#arma3_config
1 messages · Page 66 of 1
Holy shit it finally packed
Now I get this error fuck it never ends with me
bin\config.bin\CfgVehicles\EventHandler.scope
well you need to study configs first
No cfgPatches and requiredAddons[]?
you seem to not really understand what you are doing
inheritance is complex and not really good guides out there, yet looking at well made configs by others should give you the idea
note: BI samples are not a good reference
Well I only have problems with the helmet randomsizatin. Everything else has worked fine
@untold temple cfgPatches is seperate
Everything is its own hpp then they're all #included in the config file
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
I think it works like that {{x,y},{a,b}}
gives me an error on binarizing. { encountered instead of ,
wait no im stupid. there was a typo }{
@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)
MOI and dampingRateInAir
nothing in the p3d, like total mass and distribution?
no, config only
ok darn 😐
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
if the vehicle appears "stuck" (like here) https://www.youtube.com/watch?v=PxYiWuaRnss MOI and dRIA does not fix it
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
@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
epevehicle doesnt help with tuning MOI and dRIA. As long as gearbox etc are working of course (which epeV does tell)
thank you
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.
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'];
So I basically need to run this life_fnc_clothingMenu,""reb"",0,false,false,"""",' license_civ_rebel && playerSide == civilian
Anyone who knows how to do it? Thanks in advance
config: http://hastebin.com/vebaqabofa.cs
kind of a mess, gonna clean it up soon
modelcfg: http://hastebin.com/gipemikuho.scala
Oh no I didn't
did you run a lintcheck over both yet?
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
try to add units[] and weapons[] to cfgPatches
{""}; => {};
that might be it actually
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.
Dang, the units and weapons[] didn't fix it. I'll clean it up and see if anything stands out now
did you fix the 2nd thing?
The 2nd thing? The 'noentry' thing? If so, no not yet. Very elusive
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
what could be causing that?
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.
fixed it nvr mind
@spacenavy90#3890 {""}; => {};
@dim ore What Mod are you trying to repack?
Dw i got it sorted
I had the public key dir set not the private.
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.
I don't particularly want to join your group to see what mod it is.
@dim ore repacking mods is not allowed and esp not uploading to Steam WS.
what?
its omg...... its not a stolen mod. its from cup.
its not copyright or anything. and i am allowed to repack edit do what ever i like with it.
iv gone through this with cup. and everything is ok lol im not stealing a mod.
i am allowed to edit change it reupload it anywhere.
its a specific vehicle out of the cup vehicle pack. its been edited to my own tags nothing is wrong
I dont see you published anything
seafox?
dw all is good. im not stealing there is no copyright. yes its the seafox
yeah all is well haha. yes all is well. im not mad. not at all.
I think @unreal musk wanted to say that this is offtopic here 😛
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.
its on the workshop public its on armaholic. its not private you dont need to join anything.
I was just curious what mod.
@dim ore Please note that we do not allow verbatim re-uploads of CUP
ohh o. please talk to varanon
I say again, we do not allow verbatim re-uploads of CUP.
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
Anything else, we do not allow
yes i am the guy that varanon was helping. there are no cup tags as i said all is well
That's fine then.
yes varanon helped me out and its alll sorted out its got my own tags.
alright, all shiny then
yep
check the page it has cup included. everything is undercontrol. anyway i gtg
iv just always liked the seafox.
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".
it does. it states cupp helped. it states it is derived from cup.
dw about it everything is ok
#offtopic_arma #ip_rights_violations gents pls
@strange egret any idea how tank crew can get damaged if indirectHit is 0 and no penetration happens? or do mines work differently somehow?
cyas
no idea. there is crewexplosionProtection or something like that in cfgVehicles. But it never worked for regular projectiles for me
yeah we had to lower it quite a bit
crewExplosionProtection = 0.99;
crewExplosionProtection = 0.9995;```
wasnt there a functionality for pboProject to ignore specific folders? how does such folder have to be named again?
https://community.bistudio.com/wiki/Arma_3_Cars_Config_Guidelines#Suspension_parameters
alpha = sqrt(mSprungMass/mSpringStrength)/timestep
What is/Where do i find timestep?
timestep of the physx simulation
ok. is it a fixed value?
it runs with 30fps i think (unless game frames are even lower)
I'm having a problem.. bet it is a config one. I have ported a few arma 2 objects, with movefolder
they work in buldozer and all but the buildings work ingame
so i'm guessing there's some config thing i'm missing
plants and small objects work fine. buildings just don't appear
Is VTOL vectoring with flaps action using analog thrust not a thing anymore? I actuate the flaps but the tilt rotors don't vector...
many people claim this was a thing, but i have never experienced it neither in A3 nor A2
maybe the A2 stuff had tilt/engine rotations that moved with flap usage
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
Unfortunate, it sucks that the vectoring doesnt happen when decelerating when using analog thrust. So the VTOL just stalls and crashes.
eh? When i decelerate in normal flight mode and get too slow, it automatically (and slowly) transitions to "half" hover mode
check your config, e.g. landing speed or something like that. try to change that
It may just be me then.. I'll have to try on the blackfish.
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
Any suggestions what to do about that? Would it be cfg or model cfg?
@wise fog can you post your model.cfg and config?
@astral rivet don't tell me that removed the feature! Was so helpful for flying VTOLs
Now it looks like you're either flying at full speed or hover, nothing inbetween like you could with manual angle.
@kindred moss cfgVehicles: http://pastebin.com/35s0yeuq and then model.cfg: http://pastebin.com/qLXn0ei0
@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...
no its not inconsistent. It simply is dependant on current airspeed. Nothing to do with analog/non-analog
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
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.
i dont see the problem... either you want to land/ start in stol/vtol , or you want to fly straight
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.
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
you can ignore it safely
dir="modname" in cfgMods is related to it, if you use different foldername for mod than defined it will spew that in rpt
@kindred moss Thanks for the info, just trying to clean up any rpt errors.
there are 3 different modes of vtol btw
https://forums.bistudio.com/topic/157525-fixed-wing-flight-model-dev-branch/page-27#entry3044133
idk how that relates to the transitioning stuff, but 1 shouldnt transition on its own of course
@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.
Right, the most favorable outcome would be to somehow be able to manually control the rotor pitch with a useraction or something.
In other news, is it illegal to reference the blackfish sounds in a mod?
no
If I define NewTurret from the Plane_Base_F class, does it inherit basic values eg. for maxHorizontalRotSpeed?
NVM figured it out
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?
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
What are you referring to as "name"?
config entry named "name" in class HitPoints class HitX
it refers to the models selection in the Hit-points / Fire Geo LODs
My theory is that by using a selection that does not exist in the model, the hit point becomes undamageable
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
hes working on some scifi stuff, so i would assume so. My bet is on a hover/glider vehicle 😉
if its just config, then yes, high armor value and minimalHit = 1.0 , passthrough 0, radius 0, explosionshielding 0
but will that stop the damage taken from collisions? I'm not sure
considering that when you collide with something, only the tires that where near the collision pop, it should solve that
you could also move the hitpoints 5m into the air...
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
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
Yeah lol that is the problem
Increasing the wheel size certainly helped. Gonna see if I can add any more geometry to prevent the clipping
definitely helps for debugging to display a representation of the physx wheels instead of the real one (or in your case none)
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
Holy batman I figured it out!
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
On the gound it limits oyu to 60 degrees or whatever, but in the air it works awesome!
@astral rivet thats what I was talking about. Glad they have't removed it haha
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
Also the drag. I know it was bodyFrictionCoef or something in helicopters but does that also apply with planes?
Anyone happen to know how I can make a vehicle as fast as I want in reverse?
you cant
Anyone tested what HDR mode is for PiP?
How about making it as fast as it is going forward?
your question couldnt be more general
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.
Engine limits it to 120-130kph - no matter if you exceed that number in the vehicle's config. - from mondkalb
maxspeed
is only for AI if I am not mistaken
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.
its also present in physx config
Any help with VTOL descent rates? After a ton of testing I'm still not sure which value affects it
vtol power cant be adjusted according to oukej
not sure if mass plays a role, but i guess so
doesn't maxSpeed reduce player throttle?
so going above maxSpeed cuts your power to ~0.1 throttle input or something like that
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
it would be helpful to have the macros
@red wharf
macros of cars - http://pastebin.ubuntu.com/23407960/
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
it makes to define them a lot easier
@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.
but that does also affect regular forward thrustcoef
helicopters have liftForceCoef = 5;
buut I doubt the current vtol has such
I vaguely remember reading that increasing the vtol = x number would make lift stronger. But that might also be just my imagination.
That ended up not being the case as outlined here https://forums.bistudio.com/topic/157525-fixed-wing-flight-model-dev-branch/?p=3044133
Anyone know of a way to locate a "circular addon dependancy" ? tearing my heair out here heh
Hey Guys, can I edit the Inventory Dialog or the lobby dialog with modifications ?
Yep
And how ? What do i need to edit or where ?
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 ) ```
@hearty sandal i asked oukej that, but it was a false conclusion on my part apparently
@cursive eagle >circular addon dependancy
Addon A requires addon B, and addon B requires addon A in basics
check cfgPatches { requiredAddons[] = { "A, "B" }; };
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
@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 !
anyone know how to separate MarkerLights from turning the lights on/off at night? so I can do it by useraction instead?
like when I turn the vehicle lights on at night my marker lights also turn on, looking to avoid that
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?
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.
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
Is there a way to increase the vertical climb speed of a vanilla flight model helicopter?
@Zelik#0033 I will take a look thanks
Is there any documentation or explaination avaliable for the flight model parameters? Specifically what and how draconicForces and Aoi and envelope affect the plane?
If anyone knows How To set up a copilot for a FW could you pop up please?
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
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)?
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 introduced in 1.4 https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Inventory_icons_overlay_method
tx
animationList[] = {"AddDoors",0.9,"AddBackseats",0.9,"AddTread_Short",0.5,"AddTread",0.4};
is this to configure the default state of animations?
Hey guys, I have this addon called mm_buildings. It has a police station and I can't open the doors for it. I checked into the config and I changed all the doors condition to https://gyazo.com/c770bb909d3e6687ef66ddc760899651
I changed the part ((player isEqualTo west))
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.
yea because why would a player be "west"
you are looking for https://community.bistudio.com/wiki/playerSide or side player
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
animationList
while its not really answered on this pages, its related to it
https://community.bistudio.com/wiki/Vehicle_Customization_(VhC)
https://community.bistudio.com/wiki/BIS_fnc_initVehicle
@runic fable @stoic lily can i give you a kiss thx bb
been looking for something like that ^
np
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
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 ^^
init event handler
yeah something like that
{
init = "(_this select 0) execVM ""\units\randomize_equipment.sqf""";
};
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
Ohh okay, will try it
class YOUR_MOD
is the class I defind up in class CfgPatches?
anything unique
ohh anything okay ^^
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"""; }; };
Yeah just found it in the faction mod I use for reference. Thanks alot for the help ^^
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
I think it is ^^
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/
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
@wise fog did you try what I posted?
Making a hide unhide animation for the markerlights?
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
@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
If the markerlights are hidden they shouldn't be able to turn on.
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
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
@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
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
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?
Creating a custom hitpoint doesnt do anything either
markelights doesn't support hitpoints
@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
Does anyone have a simple pistol config they are willing to share?
go into A3 editor ingame, look for "config viewer" button (or similar name) and look for the the vanilla pistols in it ...
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
are all of those classes under cfgVehicles? Seen binlog for additional info?
lintcheck on the file might be missing } or ; somewhere
also this http://i.imgur.com/ZazjV40.png
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{};
http://pastebin.com/hxwxG1Qh like that
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?
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
like that http://pastebin.com/bBnEjF6W
Ahh yes good idea cheers. I'll look into it some more.
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
@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
Cool thanks
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
@upper pollen Markerlights - can make them flashing on and off or solid colors
are you looking for like
a lightsource? like airport lights?
they are created via memory points
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
Yea look at marker lights, exactly that, you can set blinking rate
And force it to follow that pattern
@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]";
};
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.
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?
can one make destroyable vehicle lights when one crates a HitClass for it?
in tanks at least they dont
@runic fable reflectors are the onlyone that creates a hitpoint for them use this function to see if they create correctly: https://community.bistudio.com/wiki/getAllHitPointsDamage you would see it on the first line
@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
@viral rapids like vehicle armour that covers parts of the engines etc? Thats pretty cool
Yep
I made that stuff... idk, about 1-2Years ago, used it in 2017, but... yeah. Cancel happend.
@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
Nah, not PhysX, that not possible (except you use "attachTo").
Yea attachTo wouldnt work that well
@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?
yeah increase and see what it gives
but check mass too, inertia is important so mass*speed
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.
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
scratch that, just being stupid and was packing wrong files to test :3
@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?
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
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.
ah SA again, I would think it has pretty much same stuff as Arma
and more of course
I'm pretty sure in SA you can hit the "g" key and it will throw whatever you have in your hands using physx.
also attachto is not very compatible with animated parts
at least not turrets
yeah it has stuff like that I think
I'm pretty sure it doesn't use lods for physx though.
it gotta get the info somehow
What if are you needing? I can probably tell you what you need to know. Haha
Info*
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
I haven't seen any physx lods in anything that I've worked on.
alright
it might derive what it needs from geometry lod
they usually are pretty much identical anyway
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.
well Id suppose it could be tied to something like inventory closed event and check what gear you got on and apply it there
@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;```
@solemn steppe Like inventory screen or something? you just create a dialog for it
np kju
aiBurstTerminable propably deals with the AI keeping shooting and aiming somewhere else after a target was killed
why make this weapon mode specific though?
because AI uses ai specific weapon modes for different ranges
so at times you want them to continue firing?
burst values in AI modes where "hijacked" for having the AI shoot a salvo, then stop, then shoot again. Instead of just single shots
yes
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
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
if somebody falls to the ground after a hit its not illogical to assume he dead...
gone? wat
he moved to DayZ SA from OA (never to A3) and from there to something else
then why did he work on A3 stuff and commented there?
oke
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
i dont see why they would not be able to fix it, if they considered it a significant issue
?
too much of a mess, too interconnected, too low level to be understood
more like the issue not beeing significant enough to justify the ressources required to fix it
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)
Editing some shops on my server it breaks the shop and leaves it blank. Any ideas what can cause it?
@bold hill I assume you talk about some sort of an life mod? might be best to ask its developers directly.
i just dont understand the signing of addons? if i sign addons will it prevent others to modify that addon without my private key?
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.
Is it usefull against leechers/people who edit addons without permissions?
no
As said it prevents the use of modified addon. But nothing really prevents people from unbinarizing everything if they really want it
ahh okay, Thanks
keys are for server security, to prevent connections with unverified mods
^that
okay i understand now. Thank you 😃
But the P3D cant be unbinarizied right?
for all intents and purposes, binarized p3ds can't be unbinarized
ahh :/ thanks for help
P3ds cant be ubinarized by like 99% of arma users so you are fine
Yet some can, which is enough .. sadly BI doesnt care
as if they could do anything serious about it.
obfuscate
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.
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
@boreal heart
this entry:
https://git.koffeinflummi.de/bwmod-team/bwa3-public/blob/master/bwa3_headgear/CfgWeapons.hpp#L179
there are a few others that have different TI modes
@jade brook Cheers for that mate. So you know where I can find other kinds of intergrated stuff?
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
Cheers mate appreicate it, will look into it further thanks 😃
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? 😃
Looks really sharp yes, but I dont have anything for you besides that
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 It works like a charm, thanks dude!
anyone pls a zeroing tutorial or any directions, I keep hitting walls all the time
Hello all! I try this channel hoping this is the right one where to ask. Anyone can help with this annoying and gamebreaker issue? https://forums.bistudio.com/topic/197523-remove-attack-helis-leadtargeting/ BI Devs maybe? Or others? Does this necessarily involves remaking configs? And if this is the case, how? Thanks for answering!
square targeting brackets are from the turret's scanners. Nothing to do with locking ability
can turn off scanners completely for a turret with canUseScanner = 0; in the config. Otherwise you'll be looking for probably the irScanner or radar parameters or use of showAllTargets https://community.bistudio.com/wiki?title=A3_Targeting_config_reference
thank you @untold temple we already tried canUseScanner and unfortunately does not work, any idea? we can try the others you mention but...
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
no, it's not possible
weird... got an artillery piece that uses ammo with airfriction -9.5e-5 but ingame it ignores that completely, it travels without friction
ok guess thats confirmed now: artilleryLock=1 in cfgAmmo causes the ammo to lose it's airfriction
oO
indeed
likely because the cheap artillerycomputer couldnt handle anything with airfriction
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.
Wrong. Civilian won't be attacked by OPF/BLU/RES. But they can shoot back.
And no, that can't be changed.
Okay, thanks for that.
Something with Geneva convention or however its beeing called in english
(i bet Convention is the wrong word^^) -- Scratch that, its correct.
workaround is to dress any warring faction in civ clothes
or to set their side in the mission
yaw (YetAnotherWorkaround)
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
Simple example:
_Unit = createUnit[CivilianUnitOfYourChoice];
_grp = CreateGroup East;
_Unit joinSilent [_grp]; //Unit is now East, instead of the one before.
uniformSides param?
Okay, interesting @viral rapids but I'm building this as an addon rather than a scenario.
@kindred moss no, the model param
kk, then hf in the Config =}
modelSide yeah
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
modelsides[] = {3,2,1,0}; that will unlock uniform for all sides
Yerp
@viral rapids Yeah, at the moment I just having it inherit from the AAF side
totaly forgot about the Uniform-side-Restriction
@kindred moss Oh sweet. Thanks.
yeah I don't think civilians can pickup BLUFOR uniforms by default?
or is ithe other way around?
erm... i think Civs can.
But Opf can't pickup Blu
Right
_Unit ForceAddUniform "NameOfUniform";
Scriptside.
If native (without Scripts) -> Use the ConfigEntry for all Uniforms that Jastreb posted before
Right, okay. What about when using this unit through the Zeus UI?
That's what I'm worried about
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
nonononononooo
ForceAddUniform only force that Unit to wear an Uniform it wasn't allowed to use
(like BLU wearing OPF Uniform)
Right, but is there a way I can integrate that same solution into the unit config?
Lol, okay. Sorry for the confusion 😄
Lol, true that.
why do you want to break Geneva convention and make war with civils though? 😃
just put them in greenfor
Right, I don't know. I was more or less experimenting than anything else really.
If you can: stick with the Standard Factions and ignore Civilians Completely
they are useless anyway .. just like rabbits ( in game obv. )
That inability to add "NewFactions/Sides" destroyed (or made it extremely complicated in MP) alot of my Plans for 2017 😦
Lol, playable rabbits were very odd.
doable 😄
@viral rapids Ohhhh....
So why is that then?
Running around top speed as a bunny is quite odd.
But doable 😄
Yep 😄
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
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.
yeah felt a bit like RPG game for a bit ( no A3 RPG imlications )
@kindred moss Lol, true that
@viral rapids Yep, could ask them endlessly
Oh and sometimes you couidn't understand them, even better.
Was always a pleasure, to annoy other Teammates with the constant SoundSpam 😄
Lol yep 😄
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)
@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....
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
@lone lion I have it* in my soldier base class
@kindred moss, but it'd change what unit can wear, not which side uniform is considered to belong, no?
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
A3 rabbits aren't as fast as A2 rabbits though.
(I think they're missing the sprint animation A2 ones had)
wasnt the rabbit sprint anim just regular walk speed up via config? I think it was smth like that ... 😄
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.
...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.
I remember exploding cows from Nogova Virus 😃
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?
lol
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
works on missiles at least
hm ok... maybe its the simulationtype (i have used shell so far i think)
shell is.. weird sometimes
But yeah I think init speed is for missile weapons, or so I've gathered from my experiments
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)
Oh alright then!
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
the update where they added initSpeed for weapons broke the whole system in a lot of places
what did it break?
vehicles. grenade launcher hunter is firing them at 900 m/s
but that seems more like a config goof on their part isnt it?
I guess it could be fixed with config
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
does your base class have these? https://community.bistudio.com/wiki/Eden_Editor:_Object_Categorization
@hearty sandal Probably not. I'll look into that. thanks for now
@hearty sandal No efect :(
I'm using vanilla box for reference
https://configs.arma3.ru/155.133137/configfile/CfgVehicles/B_supplyCrate_F.html
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.
I just oppened the config from my A3/addons directory and those are up to date, modifyed my cfg and still no effect.
you added editorCategory = "somethingvalid" and editorSubCategory = "somethingvalid" to your config?
I cant find any subcategory for supply boxes and I don't see anything abou Subcategories in vanilla config eather @hearty sandal
Hmm must be something else then. :L
I'm affraid so.
class ReammoBox: Strategic
{
...
editorCategory = "EdCat_Supplies";
...
};
from vanilla config
Yes I got that (look 3 posts up)
oops 😄
np
there is editorSubcategory = "EdSubcat_Storage"; for non ammo boxes
did you set all addons (including unoffical) in the Zeus game master module? 😛
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
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.
@woeful pier still valid?
@stoic lily yep!
I wish the doc would emphasize how important CfgPatches is and what it does.
i think mikero has more extensive docu in one of his readmes
so, is IFA3 a standalone or a modable mod? 😄
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?
Your gunner position has the correct proxyID? For the seat option
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
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
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
@wise fog thanks for sharing, so you count the cargo and gunners straight forward?
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
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 .
arma3 doesnt have that kind of weather
you can try http://www.armaholic.com/page.php?id=29628
I know but is it possible to include it in the actual map files ?
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
@buoyant coral pretty much anything is possible, you would need to create a pbo that runs the snowstorm postInit for the clients
How i can hide helmet, when im wear vest or uniform? Like in BIS diver suit.
@hasty ruin cheers mate
Is it possible to make two different opticsIn views look from different memory points on a vehicle?
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
Cheers, I'll have a look at it and see if it helps
@flint pecan Not config and it won't work wth vests
But you can simply remove the helmets proxy in the uniform/soldier model
but that means the person would still benefit from the armor of a helmet, if one was equipped
True
Is there a way to make sure that in the editor my user spawns without headgear?
or facewear?
@jade brook thanks!
create an init script in the config that removes the headgear on spawn
Ah sweet, thank you!
@[PTR] Damian#4291 np
Andrew, thanks a lot for your help again. I found the culprit for the gunners misbehaviour: One needs to set primaryGunner in the turret
how do I make civilians carry more stuff, but not in rucksacks? 😮
i would need some concealed carry shit 😃
IceBreakr, you can probably just configure their uniform to carry more stuffs
@toxic stirrup Can only be done by Uniform ( "Supply60" for example)
yeah civils have class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "C_man_polo_3_F"; containerClass = "Supply20"; mass = 40; }; supply20 as default
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?
@nocturne verge https://forums.bistudio.com/topic/157965-asdg-joint-rails/
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...
@jade brook I'm back, ready for some more explaining?
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.
The drift from the wind comes from the parachute object, not the soldier inside
Right, I've dug through the helicopter / air classes, but can't find anything directly related to wind's effects
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
if its not a steerable parachute, why not disable simulation and then setvelocity via script?
or something like that... not a script guru
hmm. Dunno if simulation includes the parachuting logic. Someone has to try.
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?
@wise fog I had the Sheridan list to the left, turned out that the model needs to be centered in the lods
also something about the physX wheel axis not actually being an axis (2 points), but one point
its not centered now, that would be my issue, is there an easy way to center all LODs in OB?
figure out a vertex that should be centered, take the offset and move all lods by that offset. That's what I did.
wheel_X_Y_axis
there's an unchecked box for moving all lods
they are @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
?
config. this is for physx
yep
hmmm
its a small wheelbase vehicle
should not be necessary to make the model symetric. nor must the masses be
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
@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
I have a Puma IFV which has it's turret mounted not in the middle
im testing both atm
it was not the turret, the whole vehicle was offset to the left
can be seen on this model: http://pre11.deviantart.net/07a6/th/pre/i/2013/207/8/3/1_35_puma_spz_ifv_by_eire41-d6f8oj7.png
I couldn't believe it either, until I tried
turret not centered, yet it has mass and the thing drives straight
PhysX is a huge headache and the result is not worth it
I agree
But you have to use it unfortunately
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?
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
Starting to suspect that Enfusion's thusfar omission of PhysX has something to do with feedback like this... 😄
Yep, changing differential type makes the car drift badly lol
I gotta find which works I guess
Starting to suspect that Enfusion's thusfar omission of PhysX has something to do with feedback like this...
Is that real?
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...
Proof? PhysX was new to RV4, which is what A3 uses.
https://youtu.be/6W7GF2XL9uU?t=68 sorry @wild pasture @solemn steppe @strange egret but Enfusion is going to use own physics not Nvidia PhysX
@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.
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
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
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};
};```
sounds like a placable airport for the editor @runic fable
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
so far, it looks something like this:
http://i.imgur.com/Hzqw8CR.jpg
hooowever, something like this would be ideal (it obviously doesn't work):
http://i.imgur.com/PIc40tU.jpg
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
uh ah hu?
erm... wasn't there a command like * infront of a \ to disable that?
@jade brook
then it become a comment 😄
Pardon?
In Macros, using \
was there a prefix that disables the \ to be seen as "end of line"
/* comment */
?
i can't rly remember tbh.
@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
can't you use frontslash instead?
not in Config iirc
#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
oh wait, isee what you meant
hooooold on
so it looks like this for me and pboproject tells me to fuck off
No? So the define name can't be variable?
nope
yw
Is there a way to hide classes from the actual mod ingame?
https://gyazo.com/278a5d979069656c0bc231c6745f96bc
all the base uniform's shouldnt be there? just wondering
aka, dont a certain part from cfgWeapons ingame
like the base uniforms
oh alright, thank you!
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.
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
splendid, thanks again!
@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).
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
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.
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?
Its not actually implemented
😦
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.
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
no not possible
you can make base modes different deviation iirc, but not based on how many rounds fire...
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 :/
Anyone know what this error is?
No entry 'bin\config.bin/CfgWeapons/ItemInfo.scope'.
That and several hundred after it.
Sounds like you have an error in your config that is throwing everything off behind it
@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
@Zelik#0033 in what context? Filenames? Config? Errors?
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?
@dusk jungle I think this is what you are referring to: https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Magazine_compatibility_groups
^ and thats not implemented
@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;```
see also https://community.bistudio.com/wiki/Config_Properties_Megalist and if not listed in the root configs linked on the page
is it known what scopeCurator = 1; vs scopeCurator = 2; is? couldnt find nothing in forums, wiki or scripts
overwrites scope for Zeus
1 is used for V_TacVestCamo_khk; and most helmets and all optics
for vehicles scopeCurator = 1; is used for reskins
Zeus has a menu to fill cargo, right? scope = 1 items should not appear there
even if they have scope = 2, scopeCurator is used by the scripts instead
and it only falls back to scope if scopeCurator is undefined
yes
but the question is what is 1 vs 2, or 0 vs 1
0 is usually base class, 1 is hidden, 2 is public
class optic_AMS_base: ItemCore
scope = 0;
scopeCurator = 0;
scopeArsenal = 0;```
1 is either the same as 0 or the same as 2
no idea
the concept of 3 of these makes no sense for Zeus or Eden for that matter
class optic_AMS: optic_AMS_base
scope = 2;
scopeCurator = 1;
scopeArsenal = 2;```
i think the guy who configured that was just clueless how it works
1 seems to hide stuff
so it's the same as 0
these are just config entries read by the Zeus and Arsenal scripts
nothing in the engine
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
so 0 is same as 1
@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.
It's for enfusion engine. Txo is the unbinned version.
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.
Is it possible to reduce the 'bouncyness' of the smoke 40mm launcher rounds? So they dont bounce like 1km off the indended target
If so is there anything in the config for that?
scope = 0 and scope=1 are NOT the same.
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.
for arsenal and zeus scope 0 and 1 are treated the same.
@boreal heart deflecting = 0
I have always thought 0, 1 and 2 for these scopes referenced hidden, private and public
@stoic lily cheers mate. I'm guessing this is just a value you can fiddle with to find the right value?
Thats a dumb question haah of course it is
Cheers anyway
@stoic lily cheers again mate.
@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
It's again bad design. Should've been named curatorHidden = 0/1; and arsenalHidden = 0/1;
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
with scopeArsenal = 0; removing the item if equipped
thats why I said they were the same for zeus and arsenal. 😄
according to https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide#Character_configuration scopeArsenal/scopeCurator only take 0 or 2
Also, on the contrary. it is not bad design as you say
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)
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!)
I.e magnificient chaos such as:
https://community.bistudio.com/wiki/isLightOn
https://community.bistudio.com/wiki/lightIsOn
But it's different from scope entirely. Otherwise it would make sense to distinguish between 0 and 1 for them.
@median wedge That is wrong
@gilded lake Then why does BI use = 1 sometimes? Doesn't matter as it's the same as 0 I guess
Now we have a boolean that is not >0, but >1
XKCD
a comic is no argument
its not an argument, just an anecdote
the argument is speaking for experience of maintaining legacy backwardscompatibility of VBS
All I see is that people assume that scopeArsenal/Curator is somehow related to scope
when in reality it's not
except scope being the fallback if the other ones are undefined
I'd say it is very similar. It regulates the visiblity of the item in editor-enivronment user interfaces.
If they were similar, then it would imply that all items with scopeArsenal=2 are shown
and those with scopeArsenal=1 can be added with scripting commands / functions
and those with 0 are always ignored
but it's nothing like that
scopearsenal=1 should and is the same as scopearsenal 0.
then why do both exist?
force of habit by bad config writers?
they wouldn't have done that if the entries had proper names
Back to my original point.
the enumerated value 2 as "public" implies visible in creative interfaces (editor, minus "gear"-inventories)
just reusing the ´scope` concept when it does not apply, does not make things better
Makes all the sense to me to stick with that. One less new thing to learn.
One less new thing to learn.
yeah, now everyone just assumes something
the problem is that it's false
it's a really minor thing
Oh yes. scope=1 + scopeArsenal=2 means it still doesnt show up in Arsenal?
I think it does show
ah yes, right. its the other way around.
Or wait... hmm. Now I am doubting myself about scopeArsenal. But there was some weird behaviour about it that defied the scope "logic"
great design...
Again. This is all a really minor thing, but it's another puzzle piece of bad design
I think it was a situation where an item set to scope=1; scopeArsenal=2 would not show up in arsenal.
Kjus code snipped shows that this is not the case.
_scope = if (isnumber (_class >> "scopeArsenal")) then {getnumber (_class >> "scopeArsenal")} else {getnumber (_class >> "scope")};
Ahhh, my problem was: scope=2, scopeArsenal=1 would not hide it from arsenal.
I think you mean this line:
if (getnumber (_cfgMag >> "scope") == 2 || getnumber (_cfgMag >> "scopeArsenal") == 2) then {
which is actually a bug
You can't hide magazines from the arsenal
This one:
_scope = getnumber (_cfg >> "scope") max getnumber (_cfg >> "scopeCurator");
Oh great, not being able to hide magazines... smh
Next step, evolve scope into a bitflag parameter 😄
would probably cause too many problems, since it's probably hard coded all over the engine
I dont think so, as with the currently assigned values only the first two bits are uniquely defined.
00 = protected
01 = private
10 = public
So you could easily add on top, since the engine barely cares about variable types anyway.
Unless of course, you have a lot of stuff asking for == 2 instead of > 1, which is very likely.
11 would mean what exactly?
Unless of course, you have a lot of stuff asking for == 2 instead of > 1, which is very likely.
that's what I mean
you'd have to go through everything
Rule #2: Cant have nice things.
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
but from anywhere
then you could make nice things with compositional inheritance
without spamming the main config
I worked out a real nice concept for this, even got it estimated but it was canned because too prone to abuse.
that could easily handle stuff like the arsenal
Its a system that would let you crosslink config values.
how would you abuse that? it would be great
cant find the papertrail right now :/
it wouldn't be complicated
class CfgTurrets {
My_turret {};
};
class CfgVehicles {
My_Vehicle {
class Turrets {
class MainTurret: CfgTurrets:My_turret {};
};
};
};
In essence it was diving into the realm of smart objects.
my example would get rid of all my problems I have with class inheritance too 😛
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";
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.
Haha. "speed" I wish that was still a thing. But "PhysX"
Want to inherit class Attributes in UI configs using the same methods you apply within CfgVehicles? Lolnope, class attributes cant be inherited at all...
Your example would presume one globally active inheritance to rule them all, which is already not the case.
well, the config itself does not care what the classes are named
the problem is how the scripts and the engine reads inherited values
sometimes it works, sometimes they're ignored
Yes, and there the "how it does this" is not even unified.
depends on the implementation
yeah that sucks, but it's not a problem of the configs
And sometimes it is what you want
I guess
I refer you to rule #2 😄
BWC. All stuff that could've been fixed with A3
Yet instead they focused on turning it into a game. 😛
Thinking back to 2013, comparing it to today. Pretty impressive. 👍
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
more in PreloadConfig