f_beta\indep\ia_soldier_01.p3d";
hiddenSelections[] = {"Camo","insignia","clan"};
hiddenSelectionsTextures[] = {"Lybia_MSTB\Data\Libyan_MSTB_uniform.paa"};
};
you just moved class ItemInfo inside class lybian_MSTB_CombatUniform, so, no.
Do you generally understand how config files work?
i created a addon before (bluefor ) and now when i try to creat an opfore unit i got this error
this the other addon - same part of config and this one worked fine
class Tunisian_CombatUniform :U_B_CombatUniform_mcam
{
author = "K Mootaz";
dlc = "Tunisian_Army";
scope = 2;
displayName = "Combat Fatigues (Tunisian)";
picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";
class ItemInfo: UniformItem
{
uniformModel = "-";
uniformClass = "Tunisian_CombatUniform_Base";
containerClass = "Supply40";
mass = 40;
};
};
so this the tunisian worked fine why when i try to copie it in the lybian milition i got error
if you look in the config.cpp for your tunisian units, youll likely see you declared class UniformItem; somewhere
the way inheritance works is that the parent class must be declared
perhaps reading up on the wiki will help you
my bad i forget that after 6 h of working
take a break
any ideas what could cause my brakelights and backlights to not work properly
they are always emitted
I have "selectionBrakeLights="brzdove svetlo";
selectionBackLights="zadni svetlo";" in my config.cpp
and have also defined the selections in sections in my model.cfg
Can someone help me understand what the recoil values mean
a3 samples rifle
Anyone know which anim source is used for the zeroing of a primary weapon with only 1 muzzle?
@ruby rampart zeroing.-1 or zeroing.0 would work under the new naming system, but the old zeroing1 source also still works IIRC
zeroing.-1 works across all muzzles, but if your weapon only has one it makes no difference
Yeah, turns out I was using the right source anyway but that zeroing.-1 will come in real handy, thanks a mill
Hey guys! First time poster here, if I'm doing anything wrong just tell me!
So I'd like to animate a part of a vehicle and make it react to the terrain, the way I sort of had it working was to make the part a wheel
and include that in the physX.hpp, the problem is that when I do this, because it's classified as a wheel, the speed dramatically decreases
(From like 40kph to around 6kph). Does anyone have a work around for this? I couldn't find anything about changing the friction of it.
Thanks!
Also it's nice to join the community
what exactly do you want to make?
http://www.wired.com/wp-content/uploads/2014/06/terramax-inline.jpg One of those, it's WIP, but I'd like some help animating the mine clearing equipment on the front
How do I get a weapon to constantly aim at where the eye point is looking, even if the Konec and Usti hlavne points are at an angle
eyepoint? erm... i think thats not a good idea
iirc they are constantly moving around (randomly)
I mean the actual eye memory point
This should give you a better idea of what I'm trying to achieve:
https://www.youtube.com/watch?v=BRKAy1VsW28
This was before I added all of the ranges, but now that I have added them all the rifle is constantly overshooting
So I'd aim out at 500m but abviously as the konec and usti memory points are offset it'd travel 6 or 7 m over the target
Ah!
I'm thinking offsetting the konec hlavne along the same axis as the sight should do it, but I was wondering if there was a cleaner way to do it
there's no easy way to do it. You need a "look" memory point on the front sight and then to create eye memory points for each zeroing setting with the correct angle to compensate for the zero shift, then animate the ladder sight accordingly to match those angles
at least that's how reyhard does the animated sights on RHS's stuff (AK sights, Mosin Nagant, KAC BUIS etc.)
@distant gyro most important thing is that the radius of the "extra" wheel (defined by boundary and axis memorypoint) you use is exactly the same as for the other wheels. Physx wheelsize does not necessarily have to match up with the visual wheel. Also, i think it's really important to set the friction for that extra wheel to 0 or close to 0. Otherwise you will have trouble turning (there is no "autorotating" possible). And you might also want to set dampingInAir to 0
i'm not sure how well physx takes wheels that are not "in line" and not in pairs. So if you want to be safe, place the memorypoints in line with the left/right wheels, and use 2 wheels as pair for the rollers
+iirc "lifting" of wheels also doesn't work
@untold temple Thanks, but that's exactly what I did
Spent 12 hours lining everything up, doing the maths and configging the animations in model.cfg and it still massively overshoots
Could it be that I named the point OP_look instead of just look?
should be whatever the cameraDir parameter is defined as
Hmm, can you see if you can get the section of config with the cameraDir and discreteDistanceeyepoint (?) cause I've been at this nearly a day now and I have lots more crap to do
e.g. discreteDistance[] = { 100, 150, 200, 220, 250, 270, 300, 320, 350, 370, 400, 420 }; discreteDistanceCameraPoint[] = {"eye","eye_150","eye_200","eye_220","eye_250","eye_270","eye_300","eye_320","eye_350","eye_370","eye_400","eye_420"}; cameraDir="eye_look";
should be straight in your cfgWeapons class
hello i need help i'm creating a addon for a technical and 1st time the turret was unplayble then when i added this
class Turrets : Turrets {
class MainTurret : MainTurret {
gunnerForceOptics = false;
gunnerOutOpticsShowCursor = "false";
weapons[] = {"mas_SPG9"};
soundServo[] = {"A3\sounds_f\dummysound", db-40, 1, 10};
magazines[] = {"mas_OG9_HE", "mas_OG9_HE", "mas_OG9_HE", "mas_OG9_HE", "mas_OG9_HE", "mas_OG9_HE", "mas_OG9_HE", "mas_OG9_HE", "mas_OG9_HE", "mas_OG9_HE", "mas_PG9_AT", "mas_PG9_AT", "mas_PG9_AT", "mas_PG9_AT", "mas_PG9_AT", "mas_PG9_AT", "mas_PG9_AT", "mas_PG9_AT"};
gunnerAction = "mas_SPG_Car_Gunner";
gunnerInAction = "mas_SPG_Car_Gunner";
ejectDeadGunner = "true";
gunnerOpticsModel = "\mas_cars\UAZ\2Dscope_SPG_4";
};
};
the game crashed in loading with error class Turrets unidentified
That's not true...
class StaticMGWeapon: StaticWeapon
{
accuracy = 0.12;
cost = 10000;
threat[] = {0.69999999,0,0.30000001};
class Turrets: Turrets
{
class MainTurret: MainTurret
{
class ViewOptics;
optics = 1;
};
};
icon = "iconStaticMG";
};
ah, subclasses can?
i copie it from the original addon that i'm inherent from
a class can indeed not be it's own parent, but that has nothing to do with this. classes can share names with other classes.
What is missing here is probably that the parent class Turrets was not declared. needs full config to know whether that's the problem or not. this fragment is insufficient.
L37 is wrong
class Turrets {}; does not (only) reference the class, but clears it
has to be:
class Turrets;
also, class MainTurret is never defined
(does not clear it; just creates an empty one if it hasnt been defined before in this specific (sub)class)
yes
kju is correct
but I missed something else
You inherit from B_mas_cars_Hilux_SPG9
but you don't reference the sub classes there at all
(to clear you need to use delete className; - yet this only works if no subclasses inherit from this class)
class Car_F;
class B_mas_cars_Hilux_Base: Car_F {
class Turrets;
};
class B_mas_cars_Hilux_SPG9 : B_mas_cars_Hilux_Base {
class Turrets: Turrets {
class MainTurret;
};
};
add mas_cars_Hilux to requiredAddons in CfgPatches
pastebin
you replace your class B_mas_cars_Hilux_SPG9; line with that snippet
point 2 is in CfgPatches
You can figure it out, I believe in you.
see here is it correct http://pastebin.com/Wayvef7A
almost. I don't see mas_cars_Hilux in requiredAddons
@strange egret Thanks but none of that worked (Wheel alignment, Damping rate in Air, Friction). I'll try changing them in pairs see if that makes a difference. Also the syntax I used for friction was: "frictionVsSlipGraph=0.0" is that correct?
no thats not correct
frictionVsSlipGraph[]= //is a 2 dim array. First value is slip, second value is Friction
{
{0,1.0}, //first two values describe the friction at zero tire slip FrictionVsSlipGraph[0][0] = 0 (zero slip); and mFrictionVsSlipGraph[0][1] = friction at zero slip.
{0.5,2}, //The next two values describe the optimum slip and the friction at the optimum slip: FrictionVsSlipGraph[1][0] = optimum slip | FrictionVsSlipGraph[1][1] = friction at optimum slip
{1,1.0} //The last two values describe the slip at which the plateau of inefficiency begins and the value of the friction available at the plateau of inefficiency|
//mFrictionVsSlipGraph[2][0] = slip at the start of the plateau of inefficiency | mFrictionVsSlipGraph[2][1] = the friction available at the plateau of inefficiency
};
http://docs.nvidia.com/gameworks/content/gameworkslibrary/physx/guide/Manual/Vehicles.html#tuning-guide second picture under section "PxVehicleTireData"
i would try and set it up like a 6 wheeled vehicle, similar to the CSAT apc - the first 4 wheels count as front wheels (steerable). Use arma3diag.exe from devbranch to enable the EPEVehicle dialog https://community.bistudio.com/wiki/Arma_3_Diagnostics_Exe and post a screen at "maximum" speed
@untold temple Thanks
Doesn't work, but thanks anyway ๐
I'm not sure that's a correct channel for this question, but
can anybody explain to me / lead me to documentation about it, how to correctly use file patching when developing a mod?
(that is, I want to be able to work on a mod, instead of repacking it->restarting game->restarting mission
Could anyone give me a pointer on how to configure which faces are set by default for custom soldiers / factions?
Please use @agile karma if you happen to know.
@lone lion look up the ACE3 coding guidelines, it has some info on it. Basically you need the files to be in the same path as they would be in your mod, but then drop them in A3 install folder. I use symlinks. Then these days you also gotta use -allowFilePatching
Configs you still need to restart the game though and you can only use files that already exist within the loaded PBOs
ACE3 "coding guidlines" is basically "run this script we created just for ace"
but I'll delve into said script hten
@lone lion this is what i was referring to: http://ace3mod.com/wiki/development/setting-up-the-development-environment.html#file-patching Ignore the stuff about CBA, but from 7.2 it's useful. If you're pboprefix is soetmihng like bob\bob_something then make sure that you have the same files under A3 install location\bob\bob_something\config.cpp or whatever
Don't need a script or anything like that
oh, will play around with it then
yeah, script they use repacks pbo's on file changes, from what I seen
that.s the build.py, dont need any of that and unrelated to filepatching
their setup.py makes symlinks from the ace repo to Arma 3 install location, but you can do it manually do very easy. Just look up symlinks or use http://schinagl.priv.at/nt/hardlinkshellext/linkshellextension.html
ok, I don't get it at all
if I create a symlink from some folder to p: and from arma folder to "some folder",
and them arma takes files from p: if I loaded the mod that is also there
then it should also work like that if I just work on p: drive on my project, with no symlink shenaningans
but it doesn't ๐
nvm, I'll try the "monkey see, monkey do" approach, and see what'll happen
I seem to remember there was a calculator for getting airFriction, hit, deflection etc. values for CfgAmmo, does anyone know of it or something similar?
getting them based on what?
I think I remember it was based off the real life balistics values
well forget about that, it's BS. You won't get real ballistics out of arma
you can tune it to be similar - but only by hand
https://forums.bistudio.com/topic/171256-advanced-ballistics-wip/
https://forums.bistudio.com/topic/163601-arma-iii-ballistics-overhaul-wip/
Page 1 of 32 - Advanced Ballistics (WIP) - posted in ARMA 3 - ADDONS & MODS: COMPLETE: --- Description ---This addon introduces advanced external and internal ballistics to the game. It is entirely client-side and only affects small arms fire from human players.It makes long range shooting much more challenging and enjoyable.https://vimeo.com/104713737--- Features ---* Drag resistance based on ambient air density (air pressure, temperature, humidity)* Wind drift (Wind speed varies with the...
Page 1 of 14 - ArmA III Ballistics Overhaul WIP - posted in ARMA 3 - ADDONS & MODS: DISCUSSION: IMPORTANT NOTICE, This is a WIP thread for my ballistics code, if you are looking for the final values please visit the link posted beneath this advisory! Ballistic calculation parameters updated (06/10/2015)!Finalized Values Link: http://forums.bistud...istics-OverhaulFor all questions regarding my ballistics work please go to my Q&A thread located here: http://forums.bistud...verhaul-Q-amp-AHe...
maybe they had some excel sheet or sth
This is the only mention of it on the forums -> https://forums.bistudio.com/topic/150499-ai-discussion-dev-branch/page-210#entry3075074
oh nice didn't see that
Hey I forget what controls max particle count allowed on screen, anyone? (Aka shoot tons of smoke grenades and they start disappearing)
wouldnt be surprised if there is a hardcode limit somewhere... graphic options also might come into play. No definite answer though, sry
https://community.bistudio.com/wiki/Arma_3_Diagnostics_Exe has a particle mode, have you checked how many it can do at max?
ty
blastcore used tons of particles for every effect, idk if they approached the limit regulary, or if they increased the limit in some way. You could try and install it and check max count with that as well
even if you can increase ... that would be pretty costly i think
thanks
CfgBrains should be a c++ engine class - not exposed to configs
I think I've ran in to the particle limit with blastcore in the past. Like smoke stacks resetting and stuff like that.
there's a CfgVideoOptions class in the game that you can edit, it has particle settings in it, it may be possible it will change the limit
i guess there's some limit in the engine anyway
Is there a way to decrypt config.bin files into something I can edit
For air friction, I use Federal's ballistic calculator app and the spreadsheet from the link that was posted. All you need is bullet velocity and the ballistic coefficient. Just pick one of the bullets from the ones you have to chose from and it will tell you how fast they are going at a specific distance. Use the spread sheet and edit the air friction until the bullet velocity matches the results from Federal's ballistic calculator
Thanks, I thought Arma 3 tools would work, but wasn't sure which one
Crosspost because.. i can
[10:25 PM] Adanteh: Is it possible these days to create items that show up as "Place Whatever (2 left)" and then instead of a normal explosive placement run a function instead?
[10:26 PM] Adanteh: Basically wanna have action attached to a certain magazine type when in inventory
wouldn't it be possible to create a fake explosive and set it's init to the function you want to run?
I got alternative placement system
https://gfycat.com/GrandioseUnsteadyErin close to ACEs thing
well, in that case, the scripts doing the placement will have to call something to "release"/attach the object to something else so you could hook in to that?
That's basically the opposite of what I want though. I just want the "Put Explosive Charge (2 Left)" to instead of using normal put weapon, to start this script instead
I can script it obviously, just wondering if it was possible yet to attach custom functions to magazine/weapon types
ahh I see ๐
Somethign else entirely: Anyone know why this: http://i.imgur.com/gdu7pXX.png is happening? Class inheritance is all okay, but it doesnt feel like adjusing A3s config entry
"A3_UI_F" (and all the beta and so) are in requiredAddons
hullDamageCauseExplosion = 0; // new from All - 1 for car and tank
what's "enum" thing i meet in the configs sometimes? what does it change?
In computer programming, an enumerated type (also called enumeration or enum, or factor in the R programming language, and a categorical variable in statistics) is a data type consisting of a set of named values called elements, members, enumeral, or enumerators of the type. The enumerator names are usually identifiers that behave as constants in the language. An enumerated type can be seen as a degenerate tagged union of unit type. A variable that has been declared as having an enumerated type can be assig...
in short its a replacement list - A => 1, B => 2, etc
thanks
anyone has an idea why in uniforms one can use uniformModel = "-", while vest and helmets need the model defined there too?
class U_BasicBody: Uniform_Base
model = "\A3\Characters_F\Common\Suitpacks\suitpack_civilian_F.p3d";
class ItemInfo: UniformItem
uniformModel = "-";```
class V_Rangemaster_belt: Vest_NoCamo_Base
model = "\A3\Characters_F\BLUFOR\equip_b_belt";
class ItemInfo: ItemInfo
uniformModel = "\A3\Characters_F\BLUFOR\equip_b_belt";```
related to that whats the point to define hiddenSelections[Textures] again in the ItemInfo subclass - or did BI ppl just copy paste themselfes from a bad example
Likely due to uniforms "replacing" the player character, while vests and helmets just use the proxies in that model.
The double hidden-selections are once for the character and once for the dropped uniform object. Same for model / uniformModel
as far as i can tell these parameters always have the same value
so if it works like you suggest, its an unused featured
(or bad engine/config design)
Could also be just copypasta without much thought.
Basically, in the ItemInfo subclass, you define what's visible on a soldier, while in the item class itself, you define what's on the ground. That applies to hiddenSelection respectively. Uniforms are a bit different, though, since they use a model from a soldier class, linked via uniformClass properties in both uniform and soldier config.
Does anyone know how much enemies have in regards to hit damage?
isnt armor on the uniform a myth? ๐
Very simply said, direct bullet damage is calculated as
(hit value of the ammo / armor of the hit point hit) * (actual bullet speed / typical speed of the ammo).
The armor of the hit point is calculated from the value from the uniform plus armor of an equipment that provides protection for that hit point.
Good info about soldier protection system can be found at https://community.bistudio.com/wiki/Arma_3_Soldier_Protection.
@digital hedge that applies only if the bullet is stopped completely inside the body of the soldier. If not, damage is way less
making it completely unpredictable and hard to balance...
see https://community.bistudio.com/wiki/Arma_3_Damage_Description based on real ingame tests (applies to vehicles and infantry as well)
@strange egret Yup, I didn't want to go to the details much here. The page you linked is a great comprehensive source for that.
@digital hedge alright thanks. still the design is not great; not DRY and prone to errors
it should take the definitions from the main class if nothing is defined in ItemInfo
hiddenSelectionsTextures seems also in ItemInfo optional or obsolete as only two vests define it and no helmets (or uniforms)
the mismatches/issues i found in A3 defs @digital hedge
http://pastebin.ubuntu.com/23093544/
ยฏ_(ใ)_/ยฏ Arma/BI
@runic fable Well, ItemInfo can indeed be inherited, as any other properties and subclasses. And yes, I'm not aware of any need for hiddenSelectionsTextures in ItemInfo. If the hiddenSelections array is properly defined in the ItemInfo subclass, the texture(s) from the hiddenSelectionsTextures array of the item class is used.
sorry i dont understand your point with inheritance of ItemInfo - my point is that normally an object on the body and on the ground should be the same p3d with the same textures - which is the case; as such if such feature to have different look is needed, one should have to define only in ItemInfo if it is indeed different and not duplicate the code as its now
There are some engine-related reasons for why configs were set up this way. I'm sorry I can't really explain them โ they've been around much longer than meโฆ
@stoic lily Btw, the piece of code you posted pointed me to a bug with H_Cap_headphones (Rangemaster Cap): the texture when the cap was put on the ground was wrong. Thank you for that, I fixed the bug. ๐
lol
cough when will we get a removeMagazine command for Vehicles? cough
@viral rapids https://community.bistudio.com/wiki/removeMagazineTurret
Not Turret
Magazine in the Inventory
or a single Weapon, or Item, uniform, or any other Item ๐ฆ
You may be looking for clearMagazineCargo, clearWeaponCargo, and clearBackpackCargo. With "Global" at the end for MP synchronization.
@digital hedge the code has three bugs ๐
@stoic lily I haven't noticed anything else broken, but feel free to prove me wrong. ๐
Speaking of headgear textures, will berets (Childs of H_Beret_blk) ever get their different colors? These were in config since first days of Arma 3 Alpha but are still in unfinished state. @digital hedge
Not sure if you're the right person to ask though.
@dusk jungle Unfortunately, the classes exist, but textures for them do not. I'm sorry but I'm not aware of any plans to make those at this time.
@digital hedge
V_HarnessOGL_gry has wrong model
H_Cap_headphones lacks hiddenSelections (as result H_Cap_marshal also needs hiddenSelections as it supposed to be different)
H_ShemagOpen_khk model vs uniformModel
http://pastebin.ubuntu.com/23093544/ the comments had highlighted the issues
These config classes keep teasing me with their cool color variants ๐ฆ
Looked back at original Alpha release, there is \a3\characters_f\common\data\headgear_beret01_ocamo_co.paa texture which is still present in the game but its same black color despite ocamo name in the file, I guess designer got bored half way through lol.
@digital hedge Nope, i meant: Removing single Items from a vehicle/GroundWeaponHolder/etc, not clearing the whole cargo :/
@dusk jungle I completely understand; they should have been removed. Apologies for that.
@stoic lily V_HarnessOGL_gry: the model when put on the ground is indeed wrong - thank you. :)
H_Cap_headphones do not actually need hiddenSelections, since the cap uses the textures from the model. H_Cap_marshal inherits the hiddenSelections properly from its parent class (and thus works fine). H_ShemagOpen_khk: well, the models are actually the same, so it doesn't matter muchโฆ
@viral rapids I see. RemoveItems should be for that, but it seems it's not working with vehicles. Please consider creating a task on https://feedback.bistudio.com/.
I did, several years ago. I gave up on that idea ๐
e.g. https://feedback.bistudio.com/T76533 ( Mar 29 2014 )
I can ask around a bit, but I think I cannot help you any further now, apologies. ๐ฆ
@stoic lily The vest is fixed. ๐
gj
Does anyone know if there are config parameters for Vehicle in Vehicle beyond the basic I can find and use from the Bluefor APC? I'm trying to see if I can allow a static turret gunner load into a vehicle. It can be done via Eden. But once unloaded, no one can load it back in
Are the exits[] defined and loadingDistance and loadingAngle large enough?
Could you post some example code? Or where to find it. I just have
class VehicleTransport
{
class Cargo
{
parachuteClass = B_Parachute_02_F; // Type of parachute used when dropped in air. When empty then parachute is not used.
parachuteHeightLimit = 40; // Minimal height above terrain when parachute is used.
canBeTransported = 1; // 0 (false) / 1 (true)
dimensions[] = {"BBox_1_1_pos", "BBox_1_2_pos"}; // Memory-point-based override of automatic bounding box
};
};
Oh, I thought it was a problem with the transport vehicle, not the vehicle being transported
but AFAIK the "load vehicle" action is only available to the driver of a given vehicle
which presents a problem if it's a static vehicle that isn't configured as having a driver
So I guess I could fake a driver so? Perhaps with a name change if that's possible too
@strange egret does that apply only to vehicles? I'm more concerned with how it applies to enemies
what does 605 mean in allowedSlots[]? for item configuration
605 is headgear slot
thanks
I'm not sure why I'm getting a "Circular Addon Dependency" all of a sudden.
I've used the same work folder setup for the last 2 years and never had an issue, now it's not working
addon_apple is dependant on addon_fruit, but if addon_fruit is also dependant on addon_apple none can be loaded first -> problem
I'll send a link of the template I've been using
@strange egret Here's the link to the template I use: https://drive.google.com/file/d/0B1hNLxbd2-mtNG00cWhBVGJPSTQ/view?usp=sharing
not going to look through your whole addon structure to find your issue...
They tell you nothing because all of the required addons are blank
how does that create a circular addon dependency?
Well that's not actually what your configs look like right?
@strange egret All you'd have to look at is the config.cpp within the jas92_misc_f and the config.cpp within the first folder called appliances
@wild pasture yes for the most part
He'd find nothing, the configs you linked might as well be blank
well doesn't the circular addon dependency generate from the cfgPatches?
Yes, but the configs from the link you gave have nothing in their requiredAddons
so why is my actual project folder generating that error when the cfgPatches have the exact same setup and naming technique?
Because they don't
I just packed the exact files you linked and was able to load them into game with 0 errors. Obviously there is no content in them but you'd still get the error if the issue was just from the "template"
packing with pboproject?
@wild pasture So am I using the correct technique for the project folder? I.E. I have the main project folder jas92 within that I have jas92_misc_f folder with a config.cpp and then a folder within jas92_misc_f called appliances with a config.cpp as well? The class name for the folder jas92_misc_f is named jas92_misc_f , and then the appliances folder's class name is jas92_misc_f_appliances. Would that be correct?
@strange egret yes I am using pboProject
folders containing config.cpp should not be containing subfolders with config.cpp
@sharp stone K, so I should just put everything within the subfolder config.cpp files into the main config.cpp file that's in the jas92_misc_f?
@sharp stone What?
im learning something new everyday apparently
That's simply not true
thought it only looked at the root of a pbo
Look at pretty much any folder in A3
pboProject creates a PBO at the first level it finds a config.cpp, but that doesn't mean you can't have more configs in the subfolders in that directory
And weapons, characters, structures
interesting. what does this mean for filepaths?
Well I think I'm going to rewrite everything from my main project folder into this empty project template in hopes that it'll filter out that "Circular Dependency" error. Lucky for me I don't have very much
@grave yoke Your structures is fine, but without seeing your full configs we can't really do much else. X3KJ explained the issue.
k, well I'll upload the main project folder then
This isn't what you have in the configs you linked us, but this is an example of what would cause the error
//jas92_structures_f/config.cpp
class CfgPatches
{
class JAS92_Structures_F
{
requiredAddons[] = {"JAS92_Misc_F"};
requiredVersion = 0.1;
units[] = {};
weapons[] = {};
};
};
//jas92_misc_f/config.cpp
class CfgPatches
{
class JAS92_Misc_F
{
requiredAddons[] = {"JAS92_Structures_F"};
requiredVersion = 0.1;
units[] = {};
weapons[] = {};
};
};
k, I definitely don't have that in my main project folder. This is what my main project folder cfgPatches look like:
//jas92_structures_f/config.cpp
class CfgPatches
{
class JAS92_Structures_F
{
requiredAddons[] = {"A3_Data_F","A3_Structures_F"};
requiredVersion = 0.1;
units[] = {};
weapons[] = {};
};
};
//jas92_misc_f/config.cpp
class CfgPatches
{
class JAS92_Misc_F
{
requiredAddons[] = {"A3_Data_F","A3_Structures_F"};
requiredVersion = 0.1;
units[] = {};
weapons[] = {};
};
};
But it could be in one of your remaining 15 configs. If you are using something like notepad++ you can pretty easily search through all files in the directory for requiredAddons and verify they are correct
or use pbodeps form mikeros tools, and import the addon_dependencies.txt it produces into a spreadsheet, you can easily and quickly see which cfgpatches has which required addons
pboP builds cfgpatches automatically, based on all the things you used in your models/configs. So if you use one object in structures_f from misc_f and use one object in misc_f from structures_f you end up with circle jerk
k
got it working
several of the .p3d files in the misc_f folder were calling a texture from the structures_f folder
Anyone know what I'd need to add to get full screen TGT Camera? I want to rid that black box surroundning everything
think you can set gunnerOpticsModel to the empty one under ^class OpticsIn^, same as a turret
gunnerOpticsModel = "a3\weapons_f\Reticle\optics_empty.p3d";
I'll give that a shot cheers mate
Another question, for a single seat craft, is it still 'gunnerOptic' or is it 'driverOptic'?
still gunneroptic AFAIK, since they're configured like turrets. Check the Wipeout or something to see how classPilotCamera>>class OpticsIn looks
Here's a picture of what the waterfall/water fountain looks like in my clothing store: http://i.imgur.com/Or0uK9s.jpg
I'll be linking a youtube video of it as well, hopefully you'll be able to hear it as well.
Unfortunatly I forgot to enable desktop sound when I recorded, so I'll have to record it again. Anyhow if anyone is really interested in what it looks like and you don't mind no sound then here's the link: https://youtu.be/Bnu0IdWOBB4
@grave yoke That water part of it looks really good, nice job ๐๐ฝ . I mean all of it looks good but especially the water part.
@summer fulcrum thanks, I just need to figure out how to get the water more visable when you look directly at the wall. You could probably tell that it looks as if it disapears when I looked straight at the wall on in the video.
Here's the updated video with sound: https://youtu.be/Ckh2XaGOQ6A
Does anyone know anything about buck shot spread? All the shotgun mods seem to have too much
@dusky prairie i think that is hardcoded in the engine - you cannot change the spread via config
it would be nice if you could change the number of pellets and their spread but sadly that probably wont be in A3
Hey Robert, I'm a huge fan of your mods
I was wondering if it would be possible to fix the desert eagle model in your RH pistol pack
Specifically regarding the position of the hammer
you mean the hammer not being cocked?
@stone cove it's cocked buts it's too far into the gun. It's right on the modern version of the desert eagle but not the black gold and silver ones. I actually managed to fix the model but I can't get the mod to work with that model
oh ok , i will check that out since that pack seriously needs a revamp
but my time isnt so free as used to be :/
@stone cove I'd offer to help any way I can, that hammer has been driving me crazy, lol
maybe later but as it right now , i am too busy with the mod + tons of other crap heh
Also I'd change the Raging Bull to a .44 Magnum as the .454 only has a 5 round cylinder. The nice about that revolver is that is strong enough to shoot crazy powerful Plus P rounds
ye i know that but texture already says .454 so it would be less accurate
Im having a little trouble with FFV. If i set isPersonTurret = 2; so that i can access my turret from outside the vehicle then when turned in the gunner can still fire and move his weapon (unintended). If i then set inGunnerMayFire = 0; then the gunner can no longer use his weapon but the view is centered inside his body. Setting isPersonTurret =1; again fixes the weapon usage issue but then means i can't access my turret from outside the vehicle. Im going round in circles here, anyone had similar issues and fixed them ?
@dusky prairie -
fireSpreadAngle=0.95; in weapon cfg (cfgWeapons)
@forest garden sounds like your problem: https://forums.bistudio.com/topic/193194-turret-turn-in-turn-out/?p=3074681
Turret Turn-In / Turn-Out - posted in ARMA 3 - ADDONS - CONFIGS & SCRIPTING: Does anyone know of documentation or tutorials on how to configure vehicle turret positions for turn-in and turn-out please? Or be kind enough to give some explanation from personal experience? Vehicle crew position - Turned-in, sitting on a seat facing port, with an interior view of the cargo cabin, per a normal passenger (no FFV) - Turned-out, stands up through an elevated hatch, facing forward, with FFV...
yea i remember now - in A2 it worked but in A3 it doesnt > https://feedback.bistudio.com/T72496
maybe it is fixed who knows
I'm pretty sure it's working in a3
Anyone know whay I can't ADS using a launcher?
What defines where map grids are counted from? Like Chernarus does it from top left corner while Altis and Stratis from bottom left corner.
wouldnt the terrain makers know more about that?
Yeah he got a response in #arma3_terrain
you are everywhere, aren't you? xD
Yes, I spend too much time looking at discord
@strange egret Haven't you made a ballistic calculator for arma 3?
If so how in the world do you calculate bullet acceration to get air resistance
I already downloaded it, can't make heads or tails out of it
And the other spreadsheet I found produced a value that was inconsistent with real life. I had to change the air resistance value dramatically to get realistic bullet slowdown
that is why i said you can forget conversion between reallife BC values and arma bullet simulation. You have to manually adjust it so it fits the expected flightpath
So if a bullet has a muzzle velocity of 483 m/s and loses 25% of its velocity at 100 m, how to I figure out its air resistance
by trial and error.
you set a value, look what happens, then try another value, etc pp
But how do I measure results
with a ballistic spreadsheet like mine of course
Using the other spreadsheet I got a value of like 0.00253 and before it was like 0.0016
what value and based on what?
By adjusting the air resistance until the velocity at 100 m was correct
The projectile that it's based on is a 300 grain .50 AE JSP with a muzzle velocity 483 ms and a bc of 0.155
accuracy depends on step size of the "code"
adjust timestep and see what happens. If you have doubts use the script presented here https://www.youtube.com/watch?v=cix07R1vlhI
you can see where it has lost 10, 50% , 75% of it's energy. Measure it ingame, compare it to spreadsheet results. Judge yourself.
Just did, looks like it works
Question , how do you make AP ammo?
Increase the caliber(penatration) and probably the hit damage. Body armor isn't simulated realistically, it just basically gives them more health
Hello i Created F-16 Addon (inhiret from the Standalone ) for my Mod but it did'n appear in game
Message me privetly the solution anyone read it
` class CfgMagazines {
class CA_Magazine;
class 30Rnd_556x45_Stanag_SAW: CA_Magazine {
author = "[SAWRecce] Maj.AntiAlligat3r";
scope = 2;
displayName = "30Rnd_5.56x45_Stanag_SAW";
picture = "\A3\weapons_F\data\UI\m_30stanag_CA.paa";
ammo = "B_556x45_Ball_SAW";
count = 30;
initSpeed = 920;
tracersEvery = 0;
lastRoundsTracer = 4;
descriptionShort = "Custom Ammo"
};
class 30Rnd_556x45_Stanag_Blue: 30Rnd_556x45_Stanag_SAW {
Hit = 200;
scope = 2;
author = "[SAWRecce] Maj.AntiAlligat3r";
displayName = "30Rnd 5.56 Stag. Blue tracer";
model = "\A3\Weapons_f\Data\bullettracer\tracer_green";
tracersEvery = 1;
ammo = "B_556x45_Ball_Tracer_Green";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"\SAWRecce_ArmA3\SAWRecce\data\Ammo\Bullet_Tracer\tracer_Blue_ca.paa"};
};
class 30Rnd_556x45_Stanag_Blue: 30Rnd_556x45_Stanag_SAW {
Hit = 200;
scope = 2;
Caliber = 2.5;
author = "[SAWRecce] Maj.AntiAlligat3r";
displayName = "30Rnd 5.56 Stag. AP Blue tracer";
model = "\A3\Weapons_f\Data\bullettracer\tracer_red";
tracersEvery = 1;
ammo = "B_556x45_Ball_Tracer_Red";
};
}; `
3x `
can anyone inlighten me on why 1. Damage doesnt increase and 2. only Blue tracers mag is showing , the other 2 are not
so 3x in bigining and the end?
sorry for spelling
class CA_Magazine;
class 30Rnd_556x45_Stanag_SAW: CA_Magazine {
author = "[SAWRecce] Maj.AntiAlligat3r";
scope = 2;
displayName = "30Rnd_5.56x45_Stanag_SAW";
picture = "\A3\weapons_F\data\UI\m_30stanag_CA.paa";
ammo = "B_556x45_Ball_SAW";
count = 30;
initSpeed = 920;
tracersEvery = 0;
lastRoundsTracer = 4;
descriptionShort = "Custom Ammo"
};
class 30Rnd_556x45_Stanag_Blue: 30Rnd_556x45_Stanag_SAW {
Hit = 200;
scope = 2;
author = "[SAWRecce] Maj.AntiAlligat3r";
displayName = "30Rnd 5.56 Stag. Blue tracer";
model = "\A3\Weapons_f\Data\bullettracer\tracer_green";
tracersEvery = 1;
ammo = "B_556x45_Ball_Tracer_Green";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"\SAWRecce_ArmA3\SAWRecce\data\Ammo\Bullet_Tracer\tracer_Blue_ca.paa"};
};
class 30Rnd_556x45_Stanag_Blue: 30Rnd_556x45_Stanag_SAW {
Hit = 200;
scope = 2;
Caliber = 2.5;
author = "[SAWRecce] Maj.AntiAlligat3r";
displayName = "30Rnd 5.56 Stag. AP Blue tracer";
model = "\A3\Weapons_f\Data\bullettracer\tracer_red";
tracersEvery = 1;
ammo = "B_556x45_Ball_Tracer_Red";
};
}; ```
erm... you can edit your text above ๐
well, for starters, you're defining 30Rnd_556x45_Stanag_Blue twice here
all classes have to be unique
You also can't change the hit value in CfgMagazine, has to be done in the ammo used by that magazine
200 seems pretty high as a hit value, .50 cals have a hit value of 20
What defines item having DLC status when you hover over it in inventory? Some RHS items (like RPG mags) have this popup over them I was wondering if I can patch it.
hi any help for what i say yesterday
Can anyone give me somewhat decent insight into how model optics work?
gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Gunner_02_F"; shows on vehicle as... http://i.imgur.com/BWLxLhT.jpg
whereas the vanilla Gorgon has that exact same entry and shows as http://i.imgur.com/gc1PAMW.jpg
Edit: Also the AMV Marshall is the same gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Gunner_02_F";
How the hell does this shit work?
you would need to copy its gunner optics config to your config or inherit it, look in the config viewer or download AIO config dump and search for the things you need
https://www.dropbox.com/sh/k1pmrul8w1esito/AAAzn92WoF4zi4E8BPRqvFbxa?dl=0
@agile karma the gunner's reticles in tanks is a dialog element, not part of the modeloptics. They're named "Rsc..." under the turretInfoType
G'day fine people of the config world, quick question for whoever is most suited.
I'm working on the F35 and I am wanting to make the TGT Camera on the F35 look something similar to this [ http://imgur.com/a/BcCSf ] , so it's more in line with the real F35 since the current TGT Camera overlays and such look ike their from the 90's
I have no idea how to do that kinda thing, I've got a general idea on how to make the overlay .paa/p3d itself, but I have no idea on how to make the numbers change, the grid stuff, tgt location, elevation etc
If someone could guide me in the right direction on how that shit works and how to implement such things I would be ever so grateful
@boreal heart see above. The numbers etc. are scripted via an Rsc dialog
There are quite a few dialog tutorials around
Is there any way to get a projectile that is spawned with createVehicle and then propelled/guided using setVelocity/setVectorDir(andUp) to Spin/Rotate without having to set a new vector every frame?
@untold temple I'll have a look around but I am extremely unfamiliar with Rsc stuff. Is Rsc the same as GUI editor?
@dusk jungle it's a config entry in their class, but RHS uses it deliberately for their single use AT weapons. They essentially load themselves when you equip them and press "R".
@untold temple are you sure about that? None of the dialogs actually have a class that would show the picture and even then there's no way to specify a difference between the different reticles for other zoom levels
My config for changing them is working, but they all end up as the same orange cross.
@agile karma my apologies, it's defined in an external class that the optics inherit from : class Optics_Gunner_APC_03
{
class Wide: Wide
{
thermalMode[] = {0, 1};
gunnerOpticsModel = "\A3\Weapons_F\Reticle\Optics_Gunner_APC_03_w_F.p3d";
};
class Medium: Medium
{
thermalMode[] = {0, 1};
gunnerOpticsModel = "\A3\Weapons_F\Reticle\Optics_Gunner_APC_03_m_F.p3d";
};
class Narrow: Narrow
{
thermalMode[] = {0, 1};
gunnerOpticsModel = "\A3\Weapons_F\Reticle\Optics_Gunner_APC_03_n_F.p3d";
};
};```
@untold temple Thanks a lot, works now. Just putting those entries fixes it.
new aimTransitionSpeed config parameter - hmm interesting
wonder if the time scales with whether you're deployed/rested/prone etc.
technically it could , but i wonder if that parameter would be only for base of the weapon or for optics as well
yeah, it would be interesting for stuff with limited eye relief, taking a while to get the right cheek-weld
but by the way the changelog is written I think it's just weapon-based
well they could expand it little more
also i wonder if ever will see the animsource that will work with opticsmodes
if only
isn't that param for anims only?
Would anyone know how I would go about adding a light source to an afterburner when it turns on? So it isn't just an orange texture?
Or just light source in general so a specific location on a vehicle
use emissive texture
light source is bad (shines through everything, including cockpit)
basically all mods with planes do it this way (john spartan, firewill, rhs)
I'm using Johns afterburner atm, but at nighttime its just a bright af texture, no external lighting or anything, so then on the ground it doesnt iluminate anything
^ light source is bad (shines through everything, including cockpit)
I know that haha
But I still want to try it out anyway
Plus it doesn't have to be a 360 light, just one in the direction of the afterburner itself, kinda like how the front landing gear lights work, I don't get any excess cockpit lighting from the front landing gear
Tweaked: The "aimTransitionSpeed" parameter can now be configured for each weapon (and multiplied by the global one)
so it is only weapon based
can someone elaborate if its known what does this param hullDamageCauseExplosion = 1; in Car base class do, which is now on dev branch? Thanks
If I take it by the sound of it, it does not bring anything new, vehicles already blowup on damage by default, so what is this exactly.
or... it might be a posibility to disable explosion by setting this param to 0 for mod authors
which is very welcome
cases to cause vehicle to get destroyed
- overall damage = 100% (hull)
- engine damage = 100%
similar to head and body as infantry
i assume hullDamageCauseExplosion = 0 makes the vehicle not destroyed state
or at least not explode
One of our guys is testing it atm
Any word Dscha? Because I was wanting to look into this also.
sry, forgot to ask.
is @velvet hinge here? Sorry for bumping you kju said you might have something to do with this parameter hullDamageCauseExplosion = 1; so if you do care to shed some light on it please?
@viral rapids guess the 'one of our guys' isnt around anymore for you to ask? ๐ฆ
Yeah, its 12pm here, he is old, soo.... yeah, he is not around anymore ๐
@stoic lily engine damage=100 doesnt lead to explosion. Its just a dead engine. Global damage=1 -> dead. By default, HitHull damage>0.9 -> dead HitFuel damage > 0.9 -> dead
if this is a new parameter it propably just means vehicle will not cause an explosion on HitHull damage > 0.9 (which before was silly ... shoot the bumper alot with a pistol and suddenly the whole thing explodes). It might just replace the vehicle with its wreck without explosion in that case
Different topic , If a weapon does not have hiddenSelectionsTextures under its original coding , are you able to retexture it? If so how as i have added hiddenSelectionsTextures and hiddenSelections to no avail
if it has sections defined in the model for retexturing, then yes you can add hiddenSelections[] to the config to activate them