#arma3_config
1 messages ยท Page 65 of 1
ah okay , so if the games config doesn't have it i am increasing my config length for no reason
thank you
well you'd need to check the section names of the .p3d file to see if there are potentially any section names in there for retexturing. But generally if BIS adds "camo" sections to the model for the purpose of retextuting, then one of the associated config classes usually has the hiddenSlections defined
@strange egret yeah thanks. mixed engine with fuel ๐
dep3d -S p3dFile will show selections set in a model
Does it still kill all players inside the vehicle though when hullDamageCauseExplision = 0 I wonder
Maybe explision wont work ;) lol
no explosion at all
this command allows you to make tanks behave like cars
if car had hithull = 1 it didn't exploded, just red text in ui & ai leaves vehicles
(player can board vehicle though)
@kindred moss It seems that it can be used to f.e. make wheeled APC behave like tanks, or tanks behave like cars just as reyhard states
thanks you for clarification, I assumed it is so, I just wanted confirmation, its great news ( if it works right )
amazing news ๐
@karmic crypt
e.g. 5.56 Bullet Cfg
class B_556x45_Ball: BulletBase
{
hit=8; <------ this
indirectHit=0; <------ this
indirectHitRange=0; <------ this
cost=1;
typicalSpeed=920;
airFriction=-0.0012000001;
waterFriction=-0.30000001;
caliber=0.69999999;
deflecting=20;
model="\A3\Weapons_f\Data\bullettracer\tracer_yellow";
tracerScale=1;
tracerStartTime=0.050000001;
tracerEndTime=1;
visibleFire=4;
audibleFire=6;
dangerRadiusBulletClose=8;
dangerRadiusHit=12;
suppressionRadiusBulletClose=6;
suppressionRadiusHit=8;
class CamShakeExplode
{
power="(5^0.5)";
duration="((round (5^0.5))*0.2 max 0.2)";
frequency=20;
distance="((5^0.5)*3)";
};
class CamShakeHit
{
power=5;
duration="((round (5^0.25))*0.2 max 0.2)";
frequency=20;
distance=1;
};
};```
A3\Weapons_f\config.cpp
is it possible to add a turret to a plane? (like a door gunner on osprey)
nvm, got it working
I would like to lower brightness of HUD in helicopters in Advanced Flight Model. Could this perhaps be done with config?
afaik nobody ever tried to mod anything related to AFM so thats not going to be an easy task
I just checked, the AFM HUD is the same as the standard heli HUD, with the addition of 5 dials -- perhaps it won't be so difficult once I know how to do this stuff
which reminds me, I have to ask: How do I get started learning to configure? I don't know how to begin at all
is configuring -- as opposed to scripting -- when you open that big editor in the 3D Eden Editor and click on the Config button? Then you see all these parameters, and you can modify them?
you cant modify them in that editor
you can only modify or create new onew externally with a text editor
ok
:|
class Ruins: HouseBase
=>
class Ruins: Static
in latest dev branch
WHY??? @BI
@red wharf please ask them to revert this inheritance change. you don't change base classes 15 years into the game
(you introduce a new class like RuinsStatic_F or sth if that kind of inhertance)
you dont know BI likes to find new things to break for each big update so everyone has to fix it ๐
AFAIK they're doing it so that ruins load as simpleobjects and improve performance
Ace developers have to understand the basics of programing and inheritance, you don't mess up a base class for every one, but create a derivative for your mod so it can coexist with other community work.
wew teach me
thats why i create my own baseclasses... the rest of the world can do what it wants and sling mud at each other, i have my own little island
Same here. Grabbing the actual Cfg -> Create an own one with Tag_
X3KJ: when you say create, you mean inherit from bis or actually write/copypaste everything?
you must inherit otherwise problems
or just make up stuff. looks like that is what anybody else does.
15:11:49 Updating base class asdg_SlotInfo->, by SMA_HK417\config.bin/asdg_FrontSideRail/
15:11:49 Updating base class ->asdg_SlotInfo, by z\ace\addons\laserpointer\config.bin/asdg_FrontSideRail/
15:11:50 Updating base class asdg_SlotInfo->, by scar_arma3\config.bin/asdg_FrontSideRail/
15:11:51 Updating base class ->asdg_SlotInfo, by bwa3_comp_ace\config.bin/asdg_FrontSideRail/
thats why i create my own baseclasses
not an option
maybe for you ๐
Arma inheritance is way to complicated
nope
yes
by SMA_HK417 and scar_arma3
(and lack of requiredAddons probably)
ace and bw are correct
idk about required addons. all of these are loaded after CBA
bw and ace are the correct ones... and I wrote both
class asdg_FrontSideRail: asdg_SlotInfo
and load order wouldnt matter
that is bad practice though too
SMA_HK417 and scar_arma3 break it. ace and bw change it back
nothing gets broken
its just a warning
as i tried to explain you before the engine just writes the tree config by config
but it doesnt rewire it
if it would break things, BI would have made the compiler/parse stop the game from startup like with other errors
also you dont see functionality broken
the warning is important if you have actual change in inheritance like BI does now with Ruins
it totally breaks things. SMA_HK417 and scar_arma3 have to add additional config entries to these classes that are not correctly inherited
like before it was meant to inherit from X, now it does from Y
the addons are just written in a way where it works out
and ubc is not always harmless
it can lead to missing config values
and if the value is important enough, it will cause an error pop up
and it gets changed as BI loads first (unless one uses hacks or bin.pbo replacement in thise case) and thus defines the tree for anything to follow
like i mentioned last time do the relevant tests - isKindOf and if you can change a Car to Plane if you redefine its parent
no dude
just wait for my example
discord died
Page 38 of 39 - BWMod - posted in ARMA 3 - ADDONS & MODS: COMPLETE: @chompster We are preparing a hotfix for the false ammo names and other stuff. We will also look at the sights. Thanks for reporting. Cool! The zeroing for the CG is only for setting the range of the Smoke and Illum rounds. The Pz3 doesnt have a PgUp/Dn zeroing. Hmm.. Not sure if this specific to the German version then, since i definitely recall the TF47 CG being able to range even with HE and HEAT rounds(t...
this one. we made a mistake with the inheritance of HitPoints class and it caused every tank that was NOT from BW to have an error pop up
and since Arma is shitty, the error pop ups stop missions from loading
diff of your fix?
if you load before BI/A3 defines stuff, you can set the stage and cause such issues ofc
and this type of error isnt catched by the parser/compiler/engine (like several others); plus its a sample of bad coding from BI - no standard is set when definition is missing
Did leftDustEffects[] = Supports leftDustEffects[] +=? As for now on my Configs and ingame Tests, it looks like no, it ignores the whole part if i use leftDustEffects[] += to add own Surface Effects for a new island.
Yeah I have had multiple problems with DustEffects on terrains and I have had them working but once I started adding things they tend to just break for unknown reasons.
@summer fulcrum i was have this too, actually my used solution is, to complete inlcude alle Effects from Arma 3 and CUP including my own.
And overwrite everything
Its weird I just tested things and for some reason my dust only works underwater lol
lol
I have the issue of it only working on roads and underwater.
I'll do a lot of testing and see if I can find a solution within the next week.
@proud brook I have a working config if you want it, make sure you don't have cup or aia loaded when using the config otherwise it breaks the dust.
@summer fulcrum thats caused by CUP since they overwrite everything, try to make Cup_world_dusteffects as dependency so your config will not be overwritten by CUP ;) and add the effects from Vanilla and Cup to the config, thats the way i was fix it, while some assets we use fromCUP
my map isn't going to require cup when it is released so no worries for me.
since they overwrite everything
if that is so thats bullox, should tell them to fix that
no mod outhere should overtake any root class and make others life a misery
this should be carved in somewhere
That's a little bit of an assumption to make. The += operator doesn't work properly for configs arrays that contain subarrays, so there isn't anything CUP can do. However, CUP currently doesn't have the Tanoa surfaces defined for that entry so that needs to be fixed.
is BI aware of the issue or they dont care?
No idea, I didn't really understand why it never worked till today. This ticket is probably relevant but it might be worth it to create a new one https://feedback.bistudio.com/T79801
This post has more information as well https://forums.bistudio.com/topic/176156-how-to-customize-terrain-dust-sound-and-ocean/?p=2918406
I want to create a gray rectangle, mostly transparent, that I can lay near the bottom of the screen in game (so it will have the effect of making things behind it dimmer). Can anyone give me a hint to get started? So far I 've thought of tweaking a certain function ( https://community.bistudio.com/wiki/BIS_fnc_AAN ) -- I can remove the text but I can't figure out how it creates the opaque rectangular background
At least i've learned how to call this function in a script and pass it my own text, or remove text altogether
the new tracker screwed up my formatting : /
Make code blocks by indenting two spaces:
You can also use three backticks to enclose the code block:
You can specify a language for syntax highlighting with lang=xxx:
+= has no logic; its simply extends an existing definition (appends to an array) - if the parameter is not defined in the class, it will become in effect just a = (assignment)
the compiler/parser is dump and doesnt know about inheritance (hence you cannot rewrite inheritance either - you just overwrite that its defined for the given field)
the second example i find hard to believe - seems like BI screwed up big time there
are you trying to say this is no bug? then re read the issue.
both examples show that. you are the only one who tried to explain it away. even the BI guy confirmed that it doesn't work and was only meant to work with grenades
I'll just make a separate ticket since it's technically two different issues.
This doesn't do anything
leftDustEffects[] += {{"CRConcrete", "LDirtEffects"}};
This incorrectly adds it to the array
leftDustEffects[] += {"CRConcrete", "LDirtEffects"};
So it'd be loaded as something like this
{"GdtGrassShort","LDustEffects"},
"CRConcrete",
"LDirtEffects",
{"GdtGrassShort","LGrassEffects"}
Yeah. Seems to be a different issue. Or part of the same. The implementation of += just sucks
stacked arrays seem bugged
your first issue commy2 is just wrong expectations - i agree that the implementation is poor/very simple, yet your assumption how it works is just wrong
just imagine an AIO config. now if you param += to a class where param is not explicitly defined, it will just write it in that line - the system is not capable to do an inheritance/parent lookup for the definition
your second issue is a bug, if it really turns out that way
as often BI tried a quick hack and messed up
sorry, kju, but the first issue is not expected behaviour. I don't know why you try to find a fault in everything I say, but just carefully read what I wrote there.
I have no idea how you can say that that is expected behaviour.
oh there you are commy, thanks for the tip yesterday, it helped me over a little learning hurdle
yw
you dont get a lot.
yeah screw configs not like they are important ๐
why do you guys even argue over a operator that doesnt work? Why even use that shit if its not working and never was intended to work as you expect it. It seems its just made as a dirty hack for something that needed quick fix.
because it would be very usefull
oh so the argue will make it work ๐
what are you talking about?
about your's and kju's pissing contest?
you don't make any sense, mate
bah nvm you Germans...
you're weird
I might be, Im 36 and its 00:30 Zulu and IM sitting here talking to you, I must be weird
go to bed
Would anyone know how to fix the fact that there's no sound of bullets leaving the gun in the A3 samples weapon?
commy2 i am just trying to explain how the engine works in this regard. its up to you if you want to know it or not.
however it helps with expectations on functionality, if one understands it
yeah, no. those are not expected behaviour.
you telling me "how" it works is just pure speculation
And I didn't test it? Also, pretty sure that the leaked version didn't even have +=, but I might be wrong
How would someone make a light source IR only?
class Bag_Base;
class B_Kitbag_Base_LATPAD: Bag_Base {
author = "[SAWRecce]Maj.AntiAlligat3r";
mapSize = 0.510000;
scope = 0;
_generalMacro = "B_Kitbag_Base";
picture = "\A3\Weapons_F\ammoboxes\bags\data\ui\icon_B_C_Kitbag_blk";
model = "\A3\weapons_f\Ammoboxes\bags\Backpack_Fast";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"\SAWRecce_ArmA3\Digital\LATPAD\Backpacks\Desert\data\backpack_fast_LATPAD_co.paa"};
maximumLoad = 500;
mass = 30;
};
class B_Kitbag_LATPAD: B_Kitbag_Base_LATPAD {
author = "[SAWRecce]Maj.AntiAlligat3r";
_generalMacro = "B_Kitbag_mcamo";
scope = 2;
displayName = "Kitbag [LATPAD]";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"\SAWRecce_ArmA3\Digital\LATPAD\Backpacks\Desert\data\backpack_fast_LATPAD_co.paa"};
};
}; ``` Can anyone enlighten me as too why this does not show in the VA , and 'does not exist'
forgot to add a correct requiredAddons into cfgPatches?
forgot to add these classnames to units in CfgPatches?
never done that and everything works but kitbags
or other backpacks for that matter
you have to do that, otherwise they won't show up
scopeArsenal=2?
nope, CfgPatches requiredAddons and units
scopeArsenal overrides the scope property if defined, but if it's undefined and scope = 2 then it should show up
So if you didn't want an object in the editor but you wanted it in the arsenal you would use scope = 1 and scopeArsenal = 2. Then if you wanted the object to be available in the editor but not the arsenal you would use scope = 2 and scopeArsenal = 1
I'm fairly certain it's not working for him because he has it defined as class cfgVehicle instead of class CfgVehicles. The capitalization doesn't matter, but he forgot an "s"
Quick question in relation to the defines.hpp file for GUIs. When writing out '#defines CUSTOM_THING ####' what does the #### portion relate to. I've tried looking at examples from other mods but can't find any relation between them.
#defines wouldn't work either (there shouldn't be an "s").
#define someName someValue
#define ALPHA 0.5
Then when it's used you can just do things like
_color = [255, 255, 255, ALPHA];
Ok ya I know how the syntax all works I just want to know why it matters in relation to the defines.hpp file for a GUI becuase in every mod I've looked at there is no correlation between what is being referenced with the someName and the someValue that I can find between the my_gui.hpp file and anything else.
what
people do just stuff for no reason if they dont understand how it works
are just include "all" to be on the safe side is another common pattern
^^
also people are good at asking for fixes, and not even diff'ing the changes to understand what/why/where they went wrong
@wild pasture that could be the problem , I never noticed , thank you
//Headstuff
class SAWRecce_Beret_B: Helmetbase {
scope = 2;
dlc = "SAWRecce_ArmA3";
author = "[SAWRecce]Maj.AntiAlligat3r";
displayName = "Beret [SAWRecce]";
picture = "\Addons\characters_f_epb\A3\characters_f_epb\BLUFOR\Data\UI\icon_h_beret02_ca.paa";
model = "\Addons\characters_f_epb\a3\characters_f_epb\BLUFOR\headgear_beret02.p3d";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"\SAWRecce_ArmA3\SAWRecce\Headgear\data\headgear_beret_SAWRecce_co.paa"};
class ItemInfo: HeadgearItem {
mass = 2;
uniformModel = "\Addons\characters_f_epb\a3\characters_f_epb\BLUFOR\headgear_beret02.p3d";
allowedSlots[] = {801, 901, 701, 605}; //No idea what this is
modelSides[] = {6}; //or this
armor = "1 * 0.5";
Elite = "100";
passThrough = 0.100000;
hiddenSelections[] = {"camo"};
};
}; ``` and can anyone explain why only I can see my beret and my friends can't
quick help
is there a takistan identity type in the game as in language and head types or is that now persian
What determines the location of the view on turning out?
For the driver especially?
Is there a way for event handlers to be executed on the server (for Extended_Init_EventHandlers)?
anyone knows where i can find a config entry for the sound of the building destruction, i wanna replace it
dunno if that the right channel, but I made a custom inventory.. however
When pressing the Inventory button or player action ["Gear"...] it wont show up sometimes. Even tho, the onLoad is called and delivers a display..
Anybody had this issue before?
findDisplay afterwards returns NoDisplay aka displayNull
Is there a way for event handlers to be executed on the server (for Extended_Init_EventHandlers)?
if (!isServer) exitWith {};in line 1 ?
No, Senfo. Maybe it was closed immediately?
for example when you are too far away from the container? hard coded range is 15 meters or something like that
it will auto close if you are further away than that
tested it with the player as container
I think this base value can be altered by a config value too. So it depends on the containers model
didnt work either
however this is only in multiplayer, it works just fine in editor
has many inventory synchronization bugs
it sure can
that doesn't work
nope
in MP the inventory is not synchronized using that method
it's not meant to be used that way
I cant open it up on cars etc.. either
clicking "I" some more times will bring it up after a rondom amount of clicks
never had that. you sure you are close enough to the car?
cars can have adjusted range for this
I will test that a few more time, just a second :)
can't rememer the config value, but its added to the base value so it's negative most of the time
player action ["Gear", cursorTarget];
alright, same result even if I am standing right next to the car
In editor it works just fine either way even from distance
however
it works just fine when I am sitting in the car
maybe it's borked. wouldn't be the first thing
really annoying.. no errors shown
@jade brook, from the testing I did the event handler does not run when used like class Extended_Init_EventHandlers { class ADDON { init = "call compile preprocessFileLineNumbers '\z\uo\Addons\debugconsole\xeh_init.sqf'"; }; };
you use ADDON, but are you sure you are using that macro?
Yes, as I have a preinit and a postinit
if you don't then two things could conflict, as they share the same name
oh wait
no that's wrong
for init you have to specify the class name
wait
class Extended_Init_EventHandlers {
class CAManBase {
class My_Soldier_init_eh {
init = "diag_log _this";
};
};
};
will fire for every CAManBase in this case
Will that also fire on the server?
yes
oh, okay.
init is a event that is triggered even for remote machines
so everywhere and it doesn't matter which machine owns the object
thanks for clearing that up.
@sacred niche
Personally I'd just use the newer SQF version:
["CAManBase", "init", { ... }] call CBA_fnc_addClassEventHandler;
Just make sure to call it from the unscheduled preInit script, so you don't miss objects that already are created
no need for more ugly configs and you have some nice optional parameters
I will def look into that.
what are the params of CfgEnvSounds >> XXX >> randSampx[]=
{
"A3\Sounds_F\XX",
0.099999994,
1,
100,
0.12,
10,
25,
40
};
0.099999994 should be relative volume, right?
Btw why cant I manually edit the Serverbrowser Listbox :P
lbDelete throws out of array even tho the index can be read
lbSetData crashes the game
the engine is probably hardcoded to use them. You could hide them though by moving them off screen. ^^
is allowedfacewear in headgear config actually a whitelist of allowed facewear or is used for AI and gear randomization?
if I do this
{
"G_Aviator", 1,
"G_Balaclava_blk", 1,
"G_Balaclava_oli", 1,
"G_Bandanna_aviator",
"G_Bandanna_beast", 1,
"G_Bandanna_blk", 1,
"G_Bandanna_khk", 1,
"G_Bandanna_oli", 1,
"G_Bandanna_shades", 1,
"G_Bandanna_sport", 1,
"G_Bandanna_tan", 1,
"G_Shades_Black", 1,
"G_Shades_Blue", 1,
"G_Shades_Red", 1,
"G_Shades_Green", 1,
"", 1
};``` would that mean only that facewear can be selected with this headgear item or is this just used for AI identitytypes randomization of facewear?
yeah its what I thought it is, facewear randomization
is it possible to modify a class if it's not inheriting from some other class
sure
how?
config loading is just overwriting previous definitions
no magic involved at that stage
inheritance only comes into play when the engine takes over and the game is running
let's say i have class CLASSNAME in cfgsoundshaders, and i wanna modify it with a patch, how do i do it
did that, and what's next?
just add CLASSNAME {value = 1; } and it will modify the existing class?
well yeah, so other values that were there before will stay?
(specific access setting can stop some things)
you can either extend or overwrite
(remove via delete is very advanced/complex usage)
how does it know if i want to overwrite or extend?
extend = parameter not defined so far (also not via inheritance) (same applies for subclasses)
overwrite = definition exists in prior loaded config
oh okay, got you
np
for some reason i thought that if a class is already defined and you try to overwrite it, it will overwrite all values, not just what you set
fair assumption but thats not how it works
that's nice of arma
aimTransitionSpeed new in cfgWeapons
they also fixed(?) all their float (x.xf) values
new but empty: root class CfgFeedbackEffects
Uhhg Is there any config effecient way to allow 2-3 shot burst to be semi accurate to about 75m.. Without making it so you can full auto spray people? ๐ข
yeah probably dispersion that you change and recoil
anyway so I retextured the Strider , all good and well but i felt it was a tat slow , so i started increasing values , but for some reasoon , it gets too 60km/h and then starts breaking down to 40 , can anyone maybe explain why or do you need the coding
on which surface?
it may depend where are you driving it, afaik it will slow down on dirt
max speed on roads
never noticed any slow down off-road with physx
iirc, there is one. Can't find the config entry atm
That could be configured in the vehicles config or that surface.
there is maxSpeedCoef
{
access = 2;
files = "gdt_strconcrete_*";
character = "Empty";
soundEnviron = "concrete";
soundHit = "concrete";
rough = 0.05;
maxSpeedCoef = 1;
dust = 0.15;
lucidity = 0.3;
grassCover = 0.0;
impact = "hitConcrete";
maxClutterColoringCoef = 1.35;
};```
Hello mates ๐ Who can point me to simple config.cpp for static object likes road code or chair or table etc? thank you
ALDP from BI
no but i mean , I am driving on tar road , all is fine until about 70 then the brakes enable until i am at a speed of 40
and that is really really annoying since i have -100 ideas why
{
class LandVehicle;
class Car: LandVehicle
{
terrainCoef = 1.7;
};``` note the `terrainCoef` value the lower the faster will car go
offroad that is
I think there was hardcoded limit for vehicle speed too
124 or something
as for sudden slowdown I have no idea that might be Physx config
its the same iirc
what can be wrong, when im packing pbo its just stacked on Binarizing process. If im uncheck Binarize box, it packing ok but then game crashing when im trying to spawn object in editor from pbo?
@sullen fulcrum here try this http://pastebin.com/JuUhMWcc
@agile flame you model might be faulty or issues in model.cfg
Im trying to reskin an aircraft and looking for a way to get rid of the aircraft registration numbers on it. Right now Im just messing with the attributes in the eden editor to load up my textures. Is there a way to keep the Aircraft registration numbers from showing up?
Btw, the numbers are in a seperate .paa
hiddenselection... you must figure its name and overwrite that texture with your own trough config... if its not done that way then there is no way and you will have to live with it
chances are you will have to cover the numbers in the texture itself
Added: A new "Fired" Even Handler for muzzle config (example: CfgWeapons/Default/Eventhadler/init = "hint str _this")
will this make it into 1.64? Pl0x
new
class CfgCoreData
gizmoModel = "core\default\default.p3d";
is this what i think it is? we'll be able to add event handlers too weapons, or am i dreaming it up?
any idea as to why the turret isnt moving and weapons arent showing or useable + no gunner view when you go into the scope for the SAM truck?
http://pastebin.com/fMmdbU1K
is this what i think it is?
Yeah... I mean fu*k yeah
jastreb do you know how to make a simple overlay, like a little .paa file, that you can toggle with addAction and doesn't interfere with your controlling the game?
I know how to make a dialog with addAction now but it removes all control until I kill it with Escape
sorry I know almost nothing about dialogs, never messed with it... and thats a scripting task so try #arma3_scripting
ok... I have a feeling though that eventually I will try to do something like it with configs -- but i'll leave that for a week or so
class RscTitles
Does anyone happen to know how to lower the damage needed on a vehicle to kill it? The thing seems to be taking damage like a normal vehicle, but takes an absurd amount of explosives to actually explode.
HitFuel has to be > 0.9
or structural damage has to be >= 0.9 (iirc the threshold)
it's all hard coded
if you are talking about vehicles from other mods - no not really. Only proper way is to edit firegeometry and hitpoints
Hmm, the problem is that the tank takes like 10 rpg shots before it goes kaboom, but it is taking damage to its hull etc, any clue how to fix? Thanks.
add more points into the hit-points LOD and put them thingther
Can someone kindly advise me ... I want to rewrite the default inventory, but the layer order of the controls in RscDisplayInventory just stays the same as the original
any way to avoid or change that?
use new classes and delete/disable the old ones (idc=-1)
the initial load order determines the order - you cannot really influence that for BI classes
you would need to load before them, yet this can cause issues at times or turn out to be unreliable
you would need to load before them, yet this can cause issues at times or turn out to be unreliable
ok thats for the help :)
Have a question for smokez or maybe just some insight.
https://www.youtube.com/watch?v=O6gZR43maeI&feature=youtu.be&t=21s
How can I go about preventing such an exploit?
I'm trying to add some custom Attributes to my vehicle. Does anybody know how I would populate the combo box with my data?
class Attributes { class WeaponsOptions { displayName = "Weapons loadout"; tooltip = "Weapons loadout"; property = "ARMSCor_Rooivalk_Weaponsoptions"; control = "Combo"; typeName = "STRING"; class Items { class Option1 { text = "Light"; data = ""; }; class Option2 { text = "CAS"; data = ""; }; }; }; };
Or if you can point me to a more appropriate place to ask or get info. Have been googling this for days now. ๐ฆ
i would check ACE and the Eden editor mod to see how they do it
@thorn leaf i doubt you can. https://forums.bistudio.com/user/743382-dmarkwick/ might know
maybe try with allowAgainstInfantry = 0
also whats your test env?
finally you can compare AA ammo from the other launcher i guess
it's worth to check maxLeadSpeed in cfgMagazines too
@jade haven - http://pastebin.com/V7LFx6Jm
use values instead of items. pasted whole attribute class from rhs t72 tank so you can see some other attributes too
@hot pine WOW. Thanks mate. Much appreciated
Without making this sound like a racist comment, is there way in which you only use the NON African American heads, it's to avoid clipping issies with face masks and balaklava's ?
so if I want the RPG to be used against pretty much all targets, simply add in more flags?
yeah. although most of the lower flags are non functional. these should work. I did this for Bundeswehrs RGW90 and they do engage infantry with it.
Guys, who good with house \ building configs?
i need simple cfg with 2 doors
likes garage
nothing more
who can help, kudos by me ๐
Arma 3 Samples has a house with doors
I am waiting for the "me gonna pay uuu, bruuuuu"
I know, lazy mode. Does anyone know how to disable inventory weight from effecting
Effecting stamina*
player enableFatigue false;
๐
Well I still want stamina sys. But I want it so say a fat Automatic Rifleman with all his weight can keep up with mr rifleman
So basically I want everyone to have the same stamina
@wild pasture sure, why not
@thorn leaf maybe set the weight of the objects in the Inventory? Besides, that's what stamina isn't for. To have more realism than "Let's run together for exactly 15 minutes even if you have nothing but I'm carrying 100kg of cat food"
@thorn leaf With or without Addons?
*Note: nvm, if you "disable" the wight of the items by Config, you can load yourself full with... erm... everything (like 100 Launcher etc)
With addons.. and I am not interested in the realistic aspect for this. I wanna do it so that if a squad is going to point a/b the heavy loaded AR isnt always lagging behind without the squad :)
And damn that sucks about the weight.
@thorn leaf You would need to give every rifle, pistol, item type, uniform, backpack and west the same weight per "type", probably by creating your own rifle baseclass with a given weight and inherit your own rifle classes from it.
you would end up redoing probably all the cfgWeapon classes
maybe there is a smarter way i don't see right now...
Doing a big reinstall here -- does anyone know where that tutorial is on how to install all the stuff for the P drive and so on?
you know, when you get the a3/ and all the subfolders
maybe you can try to handle the fatigue by yourself with a combination of https://community.bistudio.com/wiki/setFatigue and https://community.bistudio.com/wiki/getFatigue but thats #arma3_scripting
Does anyone know how to change location of huge "Arma 3 Projects" (extracted game data?) away from C drive, so that P drive still works?
Depends on the config. Lots of it is quite simple, the problem comes when you're trying to adjust configs no one ever deals with
no problem now, it seems to be working
@humble raven I use symlinks for that
{
staminaDuration = 60;
staminaCooldown = 10;
staminaRestoration = 30;
aimPrecisionSpeedCoef = 5;
terrainDrainSprint = -1;
terrainDrainRun = -1;
terrainSpeedCoef = 0.9;
};```
class CfgMovesBasic
class Default
stamina = 1;```
symlinks, haven't heard that word in a long time... makes my brain hurt
i know they're supposed to be very useful once you get round them
@stoic lily I assume thats directed toward me? Am I missing something here? Does this achieve what I am looking for?
@thorn leaf you asked whats available outside scripting
Ahh gotcha thanks! Unfortunately this doesnt work for what I am trying to achieve. However, I got those reconfiged also ๐
Hi all, I am trying to find alternatives to "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa",
I am having a look in the Config viewer in the ArmA 3 editor under CfgHoldactions but I cannot find any references to those .paa files.
Trying to find an icon for placing a bomb instead of "connecting"
holdAction_forceRespawn_ca.paa
holdAction_hack_ca.paa
holdAction_revive_ca.paa
holdAction_reviveMedic_ca.paa
holdAction_search_ca.paa
holdAction_unbind_ca.paa
that's all there is in that folder
OK I've been learning scripting for some time now and I'm beginning to suspect that what I want to do is more of a config thing, so:
Can anyone point me to vids/tutes/docs on "Config for beginners"?
source = "!isSelected"; would this work in a model.cfg?
nah. it's not sqf. you just enter the string
ModParams - Undefined or empty mod directory
have you launched the game with or without mods and which ones?
it might be that arma3.exe was launched with param -mod= being empty ( unlikely ) or that mod that you are using has empty or wrong set dir="" param in cfgMods
or that mod that you are using has empty or wrong set dir="" param in cfgMods
ok. do I even need this?
I'm getting an undefined variable in expression for a function I wrote.
Error: Error Undefined variable in expression: ed4_cockpit_fnc_targeting
config.cpp: http://pastebin.com/raw/YGg3SA4c
function viewer shows it exists: https://gyazo.com/ba4fec2e0d6898c8e5fe2a0e455ade75
I just added several functions and this is the only one that doesnt want to work
i havnt gotten any errors for fn_targeting itself
That's because it's under ED4_fnc_targeting
so the tag= is worthless?
Not sure, looking through A3 configs for it now
I tried it outside of the ed4 parent class, and there was no difference
class CfgFunctions
{
class A2
{
tag = "BIS";
project = "arma2";
class Arrays
{
file = "A3\functions_f\arrays";
class selectRandomWeighted {};
The wiki has this syntax as an option
class CfgFunctions
{
class myTag
{
class Anything
{
tag = "myTag"; //Custom tag name
requiredAddons[] = {"A3_Data_F"};
};
};
};
I can't find it used in that way in any of the A3 configs though
the tag is the same as the prefix right?
Yeah I would avoid the second syntax I posted, something seems off about it
got it to work, you were right. there can't be more than one subclass
tag is not useless for sure.
What's the config parameter for vehicles that defines the trunk space?
Does it happen to be "maximumLoad"?
Yes that should be it
Thanks
Added: A new explosionShielding object shape property
more info on that one available?
impactDamageMultiplier
mipBias = 2.0;
sounds like one can configure mipmap changing via config? (class CfgVideoOptions)
it can?
well the parameter sounds like it and BI adjusted it with 1.64
Tweaked: The BIS_fnc_exportEditorPreviews function now allows taking screenshots of specific vehicle classes
oh gawd thanks
well that didnt last long...
DX11 error : Saving of screenshot to file failed: : E_FAIL
I cant get this to work at all, since its introduced
same error over and oover again
My Youtube video explaining my project for VERY important improvement to A3 Heli Advanced Flight Model has gone live, with my PBO, script, etc....
https://youtu.be/steJrX55hac It's 2 minutes long, please watch and suggest things if you can
I think it may end up being a config thing instead of scripting but I'm not sure at this point
yeah I understand but pls dont spam every channel with it
that was 2 channels out of 50
0 = [nil,"vehicles",[independent],[],["myaddon_c_troops"]] spawn BIS_fnc_exportEditorPreviews; looks to be working something but it produces actually NOTHING as in
DX11 error : Saving of screenshot to file failed: : E_FAIL
I cant make editor previews without this, so does anyone have any solutions or I will have to forget about its existence. Its not working for me since its introduced
i think you need to run full screen; maybe even dev branch or diag.exe
maybe other specific video options, no 3rd party tools to interfere etc
well none of that I run in fullscreen no overlays or anything alike was running... tried to run all the things as administrator it still fails
I dont know about diag.exe havent tried that
neither its ever mentioned as requirement, but anyways...
none of the related works either... screenshot wont work too
followed everything on wiki even added maxScreenShotFolderSizeMB = 2000; to arma3profile
I dont remember trying this though
screenshot "any\where\you\want.png";
but I doubt it will work it clearly states that DX11 fails to save screenshot
diag.exe might contain more info in debug.log at least
Note The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows 8 and is not supported for Windows Store apps.
Im going to try with diag.exe but if it fails thats it, should of posted a bug report long ago, I might do it now if it fails again
that is the function that fails and mind you the D3DX11 is marked as deprecated
Didn't we conclude it might be an error caused by one of the characters in your profile name?
I can't remember what the end result of that was
it proved to not be the case, and you have a very good memory ๐
reinstalled windows since then and profile does not contain any cyrillic chars
its same as here Jastreb
Well there goes that theory
yeah to my disapointment, I really hoped that to be the problem but its not..
in theory now that could be driver issue
thats the only things that is a constant in this equasion
What kind of graphics card do you have? Worst case I can give you a DLL/extension and edited editor preview script to capture the images
Radeon 6950
bonkers... shoot me a PM or ping me later on I cant get this to work, Im keen to see a solution if you have one
The documentation of the Audio Engine' overhaul is now available here: https://community.bistudio.com/wiki/Arma_3_Sound
213.072: (last instruction at A3\functions_f\Diagnostic\fn_exportEditorPreviews.sqf:239)
214.056: DX11 error : Saving of screenshot to file failed: : E_FAIL
214.056: c:\w\dev\futura\lib\d3d11\engdd11.cpp(3290)(func: DX11::EngineDD11::DDError11) [AssertRLS] ThreadID=9784 DX11 error : Saving of screenshot to file failed: : E_FAIL```
thats about it wih diag.exe no idea what that means I cant debug DX11 errors
i guess A3FT ticket with dxdiag.exe output attached and this is the best you can do for now
maybe send a tweet to the ticket to Karel afterwards to increase your chances
my chances are low then I purged my social acounts recently ๐
Ill to the FT part and hope that @wild pasture has some tricks ready for me ๐
Do you get the same DX11 error if you run screenshot "testFile.png"; from the debug console?
@wild pasture yeah pretty much the same 22:53:35 DX11 error : Saving of screenshot to file failed: : E_FAIL
I tried giving it wrong path and it fails even before it tries to save anything
22:55:52 error: Invalid file path "D:\testFile.png".```
Is it possible to extend the CfgIdentities class in ArmA 3?
I would like to add some new attributes to it for my mod e.g.
class CfgIdentities
{
class MyLittleSoldier
{
name = "Givens";
nameSound = "Givens";
face="WhiteHead_06";
glasses="None";
speaker="Male05ENG";
pitch=1.1;
role=marksman; //this
kits=["ghost_recon_kit1", "ghost_recon_kit2", "ghost_rifleman_kit1"]; //this
};
};
Commented
I need a way to restrict loadouts an identity can take, is this possible?
no
via scripting you can
Hi all. Does anyone have an idea why am I seeing only SiAF/Men subcategory in editor and not SiAF/Men Woodland, SiAF/Desert, SiAF/SLOcam?
Here is my config
http://pastebin.com/raw/fs0bngaZ
P.S. In groups section of editor I can see the 3 diferent unit categorys
I think the problem is somewhere in "class CfgVehicleClasses" part of config but I canot see it for the life of me... :S
@tight raven check https://community.bistudio.com/wiki/Eden_Editor:_Object_Categorization
I think how you did things is the old 2D editor way of things
not entirely sure though, never actually bothered with that side of modding ๐
I'll look in to that. Thanks @gilded lake
@sullen fulcrum editorSubcategory = "my_EdSubcat_something"; < you are missing that for Eden editor. Must create new classes under class CfgEditorSubcategories { class my_EdSubcat_something { displayname= "Something"; }; }; and then use that in soldier classes
anyone know why a boat would just flip over only on land?
can you be more specific? If you spawn a boat on land it flips? Well, it cant float on dirt mate.
when i run aground my boat always rolls over
as if the center of mass is like at the top of the boat
but its not
custom made boat by you I take it?
ported.. ok try #arma3_model
@kindred moss thanks for the explanation. I edited the config and will test it ASAP.
Hi! Anyone know where exactly recoil needs to be defined in weapons?
A3 cfg has two different entries, one in the "main" config and one inside every mode. what's the difference? the one inside the mode overwrite the one in the "main"?
there is one main recoil inside weapon class that one is used for standard stances, and serves as base, and the ones inside firing modes closer defined recoils in different fire modes. AFAIK they will take over any other definitions if defined inside fire modes.
see cfgRecoils and Rifle_Base_F
weird because i've just a definition in the "main" and the modes are inherited, but they don't take over the "main" recoil
here is the example
recoilProne = "recoil_auto_prone_mk200";```
this is defined in my LMG fullauto
recoil will change here when I go prone with it
while main recoil is recoil = "recoil_auto_mk200"; and that is used in all cases except when prone
recoil = "recoil_auto_mk200";
recoilProne = "recoil_auto_prone_mk200";
recoil = "recoil_mk200";
I don't quite follow, but probably i'm a bit tired and my english doesn't help.
From what you wrote, I understand that LMG full auto will work just when prone
no I said that recoil will change to recoilProne = "recoil_auto_prone_mk200"; when you go prone with the weapon in all other cases it will use recoil = "recoil_auto_mk200";
you can define different recoils for different fire modes and stances
when you get some rest check cfgrecoils in arma3 config, best to get All in one config dump
ok thanks!
that's exaclty what i was trying to tell you!
I've:
recoil = "fow_w_mg_recoil";
recoilProne = "fow_w_mg_recoil_prone";
class FullAuto: Mode_FullAuto {blabla}//not recoil def but inherit
but, it won't overwrite the main one
that's why i was so curious
So, hi, I'm new here and terrible at configs... I'm trying to make a reskin of a vehicle. I already have the textures made, but I am too stupid to make a config to make it into an actual working vehicle.. x3x
I wouldnt call that stupid but lazy ๐
see the Arma3 Samples on steam that will get you going
I've tried for the past three months to make a working config to no result. I just can't wrap my head around it. Can't even make a simple uniform work lol
@vital torrent just in the main weapon class; the rest is obsolete code - recoilProne is obsolete too
@stoic lily I suspected it, thanks very much!
how do i make my own ammobox ?
if someone needs to edit sqf in vim
https://forums.bistudio.com/topic/194626-vim-sqf-sqf-syntax-highlight-for-vim/
@icy orbit is the vehicle already in arma? Like are you reskinning a strider? If so thats pretty easy. I can show you later as I am not at home
As well as units
Not exactly sure what channel to ask this in but does anyone know what, "model.cfg cannot have externs" means? It was produced by pboProject when packing a large set of models.
recoilProne is obsolete too
๐ฎ just how is that if the game itself has recoilProne definitions? Isnt that a bit stupid to do?
@summer fulcrum are you trying to inherit some class in model.cfg which should not be there?
I'm porting over a lot of a2 objects from the licensed data packs, will have to take a look and see if one of them are messed up.
see the binlog in pboproject that will tell you at least where to look
yeah it just randomly stops working at a paa and then throws the model.cfg error with no lines or anything.
yes everything is still pointed to ca\ if that is what you are saying.
then turn of check extrnal references in pboproject
but mind you your stuff wont work
The model.cfg cannot have externs error is trying to inherit something in your model.cfg that isn't defined anywhere
looks like hes got a lot more errors to deal with including \CA\ references
That's true, but that's not where his error is coming from at the moment
yeah while that is true after he gets it fixed it will stop there again ๐
now when I think of it... what did A2 had in model.cfg that A3 does not?
class CfgSkeletons
{
class Car;
Would give you an error for model.cfg cannot have externs, unless Car was defined in a model.cfg in a "more root directory"
so what about class Default; figured that would be defined somewhere within arma. New to model.cfg so I am a noob.
/someAddon/model.cfg
class CfgSkeletons
{
class Car
{
...some stuff...
;
};
Now /someAddon/someVehicle/model.cfg could have an extern
class CfgSkeletons
{
class Car;
};
In one of the model.cfgs for the Arma 3 Samples there should be an entry for class Default
{
class Default
{
isDiscrete = 1;
skeletonInherit = "";
skeletonBones[] = {};
};
class Vehicle : Default {};
class Car : Vehicle {};
};```
ok thanks will mess with it a bit.
I was under the impression that class Default; was just a basic class being pulled from arma.
@turbid coral how and why is it better than say https://github.com/sqwishy/vim-sqf-syntax ?
indeed it is aswell as Vehicle and Car, but if you used Arma2 model.cfg those are not compatible with Arma3, so check the Arma3 samples to see how its done now, and adjust. Porting isnt really straightforward repacking.
yeah I have ported a few individual objects but nothing like the amount I am trying to doing now all at once.
@gilded lake last updated 4 months ago?
true
- support of BIS and CBA functions
not only commands
I am missing ftdetect, but its on todo, as well as completion for commands and functions
@kindred moss @wild pasture Thanks for the help, got the issue fixed ๐
@turbid coral cool, I'll wait and see. Currently happy enough with sqwishy's version. ๐
need help I'm gettin this error "File custom_uniform\config.cpp, line 320:/CfgVehicles/: Missing '}'
I looked at line 320 and the } is there idk whats wrong
message me on skype: "Warwolf013"
@polar locust get a proper text/code editor that does bracket matching
kju: are you still using EditPadPro? (I am)
ofc
BI dev
Hopefully you will find this explanation useful. I will definitely describe the functionality in greater detail once the development of the feature will be finished.
https://forums.bistudio.com/topic/178711-recoil-overhaul-feedback/?p=2812490
another good one regarding docu ๐ to be fair the detail he shared there is pretty decent already
Page 5 of 10 - Recoil Overhaul Feedback - posted in ARMA 3 - DEVELOPMENT BRANCH: No it does not disable recoil on modded weapons. The old recoil is still there. The new recoil parameters just stack upon the old, and modded weapons inherit one of the new recoils. I already implemented the new recoil system in Swedish Forces Pack. Here's an example of what it looks like: class recoil_sfp_ak5d { kickBack[] = {0.03,0.06}; muzzleInner[] = {0,0,0.0,0.1,0.1}; muzzleOuter[] = {0.3,1.2,0.4,...
question
I retextured the Strider (AAF MRAP) and i tried
description = "Strider Unarmed [LATPAD]";
};```
yet I can't find it in Virtual Garage? ideas?
same with the Leopard (MBT somthing)
the garage only accepts unique models
but there is a config entry around this
let me look it up
forceInGarage = 1;
@nocturne verge ^
into the vehicles config
Thank you , I tried addeding another texture but that didn't work
Is there any config way to 'jerk' or 'twitch' a player when hit with a bullet? Or just camshake? (which I would prefer to move the players arms and gun a bit vs just a visaul effect)
Not really
say it takes 3 shots to kill someone in the vest
I want those first two shots to jerk the player around simulate a kind of recoil
but I guess this isnt possible
well thats default behavior, is it not?
you could script dummy bullets not doing damage to trigger ragdoll maybe; i am doubtful one can make it work/look good though
well the model moves but gun and aimpoint doesnt move
so you want to move the actual player - dont think you can manipulate that in any meaningful way
play an animation?
I need someone to help me trouble shoot my mod
could we talk in voice?
I can't right now. If you'll post up your problem, someone usually responds soon.
I've been waiting for hours
need help I'm gettin this error "File custom_uniform\config.cpp, line 320:/CfgVehicles/: Missing '}'"
I looked at line 320 and the } its there idk whats wrong
there is a link to my config
L176 is missing a };
"File custom_uniform\config.cpp, line 187: /CfgVehicles.Custom_Backpack_compact:Member already defined"
2x "Custom_Backpack_compact" in the config oO
Are you using pboProject? It would catch all of these errors
Line 5 has a semicolon inside of the units array.
As jokoh said, missing }; on line 176
You have Custom_Backpack_Compact twice on lines 167 and 177
Lines 207, 221, 249, and 263 have \\ in their paths
Lines 207 and 249, \A3\characters_f\b_soldier_01.p3d isn't the right path, it should be \A3\characters_f\blufor\b_soldier_01.p3d
Lines 221 and 263, \A3\characters_f\b_soldier_03.p3d isn't the right path, it should be \A3\characters_f\blufor\b_soldier_03.p3d
Line 301, A3\Charactrs_F_EPA\BLUFOR\equip_b_vest_kerry has characters misspelled
so i have to make different meshes for each bag even tho they are the same
Not sure where you are getting the term meshes from, I'd say different classnames.
like the picture that puts texture on the bag
OH! I see
class Custom_Backpack_Compact is on there twice
Yes
so i got to name it like Custom_Backpack_Compact_UK?
Sure, whatever floats your boat, and I guess that makes sense since the displayName has [UK] in it
Didnt think so @kju a shame thanks for trying
if i want to add another vest do i have to move all the script over a tab?
so i can close the braket on line 11
or do i delete the bracket on line 52?
wait never mind i think i figured it out let me test it
I think i got the hang of it
I'm going to upload an alpha release of my mod to the steam workshop @wild pasture @kjn thanks for the help. check it out if you'd like
Is there an updated All in one config dump that includes the new Guerilla faction in RHS?
why not create it yourself? need a configDump mission?
whats the typical problem with diffculties when the server is stuck in creating. Finally getting around to creating a custom difficulty and the overhaul wiki are much to be desired
no rpt errors, just can never connect
what makes you thinks it difficulty related?
to force a custom dif use this in server.cfg forcedDifficulty = "<difficultyClass>";
I did get it started after I found I removed the mission rotation. I forced the difficulty but even though 3rdpersonview is 1 it isnt available. anyone else had that problem?
dont try to force veteran with 3p on it wont work, you must use custom for that
in case you are forcing custom and still cant get it to work check your profile paramters in startup
I'm forcing custom yes
this is more server related switch to #server_admins
oh ok
save this as batch script and adjust to your needs http://pastebin.com/SSD5zVsG
save this as parameters.cfg and adjust mod lines and name http://pastebin.com/s3y7eLXj
next time use #server_admins for questions regarding the server
have a question
let's say there's a class weapon1: base_weapon {};
and i modify it using weapon1: base_weapon {value = 1;};
and then suddenly the class was changed by the devs to weapon1: new_base_weapon {};
will my modification work?
is it safe to do that or will something break?
youll have to update your mod
since you are inheriting from base_weapon and class gets changed the answer is no
will it produce some errors or break anything?
simply your class wont work at all since it inherits from nonexisting class
mod broken pletora errors
what if base_weapon is still in the game
the old class might still exist, but now you are changing the base class
this is very bad
^ yep dont ever change base class
rather inherit from base and make your own base class with scope=0; and change values there
does anyone know of a way to changed the camera view of a PIP camera via a script that has defined in RenderTargets for vehicles?
i dont think that is possible. You can only change PIP camera's that you created via script afaik
unless you mean switching the camera position... which can either be done via animating the memory point, or by just using a different PIP and hiding/unhiding the pip faces
Anyone knows what this means when using Miks pboProject
scanning cfgPatches...In File 160thSOR_Marines\config.cpp: Line 16 config.cpp has externs but no RequiredAddons
What do I have to do to resolve this issue
I'm trying to help a buddy with a uniform config, but I'm stumped. The texture file isn't being used for the uniform
fixed the typo for coveralls*
@boreal heart Check you have "rebuild cfgPatches" enabled in pboproject
@eagledude4#5640 the cfgweapons class is just the inventory item for the uniform. The uniform itself is the unit class in cfgVehicles linked to the item with uniformClass = "B_SoldierW_03_f";
@ruby rampart I don't have that option in pboProject. Only rebuild RequiredAddons []= and even with that ticked I get the same error
My version of pboProject is x64U1.56
I'd update it asap in that case and try again
I just did now pboProject doesnt work haha
Entry Point not found
Also I have the non sub version of his tools if that makes a sifference
Reinstalled all the latest, now shit works
Though I still get the same error both with the rebuildcfgPatch ticked and non ticked
Nvm fixed it all ๐
๐
Anyone know why my dammages on my custom vehicle don't go to 100% destroyed ingame? for example my vehicle "car setHit ["glass1", 1];" will make it destroyed but not remove the glass like it does in ObjectBuilder. Same with the wheels, 1 dammage makes them extremely popped but does not hide it and the destroyed wheel take its place but it again does so in objectbuilder, any tips or things to double check?
@wise fog as I was going to type all damage that removes things such as wheels and glass has to do with animations for the hitpoints.
read here for more on that
https://community.bistudio.com/wiki/How_to_create_destroyable_wheels
@hasty ruin Thanks, I will double check there and see if I missed anything in my configs
No problem, hitpoints and animation sources are the key to the complete removal of wheels, glass, doors, etc in game due to dammage.
yea, I seem to have it set up in OB but missing imgame, I will test with the link you provided ๐
@hasty ruin That link worked great ๐ thanks, I guess my base classes weren't inheriting correctly.. ๐ฆ
great news man, enjoy
In this Config - https://forums.bistudio.com/topic/191021-160-terrain-config-update-example/ Where do you put your cfgClutter.h?
Cause i got the config up and running but the map was without any clutter..
can I redefine Tanoa cfgSoundShaders? I tried to do it but nothing happen
Guys, who know how to make my building or static object visible in 2D and in Eden Editor, how to add it some category or make own category? Thank you! ๐
The wiki is your friend https://community.bistudio.com/wiki/Eden_Editor:_Object_Categorization
Hello I'm having a error I'm creating a faction using independent base uniform and when I finsh config and retuxtering and tested the faction it appeared with green backs ( independent faction ) uniform
Any help
http://pastebin.com/JKhwCghp
Going out ... PM me the solution and thank you in advance
Hello, how can I check if a class already exists and define another class if it does?
In config? You can't
but it's also not possible to create classes once all addons have been loaded, right?
Seriously no help
@south bison don't know much about retexturing and stuff but checkout https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide
Check out the config
well comparing your config and the wiki link
you have uniformClass = "lybian_militia_CombatUniform2_base"; instead of uniformClass = lybian_militia_CombatUniform2_base;
same with containerClass
could be an error on the wiki though, no clue ๐
actually, that's for CfgWeapons
oh that's fine
๐
in uniform config, uniformClass property in the ItemInfo subclass has to contain the name of one of the characters who are wearing the uniform
that's your error
but like I said, 0 experience with it ^^
Anyone know if there are any other config properties that effect WingVortices? I have the memory points placed for the right and left wing just like it shows in the sample models but it doesn't seem to want to show up ingame. Everything else is working fine like Exhausts, MarkerLights but was wondering if maxspeed had some play in it or any other config needs besides class WingVortices.
@sullen fulcrum No.
The problem is it comes only when I created this unit
No the problem is that others fixed your errors without you learning from the example at all and now you come back with same questions. BTW have you bought the game yet or still running pirate flags?
i created m113 desert medical with crescent based on RHS M113 but it appear with cross as my faction is Tunisia and we are Muslim nation that can't work out any idea even though the config is fine as i see it http://pastebin.com/ZU72RMhV
are you getting any errors in the game like cannot load texture error, have you checked RPT?
arma3 log file..
no
also remove this from your classes to stop randomization of textures
class textureSources{....}; remove entire class
and remove this textureList[] = {};
i have 2 camo
yeah i know i apply it because i got 2 textures
our friend should learn how addon works, I missed the cfgPatches and errors in texture arrays, plus he is packing with pbomanager? Nay... learn the basic operations man before you try this again
any one know if
thrustTime is How long main engine burn before reaching top speed ?
or
if its is how long the main engine burns for ?
(working on some RAP's )
thrustTime
Type: Float
Description: Engine burn time for missiles and rockets.
Example: thrustTime = 0.200000;
so basically it's both.. if the engine stops it's at it's top speed and it's also how long the engine burns.. ^^
@jade brook I already told you about that and its related to dir="moddir" property in cfgMods
it happens to me too when I am testing my buiild with different folder name for mod than one defined in cfgMods
but I will investigate and get back to you, might be something went wrong in the last few patches
oh I dont use @ in dir=""
but it doesn't work
bwa3, @bwa3, @bwa3_dev, lower case, uper case
error won't disappear
what is moddir for you? just the @mod folder name without the @? it doesn't work in that case
and it wouldn't make sense either. the @ is just a modder convention
you can change that to ! like the workshop folder
or just use letters
what is moddir for you?
as I said I dont use@anywhere, my mod directory issafand incfgModsI havedir="saf"
if I change mod directory to something else like saftest it will spew that error
havent tested with @saf but I think that should be ignored as you said
ignored in mod directory but I dont think its ignored in dir="@mod"
not sure must check that one
@gilded lake Ahh, so is there a way to make a projectile have... like 12seconds of straight level flight at full thrust before engine cutting out ?
So leaves barrel, thrust's up to full speed, maintains full speed for 12 seconds, starts to drop ?
@cursive eagle couldn't tell you. I was just quoting the wiki. ^^
Anyone know the line of code I need to add to a backpack to increase its carry capacity?
@boreal heart maximumLoad=xxx; IIRC
heyo, im stuck with patching a config from a vanilla house; diag.exe with mergeconfig,
full config: http://pastebin.com/Nh55ru7v
....
class CfgVehicles {
class Land_Cargo_House_V1_F{
testconfig = "123"
};
};
after patching 90% of the house config entrys are missing, https://imgur.com/LaOwIEY
Full config: https://configs.arma3.ru/162.137494/configFile/CfgVehicles/Land_Cargo_House_V1_F.html
Are these classes protected from modifying ? or did i forget something ?
you modified the base class by not inheriting from the parent
class CfgVehicles {
class Cargo_House_base_F;
class Land_Cargo_House_V1_F : Cargo_House_base_F {
testconfig = "123"
};
};
the config is complete but it didnt add my entry
class CfgVehicles {
class Cargo_House_base_F;
class Land_Cargo_House_V1_F : Cargo_House_base_F {
testconfig = "123";
};
};
};```
https://i.imgur.com/xPXcTnz.png
my fault
works perfect now, why i have overseen the double cfgVehicles ๐ฉ
thy for your help
what does sourceAddress:Mirror mean in the model cfg animations?
Use "loop" if you want your animation to "loop" (e.g. on wheels) or "clamp" if you want your animation to stop at a specific angle (e.g. on the steering wheel of a car).
sourceAddress Does the animation loop or not? This can be any of three different values: clamp (default), loop or mirror.
animation properties
Thanks I saw that. It mentions loop but not more info on mirror.
that exactly
is weight in cfgMagazines and cfgWeapons actually used or just obsolete date before BI switch to mass?
never noticed quickReload in cfgMag either (just = 0 in the Default class)
weight is used for RTD helicopters mass simulation
ah totally forgot about that. thanks @hot pine !
hm here is something new for me, how to add custom effect to a cusom rocket model? Is that something that need to be added to a model or attach through a config? Never did this so no idea where to start.
got this https://community.bistudio.com/wiki/Arma_3_Particle_Effects:_Config_Parameters but not helping much
its a scripted effect. search for muzzleEffect = ".."
nah, not muzzleeffect I meant the actual inflight effect
hm BIS_fnc_effectFiredRocket
oh I got this thanks
If I'm inheriting a skeleton from class:Plane_Base_F in the model.cfg, does the skeleton need to be defined in the model.cfg? If not where does the Plane_Base_F skeleton reside?
skeletons are baked into the p3d when binarizing
You would generally just define your own animations. Just take the sample plane model.cfg as guideline and adapt it to your needs
I see, I am using the sample plane as a base. Looking at the A2 model.cfg for the Osprey it just inherets the Plane skeleton, I'm assuming the memory point definitions. I thought the skeleton for the base plane was in the A3/Air_f_beta
or maybe I'm just running myself in circles..
possible to make a pistol available/usable in launcher slot?
and how? ๐
problem was there wasnt an action to take this one out
it was on the slot but i wasnt able to equuip it
If I'm inheriting a skeleton from class:Plane_Base_F in the model.cfg
you ar emixing apples and oranges... you dont inherit from a config class to a model.cfg / models have their own subclasses and root clases which are not part of the 'visible' game config, they are baked into p3d during binarization and work from there. As some said above use the sample model (model.cfg ) from Arma 3 Samples ( Steam Tools ) and work from there. See how its done. Also > https://community.bistudio.com/wiki/Model_Config
possible to make a pistol available/usable in launcher slot?
nope
@red wharf @summer comet @final vortex after a bit of digging around i came across this ( class WaterSSReflectionsQuality ) that is for the screenspace correct? if so am i digging in the correct place to possibly see the coding for that? im working on something for arma and wanting to do something so... ๐
@sullen fulcrum yea i found that, im trying to find the location on where its drawing / calling for the ssReflection cause i am trying to add it to vehicles ๐
pretty sure thats not possible
Does somebody know in which .pbo / hpp "RscDisplayGarage" is defined?
@frank mulch
a3/ui_f/config.cpp:44559:class RscDisplayGarage
a3/ui_f/config.cpp:45727:class RscDisplayGarage3DEN
I'd suggest everyone in this channel to clone git://git.dev-heaven.net/cmb.git from https://dev.withsix.com/projects/cmb/wiki which is maintained by @stoic lily
it has all the scripts and configs unpacked for all relevant BI releases
then it's just a matter of grepping or using findstr to find whatever you want ๐
๐
Anyone know how to find errors with animations in configs? I have something that works in OB and responds to changes via model.cfg for OB but once ingame it doesnt animate correctly. It only moves horizontally and not vertically, plus when it gets to one side of the screen it warps back to the other side, any tips or pointers to help me solve this?
step 1) upload configs and model.cfg
step2) post screens of memory LOD and visual LOD with selection names
step3) profit
my crystal ball is out of batteries
pastebin.com for configs
I can do that when I am off work, stuck with this problem that will greet me at home ๐ฆ
my new damage model i'll be using for my total conversion
http://pastebin.com/wngsu6p3
@strange egret looks quite interesting. one has to test in practice to get a real feel for it i think though
do you want to avoid scripting in general/at all costs?
@gilded lake aaah, okay fail. Thank you ๐
as much as possible, yes
it works pretty well for direct damage so far, might have to tweak explosion damage a bit. No scripts involved at this stage
like to script indirectHitDamageg oneself should be quite trivial - performance wise its certainly worse though
the only script i would consider worth it for infantry would be for an overkill situation (middle of a bomb blast or so), which removes the body and all items entirely.
since i have the bodyarmor included in the uniform i can also use minimalHit property to make some bodyarmor truly immune to certain damage. Thanks to the better differentiation in arms and legs, and the meatbones firegeo for the limbs, this won't turn infantry into terminators (unless intended)
do you plan to release a demo or sample model for others to try?
its very specific to my mod, so at this point i dont really see the need/benefit. My approach only works if you make a full conversion, including all weapon damage, firegeometry etc. The differentiation between knee and foot for example is only necessary if you need to include heavily armed infantry (like that http://media.moddb.com/images/mods/1/6/5152/63670.jpg - not my model). For standard soldiers with helmet and vest at best it's overkill.
Its really simple too. Nothing fancy.
if you want quick and easy improvement, changing meat to meatbones in the firegeo for all parts, and the changing dependency of HitBody to "+" instead of "max" (while adjusting explosionshielding to 1/4th of it's original value for all the torso parts)
there is an "issue" where bullets damage chest and diaphragm at the same time for example, leading to double damage. For me that is not a problem, i justify it as hitting something very vital (e.g. fractured a rib beneath the armor or damaged a vital organ).
well you didnt adjust ammo, if i got this right - so this should still be compatible with other mods or am I missing something?
and yes its mainly relevant to full conversions, yet there are a couple they could be interested (like us)
Hey @strange egret, i haven't followed your changes towards the damage model fully, but i've tested, in my opinion, the most broken thing atm - which is getting oneshotted into the legs/arms(without armored clothings). This is still possible (with 6.5 weapons or higher) and i wonder if thats intended.
@charred tangle you have to change armor (the global value) to 10 and armorStructural to 1000 if you want to use it for vanilla. My weapons have 1/10th the damage
@stoic lily my weapons all have lower damage, and explosive damage is also changed
oh i understand, i thought the BR mod is using your damage model ๐ nvm then
i dont even know what BR is for a mod ๐
battleroyale. But again, i miss undesrstood something ๐
also, you can't use it on vanilla soldiers, as i changed/added hitpoint names.
ok so here is a sample p3d with new hitpoint LOD and Firegeo with changed materials for testing + the hitclass http://www.file-upload.net/download-12021446/HitSystemDummy.zip.html - its not plug&play.
i still think it's not really usable for mods that need to be compatible to vanilla
๐
@sullen fulcrum you dont need to define this in every class, but just overwrite it in those that have it defined.
Get an AIO, filter all lines but the parameter and classes, and reduce it to the relevant code
note the sample is based on Version: 1.59.135790 - something might have changed since
Can i know by SQF if a parameter of a vehicle config was defined on it or was taken from a parent?
yes it can be done. the ingame config viewer also differentiates between "class parameters/values" and "inherited parameters/values"
i havent looked into it myself yet how its done though
probably with https://community.bistudio.com/wiki/configProperties
inherit: Boolean - (optional, default: true) include inherited properties
Hello, for some time I wonder about one problem.
I'm trying to get to the BIS respawn screen Players saved loadout from the arsenal. I found a function of the Arsenal section where loads from profiles stored loadout but do not know how much good the programming language so I do not know what and how to write there.
this is part of Arsenal function:
//--- Load
_ctrlTemplateValue = _display displayctrl IDC_RSCDISPLAYARSENAL_TEMPLATE_VALUENAME;
if ((_ctrlTemplateValue lbvalue lnbcurselrow _ctrlTemplateValue) >= 0) then {
_inventory = _ctrlTemplateValue lnbtext [lnbcurselrow _ctrlTemplateValue,0];
[_center,[profilenamespace,_inventory]] call bis_fnc_loadinventory;
//--- Load custom data
_ctrlTemplateValue = _display displayctrl IDC_RSCDISPLAYARSENAL_TEMPLATE_VALUENAME;
_data = profilenamespace getvariable ["bis_fnc_saveInventory_data",[]];
_name = _ctrlTemplateValue lnbtext [lnbcurselrow _ctrlTemplateValue,0];
_nameID = _data find _name;
if (_nameID >= 0) then {
_inventory = _data select (_nameID + 1);
_inventoryCustom = _inventory select 10;
_center setface (_inventoryCustom select 0);
_center setvariable ["BIS_fnc_arsenal_face",(_inventoryCustom select 0)];
_center setspeaker (_inventoryCustom select 1);
[_center,_inventoryCustom select 2] call bis_fnc_setUnitInsignia;
};
["ListSelectCurrent",[_display]] call bis_fnc_arsenal;
} else {
_hideTemplate = false;
};
a link to an image where I want to get at least let you know what I mean https://www.dropbox.com/s/j7y1hhf7dup3807/arma respawn.jpg?dl=0
Thanks in advance for any help
https://community.bistudio.com/wiki/Arma_3_Respawn:_New_Respawn_Screen#Loadouts_and_Roles
other than that its not possible to call user saved arsenal loadout here
also #arma3_scripting or #arma3_scenario is more suitable for this
easiest thing to do is to put empty amoobox where players spawn and add ["AmmoboxInit",[this,true]] call BIS_fnc_arsenal; to its init, so players can open arsenal and load what they want
Seens the resulting array have config data type elements, so i wonder how a propertie should be on it since its not a config. It must return a string with the name of the propertie.
@stoic lily if I remember correctly the config viewer is just using count and select to iterate over the config entries - inherited values aren't accessible by those 2 commands / are hidden for them
Build an sqf representation of each config, compare that results
@topaz ridge ok thanks - cool to know ๐
(actually should have realized this already..)
Am I inherting right? In my mind it seems to be correct but it doesn't inherit, and it overwrites http://pastebin.com/bZYtwZFe
missing }; at the bottom other than that looks ok
@kindred moss Thanks, yea I just wrote that up for simplicity.. missing a few things ๐ I will give it a whirl
http://pastebin.com/EHuxV9Jb < this is proper
dont change parameters in base classes
missed sensitivityEar=0.125; sensitivity=1.75; you should not redefine or change that in base class
I'll remove it, thx I had just copy pasted from A3 defaults
@kindred moss Ill give yours a try real quick, what I showed didn't work.. Took new animations but wouldn't for example destroy the tire completely where as before (with no new animatons and all defaults it does)
are you using diag.exe and filepatching?
if youre packing and then testing use mikero tools it wont let you pack until you do it properly
: - )
yeah gove it a go, it will also help you understand where you made a mistake, just dont use external reference checking if you dont use A3 materials
that one didn't work as well, same output with taking new animations but not old
Ill mess with mikeros
@kindred moss Mikeros goes through the entire config with no errors
I think I will just rebuild the animations as its only destroying windows and glass thats suddenly not working
@stoic lily thanks to your function configProperties! http://pastebin.com/H5C43sLj
http://pastebin.com/H5C43sLj ALL TO ALL Uniforms! Use any uniform in any side! Arma III 1.64
nice one
Hey, could anyone point me in the direction of an example config for a custom GL grenade? I can get the item ingame, but it won't fire from any GL weapon because i'm not sure how to do the CfgWeapons/muzzle aspect to it. All the examples i've found are for thrown grenades, not launched ones. Cheers!
have you made a custom models for grenades?
you need to configure them first in cfgAmmo, then make cfgMagazines using that ammo and finally add those magazines as compatible for a rifle
here > http://pastebin.com/Fa48m9SR , I tried to be detailed. I hope this will help you.
obviously this is complete reference if you have everything custom including rifle w/ custom UGL model and custom UGL grenade model
remove the comment lines if using /// but should not this is just a reference
Nice handy reference there.
@kindred moss Perfect, exactly what I needed thanks!
@strange egret your thoughts on their infantry damage system approach? (the info is somewhat sparse without checking the scripts though)
http://thezombieinfection.com/wiki/index.php?title=Damage
standard arma model with tweaked armor values, thats what it looks/sounds like.
Tweaked: The load order of the CfgPatches classes was adjusted. Each deliverable as a whole is now dependent on all of the previous deliverable (in chronological order)
anyone checked if that worked out fine or blew up things?
CfgPatches classes was adjusted
๐คฆ will check
does anyone know how to make the gunner sit lower in the m2 of the uparmored hmmwv? Or do I have to use a different animation?
different animation. You can also move proxy, but then the hands will not fit the M2 grips
Alright i'll start looking hopefully I get lucky and find something but prob a longshot thanks
if you use ported stuff ... why dont you just open the character sample p3d, load the A2 rtm and modify that?
Uncharted grounds to me.. but idk
just realized I was probably posting this in the wrong area....this seems like the right place. Question: When making a unit config....if I want to disable randomization (hats, sunglasses) in the actual config..not in the init of one particular unit...how would I do that within the config itself?
Anyone got a good guide on how to setup up multiple vehicles from the same model with hiding selections?
@strange egret Thanks
Note: There are gunners in both of those turrets ๐
just showed both for comparison
But thats just moving the proxy position
Hey guys, does anyone have an idea how I can go about a single UAV being usable by all sides/factions etc? I don't want to have to make a player config per side/faction and handle creation of the "correct" unit
not possible
you have to make a config entry for each side/faction for the same UAV / vehicle
new
class Mode_SemiAuto
burstRangeMax = -1;
any ideas how to track this one down? http://i.imgur.com/pEdXfGZ.jpg
have no idea what triggers it, seems random
RPT might provide more info
lel... 1 hit from AP tank round caused 163 HandleDamage Events
anyone know what could be causing a hitpoint to be named "?" instead of its real class name?
ok im stupid... it wasnt hitpoint class, it was selection ... and the selection was missing in the p3d
Trying to find the most recent and up to date AllinOne config (with a working link).
Can someone help me out?
@X3KJ#8043 163 is really something - how many hitclasses do you have?
rpt had the same thing
@dim mist that's interesting and probably is the case
hm so that means that it's not exactly some mods fault, just some script calling non-existing class, damn, that would be impossible to track down
check the mission.sqm for any addons you dont use now but are in required
{
"A3_Characters_F",
"some_not_used_addon"
};```
nothing unusual there
it could be a mod
hm open mission in editor go to config viewer and choose missionconfigfile
see if anything funny there
if not then its some mod
will take a look
hard when it pops up randomly.. i'd probly try and work out what the random event is
unlikely to be totally random
yeah, some event happens and it triggers some script probably
any scripts that spawn something at some point?
dac and that's it
using triggers with it or arrays and scripts? Well you got some checking to do ๐
could be something on a certain unit/vehicle that it's spawning too
with that type of error.. you only see it once every time you restart arma
so you have to restart it to test again
or keep checking your log possibly
yeah, okay thanks anyway guys, i'll try to find what event does this and maybe i'll find where it comes from
Not sure if I should post here or sound_music_makers.
RHS Shotgun buckshot sounds are pretty non existant. Has anyone reconfigured them to be louder? Looking into this now
or is this just some bug having to do with shotSpread?
@thorn leaf I just tried and cant seem to reproduce it
same
is there a way to make sure my custom glasses won't be randomly given to soldiers? is there a "randomisation" command for the config or something like that?
@jovial aspen see Facewear here https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide
(identityTypes[])
so i'm working on a custom gui
and I want to make this "this addAction[localize ""STR_MAR_Rebel_Weapon_Shop"",life_fnc_weaponShopMenu,""rebel"",0,false,false,"""",' license_civ_rebel && playerSide == civilian'];" action run on a press of a button
so i need to spawn life_fnc_weaponShopMenu "rebel" with a press of a button but i've no idea how anyone has any ideas how to do it?
You have the function life_fnc_weaponShopMenu, and you know that "rebel" is passed to it
yeah but what I'm wondering is how would I execute it in the onButtonClick
onButtonClick = "closeDialog 0; [] spawn life_fnc_clothingMenu,""reb"";";
[arg] call/spawn function;
Would anyone know why I get the error 'No entry 'bin\config.bin/CfgVehicles/EventHandlers.size'.'? when I try use BIs headgear randomisation?
I'm doing everything exact to their 'gear encoding' guide
you have wrong inheritance
or to be more precise - you have declared eventhandler in wrong place. this is very wrong -> class cfgVehicles { class EventHandlers; [...] }
instead you should define it in soldier class you are inheriting from
I've got it in my soldier class though. It's inheriting off of the 'B_Pilot_F'
Unless I make the event handler like a soldier then inherit from that?
I have 'class EventHandlers;' up the top where all the other classes are
Then in my actual soldier class I have '
class EventHandlers: EventHandlers
{
init = "if (local (_this select 0)) then {[(_this select 0), [], []] call BIS_fnc_unitHeadgear;};";
};
You don't put class Eventhandlers outside
You have to inherit like this: ```class baseClass;
class parentClass : baseClass
{
class EventHandlers;
};
class myClass : parentClass
{
class EventHandlers: EventHandlers
{
};
};```
probably a bracket matching problem
This is what I have currently at the bottom of my soldier class
/*headgearList[] =
{
"H_LIB_GER_Helmet_1024LWFSJ", 0.6,
"H_LIB_GER_Helmet_2048LWFSJ", 0.6,
"H_LIB_GER_Helmet_40961LWFSJ", 0.6,
"H_LIB_GER_Helmet_40962LWFSJ", 0.6,
"H_LIB_GER_Helmet_40963LWFSJ", 0.6,
"H_LIB_GER_Helmet_541LWFSJ", 0.6,
"H_LIB_GER_Helmet_LWFSJ1", 0.6,
"H_LIB_GER_Helmet_LWFSJ2", 0.6,
"H_LIB_GER_Helmet_LWFSJ3", 0.6
};
{
init = "if (local (_this select 0)) then {[(_this select 0), [], []] call BIS_fnc_unitHeadgear;};";
};
and class EventHandlers; at the very top of the page
I'm inheriting from a Base BI soldier class so not sure how to edit the base class then?
Does anyone have any ideas why selling a vehicle from the garage in altis life is crashing my server?
@boreal heart pastebin your complete config
@stoic lily you want the entire 1000 lines or just the soldier class thats fuckin me over?
complete
@kindred moss Thanks, I did that in the end ๐