#arma3_config
1 messages ยท Page 68 of 1
I Just googled it yesterday, it has no function mod making wise. its some bis internal thingy.
@quaint bramble you can add more mags as compatible to the rifle, but what you CANT is to change the appearance of the magazine.. you can add 30rnd stanag mag to be compatible for example but when loading that mag, you will still see the drum mag, because its in the model and cant be changed
So _generalMacro is used only in single place - BIS_fnc_diagMacrosVerify
And what it does is just checks if _generalMacro is same as config entry name ๐
I removed those completely they are useless and that function is not even explained anywhere, so no point bothering with it
Anyone know how to make opfor units wear blufor uniforms in config? Or do I have to convert the uniform to OPFOR?
side=0 | 1 | 2 | 3;
modelSides[] = {6};
class opfor_soldier;
class blufor_solder_spy: opfor_soldier
{
side =1; //west
displayname="sherlock holmes";
};
voila
hmm how does this actually work?
selectionRArmWound1[] = {"r arm injury", "p arm injury"};
selectionRArmWound2[] = {"r arm injury", "p arm injury"};```
I dont see any of those in character template
I understand what is r arm injury and l arm injury but wth is p arm injury and why is there array?
The same is for right arm and right leg they are arrays, left one isnt
hey folks
is it possible to have a gun arc that is independent from camera arc of the gunner?
i want to create a gunship similar to AC-130
@hard chasm he is talking about the A3 clothing system - not unit sides
@kindred moss mess up by BI? did you check both CAManBase and Man?
yeah thanks @stoic lily I seem to have looked at the Default, and was wondering whats the array about
well i guess to have multiple selections get the wounded texture applied
interesting, thought that it might be the case, but names of selections confused me
I even >converted< the BI soldier to look whats that about and then was even more confused when I found nothing... but I failed, because I looked at the wrong class
sorted now, thanks again
@kindred moss what was it?
@stoic lily nothing much, just if you define "your own" ( read custom named ) selection for wounds you have to define them in your soldiers base class to work properly
alright. do you see potential for more interesting design using more selections or sth?
possibly but seeing how the whole HSM is unrealiable and MC might show sometimes, sometimes not, I think its not worth it
I mean we can go and precisely show wounds where you got hit by projectile or shrapnel, but its somewhat tedious to setup with main part of the tedious being custom selection and hitpoint definitions in uniform models
i see. thanks
hey folks, I'm working on a AC-130 gunship (just for giggles), I already put down memory points, but I'm having trouble understanding how to properly set up a turret that will be used by the gunner
Right now the base C-130 I used has mainTurret that is assigned to the pilot it seems, should I create a new one?
look at the config of the tanoa blufor vtol and use that as template
(google for AllinOne config so you can easily copy it)
LOL bis fuked that one BADLY
?
you cant lock on, cant stabilize the camera, camera arc is tied to tiny gun arc, its pretty much useless
I'm trying to make a quick gunship just to learn how to set up turrets and stuff like that
so what? you just use the blackwhale or whatever its called as template and change it from there
I dont thing that model.cfg is included in template
it gets rolled into p3d during binarization
its cfgvehicle, I'm currently on model.cfg level of setting up my turret
it ties together
animationsources you set in turret config are used in the model.cfg
model.cfg for turrets is really easy. Just two rotations with full + - 360 rotation. The limits are done via config
class Animations
{
class Turret_2
{
type = "rotation";
source = "Turret_2";
selection = "tads_traverse";
axis = "tads_traverse_axis";
animPeriod = 0;
memory = 1;
minValue = "rad -360";
maxValue = "rad +360";
angle0 = "rad -360";
angle1 = "rad +360";
};
};
like this?
now my gunner should have Turret_2 set up in cfgvehicle?
the model.cfg looks right
its only traverse of course
thats what i use:
class PrimaryTurret {
type="rotationY";
source="tur1_trav_AnimSrc";
selection="tur1_trav";
axis="ax_tur1_trav"; //may also be just a point
animPeriod=0;
minValue="rad -360";
maxValue="rad +360";
angle0="rad -360";
angle1="rad +360";
memory = 1;
};
class PrimaryGun: PrimaryTurret {
type="rotationX";
source="tur1_elev_AnimSrc";
selection="tur1_elev";
axis="ax_tur1_elev";
angle0="rad -360";
angle1="rad +360";
};
'''
yeah I just got to that, I have all traverse and elevation stuff more or less figured out
i find the naming of the selections/axis very important when you have multiple turrets
carefully named
ok then config it is
note - you can also reverse the "dependency". You can create a mount where the traverse is "after" the elevation
in C-130 the pilot has the mainTurret, so for the gunner I will have to create a new turret in cfgvehciles staring like this:
class Turret_2: NewTurret
with all the stuff after it
i assume the mainturret for the pilot is the new pilotcamera thing. So yes
class turret_2 should have animationSourceBody="Turret_2"; ?
you can name it whatever you want
it should be the same as source in moel.cfg I think
if you look at my example i would have to define
animationSourceBody="tur1_trav_AnimSrc"
yes
ok just to make it clear, in cfgvehicles in a turret config you put animationSourceBody with name is then used as a source in model.cfg, right?
indeed
class TADSElev in model.cfg is anything important or I can name it wahtever i want?
class tads_turret_traverse
{
type = "rotation";
source = "Turret_2";
selection = "tads_traverse";
axis = "tads_traverse_axis";
animPeriod = 0;
memory = 1;
minValue = "rad -360";
maxValue = "rad +360";
angle0 = "rad -360";
angle1 = "rad +360";
};
};
the animation class can be named whatever you want yes
its name is not used anywhere. Only case would be when animating it externally via script (which is currently not possible for turrets)
class tads_turret_traverse
{
type = "rotation";
source = "Turret_2";
selection = "tads_traverse";
axis = "tads_traverse_axis";
animPeriod = 0;
memory = 1;
minValue = "rad -360";
maxValue = "rad +360";
angle0 = "rad -360";
angle1 = "rad +360";
};
class tads_turret_elevation
{
type = "rotation";
source = "Turret_2";
selection = "tads_elevation";
axis = "tads_elevation_axis";
animPeriod = 0;
memory = 1;
minValue = "rad -360";
maxValue = "rad +360";
angle0 = "rad -360";
angle1 = "rad +360";
};
in theory I can now add a turret to cfgvehicles and test to see if it works
you use source=Turret_2 for both - unless you want a weirdly working turret you should change that ๐
Gun_2 and the have animationSourceGun="Gun_2"; on Turret-2 in cfgvehicles?
that would work yes
are tads_traverse and tads_elevation are defined as bones? Just checking
yes they are
k
class CUP_AC130_Base: CUP_C130J_Base
{
class Turret_2: MainTurret
{
body="Turret_2";
gun="Gun_2";
gunnerName = "Gunner";
animationSourceBody="Turret_2";
animationSourceGun="Gun_2";
weapons[]={"Laserdesignator_mounted"};
gunBeg = "tads_camera_start"; //gunBeg = endpoint of the gun
gunEnd = "tads_camera_dir"; //gunEnd = chamber of the gun
proxyIndex=2;
memoryPointGunnerOptics="tads_camera_dir";
minElev=-50; maxElev=+30; initElev=-30;
minTurn=3; maxTurn=173; initTurn=80;
primaryGunner=1;
};
};
got this ATM
when using multiple turrets beware of inheriting from mainturret class - its defined such that it only works for the maingunner in a single-turreted tank (relating to primaryGunner, primaryObserver, commanding and so on)
but this should work for now
should i then go with something like this: class Turret_2: NewTurret and set up the new turret from ground up?
i usually do that yes. - wether you use NewTurret or MainTurret doesnt really matter, you just need to be aware of what they contain. MainTurret is more specialised than NewTurret
I pretty much just want a guy that only has the optics and guns nothing too fancy
Ill copy optics from some helo or soemthing
yes, TADS for now, just for testing
that will only partially work - because you can only have one machine gun type and one cannon type per turret
with 3 gun based weaponsystems its not going to work
so you need at least one more turret
anyway, go and test your turret first. its more something for down the line
@strange egret I dumped a config from the main turret into turret_2 with added optics, however i do not have the option to board as a gunner
add/change to the following:
hasGunner= 1;
proxyType= "CPGunner";
proxyIndex= 1;
and add a proxy with the name "gunner" into your p3d at the appropriate position
idk if some of the stuff related to pilot something can interfere with turrets
just noticed that there is gunnerNotSpawned and dontCreateAI for turrets... which seems fill exactly the same purpose. Good job BI
is gunnerNotSpawned working after all?
I saw it in plane & helicopter base class only
with value = 1
no idea
gunnerNotSpawned seems like new thing and maybe it's solution for dontCreateAI not working with AI too much
ok so I got the model working along with the seat of the gunner. However, I cannot turn my TADS camera
you need to make the gunnerview memorypoint part of the gun selection (or you create a new bone that is child to the gun selection bone)
does it have to be gunnerview? I though I could just put my memory point name in memoryPointGunnerOptics
of course you can use custom names. i was just assuming "default"
hmm still cant get the gunner's view to move around. its in the proper place though
the memory points are assigned and all
in the p3d
have you tried creating abone of the view mem point and assign it to the gun bone? e.g. "gunnerview","turret2_elevation"
I did add a gunnerview memory point and rigged it to TADS elevetaion I'm pretty sure I set up the memory points correctly as I referenced multiple other vehicles and helicopters
adding gunnerview and chanign display to dad didnt help
I think that eirther axes are broken, I goofed at assigning stuff or messed up animations somehow
@Taro#1704 use dep3d with params to extract model.cfg from ODOL p3d
has anyone actually managed to get the injury work on each limb separately and if so a workin example would be nice
I added custom hitpoints with proper visual and name linked to the uniform model but if I hit right arm injuries show in both, same for legs.. in fact no matter which limb left or right, it always shows on both
now I wonder if I should remove custom selection for legs configured for each leg from the injury_legs selection, I dont know what else to do to make it work
I wonder if this works at all
selectionBodyWound = "injury_body";
selectionLArmWound = "injury_hands";
selectionRArmWound = "injury_hands";
selectionLLegWound = "injury_legs";
selectionRLegWound = "injury_legs";
selectionLArmWound1 = "injury_hands";
selectionRArmWound1 = "injury_hands";
selectionLLegWound1 = "injury_legs";
selectionRLegWound1 = "injury_legs";```
thats because injury hands is one single selection containing both hands
if you disect it in to left right for each, remember that you will multiply section count per infantry by 2
@kindred moss I managed to do it, but I used a lot of netcode and the hitPart event handler. It's by no means perfect, but it works for what I needed it. for.
_unit addEventHandler ["HitPart",{
(_this select 0) call {
params["_target","_shooter","_bullet","_position","_velocity","_selections","_ammo","_direction","_radius","_surface","_direct"];
if(count(_selections) > 0) then {
[_shooter,_selections select 0] remoteExecCall ["DS_fnc_onHitPartReceived",_target];
};
};
}];
this would tell the player that was shot exactly what body part was shot.
@strange egret what do you mean by mutiply section count by 2 ? I already have selection for each limb separate and have them L and R in injury_hands or injury_legs respectively. if that is what youve meant thats the least problem
@midnight niche how is compatibility working with other mods, especially the ones with wounding systems? And I assume that this would cause a lot of net traffic
even so that is just a script to get information about the part being hit, I am interested in solution for the model and config part, and if it cant work out of the box ( read vanilla ) Id rather not do it, not even BI did this and I see they have support for it, but I dont know if its working at all
selectionRArmWound = "injury_r_arm";
selectionLLegWound = "injury_l_leg";
selectionRLegWound = "injury_r_leg";
``` see what I mean? With this it should work but it doesnt... even with custom Hitpoints and `visual` param set.
https://community.bistudio.com/wiki/Arma_3_Soldier_Protection here something explained but really brief
Im really interested to see this working and I might start the thread on BIF about it, asking for dev input
the selection must be listed in sections in model.cfg to work
Like this? http://i.imgur.com/JcocaPL.png
yeah I got that right
However I am not sure why are proxies inside injury_hands and if I need to remove injury_l_arm and injury_r_arm from injury_hands and add proxies to both aswell... and then the same for injury_legs
Can you increase the reload time on a launcher?
magazineReloadTime=1.0; time in second between mag reload or
reloadTime=1.0; time in seconds between each shot
https://community.bistudio.com/wiki/CfgWeapons_Config_Reference#magazineReloadTime.3D0
guess for launchers first applies
I thought those didn't work on launchers? I'll give it a try
anyone know a class for the "accented English" in Arma3?
I thik its Altian English not sure
"LanguageGRE_F" ?
VKing, you can always adjust the animation speed
As long as you aren't trying to make the reload something like 8 times longer. It shouldn't look horrible @VKing
@thorn leaf Thanks, I'll look into that.
anyone here know how to add optics to weapon in respawn loadout through description.ext?
i already tried asking in #arma3_scenario but to no avail
anyone know where I can find the configs for mounted machine guns, specifically the HMG_M2 ? My custom vehicle gun isn't working and I would like to take a look at it
Can anyone point me in the right direction, my gun doesn't seem to work correctly, fires in single shot instead of full auto and the reload_anim source for animations doesnt seem to work, although it works if I just use a default M2
fixed it - forgot to change the gun to my custom one in anim sources ๐
hey folks
possible to make soldiers more resistant or more durable in the config? Like a fatique/stamina modifier.. I know it was possible in A2, not sure about A3... like having specops which are more physically capable than regular soldiers?
class CfgMovesFatigue_spec: CfgMovesFatigue
{
staminaDuration = 80;
staminaCooldown = 10;
staminaRestoration = 20;
aimPrecisionSpeedCoef = 5;
terrainDrainSprint = -1;
terrainDrainRun = -1;
terrainSpeedCoef = 0.9;
};``` would this work?
And then just call it in soldiers class with `movesFatigue = "CfgMovesFatigue_spec";`
i think you've got the technials correct. whether it works, well, one word. goats.
yeah think I got it, its more tweaking now... default is staminaDuration = 60; and I got it on 80 which makes my specop rifleman burst run about 30 meters more before he runs out of breath
and I think I reduced the restoration a bit, it works
congrats. one works then all work. only a question of degree no longer if it works at all.
what is the name of the item model looking like a pouch
like in this image to the left of the player http://4.bp.blogspot.com/-oIm0nY2t7K4/VSO5yx0C5lI/AAAAAAAAAEo/f6QlIeWjUhI/s1600/lootNotFloating.PNG
that's generally what weapon magazines look like when dropped on the ground
so could be one of many items in the game
But I think the model is \A3\weapons_F\ammo\mag_univ.p3d
can I use this model and my item will stay a radio?
I think so
thanks ๐
hey folks. I have been messing around with TGP stuff and pilot camera. I really wanted to create a "turret" with cannon that follows pilot's/player's aiming in TGP view. However it seems that the turret does not get the info and keeps aiming straight. I would really prefer to do this via pilot TGP rather than standard turret. This would allow for a 1 man attack vehicles with turrets with would come in useful for the community (working moving gun on UH-144 Falcon from OpTre anyone?). Any idea how to link the gun to Pilot's TGP?
Would need to use pilotCameraRotX and pilotCameraRotY animation sources in the model I imagine
hmm... either I goofed the turret setup or it didn't work. I guess I will create a new turret for testing to see if I set up correctly and it can even move
ok, the turret does turn when I put it on a test. With means that pilotCameraRotX and Y might have not worked for some reason
should I put pilotCameraRotX and Y in model.cfg as well?
I put the source in model config as pilotCameraRotX and Y, but no joy. The gun keeps firing forward. The turret setup (memory points skeleton etc. ) works.
so it works if you use a regular turret, but for a targeting pod configuration it doesnt work?
yes
it does not turn along with TGP view and gun keeps firing forward
in vehicle config:
gunBeg = "machinegun";
gunEnd = "machinegun_dir";
body = "mainTurret";
gun = "mainGun";
animationSourceBody = "pilotCameraRotX";
animationSourceGun = "pilotCameraRotY";
in model config animations:
class MainTurret
{
type="rotation";
source="pilotCameraRotX";
selection="MainTurret";
axis="MainTurret_axis";
animPeriod=0;
minValue="rad -360";
maxValue="rad +360";
angle0="rad -360";
angle1="rad +360";
};
class MainGun: MainTurret
{
type="rotation";
source="pilotCameraRotY";
selection="MainGun";
axis="MainGun_axis";
};
is the weapon defined in the turret or in the vehicle?
afair you can't animate mem points responsible for pilot gunBeg & End for plane/helicopter class
so right now it's impossible to do something like you described @barren umbra
@strange egret no its in the "hull" of the plane
@hot pine this would mean it would be impossible to animate pilot TADS turret if someone ever modelled that. Also mounted laser designator does aim where pilot is pointing at
different weapons, different simulations
GOT IT WORKING!
I put the weapons in a turret and allowed for manual fire. Then I put pilotCameraRotX and Y as animation sources and it all works, even without anyone in the turret!
ok so seeing how I cant make the guns fire exactly where pilot is pointing at as there is no automatic leading correction I though I might try something different. I though I could try making the gun fire to the side by about -50deg from where the pilot is looking so it is kinda possible to aim your shots. I tried rotating the gunbeg and gunend memory points, no joy, I tried putting in the source this: source="pilotCameraRotX" -50; Didn't seem to work either. What I want is this:
http://i.imgur.com/FTaAOXl.png
^seen from above
Anybody knows if Eden Attributes are evaluated by default on unit placement?
class Attributes:Attributes
{
class ObjectTexture: ObjectTexture {};
class rhs_hideIFFPanel:rhs_hideIFFPanel {
defaultValue = "1";
};
class rhs_openRamp: rhs_openRamp {};
};
I've changed default value of a checkbox, and while checkbox is now ticked by default, code is evaluated only after I click it
code is added to mission.sqm only after non default value is set
wouldn't it be easier to do it through animationSources class?
at least you wouldn't have to inherit all attributes
What does the axisOffset do?
ok this is weird. For the pilot/hull I put the gunBeg and gunEnd to be the same as for the turret. The result is the turret properly fires sideways, but pilot guns keep firing forward. The pilot guns do fire from the same memory point as the turret guns. This is just bizzare.
I tried using manual fire mode, but it turns out in manual fire mode the ballistic computer features like automatic leading are not applied, even if the weapon and ammo has them and you are locked on. If you switch to gunner's position you can use them no problem.
no its not bizzare, its how the system works. Certain memorypoints are coded to be only read once on initialization and then keep this position. Because optimization.
๐ @ optimization.
Because.
Seriously though, would be nice to have a review of these things. there are a few that come to mind..
How do vest and headgear armor values work? Are they added to uniform unit's values or replace them?
Found the answer @ https://community.bistudio.com/wiki/Arma_3_Soldier_Protection#Armored_vest
armor = 8; // addition to armor of referenced hitpoint
@dusk jungle iirc you also have to take the size of the plate inside the model in mind
(don't nail me on that, i just remember we had some issues with a few "OP"-Vests)
So vest geometry matters when calculating if projectile hit unit or not?
I thought it was ignored and only checked against uniform model
I am pretty sure, that shots at the Vest will/can be blocked
I'm still working on that AC-130. I thought I may try just having an AI turret and order it to fire (CTRL+LMB) however the gunner cannot achieve lock onto the laser target for some reason, the target box is not full
when I'm the gunner I can lock onto stuff and get a full lock on
how do you add manual zeroing range values in the config?
discreteDistance[] array
@viral rapids that does not apply on vests, they dont have geometry neither fire geometry lods, so they dont use materials you are referencing to. Vest armor is just hitpoint definition in the config nothing else with the model.
armor defined in the vest config adds armor to hitpoints of the uniform basically so unit is more resistant to shots in the area covered by the vest
Are you 100% sure?
^ that is how hitpoints work, no I am not 100% sure but maybe 99 ๐
armor plates on vehicles are different story they have thickness and armor material applies, and modeled plate thinkness relates somehow to the material making that part of the vehicle resistant to different hits
and model thikness relies on material or vice versa, here Im not so sure
and even so you wont model a vest to be 30mm thick right?
Material, yeah, could be it. Its about a year ago (when they updated the Vest stuff) that i looked at it
I dont think it's actually in the model, but been that long since i looked also. so i didn't want to throw it out there haha.
yeah Im fiddling with vests now so Im fresh on the subject, no worries thats why were here for, to remind eachother at least
Yerp
jesus am i sick to death of scrolling back 6.000 lines to find new messages.
#search soon โข
bugger that
how tuff can it be with this crappy messenger to just lock on top line of new msgs?
as in.. to be on the last message in channel when you connect? If you are far behind it should show you the link above chatbox to Jump to present or something.. #offtopic_arma ๐
@hard chasm Clearly your fault for not checking Discord every 30min!!!11oneoneonelevenonehundredeleven
think i'll stick to skype lag.
tbh: No. Screw Skype. aannddd we switched to offtopic in here ๐
you sure did, now tidy up
force me
on Vehicle in Vehicle transport, what can be put in the Huron actually? Also has anyone tried to make configs for ammo crates and such and load them via script?
afaik its comming into dev, crates will now be able to be loaded in vehicles and will show inside the vehicle... sorry dont know about Huron
thanks, that's good news
I wonder how this is done, transporting of objects inside vehicles. I added a vehicleTransport entry to the unsung medical box, but see no way to load it in. Also blackfish canVehicleCargo medicalbox returns [false, false]. Maybe new commands are needed for that?
thx, read through both, but didn't find an answer yet. I guess it will be eventually found on the wiki
I want to add counter clockwise loiter to the waypoints you can set for the UAV through the terminal. Does anyone know where those might be located?
hey guys, is it possible to add optional addons (not required ones) to a config or not โ
@sacred rivet jump here - http://pastebin.com/JYL9DBif Try with the same name as the weapon, for the cfg weapons
@wise fog the nade itselfs works, but only with or only without exile
because exile is overwriting BI's config
thats why I asked for optional addons
ah
because I want the exile config only optional (if its given), not forced as a requirement
something like this:
class CfgPatches
{
class Weapons_Grenades
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Weapons_F","exile_client"};
};
};
but with
optionalAddons[]={};
or something like that
why not build for base game and let exile overrides do their thing
I don't think exile messes with other mods, as cup/rhs/ni arms etc all work fine
when you guys port arma2 weapons/vehicles, is it better to scrap the whole damned arma2 config and rewrite brand new in arma3 specs, or try to jiggle the old config into new shape?
new config
yeah I'm slowly leaning towards of scrapping the old ones...
a mix of both
new in cfgVehicles
featureType = 0;
cabinOpenSound[] = {"",1,1};
cabinCloseSound[] = {"",1,1};
cabinOpenSoundInternal[] = {"",1,1};
cabinCloseSoundInternal[] = {"",1,1};
ooo... that actually looks useful.
featuretype is for defining what drawdistance it uses (object or terrain) if i got that right
which featuretype is quite a nondescriptive name for - im not surprised xD
interesting, thanks for info. also, not surprised.
Added: A new setFeatureType script command (parameters: 0 - disable, 1 - object is always visible to object view distance, 2 - objects is visible to terrain view distance, limit is 500 map/static object and 200 dynamic objects including config features and auto features (flying helicopters, airplanes)) ```
its quite confusing to me
featureSize was introduced to show things still at far distance
like the radio tower, or large buildings
this new system sounds to me like its not going beyond any more
like if you have TVD same as OVD there should be no difference in visibility
yeah, im still not completely straight on this.
only if you have lower OVD, it makes those drawn also beyond
i do have some large assets though, that do have 'vehicle' configurations, and i could see where this might apply. i think... that was my initial thought anyway. and now, im mostly just confused. will try again in a bit lol.
Perhaps it also has the minimum-1px-render thing enabled. I.e a helicopter so far away that it would be not even a pixel, is still forced to be 1px on the screen.
aye, that is a reasonable thought.
i hope this got introduced so they can much more dynamically ajust the draw distances based on diffrent situations
They removed the featureSize from a few things, and then added a featureType of 2 for those
Left is 1.66, right is 1.67.139899 (today's dev branch) https://www.diffnow.com/?report=cg1zq
@wild pasture ๐
now everyone will get forced to render my stolen and badly cobbled together sports car without LOD even at terrain view distance. HARHAR
@stoic lily by default OVD is always lower than TVD. So by default it makes a difference. Also, objects can dissappear even earlier than OVD when the engine considers them not to be large enough.
dynamic simulation related stuff I assume?
no, rendering related
although it could also be related to dynamic - it would make sense
yeah but afaik they work on DynSim, so it has to be somehow related, well see thanks
does anyone know how to get an array of sectors from a mission?
I've got these sectors that are created via init
they also work on plane and sensor stuff, so thats the connection i made to that addition
but I can't figure out what their names are after they've been created
to edit them properly
Parameter(s):
0: BOOL
Returns:
ARRAY of OBJECTs```
trying to do that
but don't know how to write it properly
thats more of a #arma3_scripting
ah thanks m8
so it seems there isn't a HitGlass past 6, anything else I can use? Config: //Glass Damage START class Glass1_destruct { type = "hide"; selection = "glass1"; source = "HitGlass1"; minValue = 0; // upravit na 0.99 maxValue = 1; // upravit na 1.0 hidevalue = 0.99; }; class Glass2_destruct:Glass1_destruct{selection = "glass2";source = "HitGlass2";}; class Glass3_destruct:Glass1_destruct{selection = "glass3";source = "HitGlass3";}; class Glass4_destruct:Glass1_destruct{selection = "glass4";source = "HitGlass4";}; class Glass5_destruct:Glass1_destruct{selection = "glass5";source = "HitGlass5";}; class Glass6_destruct:Glass1_destruct{selection = "glass6";source = "HitGlass6";}; class Glass7_destruct:Glass1_destruct{selection = "glass7";source = "HitGlass7";}; class Glass8_destruct:Glass1_destruct{selection = "glass8";source = "HitGlass8";}; //Glass Damage END Error: ```14:17:59 DSR_SUV_F: Glass7_destruct - unknown animation source hitglass7
14:17:59 DSR_SUV_F: Glass8_destruct - unknown animation source hitglass8
Well do you have a HitGlass7 and HitGlass8 defined in the AnimationSources of your config?
nope because I am retarded
Happens ๐
thanks haha
What controls the vehicle weapon sound volume inside the vehicle? My weapon firing is way too loud and Im trying to lower them.
featureType seems like an fix for small objects being chopped by near zero pixel alghoritm
hey guys, anyone here ? need help with my config.
best to simply ask and then see if someone picks it up for an answer
okay, here is my config. http://pastebin.com/u4qYXXDR It is animation config I'm struggling with. I've tried posting it in #arma3_animation but people there seems to be just arguing over BI tools.
class Wave: this needs to be either inheriting from something or not inheriting at all, I guess
class Wave: CutSceneAnimationBase I guess from the tree you got there
weapons[] = {};
magazines[] = {};``` no blank `""` there
thanks, I fixed some of these issues, yet still not working. kinda lost over there.
Since its ace3 related I suggest you get to ace3.slakin.com and ask them about it or on their github
okay, thanks.
Is the anim itself working, or does the issue lie with ACE integration?
could someone help me with this problem? http://www.exilemod.com/topic/20550-mad-arma-grenades/ (i think the question is to long to post it here as a full question)
Anim is working, its just issue with ACE interaction.
Does anyone know how to disable the collision particles in a car when you hit another object? And also how to disable the collision sounds? Thanks
there are sound variables in each vehicle config for different type of collisions, the particles I think are related to the bisurf material types the hitgeometry has.
example soundWoodCrash[] = {"woodCrash0",0.25,"woodCrash1",0.25,"woodCrash2",0.25,"woodCrash3",0.25};
Would anyone have experience in MDF configs? Im building up my helmet mounted MFD but it seem so small and i'm wondering what controls the size of the helmet mounted MFD area.
Also it seems that the MFD Scale is not square but a rectangular what seems to be in same ratio as my game resolution.
to answer my own question.. ๐ helmetPosition[] = {-0.05,0.05,0.02}; the last number is the distance from camera. 0.02 is way too close and 0.2 way too far. Going to try something in between.
helmetRight[] = {0.05,0.0,0.0};
helmetDown[] = {0.0,-0.05,0.0};``` this is the set up from vanilla helo. >_< Should have checked there first. Gives you square centered MFD area.
Meh. refracting effects interferes with the MFD ๐ not that big a deal but would look better if it didn't.. https://feedback.bistudio.com/file/data/aiitt7ihvcqxwynjtgv2/PHID-FILE-qneag3nhud2v24adxa7a/Hud_Haze_Bug.png
how to make a value virtually infinite? I remember seeing something like "le+1" that had an effect like this
Maybe try duration = 10e10;
-ln 0
1e39
both result in positive infinite number
I think 3e38 would be shortest highest finite floating point number
virtually infinite?
virtually define a number that will never be reached, or hardly for the execution time, otherwise infinite is not a number its a concept... all good examples above
โ hah I see discord recognizes it, arma not so
1e+1 - wow finally a definition of infinity i can comprehend ๐
Hi hows it going, I am trying to make a drone mod and have 4 rotors that need to be animated. I cannot seem to get them working. is there any specific names i need to name the rotors/axis'?
Heya Duck.
You'll have to match the naming for the rotors between your model.cfg and what is stated in the config.
Have you had a look at the Test_Heli_01 from the Arma3 Samples?
The naming in there is in czech, but as long as you stick to it you will be fine for now. Once it is working you can look into changing it to something english. The config only handles main and aux rotor, so you will have to understand the existing configuration and expand on it.
Have you gotten a vehicle into the game before? If not, i'd say try doing that first to understand the process before you tackle your actual project.
i have the drone in game and it flies just the rotor doesnt work :S Thanks for the quick reply! ๐
Ok, then focus on getting one rotor to work first using the arma3 samples as references. the model.cfg will set up your animation. Dig there and see if you match the naming of your selections in the .p3d to what is specifed in the model.cfg.
Ok will scan through sample now ๐ ty!
also make sure your model.cfg actually is linked to the model. You can switch through the anims in Buldozer using middle mouse button and the mousewheel to animate. To have it linked it must be
class ADuckDrone
if your object is named ADuckDrone.p3d
Oh ok well that's one thing i did wrong ๐ also whilst im talking to you as a side question how would i go about making a signature? i saw the option in addon builder to use it
Also i see in the sample model.cfg in the skeleton section "main rotor", "velka vrtule dive". is the same thing? or is this parent / child?
My old addon tutorial covered the signature thing, but the pictures are gone and the tut is a bit wrong at times.
This will make your signatures. its fairly straightforward.
https://community.bistudio.com/wiki/DSUtils
{
"parent bone", "new bone"
}```
velka vrtule dive/rotordive is usually referring to animations that make the rotors flex and straighten out as the engine rpm increases
For example:
"LeftArm", "Torso",
"RightArm", "Torso",
"LeftHand", "Left Arm"```
aha! amazing thanks guys!
so if my propeller name is "propeller1" i would put "propeller1" in this section?
moreover do i have to seperate everything or can i not put it all in config.cpp
model.cfg is separate from your config.cpp.
Model.cfg stuff will end up inside your binarized .p3d (same with .rvmat), while configs will need to be read during startup of the game.
oops
class propeller1: Rotation
{
source="rotorH";
selection="main rotor";
axis="velka osa";
angle1="2 * 3.1415926536";
};
What is selection? The Bone / Part?
Ah yes. In terms of model.cfg defined animations (and character animations) "selections" are synonymous with "bones".
Ahh ok and source?
Source defines what makes this thing spin. The game will make sure that any animation with source "rotorH" will spin according to engine RPM/Userinput/helicopterstuff
For whats it worth, my wreck of a tutorial from half a decade ago :D
https://community.bistudio.com/wiki/Mondkalb's_Addon_Tutorial#Model.cfg
I'm sure these days theres newer and more accurate ones...
Mondkalb 21:29, 22 October 2009
Yeh, ok. Thats hella old. ๐ณ
Guaranteed.
hmmn addon is not building. error code 1 on cfg convert :S
Also I think there is a misunderstanding: if your rotor is called "propeller1" in Object Builder, then it should be called
selection="propeller1";
The classname of your animation:
class propeller1: Rotation
can be arbitrary.
oh yeh i just did that to keep it simple for me
class propeller1: Rotation
{
source="rotorH";
selection="propeller1";
axis="axis_propeller1";
angle1="2 * 3.1415926536";
};
๐
i have axis_propeller1 in my memory lod on oxygen2
have you ever encountered that error ? failing to build on cfgconvert?
Oh yes. It means your config binarization failed. usually this is due to bad form. I.e missing semicolon or bad class inheritance.
AddonBuilder is very crude here and provides no feedback as to where the error is coming from.
yep
There are community-made tools out there that help you out in these cases.
https://dev.withsix.com/projects/mikero-pbodll/files
I hear pboProject is the magic.
so it will tell me the line?
usually does yes
ok new issue xD my drone inherits from the raptor drone class but apparently it's not in master.cfg
@scarlet oyster
๐ฆ ๐ฆ
When packing the addon, anything that happens in model.cfg space is treated similar to config.cpp, if not actually a lot stricter. If a class in your model.cfg does not exist, but you inherit from it, it will likely not work.
Your option here is to either get the model.cfg from that raptor drone and place it somewhere in a folder higher up as model.cfg, or incorporate it directly.
will bohemia allow me to do that?
It falls under APL afaik, so it will be fine.
Remember: The model.cfg is integrated into the .p3d.
But community tools (same link) will allow you to extract a very good guess of what it is from the .p3d.
However, for the sake of exercise, try to write the model.cfg from scratch yourself. The model.cfg of the sample helicopter serves as very good reference.
ok now what is skeletoninherit?
An old school way to inherit skeleton bone hierarchy.
do i need it?
Not for your project.
Exactly the same.
so i dont need skeleton or sections?
Just for sections instead of skeletons.
An example would be:
{
class Ant
{
[...]
SkeletonBones[] =
{
"Torso", "",
"Leg1", "Torso",
"Leg2", "Torso",
"Leg3", "Torso",
"Leg4", "Torso",
"Leg5", "Torso",
"Leg6", "Torso"
};
};
class Spider
{
[...]
skeletonInherit = "Ant";
SkeletonBones[] =
{
"Leg7", "Torso",
"Leg8", "Torso"
};
};
};```
I just hope there aren't any biologists around here at this time...
๐
im so confused... do i need to include the code you just sent?
sorry for all the questions
My code was just an example to demonstrate the purpose and usage of skeletonInherit.
ok but do i then need parts or skeleton or can i just remove it
Not sure what you mean. But I get the feeling you are a few steps ahead of yourself here.
I'd recommend you'd do a quick exercise project aimed at working out an understanding of model.cfg before you advance with your quadcopter.
Make a simple car, it can be buttugly and doesnt really need to look like a car at all.
Then focus entirely on model.cfg. Getting the wheels to spin, steering wheel to steer, speed dials to show you the speed, etc. Then your understanding will good enough to tackle your current project.
ok
Here, let me quickly time-travel even further back:
http://pmc.editing.wiki/doku.php?id=ofp:modeling:brsseb_lesson2
beware, this is an OFP tutorial from 2001/2002 IIRC. So the contents may still be relevant, but some of the stuff written there is no longer working at all. But the idea behind the tutorial is still good.
Basically: The point is not the car, but the understanding of how to make a car.
ahh
@strange egret Dunno if trolling, but 1e+1 is just 10 and not infinite. xEy = x*10^Y
but ofc he was
Speaking of cars, I put off the speed dials until as late as possible
Dont know how to properly get them to work well with the actual speed besides start.. Restsrt etc
Config tutorial - request for input what to focus on
https://forums.bistudio.com/topic/201527-config-tutorial-request-for-input-what-to-focus-on/
in case you guys have anything you want me to elaborate on
Curious to see your take on good config design!
dont copy paste. no code smell. good inheritance design. code separation - to name a few very briefly
good file indentation
there are tools for that ๐ but agreed
I know,. but when people post stuff asking for help and the first thing you have to do is fix their indentation to make it elligible,. well you get my point ๐
also when using tools like pastebin to set proper syntax highlighting
broken indentation on forum posts is more like a normal way of doing things (ie wrong) ๐
hehe
usually when I'm fixing someones longer than one page cpp, I run it through uncrustify.
class externalBaseClass;
class externalCoolClass: externalBaseClass {```
I hate it
class externalCoolClass: externalBaseClass
{```
i love it
MergeConfig/ingame config tweaking this would be very helpful, I havent timed how long it takes for my DevSurf computer to start arma but it feels like forever. when you tweak configs and restart for the 10th+ time... argh.
class something : something_else {};
class something_else : not_like_this_xd {
};```
I hate that organically
Does anyone know if there's a way to remove the Gorgon/Pandur's turret via the config? I'm trying to make a basic troop transport with no luck
not possible to remove turret, you can remove the weapon and ammo so it cant shoot but not cant change the model trough config or any other way
if I understood you right
you can also remove the gunner position altogether in the config by not defining turret config part for it
I didn't explain it very well, sorry. On the wiki I read that there was a script animation to hide the turret, but I can't quite figure out how I'd do it in the config.
Hey guys
I'm having a huge issue
compiling my mod
MakePbo: Building entries:...
$PBOPREFIX$ : configuring
CfgCLibLocalisation.hpp : ignored or merged
CfgCLibModules.hpp : ignored or merged
config.cpp scanning config.bin.cfgPatches...
ok
config.bin: 'Permission denied'
config.bin
In File P:\pr\PRA3\addons\PRA3_Server\config.cpp: Line 21 Cannot write to file
Generalised lintcheck error
Press the ANY key
using MakePBO
getting that error
saying permission denied
why dont you use PboProject I dont know if I ever used makepbo directly
@atomic yoke where exactly did you read that?
Im not sure if its possible but that would be animationSources property
in fact anything that is possibe to do with BI vehicles for the most part is possible to do in the Virtual Arsenal or Garage, so check there, and if you cant hide the turret there then its not possible at all
hehe
@kindred moss I've managed to hide the turret using: this animate ["HideTurret",1]; Just need to workout how to get rid of the gunners seat and put that in config form
@atomic yoke you could try to play around with hideSelection:
https://community.bistudio.com/wiki/hideSelection
@atomic yoke you could try to play around with hideSelection:
https://community.bistudio.com/wiki/hideSelection
well that shouldnt be the selection but the turret itself
just make a config patch and remove the main turret from it, in fact do that in your own class after you av inherited the main one from the game
@jade brook that was the joke... because thats what the one with the question wrote
Jokes are supposed to be funny.
if you dont get the joke, thats not my fault
not reading context also is not my fault
get a room you two
why?
Jokes are supposed to be funny.
That's just what they told me when I last tried to make a joke.
is anyone like... really talented with understanding pathing
if you are please send me a pm
pathing?
let me try to guess the problem, his addon path or namespace isnt right god knows whats he got in the prefix inside pboprefix file, packs with makepbo no idea why... told him to try makepbo pboProject he totally ignored
ยฏ_(ใ)_/ยฏ
good luck
ps: dont you have dev crew dealing with this or arent you PR:A3 dev, how come you dont know this?
there for a start
it would make more sense that he's talking about AI pathing since the PBOPREFIX stuff is fairly well known.. I mean you open up a PBO and you have it before your eyes ๐
my guess is that it is simply another skeleton you can inherit from. and the reason it's done this way, also guess, is because model.cfg are baked into the model so probably don't support global inheritence like a normal config. it's more like a closed space
@gilded lake he is the dev for PR Arma3 mod, or whatever.. no NPC involved
anyone got a good config cpp for the sun because my map is way to bright (clutter & satmap when flying) its to bright
that doesnt set the position of the son or? so i could tune all to a good parameter and the run stays the same in movement or ?
I think you may have better luck asking that in #arma3_terrain this is more of a general config stuff not specialzed to terrains
what does pitch do for cfgSounds?
defines the pitch.
๐
yes but does it go 0 to 1, does a certain range make it better, worse etc
I have no clue, not a sound guy as it were ... shot in the dark again, i'd assume 1.0 is normal pitch and you can skew it up/down from there. whether that is worse or not, depends on desired affect. in general though, just changing the numbers on a few things and testing it will tell you lots of things.
Hey guys! for memoryPointsGetInCargoDir where do i put this in my oxygen 2?
MemoryLOD iirc
memoryPointsGetInCargo -> Place where the "person" gets in...
memoryPointsGetInCargoDir -> ... and facing that direction
ok so only 1 point needed for this?
also my rotors aren't spinning and i have tried all i know :S any tips?
nope
?
I have a drone and need to make the necessary lods for the 4 rotors it has and need to know if i need to have any special naming for these lods and axis' for the rotors. is there any special thing i need to put in the model.cfg or config.hpp? i have the drone ingame, it flies but the only thing i need to know how to do is to make it's rotors turn on engine start. Please help!!!
Have you done the car-model.cfg project?
yes indeed however i am still confused... its not the matter of doing it the way its normally done in this case :S its that i need to add extra rotors and i am still confused :S
The car project should have given you a good understand of model.cfg working to be able to abstract this onto the quadcopter
i'll take another look but i understand bones and sections but even though i have everything setup it doesnt work
here's a paste of what i got for the copter : http://pastebin.com/5d9qaUtd
im sorry normally im good at this kind of thing but im so confused with this xD
@scarlet oyster
1.) Get an addon tag. :)
so that its not called quadcopter, but for example duck_quadcopter. To avoid accidental duplication.
2.) you dont need the sections[] in model.cfg
Not sure where you are getting some of these parameters
animated= and simulation= have no effect at all in the model.cfg
The animation sources you used are wrong. They dont exist in the engine, so they wont move.
its not rotor, but rotorH
Thanks! will make the neccessary adjustments now!
Testing now.. thanks for helping i appreciate your time!
ok @scarlet oyster you are a legend!!! they are now animating. however, they are not spinning round the axis' they are spinning as if the body of the drone is the axisd
Its a simple fix, but you should be able to find it yourself.
Go through the logic of your model.cfg for each animation and find out where it will stumble across something missing.
ok..
I think this will help you better in understanding the logic going on here, instead of me just telling you "fix this, fix that". ๐
true ๐ i'll try googling it
remove "googl" add "test"
ok fine testing it
You learn much much more by just testing/playing around
Look for a mismatch between what you have configured in the model.cfg and what your model has in the various technical lods. Google will likely not help you at all here.
is it trying to rotate around my collision box or something?
Most engine techs assume [0,0,0] as a position for something that they cannot otherwise find.
oh wow i think i know it
so here everything is rotating around X=0, Y=0, Z=0
but i already have my axis'
Check for typos.
Are they in the memory lod?
yeh
ok, then the model.cfg is correct. Check if axis_propeller1 is in the correct position for propeller1
could be that prop1 is rotating around axis3
ha!
i feel like such a damn stupid idiot
But it means your model.cfg game is good for this project. ๐
yeh!
gonna test now
then i got another issue xD
but the last issue!
next issue is that i want a cargo passenger AND a person able to control it as a drone
Works! thanks @scarlet oyster
now for that next issue :S
Have a look at how the Arma3 drones are configured for the drone-remote-stuff
and look at the A3 sample car for the passenger seat
so i just cross reference and add the missing line?
In a way. You'll have to see what it does. Likely it will be some few lines.
ok
ok i can get in! problem :S my character stays outside? xD hes just standing there lol
we are getting there though @scarlet oyster
now i hate to ask a question as it may be regarded as noob but both me and my friend are having trouble with adding a costum helmet into the game. We have a model.cfg and .p3d with one lod as center geometry and one named selection as head. but we dont know how to get it into the game as a wearable headgear. If anyone is willing to walk us through or send us a reference it would be very much appreciated.
Arma 3 Sample models might give you idea
Steam > Tools and find that and download, there is working example there
need geo lod with autocenter set to 0 or your helmet will be on your * soldiers jewels
Oh ok thanks man
@Br3nd0n264#2474 (aka r2d2) Don't ask the same question in x other channels pls, thx.
I've been thinking about fading particles recently and how it could be controlled, with as little changes\work from developers
Maybe particle should fade only if its time to live equals fade time
Fade time is like 1 second now or something
Why fade particle if it will disappear earlier anyway, why fade it if it should live longer and will continue existing even after fully faded
Maybe we can request this kind of check to determine if particle should be set to fade
Of course having dedicated fade time config value and value in ParticleArray would be better and more flexible, but I'm basing suggestion on having devs do as little changes as possible
Or better yet, fading should happen before X seconds left to live, where X is fade time
Anybody know how I can add regular vehicle explosion to my tank? its not in the sample files. Mine just starts burning when killed
erm, there was something in the config... something with explosionDamage or something like that
Try:
fuelExplosionPower = 1000;
secondaryExplosion = 1000;
@fathom thorn
( i remember, that i set this to 0, to disable explosions of the vehicles (as you said, it only sets the Vehicles on fire))
aha
Thanks I will try ๐
Got it. fuelExplosionPower does nothing though
I needed to set secondaryExplosion to -1
secondaryExplosion
float
Determines the strength of the explosion effect when the vehicle is destroyed.
secondaryExplosion = -1; // When negative number is set, "explosion power is calculated from fuel and ammo cargo, multiplied by absolute secondaryExplosion value"
secondaryExplosion = 0; // When set to 0, secondary explosion is disabled, vehicle will burn when destroyed (if destrType is "DestructDefault" or "DestructEngine") but not produce an explosive effect.
secondaryExplosion = 1; // When positive number is set, "explosion power is taken from hit property defined for FuelExplosion class in CfgAmmo. For this FuelExplosion needs to be defined. The name FuelExplosion is hardcoded and can not be changed"
Where is that text from?
new
class Incapacitated: HitLegs
{
armor = 1000;
material = -1;
name = "body";
passThrough = 1;
radius = 0;
explosionShielding = 1;
visual = "";
minimalHit = 0;
depends = "(HitHead * 2) + HitBody + ((HitHands + HitLegs) / 2) + Total";
};```
@strange egret
cabinCloseSound[] = {"A3\Sounds_F\air\noises\Plane_Fighter03_CabinClose",1.77828,1,40};
cabinOpenSoundInternal[] = {"A3\Sounds_F\air\noises\Plane_Fighter03_CabinOpen",10,1,40};
cabinCloseSoundInternal[] = {"A3\Sounds_F\air\noises\Plane_Fighter03_CabinClose",10,1,40};
interesting. Now the question is wether incapacitated causes death or an incapacitated state that we know from some missions
also noteworthy >> +Total";
I think it's only for handle damage purpose
so instead doing calcs in EH, they are just checking amount of damage in one selected hitpoint
Who thought that naming compatibleItems as array form and class form with same name was a good idea?
You can't patch compatibleItems to become array if it was already defined as class and vise versa, right?
@dusk jungle array form was the original way of defining what attachments could go on weapons. But it was unworkable for making attachment addons that could be cross-compatible with other addons (since arrays get overwritten). So they developed the class-based version later
class version overwrites the array if if is defined for a given slot
it's how things like CBA Joint Rails adds addon compatibility to BIS weapons (which still use the array)
Joint Rails use class form, dumping BIS slot definitions
The question is why couldn't they name it compatibleItemsClass or something
So you could have both
class form was designed to supersede the array form completely. There should be no reason to have both forms. Why BIS haven't implemented it on their weapons is anybody's guess
Well BIS still use array form
And there is no way to patch array into class without making new class completely (what joint rails does)
G'day everyone.
I need help.
I need to change the faction of some units and enable a mod for Zeus.
But when I do so the models are not loading correctly anymore.
Thanks in advance for helping me out.
config example?
Wait a minute.
Original config.
Ah, come on, that character limit is bs.
It's the same config as in demain2435's police mod.
Because my mod is just a texture mod of it.
I replace TWest with TGuerilla.
And of course put in "myObject1, myObject2" in
class CfgPatches {
class demian2435_police_mod {
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Weapons_F", "a3_weapons_f_beta", "A3_Weapons_F_gamma", "A3_Characters_F", "A3_Characters_F_beta", "A3_Characters_F_gamma", "A3_Soft_F", "A3_air_f", "A3_Air_F_beta"};
};
};
Where it belongs.
Then I packed everything with the Addon Builder together again.
But foยดr some reason this minor modification causes the models not to load correctly anymore.
Anyone still here.
Oh my... I dont know from which side to begin here.
modelSides[] = {2,3}; in the config, search for it and change that to 6 ( all sides )
also why TWest, use side = 1;
you also need to change side in the cfgFactions
What defines how much your vehicle can smash through gates etc, how would I make the wheels a bit more beefy?
as well as what defines how well a vehicle sticks to terrain
like flying over bumps instead of sticking over it
Well, the mass coupled with the material on the model should define how well it will hit through a wall?
Maybe try calling https://community.bistudio.com/wiki/setMass on the model to test?
@wise fog This is what you are looking for in terms of how well it "sticks" to terrain
Thanks for trying to help me, but I have no idea what you are talking about.
I'm not that much into coding and scripting, just into graphics and modelling.
I'm just trying to satisfy the needs of my mod subscribers.
Or maybe I have an idea.
Because my mod is just a texture mod of it.``` so youre trying to repack someone elses mod. Thats a nono
It's a retexture.
why do you have script error then and models wont load?
the course of action is like this
you make you mod to require the mod you make retexture of
and make separate classes or add your retextures to vehicle customization options in the config
wrong is to unpack someones mod and try to repack it with your stuff
here a few links
I've never repacked someone elses mod and sold them as my own.
sold? Who is selling mods
Noone. It's just an idiom.
oh well do you have explicit permission ot repack that mod from the author?
chances are its binarized and you wont be able to do it anyways
https://community.bistudio.com/wiki/Mondkalb's_Addon_Tutorial start from there, with zero knowledge about how addons and mods/config works I wont be able to help you much.. you must learn it yourself
What I've done is a retexture, which is working. I've credited the original author properly. Now I simply want to make the police an independent faction and make the mod enabled for Zeus.
yeah thats good but make your own mod with your own tag which will require original mod to run
thats a proper way of doing things
Thanks for nothing.
for nothing? Oh well Im so triggered ๐
He's been messaged.
kilรฉsengati - Today at 1:05 PM
I've never repacked someone elses mod and sold them as my own.
srsly? gtfo.
Yeah, I think I can't do anything with such kind of community anyways.
@zinc pike Most senior developers frown upon repacking someone's pbo. As @kindred moss you probably should make a separate pbo with the original as a dependency however as long as you maintain credits AND state what you edited in a comment, it isn't too bad
I've discussed it with him via PM. He has pulled it from the SW until he has permission from the author.
Hey guys, is there a way tohide a faction in the editor via a mod? We have quite a few mods that add unecessarily multiple faction that we will never use. to make it more pleasant to look at the editor Faction List I'd like to remove some in there. Any idea how I can do that (or if)?
So I would need to do that for every single unit/Vehicle?
Yep
If you unpack these addons you can only do it to classes where it is specifically set in the config
So I either do it unit by unit and vehicle by vehicle or I need to alter the actual mod file? Meh. But thanks for the answers ^^
@glossy flax You don't want to see the entire faction no matter what?
Yeah
hey guys, gives a another command for rotation via model.cfg? i dont need rotation. I need linear door. door with animation to right
type = translation;
and uses the offset0/1 parameters instead of angle0/1
offset is relative to the linear distance between the two points you define as the axis, so offset1 = 1; would mean it moves the entire distance between the two mem points offset1 = 0.5; means it would move half the length of the axis, offset1 = 2; twice the length etc.
@glossy flax I'm afraid as Sa-matra written you'll have to edit it's one by one and change the scope of the units or just pull out the unwanted factions and repack a custom repo
Okay, very sad. Have to do it one by one then. Thank you guys! ^^
Does anyone know how to add NVG's to a unit's vest via the config?
Probably not possible
Items[] = {"FirstAidKit","NVG_whatever"};
RespawnItems[] = {"FirstAidKit","NVG_whatever"};
You can try this, but I doubt it works
maybe add one NVG - this will go to the nvg slot automatically. Then add the one you actually want. Then remove the first
so it should be in the uniform/vest.
It first fills the available space in the uniform. Whatever else doesnt fit goes to the vest.
then you also need to load up the uniform with " dummy baggage" as well and remove it after that
Does anyone know if I can use gunnercompartments= to assign a turret to multiple compartments?
is it an array? i.e. does the parameter name in the config you're looking at have [] at the end?
if it's an array you can assign multiple compartments
Does anyone happen to know what the number for the "thrust" parameter in CfgAmmo translates to in real units? (if it even translates to real units at all)
I always thought is was like an acceleration rate. Thruster burns for the duration of thrustTime, but is capped at maxSpeed, so thrust governs how much time it takes to reach maxspeed. So maybe ms^-2
So I know that it has to do with the acceleration of the missile/rocket, it just seems very inconsistent in the values I find when looking through existing configs
So far the only thing I've managed to find relating to the values is what seems to be a somewhat odd calculation on the Biki: https://community.bistudio.com/wiki/Weapons_settings (partway down the page)
they might be inconsistent for the sake of BIS wanting them to be able to fly at maxSpeed for different lengths of the alloted thrustTime, before the engine burns out and they decelerate ballistically
e.g. one ammo type has thrust for 6 seconds, but reaches its maximum speed in 2 seconds so can fly at that speed for a further 4 seconds, where another accelerates towards its maxspeed for the entire duration of its thrust time until the engine burns out
Would there be a way to have dual handguns?
this is not available, and probably won't be given how unrealistic it is
Hey folks. I was wondering, because I cannot find mention of it anywhere in configs, if there is a way to show/unhide backpacks on Ghillies via config?
hideProxySelections[] = {"ghillie_hide"};
make that hideProxySelections[] = {}; in your soldier class
oh you asked for a backpack... hm no idea might work too
if that wont work then probably not possible ghillie suits might not have backpack proxy or it might be hidden in some lods ( speculating )
I'll have a look and see what I can come up with, thank you.
@untold temple : works perfect ๐ thx
Can anyone tell me whats wrong?
class Open_Door_8_Armory_Room
{
displayName = "Open Door";
position = Door_8_ap;
priority = 0.4;
ShowWindow = 1;
radius = 1;
onlyForPlayer = false;
condition = ((this animationPhase 'Door_8_Armory_Room_rotation') < 0.5);
statement = "this animate [""Door_8_Armory_Room_rotation"", 1]; uisleep 5; this animate [""Door_8_Armory_Room_rotation"", 0];"
statement is wrong. Problem: he says: error ";" #uisleep 5
anyone have a idea to make it better?
isn't statement called in non-scheduled environment?
statement = "this animate [""Door_8_Armory_Room_rotation"", 1]; this call {uisleep 5; _this animate [""Door_8_Armory_Room_rotation"", 0];};"
Yep
@dusk jungle. same error =/...
i can make it over [] execVM ""; but i dont know what is "this"...
this is local variable containing entity that executes the statement
paste full error
@junior bane Just to make it easier:
In Configs, you better use ' instead of "" inside a statement.
So:
"this animate [""Door_8_Armory_Room_rotation"", 1]; uisleep 5; this animate [""Door_8_Armory_Room_rotation"", 0];"
--->
"this animate ['Door_8_Armory_Room_rotation', 1]; uisleep 5; this animate ['Door_8_Armory_Room_rotation', 0];"
@harsh stirrup only way to be sure is to test it with low values and 0 gravity coefficient (so that you can shoot it straight without having it doesnt fall out of the air)
that "formula" in weapon settings just seems like a confirmation that nobody knows how this value is actually used - when you need some totally contrived formula to get any idea what to use
e^(Pi * atanh 42 + 3*Dog - 5/6 Matchsticks)
@viral rapids ok. I test it later. But i think this doesnt work so. But i test it
@unreal musk is dis spam?^^
Yup
Hammertime!
๐ @cold moat that was kind of fail there..
poof
well, we tried.
author = "[SAWRecce]Maj.AntiAlligat3r";
class LinkedItems {
class LinkedItemsOptic {
slot = "CowsSlot";
item = "optic_Holosight_blk_F";
};
class LinkedItemsAcc {
slot = "PointerSlot";
item = "acc_pointer_IR";
};
class LinkedItemsMuzzle {
slot = "MuzzleSlot";
item = "muzzle_snds_M";
};
};
}; ``` i cannot get the silencer to show on my units weapon in editor when i spawn him
help ?
which weapon is CTRG20? Which caliber is it? Is it 5.56/6.5/7.62? That suppressor is for 5.56mm caliber guns
https://community.bistudio.com/wiki/Arma_3_CfgWeapons_Items you can find all attachments classes here
TGR-21 in game , just the carbine version , its 5.56
does a3 have the ambient music or sounds modules? Didnt look yet but Im thinking of integrating some music tracks ( no copyright infrigiments custom music ) to the mod... module example setup anyone?
There is a Zeus module to play sound... But i don't fully understand the question.. My group has a custom Musicpack we can use to play custom music via Zeus or other methods.. I'm guessing thats exactly what you want
no idea there was a module in arma2 oa editor for that iirc I dont know how it works in a3 so im guessing it has to be module in the editor
zeus module to play sound... well config example?
what do you mean by config example? Config needed to get your music to show up in there?
yeah specific module config example didnt find anything @ biki... or the pointer what to look for in config dump
Your music has to have an entry in CfgMusic
Like this
class CfgMusic {
class 3DG_TimeOD {
name = "Three Days Grace - Time of Dying";
sound[] = {"\KiriMusic_M\3DG_TimeOD.ogg", 1.000000, 1.000000};
duration = 189; //Duration in seconds
musicClass = "MiscVocal"; //Music class corresponding to entry in CfgMusicClasses (you can create your own)
};
};
MiscVocal is a selfmade MusicClass. That doesn't exist in vanilla
oh so no entire new module but just add entries to cfgMusic
ez pz thanks
is there like max duration is it known or not?
sound[] array is {file, pitch, volume}?
{filename, volume, soundPitch, distance}
Hey, what would I do in the conifg to play an animation when I shoot / hit with my weapon?
You can add it a FiredMan event handler to the unit that plays the animation.
Hey I'm trying to make 2 hidden selection textures on a model I have, but it doesn't seem to be working. Can anyone see anything wrong with my config or model.cfg? Here is my model cfg: http://pastebin.com/63c4ar0H and my config.cpp http://pastebin.com/M2MbP8KU
Your names dont match
@vestal vault
Class Trailer: car {
"Trailer" needs to match the p3d name and be in the same directory as the p3d and by the looks of it your config says the p3d is named trailer1
@wise fog Yeah I accidentally changed it when I put it into the pastebin, but in the model cfg I am currently using it has the correct names
there is the correct one
And you have "camo1" and "camo2" selections in your model in the resolution LODs?
yep
As many of you should know that since APEX some mods produce that not harmful error:
No entry 'bin\config.bin/CfgWeapons/ItemInfo.scope'.
However, from the looks of it, a mod I'm writing atm (<- Noob) is causing this popup aswell. What exactly is causing it and how can I fix it?
Item you are configuring is making the ItemInfo inheritance call from the wrong place
should be from within the parent class
Thank you, both! I'll see what I can do!
hey folks, I'm working on AC-130 and I decided to add ATGM's that will be launched from the rear ramp backward. However I run into some issues:
- I added memory points for missileBeg= "spice rakety"; and the missileEnd= "konec rakety"; but the missile still gets launched forward
- I cannot get a lock onto my laser marker
- How can I get a lock to a target that is 90deg or more to the missile (ie. the gunner looks the the side instead of forward.)
hey guys i have quick question not great when it come to coding. i have roads sign in game how do i define in the config.cpp to use the same model but diffrent texture Paa or is that possible or do i have to make another save in object builder with the other texture applied to the model? current way i have it write in config http://pastebin.com/C6dn58qX
look up hiddenSelections
here's an example for a uniform, using these 2 lines in your class it is possible to overwrite the texture of the model's "Camo" selection, without modifying the model itself:
hiddenSelections[] = {"Camo"};
hiddenSelectionsTextures[] = {"A3\Characters_F\Common\Data\coveralls_bandit_co.paa"};
however, this requires the model to have a "Camo" selection in the first place
Thanks for that @fiery vault ill have look at that now
Hey I'm trying to make 2 hidden selection textures on a model I have, but it doesn't seem to be working. Can anyone see anything wrong with my config or model.cfg? Here is my model cfg: http://pastebin.com/gzZLMVee and my config.cpp http://pastebin.com/M2MbP8KU, sorry for the bump
is there anything about hitpoints that is hardcoded? trying to come up with a universial method to detect, if a vehicle is taking damage to its wheels. but after some debugging i'm unsure, if any of the terms are universial or if it's down to trusting modders to keep standards
Some names are hard coded and what they do to units
i.e. a soldier dies when HitHead or HitBody exceed a certain threshold, while they still survive with HitHands being at 1.
i'm specificially wondering about wheels though. i think i remember HitFuel being hard coded but my memory might be off
Yeah, if HitFuel becomes >0.9, the vehicle will explode after some seconds
As for the wheels, I think they are linked to class Wheels
hithull also causes explosion (not sure if >0.9 or only at 1.0 but iirc >0.9)
infantry hithands causes shaking, hitlegs causes limping/slow walk, hitbody and hithead are both death causing
@rigid token i assume the wheel hitpoint names are hardcoded since they have a UI element for their damage state
they are (defined in car_F), just like HitTrackL & R for tanks
you can only have 8 physx wheels on cars, and all those have pre-set-up hitpoints in car_f
Total damage and HitHull makes them explode instantly, HitFuel has a delay
It's not so much a delay I think though. Feels more like a loop checking every x seconds, but I have no hard evidence. The delay is pretty random.
thx x3kj and lappi. that should be enough info to proceed
what about fuel leaking? is that still a thing?
yeah hitfuel is quite random and can be up to 5 seconds and more
thats new, maybe it will still change
I was talking about the fuel leak. HitFuel should work for everything
thats what i meant as well
bloodleak... well it would be usefull to have
how deep into base classes does fuel go? do all "vehicles" have a value for it?
tanks and cars do, helis not sure, planes i dont think so (at least on stable currently)
i guess getfuel or whatever the comand is would return 0 for a human either way
planes have no fuel? you sure?
which means he has empty stomach ^^
thus far they had only hitHull
but plane DLC will change that thankfully
yea advanced nutrition simulation was my first thought too lol. i was just asking stuff though because i want an only partly damagable mhq in my mission that has actions on wheels and engine to repair those
ah ok
is this possible to re-config the in-game compass?
Prolly yeah.
I'm trying to change the UI of the compass
the N W E S
I re textured it but I couldn't find where to edit the files in the config
That you might not be able to do since the compass is on screen projected model and you can't access it to change its texture
The 2D compass, or the hand held 3D one?
oh yeah good question ๐
the 3d
^^
Yes. You would have to replace the textures. That's possible via .pbo though.
but isn't it a copyright thing - using a 3rd person made model?
What are you intending to use it for?
It's for my clan
I'll add it to my clan's mod pack
Even if I did that, how would the game "know" to use the mode in my mod and not the original one?
You'd tell it to use your model or just your textures instead.
If you wanted to just replace the textures, you'd have to make your addon just contain the altered texture and have it's addon prefix point to the path of where the game's texture is located. Your addon will then simply be used instead of the game's due to the way custom content is loaded.
If you were to replace it with your own model and texture, it would be a bit simpler and more "proper". you'd just tell it to use your .p3d instead of the game's. Same deal with load order.
I don't know how to model stuff though
Would a simple retexture of the existing compass solve your task?
then you have 2 main options - 1) cut your losses and save time or 2) learn modelling
I don't know, I'm trying to figute what you said with the prefix thing
Ah, I see you have never done an addon before. I recommend dabbling in basics first before going for the kill.
Ok, Then you'll need to find the compass object and find out what texture it uses. Then modify this texture and have it, via the addon prefix in your pbo, swap out the original one with yours.
He can also use a A2 compass
is there an idiots guide to config editing somewhere
im trying to edit a single value dealing with the apex vehicle in vehicle config and failing horribly
Idiots shouldn't touch the configs.
class CfgPatches {
class <COMPONENT-NAME> {
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {<LIST-OF-REFERENCED-COMPONENTS>};
versionAr[] = {1,0,0};
};
};
class CfgVehicles {
class <VEHICLE-BASE-CLASS>;
class <VEHICLE-CLASS>: <VEHICLE-BASE-CLASS> {
<ENTRY> = <NEW-VALUE>;
};
};
should look somewhat like this at the end.
idiots shouldn't do a lot of things but here i am
First step to de-idiot oneself.
The example above is good, but if you don't know what it is actually doing then it won't help you much. I.e how to find out what referenced components you are touching. ๐ (Also the formatting could be argued about, but for modding its fine to leave it like this)
For example if you were to modify the Apex jeeps, you would need to find the "component" name of jeep. Usually this is the cfgPatches entry in the .pbo that adds the jeep initially. The CfgPatches "ownership" changes to whatever addon last modifies a parameter. I.e after your fix is loaded your addon's cfgPatch entry will be the component name of the parameter you changed.
So if you modify the speed parameter, then speed is now "owned" by your addon, while model = is still owned by the original one. This is important to remember if you deal with complex inheritance chaos (which shouldnt exist) and backwards compatibility (modders can again ignore this if they choose to)
I'm already in over my head tbh fam
As the saying goes: Don't run before you know how to walk. ๐
My recommendation: Pick one of the official sample addons, and start messing with the config alone. Dont worry about the data content at all, just see what you can change and how it behaves when you leave out things. This should help you get a basic understanding of the process of tinkering with this subject.
Gotcha, I'll see what i can do thanks
Hey Lads, I was wondering if someone could help me with some C++, I have done a couple of textures to a pre-existing mod "TRYK", So i have redone the config file based of the one that TRYK's using and it just doesnt want to work. Yes the config will include some stuff regarding coast guard, it is for a life server xD, This is the pastebin to the config that i have changed up http://pastebin.com/X4hH0sMj , if anyone knows please help me! im about to give up on this shit lol
what specifically doesn't work? The thingy no showing up ingame?
LSCG_HELICREW 's scope is 1 meaning protected meaning doesn't show up in editor
Yeah its not loading in the console with player ForceAddItem "Class Name" then on the arsenal it doesnt show up.
For arsenal you should also add scopeArsenal = 2;
aight standby i will have to give it a try, because im a noobie on the coding bit
What are you trying to do? make a unit with custom texture or a uniform?
Never tried making a uniform. But if you have the base from TRYK thats probably alright.
Okey yeah i can see what you copied from TRYK
Yeah if im not mistaken that specific re-texture that i have made, is based off a pre-exsisting model from arma
sorry for late responses, multi-tasking is aids
Comparing with TRYK config your stuff looks correct though.. try the scopeArsenal = 2;
and check in Ingame config-browser if your config is loaded correctly
another question, do i have to use the addon builder from the tools inorder to pack the file into a pbo, or just pack it with the right clicks?
If your config is loaded correctly it shouldn't matter.
Is the pastebin the whole config.cpp? It's missing CfgPatches
yeah thats bout it, i didnt think the Cfg Patches mattered, if so ill add em back in 2 sec
It matters
aight adding it now
Every config patch needs a CfgPatches entry. You have to enter the correct requiredAddons for all referenced inherited classes to ensure correct loading order and you need to add all CfgVehicles classes to the units[] array for them to appear in the Garage, with Zeus and similar scripts.
Picture \lscg_uniforms\data\ui\icon_u_b_lscg_heli_crew_uniform not found hmmm thats the error message i got now in the arsenal let me try something
aight commy โค
howeever i dont see anything wrong with the file or pbo name, its the same as it is, i dont know anymore
thats the final thing i came up with im not sure i put the scopeArsenal = 2; correctly.
may have to put .paa behind the picture path.. Sometimes engine does that.. dunno if it does here
Choose a unique cfgPatches name don't just copy it
Duplicate cfgPatches names may cause harm
Alright one moemnt
moment*
required versions?
change them aswell or keep them as they are?
You are using "B_Soldier_base_F" and "Uniform_Base" as base classes, so you have to list the config patches (components) that create these classes to requiredAddons[].
Using this in the debug console:
configSourceAddonList (configFile/"CfgVehicles"/"B_Soldier_base_F")
configSourceAddonList (configFile/"CfgWeapons"/"Uniform_Base")
reports:
"A3_Characters_F"
for both. So you definitely need to add that to the requiredAddons.
however now the display name shows in the arsenal menu, but the model it self is invisible, i will give it a try putting the .p3d's in the pbo it self
alright one moment let me add that
Try adding .p3d to the model path.. You really shouldn't copy Arma stuff
yeah, i dont know how tryk worked but ill give it a try
You're assuming that it does. : /
http://pastebin.com/7ehQ4mqW thats how i tried to base it off the BLK_BLK one
that is directly from the TRYK config
You're assuming that they know what they're doing.
im not assuming anything
can anyone supply me with a sample clothing config? im learning how to do confis
Grab the Official Arma3 Samples.
Steam\steamapps\common\Arma 3 Samples\Addons\Test_Character_01
Or wherever it installs to on your side.
```sqf
<code>
```
for anyone else wondering
And now an explaination again how to write 2x ``` without starting the Codeblock ๐
discord supports sqf?
i was searching an hour and no word of it...
It does, yerp. Since a while, tbh
wow, that's cool! i knew about the highlighting but not sqf
I don't wanna know, what Dwarden had to do, to get it implemented ๐
emergency head cinema shut down
just in case ๐
๐
@viral rapids You escape them with backslashes
\`
Can't escape backslashes with backslashes apparently. That's too meta
Anyone have experience with planes? My plane slows down extremely slowly and I cant figure out how to change any sort of brake coefficient or anything similar
@magic wagon Have you tried changing the envelope, https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#envelope ?
Ive tried a few different ones from arma planes but they fail to fix the braking issue and create other issues
@gritty rune
How do you test? with keyboard or joystick? Does the slow down problem happen on vanilla planes too? Might be a controller problem
Found out that without landcontact, issues such as that occur.
Thanks for the effort though ๐
oh, interesting find
How do you use diag_mergeConfigFile? Will it work for a terrain config edits? I want to mess around with haze settings
yes, it works, but you need to change terrains back and forth for the changes to take effect
when working on the Chernarus lighting, I just merge the config in Eden, change to the VR terrain (shortest loading time), then back to my mission file on Chernarus
takes about ~10 seconds total
as for the config merging, I use diag_mergeConfigFile ["E:\Steam\steamapps\common\Arma 3 Dev\LightingFix\config.cpp"], but this path will probably be very different on your end
point is, diag_mergeConfigFile takes a full directory path, all the way from the drive name down to your config.cpp
Is there any tutorial on how to make a custom ammo for a weapon ? I tried to make one with samples but i cant see them in game
@fiery vault if you setup a virtual drive + virtual folders (junctions/mlink) you can cut the path length
like x:\1\config.cpp
oh yeah, absolutely, I just gave him that path I was using because up until this day I couldn't be bothered to move my sources files into P:\
whichever path he then chooses to his config.cpp (if it's on P:, then there is more than one path) is up to him
I found out what the problem was no worries*
I am trying to add optics and bipod to weapon i ported from Arma 2. Proxies are set correctly but i cant select optic or bipod in game. Any help?
bleh, i dont have of that sitting in front of me. takes a bit of configfu to get all the attachments working properly. so the optics and bipod both need configs, and between the 3 configs, you need to make sure you have the proper 'allowedSlots'. i assume you can see them in a crate or otherwise in-game?
Yeah, you have to declare those attachments as being compatible with the weapon
Thanks for help guys, all good now
๐
hey would anyone be willing to help me on getting my head piece into arma 3 as a wearable textured mesh? ive added it in fine as a static object but have no idea on how to make it wearable
Does anyone know how to restrict certain guns to players in a MP mission like if you choose a riflemen slot you can only get a rifle and so on or is anyone who knows what I'm talking about up to help us ?
does anybody know of any hardcorded speed limits for boats? i cant get my rhib to go past 95kph
it accellerates fine but then its like it hits an invisible wall and is dead stuck at 95
That fast? I thought it was about 75 oO
75 was from my tests, when i made the Trawler driveable^^
So maybe it was just the boat (Mass) itself
(was still fun to see, how the Trawler makes a kickstart with the Bow up in the Air ๐ )
๐
i remember planes not being able to go past 1000 kph, but didnt know what the limit was for boats, if any
Because when they get faster -> They influence the Infantry/gameplay itself (Yes, thats true ๐ )
(i remember some of my guys was playing around with the Planes and their Speed, while other tested stuff on the ground. They reported strange behaviour as Infantry)
hahahah
If you used a speed modifier on tanks in a2 you could go so fast the game would just break and you would be stuck in nothingness
Only way to get out of it was restart the game lol
lol nice, i think planes also need an afterburner script to go past 1000kph
regardless, 120kph doesnt seem like an astronomically high speed for an assault boat, wonder why the limit is so low
@outer hazel what kind of a boat are we talking about? 120kph sounds afully a lot to me. ๐ฎ
rhib
hmmm yeah thats probably a bit too high, still would've liked to see what happened at that speed :\
use a goto somewhere, you will see the same result probably
Hmm, I'm getting a "cannot load material file" error on a vehicle but the path to said material file is correct, any ideas?
Check if rvmat is in the pbo
If you are using adding builder it might be possible it's not transferred to pbo
The object actually loads the .rvmat but the config damage array is throwing an error.
Is there a leading \ in the file path?
Negative, should there be?
No, was just checking since some circumstances the game has been picky about whether there's one there or not. But the configs I'm looking at don't have one, so i think you're okay
Have you checked pbo?
The pbo doesn't seem to contain the rvmats now that you mention it.
addon builder has a bug
even if you add .rvmat to "files to copy directly"
it will discard them, unless there are use in at least one model .p3d
Just create a dummy object. A cube for example and add the materials to that.
That's a bit annoying. None of my .rvmats though, even though most of them are in use with a model?
Define "in use with a model"
class damage materials for example are in use, but don't appear in the p3d
Linked in the object.
And those we have to include in a dummy object
Try that first, but I think it just generally ignores that setting for .rvmat and tries to think on it's own.
It did copy them into the .pbo now, still getting the error though.
It's also saying that it cannot find an .rvmat already in use with the actual model.
copy paste error message (and config ?)
I think I've got it done diddly working, thanks.
is there a way to change vehicle mass in a config (ie. I want tank to be heavier)
No
There is this and the related SQF commands though.
https://community.bistudio.com/wiki/setMass
Funny hint:
Execute the following, when in a Helicopter :D
vehicle player setMass ((getMass vehicle player)*5)```
btw.. is it called ScriptBait, when someone writes it like that?
class Glass_62_source
{
source = "Hit";
hitpoint = "Glass_62_hitpoint";
raw = 1;
};
whats raw=1 for?
Something to do with hitpoint damage not exceeding overall damage
or other way around
erm... crap... i knew that... ermm.... damnit
raw = 0, animation uses highest number of hit damage and overall damage
raw = 1, animation uses hit damage only
raw = 1; //this appears to be a boolean property telling the game to use the local damage value independent of global damage(?)```
seems like raw=1 is default for vehicle hitpoints then
{
_raws = configProperties [_x >> "AnimationSources", "getNumber(_x >> ""raw"") == 0"];
if(count _raws > 0) then {
diag_log configName _x;
{
diag_log (" -- " + configName _x);
} forEach _raws;
};
} forEach ("true" configClasses (configFile >> "CfgVehicles"));
plenty of sources with raw = 0
I guess 0 wil be used by Houses
does "class AICarSteeringComponent" work for tanks and tracked vehicles?
I have a problem with tank hull traverse (turning), when I turn it there is a lot of inertia and the tank ends up turning more then I want. Are there any settings to change that? tankTurnForce is pretty low and the rate of the turn is good, but it often turns too much then I want.