#arma3_config

1 messages · Page 66 of 1

boreal heart
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Well, I get "Line 753 rap: missing inheritence class(es)" when i put in the event handler class line

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Holy shit it finally packed

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Now I get this error fuck it never ends with me

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bin\config.bin\CfgVehicles\EventHandler.scope

stoic lily
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well you need to study configs first

untold temple
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No cfgPatches and requiredAddons[]?

stoic lily
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you seem to not really understand what you are doing

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inheritance is complex and not really good guides out there, yet looking at well made configs by others should give you the idea

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note: BI samples are not a good reference

boreal heart
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Well I only have problems with the helmet randomsizatin. Everything else has worked fine

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@untold temple cfgPatches is seperate

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Everything is its own hpp then they're all #included in the config file

strange egret
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is it possible to define arrays withing arrays inside the config?
If i write
my_token[]={"A","B",["C","D"]};
it doesnt work, it thinks of ["C" as entry. Conversely, {} cant be used again inside the bracket

sullen fulcrum
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I think it works like that {{x,y},{a,b}}

strange egret
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gives me an error on binarizing. { encountered instead of ,

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wait no im stupid. there was a typo }{

stoic lily
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@strange egret we have speed issues with physx tanks. what are the main parameter to double check?
(some are way too slow, some way too fast)

strange egret
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MOI and dampingRateInAir

stoic lily
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nothing in the p3d, like total mass and distribution?

strange egret
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no, config only

stoic lily
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ok darn 😐

strange egret
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well depends, sometimes something in the p3d/modelcfg/config can pucker up properly that is not fixable with MOI and dRIA. But these two are the most standard issue

stoic lily
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can the physx diag output anything meaningful in that regard? last time i saw the inbalance between wheels, yet the parameters/values dont tell me anything and El Tyranos has issues getting diag.exe to work

strange egret
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@slow movement speed the values for friction and therefore wheelspeed are not balanced between left and right (due to underlying code). Cause of banana problem

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epevehicle doesnt help with tuning MOI and dRIA. As long as gearbox etc are working of course (which epeV does tell)

stoic lily
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thank you

forest quartz
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What are some common reasons for the "no entry/cfgWeapons.'. " thing? It doesn't give me any real indication for what is causing it and it doesn't affect my weapon at all except for the annoying pop-up.

sullen fulcrum
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How would I use this without addAction since I need to run this function onButtonClick?
this addAction[localize ""STR_MAR_Rebel_Clothing_Shop"",life_fnc_clothingMenu,""reb"",0,false,false,"""",' license_civ_rebel && playerSide == civilian'];

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So I basically need to run this life_fnc_clothingMenu,""reb"",0,false,false,"""",' license_civ_rebel && playerSide == civilian

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Anyone who knows how to do it? Thanks in advance

stoic lily
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@forest quartz pastebin your cpp and model.cfg

forest quartz
strange egret
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did you take over "Test_Sounds_F" from samples?

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(required addons)

forest quartz
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Oh no I didn't

stoic lily
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did you run a lintcheck over both yet?

forest quartz
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No not yet. Its not a huge deal at this moment cause like I said it doesn't hurt anything as far as I can see. Just wanted to see if there was a common problem that causes it

stoic lily
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try to add units[] and weapons[] to cfgPatches

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{""}; => {};

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that might be it actually

forest quartz
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Alright I'll give that a try.
I was also having trouble with my muzzleFlash rotating all weird but it ended up being because I didn't autocenter my GeoLOD. Minimal hair loss there.
Although for custom muzzleFlash proxies, do you need to do any type of config work for it? I have one setup but it won't show up ingame but will in Buldozer and a vanilla muzzleFlash will show up in both.

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Dang, the units and weapons[] didn't fix it. I'll clean it up and see if anything stands out now

stoic lily
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did you fix the 2nd thing?

forest quartz
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The 2nd thing? The 'noentry' thing? If so, no not yet. Very elusive

wise fog
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question, If I try and include custom animation sources in my model it breaks the wheels being destroyed, the damper drops down but the wheel does not hide and go to a destroyed state, but when I do not have any custom animation sources.. the wheels destroy just fine

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what could be causing that?

dim ore
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hi, imm trying to repack a edited mod. everytime i try and pack it with the addon builder it keeps giving me a error: build failed. Result code=1 CfgConvert task failed. why? how do i fix it? im not good at modding i dont know how to code but i can figure stuff out. just need some help.

dim ore
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fixed it nvr mind

stoic lily
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@spacenavy90#3890 {""}; => {};

unreal musk
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@dim ore What Mod are you trying to repack?

dim ore
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Dw i got it sorted

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I had the public key dir set not the private.

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The mod didnt work anyway. I dont know how to use the wildcards so it only packed 2 types of files haha. I have another that works its in my steam workshop page. If you wanna find me on steam its the same name as on here accept with a tm on the end on.

unreal musk
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I don't particularly want to join your group to see what mod it is.

kindred moss
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@dim ore repacking mods is not allowed and esp not uploading to Steam WS.

dim ore
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what?

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its omg...... its not a stolen mod. its from cup.

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its not copyright or anything. and i am allowed to repack edit do what ever i like with it.

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iv gone through this with cup. and everything is ok lol im not stealing a mod.

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i am allowed to edit change it reupload it anywhere.

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its a specific vehicle out of the cup vehicle pack. its been edited to my own tags nothing is wrong

kindred moss
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I dont see you published anything

dim ore
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what?

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its on my steam profile have a look

kindred moss
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seafox?

dim ore
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dw all is good. im not stealing there is no copyright. yes its the seafox

kindred moss
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guess its fine then

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if cup is ok with it

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no need for fists up attitude 😉

dim ore
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yeah all is well haha. yes all is well. im not mad. not at all.

kindred moss
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I think @unreal musk wanted to say that this is offtopic here 😛

dim ore
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the license its released under is APL-SA meaning i am allowed to share, edit, pretty much do what i like with it i just cant use it for commercial. and you dont need tto join my group for it.

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its on the workshop public its on armaholic. its not private you dont need to join anything.

unreal musk
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I was just curious what mod.

dim ore
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seafox from arma 2

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for arma 3

raw lodge
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@dim ore Please note that we do not allow verbatim re-uploads of CUP

dim ore
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ohh o. please talk to varanon

raw lodge
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I say again, we do not allow verbatim re-uploads of CUP.

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Are you the guy that did the seafox upload? If so, I think Varanon helped you with the config, and that is okay since it no longer has a CUP namespace

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Anything else, we do not allow

dim ore
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yes i am the guy that varanon was helping. there are no cup tags as i said all is well

raw lodge
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That's fine then.

dim ore
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yes varanon helped me out and its alll sorted out its got my own tags.

raw lodge
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alright, all shiny then

dim ore
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yep

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check the page it has cup included. everything is undercontrol. anyway i gtg

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iv just always liked the seafox.

unreal musk
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With the amount of theft and reupload that goes on, It may be beneficial to have a page with "so and so has been approved to: " Or at the very least preface any reference to repacks/reuploads with " I have permission from "insert name here" to "blah blah blah".

dim ore
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it does. it states cupp helped. it states it is derived from cup.

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dw about it everything is ok

kindred moss
runic fable
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@strange egret any idea how tank crew can get damaged if indirectHit is 0 and no penetration happens? or do mines work differently somehow?

dim ore
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cyas

strange egret
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no idea. there is crewexplosionProtection or something like that in cfgVehicles. But it never worked for regular projectiles for me

stoic lily
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yeah we had to lower it quite a bit

         crewExplosionProtection = 0.99;
         crewExplosionProtection = 0.9995;```
strange egret
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wasnt there a functionality for pboProject to ignore specific folders? how does such folder have to be named again?

stoic lily
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.XXX

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temp too i think

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and source

late brook
strange egret
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timestep of the physx simulation

late brook
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ok. is it a fixed value?

strange egret
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it runs with 30fps i think (unless game frames are even lower)

upper pollen
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I'm having a problem.. bet it is a config one. I have ported a few arma 2 objects, with movefolder

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they work in buldozer and all but the buildings work ingame

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so i'm guessing there's some config thing i'm missing

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plants and small objects work fine. buildings just don't appear

astral rivet
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Is VTOL vectoring with flaps action using analog thrust not a thing anymore? I actuate the flaps but the tilt rotors don't vector...

strange egret
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many people claim this was a thing, but i have never experienced it neither in A3 nor A2

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maybe the A2 stuff had tilt/engine rotations that moved with flap usage

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in my experience vector controll was always done automatically when not in hover mode based on speed and was forced straight down in hover mode

astral rivet
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Unfortunate, it sucks that the vectoring doesnt happen when decelerating when using analog thrust. So the VTOL just stalls and crashes.

strange egret
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eh? When i decelerate in normal flight mode and get too slow, it automatically (and slowly) transitions to "half" hover mode

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check your config, e.g. landing speed or something like that. try to change that

astral rivet
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It may just be me then.. I'll have to try on the blackfish.

wise fog
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question, If I try and include custom animation sources in my model it breaks the wheels being destroyed, the damper drops down but the wheel does not hide and go to a destroyed state, but when I do not have any custom animation sources.. the wheels destroy just fine

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Any suggestions what to do about that? Would it be cfg or model cfg?

kindred moss
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@wise fog can you post your model.cfg and config?

boreal heart
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@astral rivet don't tell me that removed the feature! Was so helpful for flying VTOLs

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Now it looks like you're either flying at full speed or hover, nothing inbetween like you could with manual angle.

wise fog
astral rivet
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@boreal heart Yeah the automatic transition from "prop mode" to "helicopter mode" still works when using the shift and Z uttons, but the props do not seem to use the same logic when using analog thrust. Also the non-analog throttle has some sort of altitude hold which is not present when using analog thrust, very inconsistent...

strange egret
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no its not inconsistent. It simply is dependant on current airspeed. Nothing to do with analog/non-analog

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if airspeed is too low to provide lift, it transitions to helicopter mode, but not 100% so that forward acceleration is possible. If you want to hover on the spot you have to manually switch to hover mode

astral rivet
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I tried with the Blackfish, and pulling back on the throttle in analog mode slows down the aircraft, but doesnt rotate the prop. It's only when I decel using the "Z" key does the prop rotate to the thrustVector.

boreal heart
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I'll try it out tomorrow when I wake up. Auto transition is terrible imo

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anyway

strange egret
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i dont see the problem... either you want to land/ start in stol/vtol , or you want to fly straight

astral rivet
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I'll try and post a video of what I'm talking about. The prop should be facing the thrust vector and should translate from forward flight to hover mode in a smooth fashion.

summer fulcrum
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Don't know the best place to ask this but does anyone have a good explanation as to what this means and where I should look to fix it? ModParams - Undefined or empty mod directory

kindred moss
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you can ignore it safely

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dir="modname" in cfgMods is related to it, if you use different foldername for mod than defined it will spew that in rpt

summer fulcrum
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@kindred moss Thanks for the info, just trying to clean up any rpt errors.

strange egret
boreal heart
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@X3KJ#8043 @astral rivet I think we may actually be talking about something different there Martinez. But I'll explain why its good. For example using the Blackfoot Gunship, I'm able to manualla angle the engine housing to an angle of my choice which allows me to circle the AO at a very slow speed but because I'm in control I don't stall or hover. I can also approach landing zones with the engines tilted forwards ever so slighty so I can come in a land like a plane. Anyway, trust me, it helps a shit tonne.

astral rivet
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Right, the most favorable outcome would be to somehow be able to manually control the rotor pitch with a useraction or something.

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In other news, is it illegal to reference the blackfish sounds in a mod?

strange egret
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no

astral rivet
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If I define NewTurret from the Plane_Base_F class, does it inherit basic values eg. for maxHorizontalRotSpeed?

astral rivet
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NVM figured it out

forest quartz
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What values would I need to change in my config to make my vehicle's wheels completely invulnerable to both weapons and being destroyed by reckless driving?

jade brook
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invulnerable to weapons
armor = 1000;

reckless driving
don't think that works. you could try to change "name" to something that does not exist though

forest quartz
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What are you referring to as "name"?

jade brook
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config entry named "name" in class HitPoints class HitX

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it refers to the models selection in the Hit-points / Fire Geo LODs

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My theory is that by using a selection that does not exist in the model, the hit point becomes undamageable

strange egret
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not good, results in the Hitpoint not beeing recognized anymore. Just make a single hitpoint with very small radius and place it within the body of the vehicle

jade brook
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only possible if he can edit the vehicle

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the .p3d. that wasn't clear

strange egret
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hes working on some scifi stuff, so i would assume so. My bet is on a hover/glider vehicle 😉

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if its just config, then yes, high armor value and minimalHit = 1.0 , passthrough 0, radius 0, explosionshielding 0

jade brook
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but will that stop the damage taken from collisions? I'm not sure

strange egret
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considering that when you collide with something, only the tires that where near the collision pop, it should solve that

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you could also move the hitpoints 5m into the air...

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not sure how well physx would deal with the situation when there are no hitpoints for a wheel... just deleting the HitClass for the wheels would also be thing that could be tried

forest quartz
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Okay so Ive been testing for a few hours now and I think my wheels have been indestructible for a while, however what I was seeing (or not seeing because @strange egret you're right lol its hovering so the wheels are invisible), my wheels are clipping under the terrain after big jumps instead of breaking

forest quartz
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Yeah lol that is the problem

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Increasing the wheel size certainly helped. Gonna see if I can add any more geometry to prevent the clipping

strange egret
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definitely helps for debugging to display a representation of the physx wheels instead of the real one (or in your case none)

forest quartz
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Oh yeah of course. And I was using those for a while and took them off and just didn't bother to put them on again until I had the idea that the model was clipping under the ground. Turned them on and was able to confirm

astral rivet
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Holy batman I figured it out!

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So you CAN control the props on a tilt rotor with flap action, you have to be in "Vectoring off" mode. Then press Right CTRL-K and L to move the prop

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On the gound it limits oyu to 60 degrees or whatever, but in the air it works awesome!

boreal heart
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@astral rivet thats what I was talking about. Glad they have't removed it haha

forest quartz
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Man flight model configs make me want to pull my hair out...
Is there a certain parameter that handles descent rate more than others? My VTOL plane refuses to descend

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Also the drag. I know it was bodyFrictionCoef or something in helicopters but does that also apply with planes?

wicked delta
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Anyone happen to know how I can make a vehicle as fast as I want in reverse?

strange egret
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you cant

ruby rampart
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Anyone tested what HDR mode is for PiP?

wicked delta
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How about making it as fast as it is going forward?

strange egret
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your question couldnt be more general

kindred moss
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maxspeed=130; in vehicle config. You can try setting it higher but I think it wont have effect, should be a cap for this but not sure about values.

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Engine limits it to 120-130kph - no matter if you exceed that number in the vehicle's config. - from mondkalb

stoic lily
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maxspeed
is only for AI if I am not mistaken

kindred moss
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The config maxspeed value is only really used by the AI and the engine as a base variable in some calculations. it also depends on mass so MLOD edit is required to alter it, but maxspeed is used in both cases AI or not afaik.

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its also present in physx config

forest quartz
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Any help with VTOL descent rates? After a ton of testing I'm still not sure which value affects it

strange egret
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vtol power cant be adjusted according to oukej

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not sure if mass plays a role, but i guess so

hot pine
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doesn't maxSpeed reduce player throttle?

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so going above maxSpeed cuts your power to ~0.1 throttle input or something like that

runic fable
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can someone leak the sounds.hpp from tanks - its not in BI sample models (while its for the other types..)

// #include "sounds.hpp" // not covered by this tutorial

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it would be helpful to have the macros

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@red wharf

sullen fulcrum
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macros?
Its really just config settings/values for sounds etc, split off into another file.
Those macros are self-contained in the sounds.hpp i.e not used elsewhere

runic fable
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it makes to define them a lot easier

astral rivet
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@strange egret VTOL power can somewhat be affected by increasing the thrustcoef. I have mine to about 1.8 at 0. which is a little OP right now.

strange egret
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but that does also affect regular forward thrustcoef

hearty sandal
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helicopters have liftForceCoef = 5;

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buut I doubt the current vtol has such

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I vaguely remember reading that increasing the vtol = x number would make lift stronger. But that might also be just my imagination.

astral rivet
cursive eagle
#

Anyone know of a way to locate a "circular addon dependancy" ? tearing my heair out here heh

sacred canopy
#

Hey Guys, can I edit the Inventory Dialog or the lobby dialog with modifications ?

viral rapids
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Yep

sacred canopy
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And how ? What do i need to edit or where ?

viral rapids
#

Just to finish it off here:

1. In your config.cpp:

class CfgPatches
{
    class YourModName
    {
        units[] = {};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = {"A3_UI_F"};
    };
};

2. unpack UI_F.pbo
3. searching for " RscDisplayInventory "
4. Copy that to your own files -> Edit it from there (like loading in the UI-Editor ) ```
strange egret
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@hearty sandal i asked oukej that, but it was a false conclusion on my part apparently

kindred moss
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@cursive eagle >circular addon dependancy
Addon A requires addon B, and addon B requires addon A in basics

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check cfgPatches { requiredAddons[] = { "A, "B" }; };

strange egret
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pboproject adds requiredaddons automatically iirc, which can lead to this issue if one addon uses stuff from another, and the "another" uses something else from the first

cursive eagle
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@Jastreb#8971 I knew whAat it was, its that I hadent set one ! however @strange egret is correct@ set pbo project to noiat output and it lists it there, in this casse an .rvmat was causeing it !

wise fog
#

anyone know how to separate MarkerLights from turning the lights on/off at night? so I can do it by useraction instead?

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like when I turn the vehicle lights on at night my marker lights also turn on, looking to avoid that

wise fog
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Or is there a way to make my own light on the vehicle with an animation and turn that on and off. Basically looking to add an extra set of lights to my a2 vehicles that are toggled via useractions. Anyone have any goto things to look at?

solemn steppe
#

Make a hide selection for the lights, make an animation to hide and unhide the light selection, then make a useraction to hide and unhide the lights. That should work but, I don't deal with vehicles much.

solemn steppe
#

Model.cfg

class CfgSkeletons
{
class Car;

class Vehicle: Car
{
skeletonInherit = "Car";
skeletonBones[] =
{
"new_lights", "",
};
isDiscrete = 1;
};
};
class CfgModels
{
class Car;

class Vehicle: Car
{
sections[] =
{
"camo"
};
skeletonName = "Vehicle";

  class Animations
  {
   class lights_hide
		{
			type			= hide;
			source			= lights_hide; 
			selection		= new_lights;
			minValue		= 0;
			maxValue		= 1;
			hideValue		= 0.99999;				
		};
		class lights_unhide : lights_hide
		{
			selection		= new_lights;
			hideValue		= 0;
			unhideValue     = 0.99999;
		};

};
};

Config.cpp
class cfgvehicles
{
class vehicle
{
Reflectors {
class Light_1 {
position = "light1_start";
direction = "light1_end";
};
class Light_2 {
position = "light2_start";
direction = "light2_end";
};
class Light_3 {
position = "light3_start";
direction = "light3_end";
};
class Light_4 {
position = "light4_start";
direction = "light4_end";
};
};
class AnimationSources
{
class lights_hide
{
AnimPeriod=1;
InitPhase=0;
};
};
class UserActions
{
class off
{
displayname = "turn off";
onlyforplayer = 0;
statement = "this animate ['lights_hide',1];";
};
class on
{
displayname = "turn on";
onlyforplayer = 0;
statement = "this animate ['lights_hide',0];";
};
};
};
};

#

Something like that, sorry if the formatting is wrong. I'm on my phone.

#

@wise fog

latent fiber
#

Is there a way to increase the vertical climb speed of a vanilla flight model helicopter?

wise fog
#

@Zelik#0033 I will take a look thanks

forest quartz
#

Is there any documentation or explaination avaliable for the flight model parameters? Specifically what and how draconicForces and Aoi and envelope affect the plane?

distant gyro
#

If anyone knows How To set up a copilot for a FW could you pop up please?

astral rivet
#

Copilots are turrets, the Arma 3 samples has a setup for copilot on helicopters

#

which is essentially the same, the plane class has a CoPilot Turret already defined

runic fable
#
        class WeaponSlotsInfo: WeaponSlotsInfo
            class MuzzleSlot: MuzzleSlot
                iconPosition[] = {0.05,0.35};
                iconScale = 0.2;
            class CowsSlot: CowsSlot
                iconPosition[] = {0.45,0.28};
                iconScale = 0.2;
            class PointerSlot: PointerSlot
                iconPosition[] = {0.25,0.35};
                iconScale = 0.25;```
#

anyone knows what these are about (fairly new AFAIK)?

kindred moss
#

that should be the weapon gear icons and attachments overlay offset

#

before we had to do shitload of icons for weapons plus attachments, now you only make one icon and that will do the rest

#

I dont understand it quite clearly either, but it just works, so I dont even touch it

stoic lily
#

tx

runic fable
#

animationList[] = {"AddDoors",0.9,"AddBackseats",0.9,"AddTread_Short",0.5,"AddTread",0.4};

#

is this to configure the default state of animations?

sinful matrix
#

I changed the part ((player isEqualTo west))

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it was something with player getvariable before

#

But ((player isEqualTo west)) isn't helping either and I still can't open the doors being the the west side.

wise fog
#

yea because why would a player be "west"

sinful matrix
#

I've used that command before long time ago and it worked

#

don't know why it doesn't work now :/

#

so would it be player playerSide west or?

#

playerSide isEqualTo west

runic fable
wise fog
#

@runic fable @stoic lily can i give you a kiss thx bb

wise fog
#

been looking for something like that ^

stoic lily
#

np

glossy flax
#

Hey guys, I'm somewhat new into config editing and modding. I'm creating my own faction atm (nothing special just trowing some units with mod weapons in for now) and have some difficulties creating the units.
I want to have a unit that, when placed, gets a random uniform assigned (from an array of uniforms I created) and each time a new one is placed he has another randomly picked uniform. How can I do that?
BTW: Do you know of a good source were I can find answers to my questions? (Obviously I know of the wiki. What I meant is a specific link where stuff that can be used to config a unit is described ^^ I could find one @-@)
Thanks in advance! :3

dim mist
#

you probably need to use a script in the init to set the uniform i think

glossy flax
#

Ahh nice, I looked for something like that.

Yeah, on my search I found a script that is in a class EventHandlers so I think I just use that. However, thanks alot for the link ^^

dim mist
#

init event handler

glossy flax
#

yeah something like that

        {
          init = "(_this select 0) execVM ""\units\randomize_equipment.sqf""";
        };
dim mist
#

yeah, i think there's a new syntax too.. can't find the docs though

#
        {
                class YOUR_MOD {
                          init = "(_this select 0) execVM ""\units\randomize_equipment.sqf""";
                 };
        };```
#

i thnk it's like that.. makes it so it doesn't overwrite other scripts

glossy flax
#

Ohh okay, will try it
class YOUR_MOD
is the class I defind up in class CfgPatches?

dim mist
#

anything unique

glossy flax
#

ohh anything okay ^^

dim mist
#

yeah this is one from CUP class EventHandlers: EventHandlers { class CUP_AirVehicles_Mi6 { init = "_b2a = _this execvm ""\cup\airvehicles\cup_airvehicles_mi6\mi6_init.sqf"""; engine = "_b4a = _this execvm ""\cup\airvehicles\cup_airvehicles_mi6\scripts\mi6maxengine.sqf"""; }; };

glossy flax
#

Yeah just found it in the faction mod I use for reference. Thanks alot for the help ^^

dim mist
#

i think that runs everywhere btw

#

so you might wanna check if the unit is local in the script so it doesn't switch uniforms 20 times with 20 players

glossy flax
#

I think it is ^^

glossy flax
#

Mhhhh the script I have is not the best:
My Problem is:
While it works for Vests for some reason it doesn't work for Uniforms.

Another big "problem" is that I want to have it so, that when you place the unit in the editor (or via Zeus, but that is not necessary) it gets a random Vest, Uniform and Headgear and keeps it. (So that it does not change when restarting the game. )
Thats where I got the script from: https://forums.bistudio.com/topic/166904-random-armed-civilians-uniforms/

wise fog
#

anyone know if you can toggle markerlights on and off with a useraction? or are they only accesable when you press "L" to turn on the lights

solemn steppe
#

@wise fog did you try what I posted?

#

Making a hide unhide animation for the markerlights?

kindred moss
#

userActions is what you want to look at

#

from there you can call a function to toggle light off/on

#

action will be in scroll menu while in vehicle

wise fog
#

@solemn steppe Yea what you suggested did work, this is for something else

#

was unsure if I can do this since the lights turn on it also turns on all my marker lights, which I don't want to happen

solemn steppe
#

If the markerlights are hidden they shouldn't be able to turn on.

wise fog
#

so Im unsure if I can do a hide/unhide that would work like what you showed above or if I would have to sethit/unhit.. which I don't want to do

#

ill give it a try

kindred moss
#

if you want to toggle with user action I told you what you need to use... sure you can use EH and attach function there too, but dont* know if thats a good idea

wise fog
#

@kindred moss yea, I will try that.. It is what I am currently using - useractions and animations but I was unsure if it would work with markerlights or not

wise fog
#

Im not sure if the selection isnt being picked up in marker lights or not but the animation hides it the selection but the marker lights stay on

#

I will have to keep tinkering

#

What im trying to do is exactly like how with some aircraft you can turn collision lights on or off and it will turn solid lights and flashing lights on even when the main lights are on or off

wise fog
#

Well, I found a bug I think? when you create a custom light via reflectors and you set a valid hitpoint via hitpoint = "xx"; and then when ingame it will allow you to setHit to that and destroy the lightsource, while markerlights do not create nor assign the marker light to a hitpoint that can be destroyed, even if one is defined

#

am I going crazy or missing something?

wise fog
#

Creating a custom hitpoint doesnt do anything either

hot pine
#

markelights doesn't support hitpoints

wise fog
#

@reyhard#3251 Yea I ran some tests and figured that out. Still stuck on the hiding of the light. I have tried so much but Im still stuck on it, doesnt seem to respond to any hiding of selections

delicate nymph
#

Does anyone have a simple pistol config they are willing to share?

strange egret
#

go into A3 editor ingame, look for "config viewer" button (or similar name) and look for the the vanilla pistols in it ...

boreal heart
#

Is someone able to explain to me how when packing I am 'missing inheritence class(es)' yet those inheritence classes are all perfect and all where they should be?

#

I have my F35 aircraft base class, of which I make variants of such by inheriting off of the base class, yet when I do that it says the base class is missing?

#

images to what I'm talking about

#

I dunno if you can zoom in on imgur but hopefully you can see a little of whats going on

kindred moss
#

are all of those classes under cfgVehicles? Seen binlog for additional info?

#

lintcheck on the file might be missing } or ; somewhere

#

hithull: hithull{}; in base class ... dont do that ... overwrites base class

#

if you need to redefine it in your base class just inherit it from the base one, and call it in base like you did previously with just hithull; not hithull: hithull{};

boreal heart
#

Yea its all under cfgVehicles

#

I'll look into what you said

#

@kindred moss so you reckon I just copy what you pastebinned and replace the stuff I have currently?

kindred moss
#

No just make sure you have proper inheritance set and do not overwrite anything in base clasess with somestuff: something{ somethinelse: someotherthing{};}; but just declare it with something; ... if you hotcopy what I gave you you might run into inheritance issues, but you can try. Make a backup of your current config first.

#

also it might be easier to break config into several parts... like define base stuff in config.cpp and then use #include "something.hpp" to separate it from the base stuff. If you put it all in one file its harder to spot errors and its easier to maintain

boreal heart
#

Ahh yes good idea cheers. I'll look into it some more.

agile karma
#

Quick question: Did BIS add a fired EH for infantry weapons? I think i remember reading it at one point, but can't find it anywhere

#

Talking about config entry, similar to CBA EH, not just 'fired' addEventHandler

wicked geyser
#

@agile karma "Added: A new "Fired" Even Handler for muzzle config (example: CfgWeapons/Default/Eventhadler/init = "hint str _this") "
This entry appears only on the dev branch log, not on stable 1.64

agile karma
#

Cool thanks

upper pollen
#

does anybody here know about a way to get a strobe light?

#

i've used lightpoints in mission scripts before but i want to have it as a pbo with my map in a way

wise fog
#

@upper pollen Markerlights - can make them flashing on and off or solid colors

upper pollen
#

how would i go about doing that?

#

got any examples?

wise fog
#

are you looking for like

#

a lightsource? like airport lights?

#

they are created via memory points

upper pollen
#

what i want is to make the strobe lights on approach to a runway

#

like four of them

#

each flashing for like .25s with .75s pause

#

first should have no delay, second .25s delay, third .5 and fourth .75

wise fog
#

Yea look at marker lights, exactly that, you can set blinking rate

#

And force it to follow that pattern

upper pollen
#

thanks

#

gonna do some reading and pondering

hot pine
#

@agile karma - take in mind that example is wrong

#

here is working one class rhs_weap_ak74m_Base_F: Rifle_Base_F
{
class Eventhandlers
{
fired = "hint format['2 f: %1', _this]";
};

wicked delta
#

Any physx wizards around that can help me out? My tank flips over very easily when it trying to turn at high speeds. Any clue how I can fix it/what causes it? The tankturnforce is already relatively low at ~70 000 compared to the mass of 8 000.

kindred moss
#

tankTurnForce = 900000; /// Random magic number, expected to be something like 11 x mass of vehicle plus check mass

#

< not a wizard def

#

what kind of tank has mass 8 tons?

runic fable
#

can one make destroyable vehicle lights when one crates a HitClass for it?

kindred moss
#

they should have hitpoint defined

runic fable
#

in tanks at least they dont

wise fog
viral rapids
#

@stoic lily @runic fable Try bind the AnimSource to the assigned Hitpoint (Hide/Unhide). I did something similiar with Modular VehicleParts, that can be shot off the veh, after taking X Damage

wise fog
#

@viral rapids like vehicle armour that covers parts of the engines etc? Thats pretty cool

viral rapids
#

Yep

#

I made that stuff... idk, about 1-2Years ago, used it in 2017, but... yeah. Cancel happend.

wise fog
#

@viral rapids did it follow physx and like fall off when damaged or just hidden/destroyed? So whatever hitpoints the armour is at is what the animation phase is at?

#

Either way really cool

#

Never thought of that, I only had reversed thoughts, like applied/scrapped on parts that would be hidden then appear for extra protection

viral rapids
#

Nah, not PhysX, that not possible (except you use "attachTo").

wise fog
#

Yea attachTo wouldnt work that well

wicked delta
#

@kindred moss I've got less turn force than my 11xMass so is it not entirely illogical that the vehicle flips easily at high speed turns?

kindred moss
#

yeah increase and see what it gives

#

but check mass too, inertia is important so mass*speed

hearty sandal
#

You could perhaps spawn the broken off pieces as physx objects. They would all just need to be separate models. Or if maybe single object where multiple pieces are hidden and only the right one is shown.

agile karma
#

Anyone see somethign wrong with this

class CfgWeapons {
    class GrenadeLauncher;
    class Throw: GrenadeLauncher {
        muzzles[] += {"LIB_MolotovMuzzle"};
        class ThrowMuzzle;
        class LIB_MolotovMuzzle: ThrowMuzzle {
            magazines[] = {"LIB_Molotov"};
        };
    };
};
#

Magazines and so can be added just fine, but don't shoot up under grenades

agile karma
#

scratch that, just being stupid and was packing wrong files to test :3

solemn steppe
#

@hearty sandal If you use attachto and the object is attached to a vehicle(For instance a metal plate attached to the driver door). Couldn't you catch the damage value and use that to detach the metal plate, then if the metal plate had a physX lod it would fall to the ground?

hearty sandal
#

sure, but I think it would still be better to hide the part from the original and just create the damaged part separately. If you set it to have same velocity and direction + some random to it, it could fly out spectaculary

#

too much attachto might not work too well

#

and its really annoying to put together

#

of course if you dont have access to original model and just want to upgrade an existing one then sure

solemn steppe
#

I'm not sure that attachto or physX lods are in standalone but, I've thought about things like this and when I see you guys talking about it I figured I'd try to get some info. Sorry if I bothered you.

hearty sandal
#

ah SA again, I would think it has pretty much same stuff as Arma

#

and more of course

solemn steppe
#

I'm pretty sure in SA you can hit the "g" key and it will throw whatever you have in your hands using physx.

hearty sandal
#

also attachto is not very compatible with animated parts

#

at least not turrets

#

yeah it has stuff like that I think

solemn steppe
#

I'm pretty sure it doesn't use lods for physx though.

hearty sandal
#

it gotta get the info somehow

solemn steppe
#

What if are you needing? I can probably tell you what you need to know. Haha

#

Info*

hearty sandal
#

I mean the engine

#

it gotta get the physx data from somewhere

#

so I wouldnt be supprised if it too has physX lod just like Arma

solemn steppe
#

I haven't seen any physx lods in anything that I've worked on.

hearty sandal
#

alright

#

it might derive what it needs from geometry lod

#

they usually are pretty much identical anyway

wise fog
#

or it might have geometry listed twice

#

Geometry Phys is OB

solemn steppe
#

I'll have a look in a bit and do some testing. Also I'll need to rest and see if attachto works in SA.

#

Test*

#

@wise fog @hearty sandal also do either of you know how to overlay a texture on screen? I know for arma 3 this isn't a config question but in SA it would be possible using EventHandlers which is in the objects config.

hearty sandal
#

well Id suppose it could be tied to something like inventory closed event and check what gear you got on and apply it there

runic fable
#

@wise fog @viral rapids thank you!

#

new
aiBurstTerminable = 1;// (0 is default)

#

and

    class Tank: LandVehicle
        class Components: Components
            class AITankSteeringComponent
                steeringPIDWeights[] = {2.5,0.3,0};
                speedPIDWeights[] = {1,0,0};
                convoyPIDWeights[] = {1,0,0};
                doRemapSpeed = 0;
                doPredictForward = 1;
                predictForwardMaxSpeed = 15;
                predictForwardRange[] = {1,20};
                speedPredictionMethod = 3;
                wheelAngleCoef = 0.3;
                stuckMaxTime = 30;
                maxWheelAngleDiff = 0.2616;
                minSpeedToKeep = 0.1;
                allowTurnAroundInPoint = 1;```
wise fog
#

@solemn steppe Like inventory screen or something? you just create a dialog for it

#

np kju

strange egret
#

aiBurstTerminable propably deals with the AI keeping shooting and aiming somewhere else after a target was killed

stoic lily
#

why make this weapon mode specific though?

strange egret
#

because AI uses ai specific weapon modes for different ranges

stoic lily
#

so at times you want them to continue firing?

strange egret
#

burst values in AI modes where "hijacked" for having the AI shoot a salvo, then stop, then shoot again. Instead of just single shots

stoic lily
#

yes

strange egret
#

which resulted in AI keeping shooting, because burst is mechanical -> forced completion of burst

#

so yes there is a valid reason to keep burst and controll for AIburst seperated and mode specific

stoic lily
#

to me the underlying issue is that AI has perfect and instant knowledge of kills

#

and ofc not just the killer but all in the group

#

its similar to AI only firing when perfectly on target

#

but with Ondrej gone, BI is no longer touching that code

strange egret
#

if somebody falls to the ground after a hit its not illogical to assume he dead...

#

gone? wat

stoic lily
#

he moved to DayZ SA from OA (never to A3) and from there to something else

strange egret
#

then why did he work on A3 stuff and commented there?

stoic lily
#

(Ondrej = Suma = main coder of RV)

#

Ondrej is common name; A3 team has another one

strange egret
#

oke

stoic lily
#

i think that one is/was the lead programmer in Brno

#

anyway. as said the perfect and instant is the problem

#

assumptions would be fine, yet thats not how it works

#

its purely logic based

strange egret
#

i dont see why they would not be able to fix it, if they considered it a significant issue

stoic lily
#

see the OPREP on AI driving behavior

#

some code is untouchable

strange egret
#

?

stoic lily
#

too much of a mess, too interconnected, too low level to be understood

strange egret
#

more like the issue not beeing significant enough to justify the ressources required to fix it

stoic lily
#

BI is only touching the fringes of AI code with the A3 team, only specific components/parts of the code

#

its too complex by now

#

i would assume for A4 it will be partially rewritten (along the lines they are doing already)

bold hill
#

Editing some shops on my server it breaks the shop and leaves it blank. Any ideas what can cause it?

hearty sandal
#

@bold hill I assume you talk about some sort of an life mod? might be best to ask its developers directly.

hearty vessel
#

i just dont understand the signing of addons? if i sign addons will it prevent others to modify that addon without my private key?

hearty sandal
#

well in a way. It prevents the use of modified addons. Someone might open it up, but they can't pack it up to be used on a server that has key validation on.

hearty vessel
#

Is it usefull against leechers/people who edit addons without permissions?

sharp stone
#

no

hearty sandal
#

As said it prevents the use of modified addon. But nothing really prevents people from unbinarizing everything if they really want it

hearty vessel
#

ahh okay, Thanks

sharp stone
#

keys are for server security, to prevent connections with unverified mods

hearty sandal
#

^that

hearty vessel
#

okay i understand now. Thank you 😃

But the P3D cant be unbinarizied right?

sharp stone
#

for all intents and purposes, binarized p3ds can't be unbinarized

hearty vessel
#

ahh :/ thanks for help

sharp stone
#

canT

#

typooo

wise fog
#

P3ds cant be ubinarized by like 99% of arma users so you are fine

real cloak
#

Yet some can, which is enough .. sadly BI doesnt care

strange egret
#

as if they could do anything serious about it.

smoky sinew
#

obfuscate

balmy sable
#

Binarized .p3d's are reasonably optimised to be fed into the GPU; obfuscating it would hurt performance and people would then just rip them from DirectX.

boreal heart
#

Anyone know the line of code which allows certain headgear to have NVG/TI abilities?

#

How the pilot helmet now has full screen NVG? I'm looking through the in game config browser on the helmet but cant find anything

jade brook
boreal heart
#

@jade brook Cheers for that mate. So you know where I can find other kinds of intergrated stuff?

jade brook
#

all in one config is where I got it from

#
    class Integrated_NVG_F: NVGoggles {
        scope = 1;
        visionMode[] = {"Normal","NVG"};
        modelOptics = "";
    };
    class Integrated_NVG_TI_0_F: NVGoggles {
        scope = 1;
        visionMode[] = {"Normal","NVG","TI"};
        thermalMode[] = {0};
        modelOptics = "";
    };
    class Integrated_NVG_TI_1_F: NVGoggles {
        scope = 1;
        visionMode[] = {"Normal","NVG","TI"};
        thermalMode[] = {1};
        modelOptics = "";
    };
#

these 3 exist, but you can make custom ones if you need any of the other TI color modes

#

CfgWeapons

boreal heart
#

Cheers mate appreicate it, will look into it further thanks 😃

solar fox
#

hey guys 😃

#

anybody awake ? 😁

#

got a question not sure if its more kind of terrain building question but could be also a config problem i know that i can change "wave" properties in the editor and save it as a mission easy... but also by making my terrain .... like this:

#

{
seatexture = "a3\data_f\seatexture_co.paa";
seamaterial = "#water";
shorematerial = "#shore";
shorefoammaterial = "#shorefoam";
shorewetmaterial = "#shorewet";
watermapscale = 20;
watergrid = 50;
maxtide = 0;
maxwave = 0;
seawavexscale = "2.0/50";
seawavezscale = "1.0/50";
seawavehscale = 2.0;
seawavexduration = 5000;
seawavezduration = 10000;

#

Question A: is there another "water" textrue by bohamia

#

Question B: is there something wrong because if waves going high they tend to "spike"

#

am i overreacting or is it realy to "sharp" with edges? 😃

wise fog
#

Looks really sharp yes, but I dont have anything for you besides that

ocean nacelle
#

Hi, anyone got a error when compiling with pboproject? The fact is there is a proxy inside my vehicle which it's calling to a cargo box (a3\structures_f_heli\ind\cargo\cargo10_military_green_f.p3d). I've all unwrapped in my P:/ folder, even that .p3d but get this at the final of the compiling process:

p3d: p:\temp\ffaa_et_pegaso\ffaa_et_m250_blindado.p3d
missing \a3\structures_f_heli\ind\cargo\cargo10_military_green_f.p3d.p3d

And.. ffaa_et_pegaso not produced due to error(s)...
I'm stuck here because I've checked all LOD finding out what could be wrong..

balmy sable
#

You've got one more .p3d in the filename than you need.

#

Proxy names omit the .p3d

ocean nacelle
#

uhh

#

good eyes! will try

ocean nacelle
#

@balmy sable It works like a charm, thanks dude!

kindred moss
#

anyone pls a zeroing tutorial or any directions, I keep hitting walls all the time

sterile charm
untold temple
#

square targeting brackets are from the turret's scanners. Nothing to do with locking ability

sterile charm
#

thank you @untold temple we already tried canUseScanner and unfortunately does not work, any idea? we can try the others you mention but...

languid wigeon
#

hows it going guys 😃

#

quick question...

#

with uniform items etc you can modify
class ItemInfo: VestItem
{
uniformModel = "\A3\Characters_F\BLUFOR\equip_b_bandolier";

#

to define the model thats say on the player themselves and then define the standard model as the ground model

#

is it possible to do this with weapons... I've been trying a variety of things and searchign through all armas configs to no avail so far

#

I had hoped

modelSpecial would work... but seems its dead?

would work with some sort of model replacement... but no luck so far

jade brook
#

no, it's not possible

strange egret
#

weird... got an artillery piece that uses ammo with airfriction -9.5e-5 but ingame it ignores that completely, it travels without friction

strange egret
#

ok guess thats confirmed now: artilleryLock=1 in cfgAmmo causes the ammo to lose it's airfriction

viral rapids
#

oO

strange egret
#

indeed

#

likely because the cheap artillerycomputer couldnt handle anything with airfriction

kindred moss
#

had somewhat similar with unguided rocket launcher taking weird top down like path

clever kestrel
#

is it possible to be modifying the init of a unit or faction made in the cfgFactionClasses section?

#

I wanted to make armed civilians, but of course they dont attack the east, nor do they blufor.

viral rapids
#

Wrong. Civilian won't be attacked by OPF/BLU/RES. But they can shoot back.

#

And no, that can't be changed.

clever kestrel
#

Okay, thanks for that.

viral rapids
#

Something with Geneva convention or however its beeing called in english

#

(i bet Convention is the wrong word^^) -- Scratch that, its correct.

kindred moss
#

workaround is to dress any warring faction in civ clothes

#

or to set their side in the mission

viral rapids
#

yaw (YetAnotherWorkaround)

clever kestrel
#

Right, understood. I was looking to set them as a civilian faction. But yes, all good workarounds. Problem is whenever i use a suitpack for a different side other than civilian it changes the uniform upon spawning the unit

viral rapids
#

Simple example:

_Unit = createUnit[CivilianUnitOfYourChoice];
_grp = CreateGroup East;
_Unit joinSilent [_grp]; //Unit is now East, instead of the one before.
kindred moss
#

uniformSides param?

clever kestrel
#

Okay, interesting @viral rapids but I'm building this as an addon rather than a scenario.

#

@kindred moss no, the model param

viral rapids
#

kk, then hf in the Config =}

kindred moss
#

modelSide yeah

clever kestrel
#

oh... modelSide ?

#

@viral rapids Hm?

#

so... modelSide = EAST?

viral rapids
#

Grab a Class of a Civilian, Create your Own Class inheriting from it -> Change the Side to your desired Side

#

For example

#

So they have the look of the Civs, but act as Blu/Opf/Res

#

For example

kindred moss
#

modelsides[] = {3,2,1,0}; that will unlock uniform for all sides

viral rapids
#

Yerp

clever kestrel
#

@viral rapids Yeah, at the moment I just having it inherit from the AAF side

viral rapids
#

totaly forgot about the Uniform-side-Restriction

clever kestrel
#

@kindred moss Oh sweet. Thanks.

#

yeah I don't think civilians can pickup BLUFOR uniforms by default?

#

or is ithe other way around?

viral rapids
#

erm... i think Civs can.
But Opf can't pickup Blu

clever kestrel
#

Right

viral rapids
#

_Unit ForceAddUniform "NameOfUniform";

#

Scriptside.

#

If native (without Scripts) -> Use the ConfigEntry for all Uniforms that Jastreb posted before

clever kestrel
#

Right, okay. What about when using this unit through the Zeus UI?

#

That's what I'm worried about

viral rapids
#

What do you mean?

#

That stuff that Jastreb posted was for Uniforms.

clever kestrel
#

Well, you can obviously change the unit init to forceAddUniform like you provided above. But, in the Zeus interface, when you spawn the unit you won't have the same options

#

Okay

viral rapids
#

nonononononooo

#

ForceAddUniform only force that Unit to wear an Uniform it wasn't allowed to use

#

(like BLU wearing OPF Uniform)

clever kestrel
#

Right, but is there a way I can integrate that same solution into the unit config?

viral rapids
#

What Jastreb wrote

#

Adding that Lines to ALL Uniforms 😄

#

So hf

clever kestrel
#

Lol, okay. Sorry for the confusion 😄

viral rapids
#

np

#

Arma is a bitch

#

😄

clever kestrel
#

Lol, true that.

kindred moss
#

why do you want to break Geneva convention and make war with civils though? 😃

#

just put them in greenfor

clever kestrel
#

Right, I don't know. I was more or less experimenting than anything else really.

viral rapids
#

If you can: stick with the Standard Factions and ignore Civilians Completely

kindred moss
#

they are useless anyway .. just like rabbits ( in game obv. )

viral rapids
#

That inability to add "NewFactions/Sides" destroyed (or made it extremely complicated in MP) alot of my Plans for 2017 😦

clever kestrel
#

Lol, playable rabbits were very odd.

viral rapids
#

doable 😄

clever kestrel
#

@viral rapids Ohhhh....

#

So why is that then?

#

Running around top speed as a bunny is quite odd.

viral rapids
#

But doable 😄

clever kestrel
#

Yep 😄

kindred moss
#

no I mean civils actually have no behaviour they are just dummies walking around, in A2 they at least reacted to danger and would run away in fear and terror, but not so now.. so I find them useless just like rabbits or snakes, which lack the same reactions

clever kestrel
#

Indeed. I liked how you could also have some dialog interaction between the civilians as well

#

asking them if they've seen enemies or whatnot.

kindred moss
#

yeah felt a bit like RPG game for a bit ( no A3 RPG imlications )

viral rapids
#

"Hi"
"Hi"
"Hi"
"Hi"
"Hi"
"Hi"
"Hi"

#

😄 I loved doing that

clever kestrel
#

@kindred moss Lol, true that

#

@viral rapids Yep, could ask them endlessly

#

Oh and sometimes you couidn't understand them, even better.

viral rapids
#

Was always a pleasure, to annoy other Teammates with the constant SoundSpam 😄

clever kestrel
#

Lol yep 😄

lone lion
#

Where is the correct place to set uniform's side?

#

I'm inheriting from guerilla uniform, and there's side overwritten in cfgVehicles record. Uniform can be spawned correctly, but it's still seen as wrong side (unable to equip)

solemn steppe
#

@lone lion 0 = OPFOR
1 = BLUFOR
2 = INDEPENDANT
3 = CIVILIAN

#

You need to set the modelSides array for the uniform.

#

So if you want all sides use this modelSides[] = {0,1,2,3};

#

For just indie and civil do this modelSides[] = {2,3};

#

And so on....

wise fog
#

anyone know how to make a FFV gunner properly? My ffv gunner just goes through the bottem of the vehicle and is invisible under it

#

was wrong proxyIndex ^ fixed

kindred moss
#

@lone lion I have it* in my soldier base class

lone lion
#

@kindred moss, but it'd change what unit can wear, not which side uniform is considered to belong, no?

lone lion
#

Ok, I've got it to work

#

Turns out I had to find a unit model that is used as uniform body template (in my case B_G_Soldier_M_F), make my own copy of it and change modelSides[] there.

#

Previously all I had previously was cfgvehicles record for uniform container

balmy sable
#

A3 rabbits aren't as fast as A2 rabbits though.

#

(I think they're missing the sprint animation A2 ones had)

scarlet oyster
#

wasnt the rabbit sprint anim just regular walk speed up via config? I think it was smth like that ... 😄

balmy sable
#

Yeah, might've been, I just remember being disappointed the first time I attached C4 to an A3 rabbit and sent it towards someone at full speed.

unreal musk
#

...which reminds me of the video I saw of the exploding cows. (arma 2)(Though they may have been another animal) they had a proximity fuse of sorts and when they got close enough to a player, they exploded. If anyone remembers the vid or has a link, let me know.

lone lion
#

I remember exploding cows from Nogova Virus 😃

brisk hornet
#

Do anyone know how to change the timer on County Jail? I run Critical gaming, and when i jail them 30 min, they spawn in county? But i deleted the county building, so you are aactually spawning in thwe water? But yea, i won't to change the timer to 0 so you can't spawn in County?

gilded lake
#

lol

strange egret
#

wow the artillery system is some hacked piece of shit... cfgAmmo artilleryLock=1 makes it so airfriction is ignored and is the only way to get artilleryCharge and artilleryDispersion to work in CfgWeapons

#

and initspeed in cfgweapons does not work on vehicle weapons apparently

hearty sandal
#

works on missiles at least

strange egret
#

hm ok... maybe its the simulationtype (i have used shell so far i think)

hearty sandal
#

shell is.. weird sometimes

#

But yeah I think init speed is for missile weapons, or so I've gathered from my experiments

strange egret
#

no i'm talking about cfgWeapons initspeed, which received an "upgrade" in Marksman dlc -> positive values override magazine initspeed value and negative values act as modifier to magazine initspeedd

#

works for handweapons (which are obviously all shotBullet simulation)

hearty sandal
#

Oh alright then!

strange egret
#

with shotBullet it works in the main cfgWeapons class for vehicles as well, but isnt usable in firing modes

#

shotBullet doesnt cause vehicle recoil though

jade brook
#

the update where they added initSpeed for weapons broke the whole system in a lot of places

strange egret
#

what did it break?

jade brook
#

vehicles. grenade launcher hunter is firing them at 900 m/s

strange egret
#

but that seems more like a config goof on their part isnt it?

jade brook
#

I guess it could be fixed with config

tight raven
#

Hi all. Can someone check out my config for an ammo box i made. It worked a few months ago, but now I can't see it in eden or Zeus interface. I can however spawn it via "crate_vehicle" ingame
My CFG
http://pastebin.com/raw/ZyAsH28Y

hearty sandal
tight raven
#

@hearty sandal Probably not. I'll look into that. thanks for now

hearty sandal
#

Are you sure those configs are up to date? Can't seem to spot any editorcategory entry in any class. Anyway thats the only issue I could come up with.

tight raven
#

I just oppened the config from my A3/addons directory and those are up to date, modifyed my cfg and still no effect.

hearty sandal
#

you added editorCategory = "somethingvalid" and editorSubCategory = "somethingvalid" to your config?

tight raven
#

no, just editorCategory = "EdCat_Supplies";

#

i'll try again

tight raven
#

I cant find any subcategory for supply boxes and I don't see anything abou Subcategories in vanilla config eather @hearty sandal

hearty sandal
#

Hmm must be something else then. :L

tight raven
#

I'm affraid so.

gilded lake
#
class ReammoBox: Strategic
{
    ...
    editorCategory = "EdCat_Supplies";
    ...
};
#

from vanilla config

tight raven
#

Yes I got that (look 3 posts up)

gilded lake
#

oops 😄

tight raven
#

np

gilded lake
#

there is editorSubcategory = "EdSubcat_Storage"; for non ammo boxes

tight raven
#

saw that too

#

Must bee somthing weard I just know it. :S

gilded lake
#

did you set all addons (including unoffical) in the Zeus game master module? 😛

tight raven
#

Well @gilded lake and @hearty sandal I copyed the whole part of vanilla box cfg an replaced all contents and renamed it, then packed it and now it magicaly works. :S Faq me right. :D

woeful pier
#

hey guys, just began to work on an audio mod, can anyone point me to some useful config editing tuts? I'd like to learn more about dependencies and in general more about configs in arma.

stoic lily
#

@woeful pier still valid?

woeful pier
#

@stoic lily yep!

woeful pier
#

oh, I think that got me covered for now ^^

#

thanks man 😃

stoic lily
#

np

#

if you like WW2, check out IFA3 😉

jade brook
#

I wish the doc would emphasize how important CfgPatches is and what it does.

stoic lily
#

i think mikero has more extensive docu in one of his readmes

woeful pier
#

so, is IFA3 a standalone or a modable mod? 😄

gritty rune
#

Hi, hope that's the right channel: in Unsung we have the UH-1 helicopters and the gunner turrets are somehow not working in Eden. That is the gunner starts inside the model at 0,0,0 instead of in his seat, as if he had no place in the helicopter. However, when spawning the units with 'createVehicleCrew' or ordering them manually in to the seat, they occupy their gunner positions. Any hints what might go wrong there?

wise fog
#

Your gunner position has the correct proxyID? For the seat option

gritty rune
#

yes, I even changed them out of the way with the cargo, e.g. made them gunner.022 and gunnner.023 instead of gunner.002 and gunner.003. Also an observation: If I change the order of the gunner turrets from co-pilot, doorgunner, crewchief to crewchief, doorgunner, co-pilot, the first turret will be placed in the helicopter

#

it's like there's no space in Eden in the helicopter

#

but when I use 'allTurrets' I get all three back

gritty rune
#

when I change the proxyIndex of the co-pilot, he will occupy a gunner seat. But the other two are still not occupying their seat

wise fog
#

I have driver then all cargo 6 and finally my gunners.. And in config you have transportSoldier = 6; then you place your proxies for gunners and in the box below where it says ID 7 then in gunner config you set proxyID = 7;

#

That will allow them in the correct position, you also need a gunner view LOD as well

#

@gritty rune Hope that helps somewhat, let me know if you are still stuck

gritty rune
#

@wise fog thanks for sharing, so you count the cargo and gunners straight forward?

wise fog
#

No for example if my vehicle holds 5 people, 1 driver and 3 cargo then 1 ffv/gunner I would only list my transportSoldier as 3 and then the cargo proxies are cargo.001 002 003 and then 004 is gunner(dont name these - just change the proxy id in the box)

#

@TeTeT#6940 Just make sure the number in config for proxy id matches the gunner, the transportSoldier is total num-driver-gunners= cargo

buoyant coral
#

Guys quick question i am doing winter map and would like to include snow storm inside config is it possible ? So server owners wont need to add it manually .

kindred moss
#

arma3 doesnt have that kind of weather

buoyant coral
#

I know but is it possible to include it in the actual map files ?

kindred moss
#

cant help you there much, but I guess that there is a way... you might want to check with author first
also #arma3_terrain might be of more use for that

hasty ruin
#

@buoyant coral pretty much anything is possible, you would need to create a pbo that runs the snowstorm postInit for the clients

flint pecan
#

How i can hide helmet, when im wear vest or uniform? Like in BIS diver suit.

buoyant coral
#

@hasty ruin cheers mate

foggy blaze
#

Is it possible to make two different opticsIn views look from different memory points on a vehicle?

thorn leaf
#

VKing, the RHS bmp-3 does this using the gun sights and the ATGM sights. Though, not sure how they did it ;) just saying its possible

foggy blaze
#

Cheers, I'll have a look at it and see if it helps

jade brook
#

@flint pecan Not config and it won't work wth vests

#

But you can simply remove the helmets proxy in the uniform/soldier model

strange egret
#

but that means the person would still benefit from the armor of a helmet, if one was equipped

jade brook
#

True

potent horizon
#

Is there a way to make sure that in the editor my user spawns without headgear?

#

or facewear?

flint pecan
#

@jade brook thanks!

strange egret
#

create an init script in the config that removes the headgear on spawn

potent horizon
#

Ah sweet, thank you!

hasty ruin
#

@[PTR] Damian#4291 np

gritty rune
#

Andrew, thanks a lot for your help again. I found the culprit for the gunners misbehaviour: One needs to set primaryGunner in the turret

toxic stirrup
#

how do I make civilians carry more stuff, but not in rucksacks? 😮
i would need some concealed carry shit 😃

thorn leaf
#

IceBreakr, you can probably just configure their uniform to carry more stuffs

viral rapids
#

@toxic stirrup Can only be done by Uniform ( "Supply60" for example)

kindred moss
#

yeah civils have class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "C_man_polo_3_F"; containerClass = "Supply20"; mass = 40; }; supply20 as default

nocturne verge
#
 class WeaponSlotsInfo {
            mass = 50;
            class MuzzleSlot {
                iconPosition[] = {0.000000, 0.400000};
                linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE";
                compatibleItems[] = {"muzzle_snds_H_MG_blk_F","muzzle_snds_338_black","muzzle_snds_M"};
            };

            class CowsSlot {
                iconPosition[] = {0.500000, 0.300000};
                linkProxy = "\A3\data_f\proxies\weapon_slots\TOP";
                compatibleItems[] = {"optic_Hamr","optic_MRCO","optic_Nightstalker","optic_DMS","optic_ERCO_blk_F","optic_Holosight_blk_F","optic_Arco"};
            };

            class PointerSlot {
                iconPosition[] = {0.200000, 0.400000};
                linkProxy = "\A3\data_f\proxies\weapon_slots\SIDE";
                compatibleItems[] = {"acc_pointer_IR"};
            };
        };  ```
 is there anyway to enable all attachments on weapon whithout having to type in everyones code as well as can someone give me the coding for enabling attachment of Bipod?
jade brook
#
Bohemia Interactive Forums

Page 1 of 28 - ASDG Joint Rails - posted in ARMA 3 - ADDONS & MODS: COMPLETE: ASDG Joint Rails is a config addon which defines weapon rails using the new attachment config system available since patch 1.04 came out (31 Oct 2013). Download links removed because standalone release is no longer compatible with the current game version.Please use CBA instead.The rails are attached by default to all vanilla weapons. The goal is to provide a common system which can be used by weapon and att...

potent horizon
#

@jade brook I'm back, ready for some more explaining?

obtuse pine
#

Maybe this is a model question -- I'm attempting to make a vehicle immune to wind effects. For example, a player parachuting -- I don't want the parachute vehicle to be affected by wind. I've looked at the configs / model, but my searching hasn't turned up much. Particle effects have rubbing settings. I'm looking for something similar for vehicles like parachutes. Thanks for any tips.

jade brook
#

The drift from the wind comes from the parachute object, not the soldier inside

obtuse pine
#

Right, I've dug through the helicopter / air classes, but can't find anything directly related to wind's effects

jade brook
#

if there are no config entries. then it's probably hard coded into the engine

#

magic numbers in C++ land

#

wouldn't be the first time

#

I'm honestly not sure, but it's definitely part of the parachute and not the object inside

strange egret
#

if its not a steerable parachute, why not disable simulation and then setvelocity via script?

#

or something like that... not a script guru

jade brook
#

hmm. Dunno if simulation includes the parachuting logic. Someone has to try.

wise fog
#

anyone know how /why my vehicle constantly drifts to the right when driving?

#

could that be physx? or model related such as geom off center?

gritty rune
#

@wise fog I had the Sheridan list to the left, turned out that the model needs to be centered in the lods

jade brook
#

also something about the physX wheel axis not actually being an axis (2 points), but one point

wise fog
#

its not centered now, that would be my issue, is there an easy way to center all LODs in OB?

gritty rune
#

figure out a vertex that should be centered, take the offset and move all lods by that offset. That's what I did.

jade brook
#

wheel_X_Y_axis

gritty rune
#

there's an unchecked box for moving all lods

jade brook
#

and

#

wheel_X_Y_bound

#

must be single points, despite the first one being named axis

wise fog
#

they are @jade brook

jade brook
#

hmm.

#

and all wheels inherit from the first wheel?

#

without changing anything, except

#

class wheel_1_2: wheel_1_1 {
boneName = "wheel_1_2_damper";
center = "wheel_1_2_axis";
boundary = "wheel_1_2_bound";
};

#

etc etc

#

?

wise fog
#

for physx?

#

yes

jade brook
#

config. this is for physx

wise fog
#

yep

jade brook
#

hmmm

wise fog
#

its a small wheelbase vehicle

jade brook
#

should not be necessary to make the model symetric. nor must the masses be

wise fog
#

it also spins a bit so

#

i have locked the turning up a bit at higher speeds but it can still spin

#

like trying to go 130 in an atv, it will wobble

gritty rune
#

@jade brook I had the Sheridan converted from arma2 Unsung list to the left in arma 3 until I centered the model in all lods.

#

it didn't even have a physx lod or so

jade brook
#

I have a Puma IFV which has it's turret mounted not in the middle

wise fog
#

im testing both atm

gritty rune
#

it was not the turret, the whole vehicle was offset to the left

gritty rune
#

I couldn't believe it either, until I tried

jade brook
#

turret not centered, yet it has mass and the thing drives straight

#

PhysX is a huge headache and the result is not worth it

gritty rune
#

I agree

jade brook
#

But you have to use it unfortunately

wise fog
#

my vehicle spins out at higher speeds or is sensitive as well, any pointers? haha :d

#

physx sucks

#

yea it still drifts a bit to the right, resulting in me trying to offset it

#

and thus more spins

#

could it possibly be one of my PlayerSteeringCoef @jade brook do you think?

jade brook
#

PhysX is a huge trail and error mystery to me

#

still

wise fog
#

start...restart..start 😛

#

well thanks for the help, ill keep toying

#

I changed MOI / CentreBias and differentialType and now it has a left lean

#

well thats a start lo

#

lol

mossy scaffold
#

Starting to suspect that Enfusion's thusfar omission of PhysX has something to do with feedback like this... 😄

wise fog
#

Yep, changing differential type makes the car drift badly lol

#

I gotta find which works I guess

jade brook
#

Starting to suspect that Enfusion's thusfar omission of PhysX has something to do with feedback like this...

#

Is that real?

strange egret
#

we will see. Truth is, just because you "switch" engine/ create something new doesnt make it easier to configure vehicles properly

#

particulary if you have no clue how it works approximately in RL

#

also... software engineers trying to do simulation can always lead to very wonky physics systems...

solemn steppe
#

In SA, everything has PhysX. Enfusion didn't omit PhysX.

#

@jade brook

wild pasture
#

Proof? PhysX was new to RV4, which is what A3 uses.

red wharf
solemn steppe
#

@red wharf Good to know, I know Enfusion had physics and I thought it was PhysX.

#

Didn't realize it was its own. I did think it was weird that Standalone doesn't use phys lods.

red wharf
#

well quite lot of people working on Enfusion're fans of open source ...
while i can't say if the Enfusion physics is purely based on something like Bullet it definitely may be inspired by

wise fog
#

speaking of which, so my physx vehicle drifts/pulls to the left at slow speeds when set to differentialType = all or front_ and then pulls to the right at high speeds when set to rear_open or rear_limited

#

anyone know what I can look for there? lol

runic fable
#

new

#
    class AirportBase: NonStrategic
    {
        simulation = "airport";
        ilsPosition[] = {-270,0};
        ilsDirection[] = {-1,0.08,0};
        ilsTaxiIn[] = {40,-38,-212,-38,-218,-32,-218,-10,-200,0};
        ilsTaxiOff[] = {20,0,240,0,250,-10,250,-30,245,-35,240,-38,40,-38};
    };```
sullen fulcrum
#

sounds like a placable airport for the editor @runic fable

minor kite
#

Heya sexy people

#

got a question for the DynaSound template

#

is there a possibility to pre-define parts of a folder structure for a config file?

#

I'd like to make the template as user friendly as possible and would like to have it so that people only have to edit a file which includes the mod prefix and the folter structure for the pbo

viral rapids
#

just add another macro with the name PATH

#

In that PATH -> TYPENAME is defined

minor kite
#

typename already is defined

#

ah yeah sorry

#

my image was misleading

#

i already created a define named PATH, but, well, it's not accepting path structure like

mymod\addons\mysounds\andSoOn

#

since the \ is used to make multi-line defines, i can't define the folder structure this way. And there's no way to merge strings in configs afaik :/

#

otherwise I'd have done it like

#define PATH "bla\bla\bla"

and then

sound = "##PATH## + "Rest"

#

but that doesn't work

viral rapids
#

uh ah hu?

#

erm... wasn't there a command like * infront of a \ to disable that?

#

@jade brook

minor kite
#

then it become a comment 😄

viral rapids
#

yeahhh, was an example^^

#

Was thinking about the BEFilter expectionstuffthingymess

jade brook
#

Pardon?

viral rapids
#

In Macros, using \

#

was there a prefix that disables the \ to be seen as "end of line"

jade brook
#

/* comment */
?

viral rapids
#

i can't rly remember tbh.

jade brook
#

oh, how to escape a newline in macros?

#

it's either / or \. Idk

viral rapids
#

@minor kite

jade brook
#

backslash

#

\

minor kite
#

i know that

#

my issue is that i want to #define a folder structure

#

and folder structures have a \ in them, making it impossible to do so :/

#

see above haha

jade brook
#

can't you use frontslash instead?

viral rapids
#

not in Config iirc

jade brook
#
#ifndef PATHTO_SYS
    #define PATHTO_SYS(var1,var2,var3) \MAINPREFIX\##var1\SUBPREFIX\##var2\##var3.sqf
#endif
#ifndef PATHTOF_SYS
    #define PATHTOF_SYS(var1,var2,var3) \MAINPREFIX\##var1\SUBPREFIX\##var2\##var3
#endif

#ifndef PATHTOF2_SYS
    #define PATHTOF2_SYS(var1,var2,var3) MAINPREFIX\##var1\SUBPREFIX\##var2\##var3
#endif
#

we have no probs with that

viral rapids
#

So @minor kite just broke it 😄

#

ah stop, you sure that works MultiLine Macros?

minor kite
#

oh wait, isee what you meant

#

hooooold on

#

so it looks like this for me and pboproject tells me to fuck off

jade brook
#

woa

#

why is there # in the macro name you're trying to define?

#

that won't work

minor kite
#

No? So the define name can't be variable?

jade brook
#

nope

minor kite
#

damn, so no point in doing it anyway

#

thanks for saving the time, dude!

jade brook
#

yw

potent horizon
#

aka, dont a certain part from cfgWeapons ingame

#

like the base uniforms

jade brook
#

you set the config entry scope to 1

#

0 - private
1 - protected
2 - public

potent horizon
#

oh alright, thank you!

jade brook
#

note that a "private" class can only have "private" parents. But "protected" should be sufficient

#

It will make it so that they're not shown, but still usable with addItem etc.

potent horizon
#

nice, love the info! thank you so much

#

is there also a way to backtrack ingame where/what defines a certain class?

#

as it looks like I have still 2 base uniforms showing up

jade brook
#

the config viewer in the edit

#

Esc -> Config viewer

potent horizon
#

splendid, thanks again!

strange egret
#

@red wharf no surprises there... in the long run likely more beneficial, but also requires more work. My point still stands though - if <anybody> got no one who has a deeper understanding of a vehicles simulation, it can get balled up. Case in point: PhysX lack of clutch behaviour/ problems with heavier vehicles

#

other example: tank suspension configs. All tanks i see (vanillay, modded) have the same damping and spring values for all wheels. Ingame they feel kinda stiff - compared to RL, where they are quite bouncy (e.g. T-90), especially when driving over objects. Reason is that most older and many contemporary tanks (still) only have damping on the first and last wheel pair. Rest is undamped.

#

Acceleration for tanks feels "hovery"in physx - because the torque is applied at the roadwheels. But only the sprocket wheel power the tracks in RL -> means when accelerating hard (esp. from a stand still) the torque on the sprocket wheel will "pull" on the track, an since the track and roadwheels have inertia + various resistances from ground and internal friction, the characteristic "bucking" behaviour you usually see on BMP and T-72 for example happens.

#

the tanks in physx also use a "wheel model" for airfilled tires (that behave different for tire loads and load directions). Which is a bit of a waste. Rubber Threads behave much simpler (on roads).

proud brook
#

What i need to do, to get a full width Custom Driver Optics for a Vehicle? At this time it looks weird http://imgur.com/a/nlTtg

regal pond
#

Anyone with experience configuring objects/gear/vehicles interested in joining a large team working on a total conversion mod? Team is experienced and making good progress (pre alpha testing about to start) but we are running into a bottleneck with configuring our models. There are two of us configuring models for three, soon to be 6 modelers, and one of them (myself)is about to be unavailable for the forceable future as this is my busy season (currently on 9th shift for the week). Its a relaxed group, work as you are available. Pm if interested.

dusk jungle
#

I remember there was a way to define groups of magazines so you just specify this group in magazines property of weapons instead of listing each magazine each time, can somebody hint me where to look at and what to google?

sharp stone
#

Its not actually implemented

dusk jungle
#

😦

sharp stone
#

yup its pretty retarded

#

ask commy and hell gladly tell you all about it

wild pasture
#

Are you talking about adding something to a config array without having to define all of the values again? I believe it's either =+ or +=, but it doesn't work for nested arrays.

thorn leaf
#

Pretty noobish question here. However, if I want to deprecate accuracy based on how constant the turret is being fired. Is it possible to even do this? While keeping the first couple shots fired fairly accurate.

#

Goal is for .50 cal single shot and short burst mode to be accurate but full auto will shake around a bit

strange egret
#

no not possible

#

you can make base modes different deviation iirc, but not based on how many rounds fire...

thorn leaf
#

Thought so :( bummer

#

Seems like such a reasonable thing to have. M2 is very accurate but full auto laser mode? Nope... Or high base dispersion always inaccurate mode :/

sullen fulcrum
#

Anyone know what this error is?

#

No entry 'bin\config.bin/CfgWeapons/ItemInfo.scope'.

#

That and several hundred after it.

wise fog
#

Sounds like you have an error in your config that is throwing everything off behind it

solemn steppe
#

anyone know what .xob is?

#

or what about .ag?

gritty rune
#

@sullen fulcrum I believe this was introduced with an update earlier this year.You need to fix the Item* inheritance to get rid of it

sullen fulcrum
#

@gritty rune The problem is one of the mods

#

Namely I am told it's RHS

wise fog
#

@Zelik#0033 in what context? Filenames? Config? Errors?

sullen fulcrum
#

I understand its possible to increase the maximum spot distance from config over and above just setting the AI subskill spotDistance to 1.0? Anyone know more about the specific config settings to do that?

inland basalt
sharp stone
#

^ and thats not implemented

stoic lily
#

@BrightCandle#1562

cfgVehicles

        accuracy = 0;//identify type
        camouflage = 2;//harder to see
        audible = 18;//easier to hear
        sensitivity = 3;//see better
        sensitivityEar = "0.0075 /3";//hear better

        spotableDarkNightLightsOff = 0.003;
        spotableNightLightsOff = 0.035;
        spotableNightLightsOn = 4;
        visibleNightLightsOff = 0.1;
        visibleNightLightsOn = 0.2;

cfgWeapons

        visibleFire = 32;
        audibleFire = 32;
        visibleFireTime = 20;```
runic fable
#

is it known what scopeCurator = 1; vs scopeCurator = 2; is? couldnt find nothing in forums, wiki or scripts

jade brook
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overwrites scope for Zeus

runic fable
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1 is used for V_TacVestCamo_khk; and most helmets and all optics

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for vehicles scopeCurator = 1; is used for reskins

jade brook
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Zeus has a menu to fill cargo, right? scope = 1 items should not appear there

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even if they have scope = 2, scopeCurator is used by the scripts instead

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and it only falls back to scope if scopeCurator is undefined

runic fable
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yes

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but the question is what is 1 vs 2, or 0 vs 1

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0 is usually base class, 1 is hidden, 2 is public

#
    class optic_AMS_base: ItemCore
        scope = 0;
        scopeCurator = 0;
        scopeArsenal = 0;```
jade brook
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1 is either the same as 0 or the same as 2

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no idea

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the concept of 3 of these makes no sense for Zeus or Eden for that matter

runic fable
#
    class optic_AMS: optic_AMS_base
        scope = 2;
        scopeCurator = 1;
        scopeArsenal = 2;```
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i think the guy who configured that was just clueless how it works

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1 seems to hide stuff

jade brook
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so it's the same as 0

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these are just config entries read by the Zeus and Arsenal scripts

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nothing in the engine

runic fable
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had wong filter filter active..

                _scope = getnumber (_cfg >> "scope") max getnumber (_cfg >> "scopeCurator");
                _scopeCurator = getnumber (_cfg >> "scopeCurator");
                if (_simulation == "soldier" && _scope > 1 && (_scopeCurator > 1 || !isnumber (_cfg >> "scopeCurator"))) then {```
#

.\a3\ui_f_curator\UI\RscCommon\RscAttributeRespawnInventory.sqf

#
_isBase = if (isarray (_x >> "muzzles")) then {(_className call bis_fnc_baseWeapon == _className)} else {true}; //-- Check if base weapon (true for all entity types)
if (_scope == 2 && {gettext (_class >> "model") != ""} && _isBase) then {

if (getnumber (_cfgMag >> "scope") == 2 || getnumber (_cfgMag >> "scopeArsenal") == 2) then {```
.\a3\functions_f_bootcamp\Inventory\fn_arsenal.sqf
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so 0 is same as 1

solemn steppe
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@wise fog found out what xobs are, still dont know what .ag is. And they are extensions found in SA files. Xob is a binned model.

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It's for enfusion engine. Txo is the unbinned version.

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Thinking that SA might switch from .p3d to .Xob and from .rtm to .anm. There are about 300 more .anm files in the standalone pbos than rtms.

boreal heart
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Is it possible to reduce the 'bouncyness' of the smoke 40mm launcher rounds? So they dont bounce like 1km off the indended target

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If so is there anything in the config for that?

scarlet oyster
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scope = 0 and scope=1 are NOT the same.

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scope = 1 items can be created via script, they are simply hidden from editor interfaces/arsenal/zeus.

scope = 0 items are there to identify base classes, and cannot be created via createVehicle script commands.

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for arsenal and zeus scope 0 and 1 are treated the same.

stoic lily
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@boreal heart deflecting = 0

hasty ruin
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I have always thought 0, 1 and 2 for these scopes referenced hidden, private and public

boreal heart
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@stoic lily cheers mate. I'm guessing this is just a value you can fiddle with to find the right value?

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Thats a dumb question haah of course it is

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Cheers anyway

boreal heart
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@stoic lily cheers again mate.

jade brook
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@hasty ruin
private, protected and public
but those are just words to describe what mondkalb wrote
@scarlet oyster
They ARE the same for scopeCurator and scopeArsenal. Because those are just entries read by the respective scripts and not by the engine and those scripts make no difference of 0 and 1

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It's again bad design. Should've been named curatorHidden = 0/1; and arsenalHidden = 0/1;

median wedge
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I thought scopeArsenal = 1; let you access the item if and only if it's already equipped on the player. I figured it was the same for scopeCurator

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with scopeArsenal = 0; removing the item if equipped

scarlet oyster
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thats why I said they were the same for zeus and arsenal. 😄

gilded lake
scarlet oyster
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Also, on the contrary. it is not bad design as you say

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It is good design, to stay with the convention of scope = 2 meaning visible in editor. 😉 (As scope is already an established concept that is understood)

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But yeh, changing the name of the parameter to something less weird than "scope" is surely an alternative, but then there are two "words" describing the same behaviour, which is IMO worse: I'd always favour consistency in these situations where a sensible choice was not made in the beginning. (Cue XKCD on too many systems, so a new system must be made!)

jade brook
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But it's different from scope entirely. Otherwise it would make sense to distinguish between 0 and 1 for them.

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@median wedge That is wrong

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@gilded lake Then why does BI use = 1 sometimes? Doesn't matter as it's the same as 0 I guess

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Now we have a boolean that is not >0, but >1

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XKCD
a comic is no argument

scarlet oyster
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its not an argument, just an anecdote

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the argument is speaking for experience of maintaining legacy backwardscompatibility of VBS

jade brook
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All I see is that people assume that scopeArsenal/Curator is somehow related to scope

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when in reality it's not

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except scope being the fallback if the other ones are undefined

scarlet oyster
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I'd say it is very similar. It regulates the visiblity of the item in editor-enivronment user interfaces.

jade brook
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If they were similar, then it would imply that all items with scopeArsenal=2 are shown

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and those with scopeArsenal=1 can be added with scripting commands / functions

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and those with 0 are always ignored

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but it's nothing like that

scarlet oyster
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scopearsenal=1 should and is the same as scopearsenal 0.

jade brook
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then why do both exist?

scarlet oyster
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force of habit by bad config writers?

jade brook
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they wouldn't have done that if the entries had proper names

scarlet oyster
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Back to my original point.

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the enumerated value 2 as "public" implies visible in creative interfaces (editor, minus "gear"-inventories)

jade brook
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just reusing the ´scope` concept when it does not apply, does not make things better

scarlet oyster
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Makes all the sense to me to stick with that. One less new thing to learn.

jade brook
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One less new thing to learn.
yeah, now everyone just assumes something

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the problem is that it's false

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it's a really minor thing

scarlet oyster
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Oh yes. scope=1 + scopeArsenal=2 means it still doesnt show up in Arsenal?

jade brook
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I think it does show

scarlet oyster
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ah yes, right. its the other way around.

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Or wait... hmm. Now I am doubting myself about scopeArsenal. But there was some weird behaviour about it that defied the scope "logic"

jade brook
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great design...

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Again. This is all a really minor thing, but it's another puzzle piece of bad design

scarlet oyster
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I think it was a situation where an item set to scope=1; scopeArsenal=2 would not show up in arsenal.

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Kjus code snipped shows that this is not the case.

jade brook
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_scope = if (isnumber (_class >> "scopeArsenal")) then {getnumber (_class >> "scopeArsenal")} else {getnumber (_class >> "scope")};

scarlet oyster
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Ahhh, my problem was: scope=2, scopeArsenal=1 would not hide it from arsenal.

jade brook
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I think you mean this line:
if (getnumber (_cfgMag >> "scope") == 2 || getnumber (_cfgMag >> "scopeArsenal") == 2) then {

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which is actually a bug

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You can't hide magazines from the arsenal

scarlet oyster
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This one:

_scope = getnumber (_cfg >> "scope") max getnumber (_cfg >> "scopeCurator");

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Oh great, not being able to hide magazines... smh

jade brook
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Only applies to magazines

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For whatever reason...

scarlet oyster
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Next step, evolve scope into a bitflag parameter 😄

jade brook
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would probably cause too many problems, since it's probably hard coded all over the engine

scarlet oyster
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I dont think so, as with the currently assigned values only the first two bits are uniquely defined.

00 = protected
01 = private
10 = public

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So you could easily add on top, since the engine barely cares about variable types anyway.

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Unless of course, you have a lot of stuff asking for == 2 instead of > 1, which is very likely.

jade brook
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11 would mean what exactly?

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Unless of course, you have a lot of stuff asking for == 2 instead of > 1, which is very likely.

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that's what I mean

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you'd have to go through everything

scarlet oyster
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Rule #2: Cant have nice things.

jade brook
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What I want for Enfusion is the possibility to inherit configs that are not part of the same super class or super classes above the current class

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but from anywhere

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then you could make nice things with compositional inheritance

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without spamming the main config

scarlet oyster
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I worked out a real nice concept for this, even got it estimated but it was canned because too prone to abuse.

jade brook
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that could easily handle stuff like the arsenal

scarlet oyster
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Its a system that would let you crosslink config values.

jade brook
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how would you abuse that? it would be great

scarlet oyster
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cant find the papertrail right now :/

jade brook
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it wouldn't be complicated

class CfgTurrets {
    My_turret {};
};

class CfgVehicles {
    My_Vehicle {
        class Turrets {
            class MainTurret: CfgTurrets:My_turret {};
        };
    };
};
scarlet oyster
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In essence it was diving into the realm of smart objects.

jade brook
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my example would get rid of all my problems I have with class inheritance too 😛

scarlet oyster
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ie you could do stuff like

myCar
{
speed = configFile >> "cfgProfiles" >> "carProfileSpeed"

Next level (smart obj) was kinda pairing it with scripting, which is where it turned into the "lol nope" category:

speed = configOf player >> "someValue";

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class inheritance is a b*tch. There's about 12948162487164 different methods for inheritance separated by superclass. i.e cfgVehicles inheritance does work different from CfgWorlds, and so on.

jade brook
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Haha. "speed" I wish that was still a thing. But "PhysX"

scarlet oyster
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Want to inherit class Attributes in UI configs using the same methods you apply within CfgVehicles? Lolnope, class attributes cant be inherited at all...

jade brook
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my example would fix it all

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Idk how C++ does it, but it can't be too much different

scarlet oyster
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Your example would presume one globally active inheritance to rule them all, which is already not the case.

jade brook
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well, the config itself does not care what the classes are named

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the problem is how the scripts and the engine reads inherited values

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sometimes it works, sometimes they're ignored

scarlet oyster
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Yes, and there the "how it does this" is not even unified.

jade brook
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depends on the implementation

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yeah that sucks, but it's not a problem of the configs

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And sometimes it is what you want

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I guess

scarlet oyster
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I refer you to rule #2 😄

jade brook
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BWC. All stuff that could've been fixed with A3

scarlet oyster
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Yet instead they focused on turning it into a game. 😛

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Thinking back to 2013, comparing it to today. Pretty impressive. 👍

runic fable
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Preloaded entry allSubEntries not found in bin\config.bin/CfgVehicles/
No owner for class: bin\config.bin
No owner for class: CfgWeapons
No owner for class: CfgVehicles
No owner for class: B_Soldier_F
No owner for class: C_Soldier_VR_F
No owner for class: Logic
No owner for class: Supply140
No owner for class: Supply40

#

some weird stuff in new dev branch

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