#arma3_config
1 messages ยท Page 69 of 1
check if the delays for switching gears are too high. If they are too great, the vehicle will keep driving in another gear and force you around even if you dont controll it in that direction anymore
only signle forward gear... welp
are talking about turning on the spot, or turning while driving forward?
or both?
both
there is something odd going with T-72 steering, the M1 Abrams with I converted to 3 gear gearbox only drives very well for some reason
the 3 gear setup is reverse, neutral and drive
works very well
along with max torque at any RPM
tirestiffness latX and whatnot, they affect steering. Also the friction coefficient
thats usually the best idea - use working base, then start from there
and remember to use the merge function of diag.exe. https://community.bistudio.com/wiki/Arma_3_Diagnostics_Exe Big time saver
thats for pussies, real man pbo and restart the game after each change ๐
real men are idiots then
I had problmes getting CUP stuff to work with diag.exe
the key here is to merge a minimal config that just contains a new vehicle class with adjusted settings. Not the entire master config
BTW: PlayerSteeringCoefficients does not seem to work for tanks
Did NOT help when set these to match settings on M1 Abrams
latStiffX
latStiffY
frictionVsSlipGraph
AI keeps turning and going in sepentine
its not just that, also longitudinalStiffnessPerUnitGravity
also I still fell that tank keeps turning after I stop pressing the button
it was same as on abrams
^ longitudinalStiffnessPerUnitGravity
there is a thrust delay parameter, that can be responsible for that
i know that the A3 IF port mod had the same problem (amongst various others)
Ok fixed the issue, nowIll try to pinpoint the source of the problem
thrustDelay
at thrustDelay=1.3 caused the problems, after setting it to 0.2 Ai drives nicely
good, because i was running out of options^^
๐
Hey guys, not sure if this is the correct location to ask this, but can anyone asist me with trying to fix my weapon I'm trying to create? Seeming it's shooting sideways. (Not very helpful I'm sorry :/)
I assume this is a config error??
Or do i have to define something witin the model on where/way to shoot?
sounds like the konec hlavne and usti hlavne vertices in your memory LOD are not aligned properly
(or don't even exist)
hm, would the weapon fire at all if they didn't exist?
It uses modelcenter, when it doesn't find a Point in the MemLOD
Same happens, when you try to attach an Object to an LOD Point
(e.g.:
cursorTarget selectionPosition ["HitWheel_1", "HitPoints"];```
)
If that one doesn't exist -> Object will be moved to Modelcenter (aka [0,0,0])
Thanks guys I will try tomorrow, about to jump into bed xD
May i ask,what is the conversion from Kilograms to Mass units. For example if i want a weapon to weight 10KG what should be the mass value?
10
New for me, where did you get that?
Arma 3's mass values are like some obscure value that combines actual mass and its volume
I got it in my Loadout Editor code but also https://github.com/acemod/ACE3/blob/98da86b74d4089bc3403d0b0c0074e6a46ce35d8/addons/advanced_fatigue/functions/fnc_getMetabolicCosts.sqf#L31
people use all sorts of different standards
Thats the calculation that ACE uses when calculating the inventory weight. And also what my Loadout Editor and the Arma 2 Loadout editor uses
oO
I never heard, that someone uses that strange mass Calcs oO
We do use something very similar at RHS now
That Calculation?
"kinda like"
Currently searching Google, but i can't find anything related to it atm. Thats why i am wondering.
Yeah, but we have to use some additional multipliers and stuff occasionally to stop standard loadouts creating too much fatigue or because vests etc can carry too much or not enough of something if it's purely based on weight
yeah kind of have to balance it. I think @south olive standardised it for us with (((MASS/1000)*2.2)/0.1)*SCALAR with SCALAR being the value to balance certain items like MG belts or rockets so they could fit a realistic number in the vests/rucksacks
yup, correct
MASS is in kg or g. I can't remember which
g
aye yea, since the /1000 puts it in kg
according to this http://www.armaholic.com/forums.php?m=posts&p=167679 a 30 round 556 stanag is 8 mass. Real life 360 grams.
If mass is Grams would a 30 round stanag weigh 8 grams? Or if it was 1/10 pound would it weigh 362 grams?
Who the hell still uses pound? ๐
stop using imperials for this lol
Yeah, its outdated!!
Well grams is definetly not correct. Try https://community.bistudio.com/wiki/loadAbs. I'm sure a fully loaded soldier doesn't weigh 10kg
arma doesnt use any metric or imperial value for mass
Place an empty (no gear) Unit somewhere and get the Weight (loadAbs).
loadAbs returns an imaginary value
getMass ?
Wasn't loadAbs = All Gear + Player weight?
Player weight:
_weight = loadAbs player;```
mass in Arma is a made up number to take away from a made up capacity in the uniforms / vests / backpacks / ammo boxes.
People wanted the ACE 2 weight of items, so I made up this conversion.
its actually a good way to standarize eveything.
it was one of the biggest problems with inventory management so far that there was no reliable way to weigh an item. now there is
RHS currently has a big spreadsheet that has every item, with old and new mass
the differences where sometimes very much noticeable
format ["%1lb", (round (_weight * 100)) / 100];
format ["%1kg", (round (_weight * FACTOR_POUND_TO_KILOGRAMM * 100)) / 100];
This is what I came up with to get reasonable values. It doesn't work too good for heavy items like sniper rifles, because they have very high mass in vanilla (multiple times of rocket launchers)
And people actually adjust the mass config entry now to match the real weight using this random bs formula.
It's amazing.
You're welcome. lol
๐
#define FACTOR_POUND_TO_KILOGRAMM 1/2.2046
I think the issue with sniper rifles isn't so much now that one can define dexterity, inertia and aimTransitionSpeed to make them heavier in terms of how they play
might be wise for BIS to reduce the mass of the vanilla ones
They should have made slots like in stalker for example... the vass (or molume) value is just stupid. I dont understand why they didnt. A2 had slots after all...
. the vass (or molume) ๐
volass ?
A2 slot system felt better to me. idk
slots for space and mass for fatigue would have been good yea
@strange egret I am just quoting you ๐
oh really, i didnt notice ๐
Good that i mentioned it.
indeed
good.
You had less items which meant they were more meaningful. Now you just have an endless bag and never run out of stuff and everyone has all the special items anyway.
๐
especially for vests with pouches it would make sense to have certain slots restricted to certain items. I.e. 10 slots for magazines (where a 100rnd drum takes 3 or something like that). And then free slots for the rest.
maybe they just thought "whatevs, 10 FAK's and 3 MG mags is totally reasonable for a grenadier vest"
Sometimes, i miss the old Slot Inventory.
A3 went full bag of holding
On the other hand, if you're naked you can't move items at all.
a combination of A2 slots (dedicated mag and grenade slots for example) and free slots (i.e. stalker) would be best. Plus individual item weight.
Yep
Like: Vest/Pouch has 6-7 Slots for Magazines, but low Carryvolume for other stuff.
not carryweight. Carryvolume
*edited
That would even makes more sense... i mean... what is the capacity of a Vest now.
50-120 molass i think? Dont quote me on it
2-3 5.56 Mags?
nah more
vanilla content, who cares xD
true
Guys, If I use createVariable into class Attributes inside a vehicle, Will I be able to use the same Variable (the one create) in the same attribute? I mean, if I put this:
{
class CargoWinch_Left
{
data = "ItemClass";
control = "Type";
displayName = "STR_FFAA_BAM_GRUA_LEFT";
defaultValue = "ffaa_ar_zodiac_hurricane";
tooltip = "STR_FFAA_BAM_ATTR_GRUA_DEFINICION";
expression = "_this setVariable ['FFAA_ship_winchCargo',[_value,(_this getVariable ""FFAA_ship_winchCargo"") select 1],true];";
wikiType = "[[String]]";
};
class CargoWinch_Right
{
data = "ItemClass";
control = "Type";
displayName = "STR_FFAA_BAM_GRUA_RIGHT";
defaultValue = "ffaa_ar_zodiac_hurricane";
tooltip = "STR_FFAA_BAM_ATTR_GRUA_DEFINICION";
expression = "_this setVariable ['FFAA_ship_winchCargo',[(_this getVariable ""FFAA_ship_winchCargo"") select 0,_value],true];";
wikiType = "[[String]]";
};```
Will the variable "FFAA_ship_winchCargo" works in class CargoWinch_Right ?, I mean, It will be actually created when the game read it from the second class?
What I trying to do is, given a Vehicle (a ship with cargo vehicle position), I want a variable called FFAA_ship_winchCargo which is an array, containing strings of the vehicles which will be loaded in that ship, order is important as depending on the index they will be loaded into front, back, left..... In this way Mission Editor could edit (a droplist will be shown for each vehicle cargo position) this variable and load whatever Mission Editor want.
I don't know how exactly these 3DEN attributes work and when they execute but before having getVariable you must set it somehow
Checked out wiki
expression = "_array = _this getVariable [""FFAA_ship_winchCargo"", []]; _array set [0, _value]; _this setVariable [""FFAA_ship_winchCargo"", _array, true];";
I'd do it like this
Yeah that's short, more readable will give it a try
can anyone tell me, what are you doing for animated model? i have a shild and i make it rotate in 360grad loop. No Actiopnpoint and so. ModelCFG
`
class Schild : Default
{
skeletonName="pub_schild_bones";
sections[] = {};
class Animations
{
class pub_Schild
{
type="rotation";
source="Schild";
selection="Schild";
axis="Schild_axis";
memory=1;
sourceAddress="loop";
minValue=0;
maxValue=1;
angle0=0;
angle1="(rad 360)";
};
};
};
};
`
need anyone new in the config?
did you seriously do backticks on every line?
you have a answer on my question?
How about #arma3_animation
shield?
also
```cpp
<conig>
```
missionnamespace variables?
didn't JSRS remove all the scripting?
It looks like the laserpointer has a max range of about 1000m, before it just cuts off, is there any way of adjusting this? I can see irDistance and irLaserEnd in the config.
You should try it and report your findings. I doubt anyone else here has messed around with that.
class CfgIRLaserSettings
{
laserMaxRange = 1000;
maxViewDistance = 1750;
maxNumberOfRays = 24;
};
@craggy valley
excuse my lack of knowledge, but what would be the way of changing this value for a specific modded attatchment?
display range and length and max number of the NV laser beam - just visual settings
has nothing to do with AI or sensors
afaik anyway
This looks like one config for all ir lasers.
yeah, global setting
ah okay, cheers for all the info guys ๐
how would I go about disabling a weapon's firing smoke particle effect (not the muzzle flash)? so far I've tried setting muzzlePos, muzzleEnd and selectionFireAnim to "", the latter gave me script errors while the other 2 didn't seem to change anything
class GunParticles
located where? the weapon's class, CfgWeapons or anything else?
weapons class
d'oh, that should've been more obvious... thank you!
damn, doesn't look like you can set different cloud effects for different weapon muzzles...
from the looks of it, it just uses the gunParticles class of the main weapon, rather than the muzzle that is being used
could somebody confirm that this is indeed not working, rather than me doing something wrong? if it turns out to be a bug, I'd gladly report it, just want to be sure before I throw some false statements out there
i guess you can disable the config system and use firedEH+FX scripting to have a custom per muzzle, etc
I suppose I could do that, but the placement and angling of the effect might get tricky, and I'd really like to solve this in a non-scripted way if possible
I wonder, is it possible to add attachments to specific muzzles?
hypothetically speaking, would it be possible to add a silencer to a grenade launcher? I'm asking because iirc silencers modify the gun cloud effect, so this would be a hacky way to override it
that didn't work either, so I'm concluding this is a bug... https://feedback.bistudio.com/T123351 for more info
bug? nah. more like a missing feature
perhaps, but given the fact that the CfgParticles entry exists in secondary muzzles, I'd expect them to have a purpose
either way, hopefully this is something that can be changed easily - all it really needs is a condition that checks if the current muzzle has its own CfgParticles class and use it if it has one, otherwise do nothing
does somebody have a config dump from current devbranch by chance?
@strange egret the very latest?
doesnt have to be today, but should be this week/last week
Hi, how can I add this scrip to my mission? Please help me... _c = "<t color='#ffff33'>";
sepa = [_c + "Put on ear plugs</t>",{
_u = _this select 1;
_i = _this select 2;
if (soundVolume == 1) then {
1 fadeSound 0.5;
_u setUserActionText [_i,_c + "Take off ear plugs</t>"]
} else {
1 fadeSound 1;
_u setUserActionText [_i,_c + "Put on ear plugs</t>"]
}
},[],-90,false,true,"","_target == vehicle player"];
_this addAction sepa;
_this addEventHandler ["Respawn",{
1 fadeSound 1;
(_this select 0) addAction sepa;
}];
Is there any way to remove the "amovppnemstpsraswrfldnon" or the PRONE animation from a certain unit via config? It can be a clone of an existing unit with new classname as I can include it with the mod itself.
you'd have to edit all the references in A3_anims that point towards that animation
it's possible, but there are a lot of animation transitions and action sets that use that prone animation, so this would be a lot of work
Hmm, interesting. You think if I overwrite them in the new cloned unit just blank it would keep the unit from being able to prone?
My main goal is to keep the ai in my system from ever going prone @fiery vault
if you leave it blank, they won't be able to use it, yes
you just have to change cfgSurface entries for all the surfaces you don't want them to do so
in fact, now that I think about it, you may not even need to edit any of the animations themselves, but just the action sets
Yea I saw the action set when I was looking through, that's where I was thinking about editing.
Are those in cfgModels?
nnnno, CfgMovesBasic I think
ok thanks
yeah, it's in there - CfgMovesBasic >> Actions >> RifleBaseStandActions (as an example)
Awesome thanks again, anything tricky about "cloning" a unit as opposed to a normal object?
I've only done a normal object before for my breaching charge
i'd assume that would prevent the player from going prone aswell...
the config entry i posted above would only affect AI
Oh damn I looked right past that
Anyway to return all the surfaces possible?
I'd like them to not go prone anywhere
Nevermind I got them here
well, the laziest way (via script) would be: _unit setUnitPos "UP"
downside is they won't be able to crouch either
Yea that's my issue with setUnitPos, plus it doesn't work 100%
The cfgSurfaces way seemed to work, thanks @sullen fulcrum
Just keep in mind, diffrent terrains use diffrent surfaces
Yea, I thought about that. I'm hoping the CUP guys follow the vanilla cfgSurfaces template
They will use their own classes, otherwise they would overwrite the altis/stratis/tanoa surfaces
https://community.bistudio.com/wiki/Arma_3_Soldier_Protection#Armored_vest
If I put class head/face on an armored vest, will the armored vest protect it?
Or are armored vests restricted to the body?
My bad, thought this was config_editing
I meant passthrough.
If I assign class head on an armored vest and give it a passthrough value, will that make me less likely to get domed?
vest wont protect head at all no matter what you do
there is no hitpoint defined for it anywhere
theoretically if you model a vest that has some kind of head protection, you could add a hitpoint with the name HitHead and define that in the config
am I sure on what? That there is no HitHead in vests?
vests have no HitPoints LOD
its all based of the main soldier uniform model Hitpoint lod
๐ค well feck yeah my bad
then again theoretically you could add something like this
{
hitpointName = "HitHead"; // reference to the hit point class defined in the man base class
armor = 8; // addition to armor of referenced hitpoint
passThrough = 0.5; // multiplier of base passThrough defined in referenced hitpoint
};```
or Head forgot
you should be able to add whatever (existing) hitpoint on a soldier you want to whatever protective item you want and assign armor and stuff for it
theoretically
never tried and it sounds odd for vest to have head protection..
expect the unexpected if you try to
might work
That is what I was thinking of adding.
try with hitpointName = "Head" for Head and for face "face_hub" ( rather )
Now, if I have a config.bin, what was the BI Tool to edit that again?
And then rebin it?
IE: config.bin to cpp and then config.cpp to bin?
no you dont. you make a new addon and pack it with addonbuilder (or even better pboProject)
Got it! Thanks. Going to test out the new values.
Well, the head/face values don't work at all.
Even when I up them on helmets.
A helmet with 0.001 passthrough and like 8000 armor is still an instakill
Arms also work, but somehow the shoulders are still vulnerable.
passthrough is only for hitpoint damage that is handed off to structural damage.
Armor 8000 won't help, because the face hitpoints are so close, that you'd have to protect HitHead, HitNeck and HitFace since they all receive damage no matter where you hit.
I did that too
I have
class HitpointsProtectionInfo {
class Head {
hitpointName = "HitHead";
armor = 8000;
passThrough = 0.0001;
};
class Face {
hitpointName = "HitFace";
armor = 8000;
passThrough = 0.0001;
};
class Neck {
hitpointName = "HitNeck";
armor = 8000;
passThrough = 0.0001;
};
And any bullet still pretty much just wrecks.
Do I just need to increase the values to more insane amounts?
Well if it doesn't work, it doesn't work.
Sorry, no other ideas. The whole system is meh.
hitpointName = "HitHead"; are you sure thats the hitpoint actual name?
is that a custom uniform or BI soldier?
And?
I meant the selection not the config class
and its HitArms
not Hands
did I meantion that this system is dumb and I have no idea what those are and how are they defined?
HitHands also exists, but okay.
okay okay
Oh, look, its also in the Example of it ;)
https://community.bistudio.com/wiki/setHitPointDamage
This command is using the Hit Points (defined in the HitPoints class in the config)
config.cpp
no selection in the models name like that, no memory points not hitpoints
Yes
one look in the soldier base class and every unclarity is solved -.-"
โ =}
class CfgVehicles
{
class Land;
class Man: Land
...
...
...
Line 1676
class HitPoints
{
class HitHead
{
armor=1;
material=-1;
name="head";
passThrough=1;
radius=0.1;
explosionShielding=0.5;
minimalHit=0;
};
class HitBody
{
File:
A3\Characters_f\config.cpp @kindred moss
-------------------
boneHeadCutScene="headcutscene";```
This sounds so wrong.
i considered adding "overkill" hitclasses to limbs that have more armor than regular limb hitpoints. And when those are damaged enough -> hide limb, unhide stump ...
but thats several hitclasses more...
camanbase
blah never looked there, sorry my bad
boneHeadCutScene="headcutscene";
how does SetShotParents sounds then?
Batman cried
Just a few HitClasses more :D
Wasn't there someone strange, who added those LimbExplosion stuff?
i can only assume in a pretty hacky way
@kindred moss I was more thinking of those "videos" from that "group" i don't wanna mention
they will forceHide=1 you
They have to find me first! HAHAA!!!
So, after extensive testing I switched to a pistol and realized that at my passthrough of .000000001 it completely stopped pistol rounds and likely could have been lowered.
But apparently, rifle cartridges themselves have a magic effect where they somehow ignore most of the armor as it can stop 9mm for hours, but a single 5.56 drops you.
In any case, it is possible to shield yourselves up to IIIA NIJ rating, but anything past that is completely fubar for helmets.
For vests, the most you can get is III NIJ rating, anything over .308 will penetrate and deal damage. Most you can get is maybe two shots of suppressed .50 from an ASP or a single shot from a Cyrus, GM6, etc.
The problem is, that you're trying to do something that Arma simply does not support.
You are trying to make these helmets realistic. By trying to decide which projectiles penetrate and which don't.
That is not how the game works.
But good luck anyway.
Commy, you misundestand me.
I simply put the armor and passthrough values to obscenely high amounts. But those do not stop any type of rifle round.
In any case, it is realistic to have your helmet stop all pistol rounds and your vest stop all non X-factor ammo, so that is realistic to an extent.
But for some reason, certain rounds will penetrate no matter how low the passthrough coefficient is and deal lethal damage.
Don't be disappointed when your system fails at some point. By using these extremely high numbers, you're doing something that might break in future or already is broken under conditions you don't expect atm.
I started at low numbers and gradually increased them.
Performance has stayed at most the same at a certain threshold.
All I'm saying is, that you left what is intended for these config values. Instead of 4, 6 or 12, you entered 8000. And that will have issues. If not now, then in the next patch. Or maybe in half a year.
Or with some mods. Or some vehicles BI is gonna add.
I'm not saying that I am keeping those values, I was simply reporting test results.
Either way, you're talking out your ass as it is coded to infinity.
Maybe I have the config wrong now that I look at it
class HitHead: HitNeck
{
armor = 1;
material = -1;
name = "head";
passThrough = 0.1;
radius = 0.2;
explosionShielding = 0.5;
minimalHit = 0.01;
depends = "HitFace max HitNeck"; // returns the greater of HitFace and HitNeck.
Is what the wiki has.
I just had class Hithead
What are the values for hitpointName = ?
Like, if I wanted facial armor, is that HitFace or face_hub?
There should be stuff in the SampleFiles
https://community.bistudio.com/wiki/Arma_3_Soldier_Protection doesn't have facial armor ๐
Sample Files
Data
model.cfg and config.cpp files from Bohemia
Not sure, but there could be helmets in there
None of the helmets offer facial amor.
Armor*
I'm just trying to figure out the hitpointName though ๐
Like under the base man class it has
class HitHead: HitNeck
{
armor = 1;
material = -1;
name = "head";
passThrough = 0.1;
radius = 0.2;
explosionShielding = 0.5;
minimalHit = 0.01;
depends = "HitFace max HitNeck";
They are in the Link you provided
- when you paste Code:
```
code
```
HitFace, HitNeck, HitHead, etc. Everythings there.
So do I write that as....
class HitpointsProtectionInfo {
class Head {
hitpointName = "HitHead";
armor = 80;
passThrough = 0.01;
};
class HitNeck: HitFace {
hitpointName = "face_hub";
armor = 80
passThrough = 0.01;
};
class Neck: HitFace {
hitpointName = "Neck";
armor = 800;
passThrough = 0.01;
};
I personaly hate the way you wrote it, but yeah, why not.
So face_hub is correct?
No clue, test it out ๐
The stuff you have there is protection for uniforms (the base character models) under class HitPoints
vests, helmets etc. have their protection values defined under class Iteminfo >> class HitpointsProtectionInfo
no wonder your vest isn't doing anything if you're not configuring it right
but it might be simply that items in the vest slot cannot protect the head
Well I have that on the helmet as well
Hi guys, what would be the main causes for a mission to load differently ONLINE vs locally? I have a mission with the @sullen fulcrumiVE mod and i have added this to the command line on the server and when joining the game, i seem to be missing bad guys and missions. BUT when i host the same mission locally, EVERYTHING works!?!?! The log file doesnt show any mayor errors (that i know lol)
Kicked when using ace_Tracers. This was not an issue in ACE2. Anyone been able to bypass the issue?
ace_tracers is optional in ACE3 so I guess the server needs to allow them specifically
that pbo is not a separate mod I think it comes with ace in the optionals?
if so the signature should be valid with the key if they hadnt forgot to sign it
anyways report to their github or slack
And the server shouldn't have checkPBOs enabled
Or whitelist it.
Trying to separate my config.cpp from being in my main folder. I include my sounds.hpp in my main config but when I load up the mod, the sound doesn't work.
Anyone have any ideas?
... did you #include it?
did you binarize the config?
did you remember to add *.hpp to files to copy directly?
hello guys need help for arma 3 startup need add picture when startup arma 3 how to add example mod ifa3war
Any idea why these wouldn't be working?
class GrenadeHand;
class G_wc_mk2 : GrenadeHand {
hit = 7;
indirectHit = 6;
indirectHitRange = 6;
model = "\WarChronicles\wc_us_explosives\wc_us_grenade_mk2";
ace_frag_enabled = 1;
ace_frag_metal = 475;
ace_frag_charge = 56.7;
ace_frag_gurney_c = 1240;
ace_frag_gurney_k = 3/5;
ace_frag_classes[] = {"ACE_frag_tiny_HD"};
ace_frag_force = 1;
};
class G_wc_mk2_he: G_wc_mk2 {
hit = 8;
indirectHit = 8;
indirectHitRange = 6;
ace_frag_gurney_c = 2440;
};
};
class CfgMagazines {
class HandGrenade;
class wc_us_grenade_mk2: HandGrenade {
dlc = "WC_mod";
author = "War Chronicles Team";
scope = 2;
displayName = "Mk 2 Fragmentation Grenade";
picture = "\WarChronicles\wc_us_explosives\data\ui\gear_mk2_ca.paa";
model = "\WarChronicles\wc_us_explosives\wc_us_grenade_mk2";
ammo = "G_wc_mk2";
descriptionShort = "Mk 2 grenade";
displayNameShort = "Mk 2";
};
class wc_us_grenade_mk2_he: wc_us_grenade_mk2 {
displayName = "Mk 2 HE Fragmentation Grenade";
ammo = "G_wc_mk2_he";
descriptionShort = "Mk 2 HE grenade";
displayNameShort = "Mk 2 HE";
};
};
class CfgWeapons {
class GrenadeLauncher;
class Throw: GrenadeLauncher {
muzzles[] += {"wc_us_grenade_mk2muzzle","wc_us_grenade_mk2hemuzzle"};
class ThrowMuzzle;
class wc_us_grenade_mk2muzzle: ThrowMuzzle {
magazines[] = {"wc_us_grenade_mk2"};
};
class wc_us_grenade_mk2hemuzzle: ThrowMuzzle {
magazines[] = {"wc_us_grenade_mk2_he"};
};
};
};```
I can get these to show up in the player inventory but they can't actually be selected with ctrl+G
No CfgPatches
it does I just didn't paste it
plus, the magazines wouldn't be working in that case
you mix handgranades with grenadelauncher?
no idea about that stuff but seems odd
Someone made a custom config for USSR units based (mostly) on CUP stuff but one of his units has an incredibly weird bug.
Head spazzing out, none of the other units, same vest, same helmet, same uniform, have this issue.
Thats the "Headless Client" (badumm tss)
I think I found it. Poor squad leader got a backpack that didn't exist.
is it possible to get EditorPreview images for weapons and clothing?
_editorPic = getText (configFile >> "cfgVehicles" >> _className>> "editorPreview");
cfg changes depending on weapon, item etc
sorry what i mean is to create images for those
_blacklist = [
"WeaponHolder",
"LaserTarget",
"Bag_Base"
];```
this is the problem
only uniforms have a dummy model when on the ground though, so for weapons, vests, helmets, backpacks one should be able to make preview images just fine?!
I guess you would have to iterate through all the CfgVehicles weapon holders and find one that has the item or weapon in cargo.
sorry what i mean is to create images for those
Oh. Using the function to make the screenshots just worked for them iirc.
"Bag_Base" is actually functional Carryall backpack with generic "Backpack" name
True. I used to use it as a dummy backpack for making units drop their current one etc.
I think they changed the scope though or something like that.
Or it was them just removing the maxLoad and I actually also used it for adding ammo to rocket launchers.
Civilian backpacks finally added back into the game when?
Sort of
They're in luggage pile textures
3 usable textures for backpacks, much more in the pile but they're prebaked to look like pile
You'll have to include the texture in the mission
All these were designed pre Arma 3 Alpha apparently
You'll have to include the texture in the mission
Why's that? They are no longer in the files?
They're combined into single texture for the luggage pile
So you have to edit that.
Yeah you can cut it out and put into separate file and it works just fine
Exactly what you see on screenshots
I see.
It's funny how setObjectTexture works for backpacks, but not vests and helmets.
I like to think woman's purse was a backpack too once
I mean I get why.
Or even vest?
Because backpacks are full fledged entities
while vests are weapons that have entity with storing space attached to them
Weapons are not fully network synced like entities
That's where all this duping and disappearing stuff comes from
Actually weapons could have used their own texture space
So you could retexture weapons, uniforms and vests
But with current setup it will mean these textures will have to be transfered each time you move weapon between entity or container, unlike backpack which just changes parent entity when you drop it
While entity itself is still there, not deleted and created anew each time
Bag_Base is functional Tactical Pack backpack with generic name
B_Carryall_Base is one I thought about initially
Basically what I wanted to say, engine functionality for changable textures for weapons and vests isn't there, even if it was to some extent it would reset each time you move it between containers
Still even if it was like uniforms work now, it would be sufficent enough to script it to make custom camo for the mission
Wall of text just got 3 lines taller
As for unused stuff that still exists in the files
http://images.akamai.steamusercontent.com/ugc/101728322304108151/E9CFA92529AA61FFB40514755C336A4A67F639C3/
Woodland and Sage blufor uniforms
They have vests that perfectly fit for these uniforms yet uniform classes are just abandoned
all you have to do is specify texture through hiddenSelectionsTextures or setObjectTexture
Also there is unused black Carryall backpack
http://images.akamai.steamusercontent.com/ugc/101728322304151587/3D99B482E818908727B36B7A3C6CFC83D03D811B/
in DZ SA BI made cfgWeapons also entities
hence all the more advanced stuff one can do there
shotguns\ksg\data\ksg_co.paa
muh shotguns
Also
shotguns\aa40\data\aa40_co.paa
apparently it was AA-12 of Arma 3
(files aren't there, don't bother)
Is there anyone that have done a mod tweaking the Tactical Ping? I like it, but think it should be not possible/less precise, unless your standing fairly close to the person pointing.
@dusk jungle where were those extra textures
Anyone have any creative ideas/thoughts on how to achieve something like this? (for statics)
and then what? Scroll wheel to get in and out?
I really want to avoid those steps
it's too slow to me
Im trying to think how/if it's possible to do this reconfigured wise while inside the vehicle (static)
haha so... get in the gunner position and such and then you can do your business and still move about slower than regular infantry but still much quicker than getting out or doing some script.
Maybe a modified/copied CAManBase
In reality I am brainstorming. But the problem is.. Getting in/out and moving with deployed statics isn't smooth at all
And I haven't yet found a smooth scripted solution so I am thinking what is possible.
Imagine this guy lol.. Sure that's unreasonable.. but if he could run up, go prone and then have some decent stability that's what I mean by smooth
So, attachTo?
thats easiest method, wont look great but by far the best down and dirty
or try and get BIS to implement this ... https://feedback.bistudio.com/T82141
@strange egret can that sort of thing not be scripted by the WeaponDeployed eventhandler? I know you can attach fired eventhandlers to specific weapons now
@untold temple The only thing you can do is -> Empty the Magazine :/
Since -> MouseCommands can't be overridden/negated etc
Nah, with RHS we have a hidden safe muzzle that's switched to by script when keys are pressed
Keys, yeah, but Mouse?
deployed state can trigger the switch to the muzzle, no?
well I think the idea here is to make a static a hand weapon
You can always switch weapon mode by pressing F. No way to prevent that either.
addAction method would work I guess
anyway.. I'll just mess with stuff for now thanks
you could also make a fake weapon that is just for carrying around... problem is that they could still "mount it on their back" or "deploy" it via standard deployment feature, which would look odd with custom hold animation and position
declaring the fake weapon as launcher is propably better (no prone, no bipod-deploy) which makes it less arkward looking for custom hand anim) - but still possibility to mount on back. Unless you script force it to drop if "launcher" is not the active weapon anymore
then again, thats propably not going to make it less awefull to use, since everytime your character switches to a launcher, its like Arma briefly travels back to its OFP roots and its terrible drawnout animations .
then again, thats propably not going to make it less awefull to use, since everytime your character switches to a launcher, its like Arma briefly travels back to its OFP roots and its terrible drawnout animations . LMFAO
That is pretty interesting (launcher)
@wise fog Which ones?
If shotguns, then they were never in the game, only in texheaders.bin
They just hastly deleted the content from Arma 3 Alpha before pushing it to the public
@dusk jungle the backpacks
Black packpack texture is just unused in the game, look near other carryall textures
Civilian backpacks are part of luggage pile object, they're combined into single texture and you'll need to cut them out
Ah ok cool thx
@jade brook you can disable fire mode with showToPlayer = 0
So it's available only through script. On RHS safe mode script there is no way to cycle that specific mode with F key
So in the case described here you would probably invert situation and make default mode to be safe mode and have hidden to player the firing one
If there is no mode available to the player, you cannot select the weapon.
huh?
then obviously magic is happening in rhs ๐
it works with selectWeapon
trick is to define it as separate muzzle (like UGLs are)
Ok
is there a way to be able to open the AW159 Wildcat doors? I couldn't find an animation within the configs but the armed variant of it has open doors
hey folks, I have a problem setting up hitpoits for a tank. For some reason when fired at from the rear the engine takes in all the damage and the shot fails to damage the hull hitpoints. I have pass through set to 0, but the shot should still go on though the engine into the fighting compartment. Any ideas how to deal with this?
ok, so even with passthrough on engine set to 1 I cannot destroy the tank when firing from the rear
notes the color of @hot pine's name... ๐
Need help with config patching and inheritance
CfgVehicles patch: http://pastebin.com/raw/RNGc5uZR
CfgVehicles setup: http://pastebin.com/raw/NZaCaPkh
Armor value properly patches to 0.85, the issue is that RPT throws
Updating base class HitPoints->HitPoints, by corepatch\corepatch_characters\config.cpp/CfgVehicles/UN_CDF_Soldier_base_EP1/HitPoints/
How do I make my patch to prevent this message from appearing?
UN_CDF_Soldier_base_EP1 is a vanilla class????
yes
Second pastebin link is how CfgVehicles is set up in the game right now
First is how I'm patching the value
404 not in my config. Is this A3?
OA
Tried it
Oh wait
ErrorMessage: File corepatch\corepatch_characters\config.cpp, line 46: /CfgVehicles/UN_CDF_Soldier_base_EP1/HitPoints.HitHead: Undefined base class 'HitHead'
The short one is yours?
class Man;
class CAManBase:Man {
class HitPoints {
class HitHead;
class HitBody;
};
};
class SoldierGB:CAManBase {
class HitPoints: HitPoints {};
};
class UN_CDF_Soldier_base_EP1:SoldierGB {
class HitPoints:HitPoints {
class HitHead:HitHead {
armor = 0.85;
};
};
};
You absolutely have to make sure to enter the correct required addons
This has to load after all the others
Required addons are in order too, pretty much everything is included
class SoldierGB: CAManBase
{
// ...
class HitPoints: HitPoints
{
};
};
^ are you sure this is empty?
Yes, there is empty class that inherits HitPoints
Same, identical
ErrorMessage: File corepatch\corepatch_characters\config.cpp, line 46: /CfgVehicles/UN_CDF_Soldier_base_EP1/HitPoints.HitHead: Undefined base class 'HitHead'
this one?
This one is when I delete HitPoints in GB class
Updating base class HitPoints->HitPoints, by corepatch\corepatch_characters\config.cpp/CfgVehicles/UN_CDF_Soldier_base_EP1/HitPoints/
So this one then
class SoldierGB:CAManBase {
class HitPoints:HitPoints {};
};
This shows same message as
class SoldierGB:CAManBase { };
Yes, that one
Make sure to add whatever the cfgPathes of
corepatch\corepatch_characters\config.cpp
is in required addons
You want me to list you required addons?
It required addon that requires pretty much every arma addon
You obviously change whatever is in corepatch_characters, so your addon loads before that
This class is defined in characters_e.pbo which is CACharacters_E addon
which is required by Corepatch_characters
Require by what?
Your addon has to require the CfgPatches class of Corepatch_characters
it's irrelevant if that CfgPatches class requires CACharacters_E
My addon IS corepatch_characters
CorePatch is the tag
Well it wasn't me coming up with it
Original author vanished so I had to take over since we still run populated OA servers
I'm getting the A2 config dump.
Second config listing is cut out from that
minus the crap
Actually I just checked config for CACharacters_E, it patches it identically to how I do it
class CAManBase;
class SoldierGB:CAManBase {
class HitPoints;
};
class UN_CDF_Soldier_base_EP1:SoldierGB
{
class HitPoints:HitPoints {
test = 123;
};
};
Still same message
That is what that PBO has?
That original has UN_CDF_Soldier_base_EP1
CACharacters_E
Which PBO?
The one with CACharacters_E
It changes hitpoints for UN_CDF_Soldier_base_EP1 the same way as I do
I hate how they use different names for PBOs and CfgPatches classes outside of sane addons like CBA and ACE
Tried
class SoldierGB;
class UN_CDF_Soldier_base_EP1:SoldierGB
{
class HitPoints {
test = 123;
};
};
The message is now
Updating base class HitPoints->, by corepatch\corepatch_characters\config.cpp/CfgVehicles/UN_CDF_Soldier_base_EP1/HitPoints/
yeah, duh
I think you're screwed thanks to BI using SoldierGB somewhere else and introducing class HitPoints: HitPoints {}; there later
Well I'm just brute forcing to see what happens
Which means you cannot target the right class with your config
You would have to make sure your addon is loaded before the addon that introduces class HitPoints: HitPoints {}; in SoldierGB
There is no brute force. Looks impossible to fix for me.
Unless that is from a different PBO in your addon.
Checked that too, no HitPoints of SoldierGB or UN_CDF_Soldier_base_EP1 are touched anywhere
It's a vanilla PBO
Because the class exists in the vanilla config dump
The only way you could get around this is by making sure that your addon loads before that PBO that introduces that class
You would have to make sure your addon is loaded before the addon that introduces class HitPoints: HitPoints {}; in SoldierGB
hm
It's like that Ghosthawk MainTurret class in ACE 3.
The vanilla config doesn't allow for us to target the right base class.
Unfortunately they all share the same name.
You then could delete that PBO just for testing and the error would disappear.
The problem is that just by referencing SoldierGB you load all the classes inside it too.
And thanks to that one vanilla PBO, the sub classes in SoldierGB changed from when that soldier was originally defined.
And since they both share the name HitPoints and you can only ever target the first one upwards in the config tree, you cannot pick the one from CAManBase.
Impossible, unless you laod your addon before 'that' vanilla PBO
But since the class is empty anyway , the UBC error effectively doesn't change anything
So at least you don't have to worry about any bugs or anything.
Yeah it all works fine and all values are updated properly, just wanted to clean up the mess and couldn't figure this one out after hour of trying
Well there is your reason why.
Maybe a smaller config could solve it. One that manages to be loaded before 'that' PBO.
But since you cannot edit the requiredAddons class of vanilla PBOs, you cannot really force that to happen.
You can only hope that 'that' PBO waits for something that likely is loaded after your PBO.
Found it
Characters_PMC.pbo
I think
class Man;
class CAManBase: Man
{
class HitPoints;
};
class SoldierGB: CAManBase
{
class TalkTopics;
class HitPoints: HitPoints
{
class HitHead;
class HitBody;
};
};
What it does
Hm I wonder if I can patch it using same referencing
Nope, same message
That PBO is wrong, but no way to edit.
Yeah, fuck it then.
couldn't you do some pboprefix fuckery replacing the config in question to get around your misery?
I'd had to replace a very huge pbo just for simple config tweak
afaik you can just overwrite a single file or not?
no, if you have addon with same prefix, old one just gets discarded
hello every one do you guys help with map configs as well?
#arma3_terrain probably work out better for ya ๐
ye ๐
anyone have any idea why the light is under my car?: http://images.akamai.steamusercontent.com/ugc/172664267728012628/0B2B914D1A2BB8D66C5CC64E1F92C99C828A5805/
I'm trying to set an array of textures for a callsign on a vehicle, so I'm using class texturesource and hiddenselections to try and do so, and in edit vehicle appearance I get the option to change it to a different callsign texture, but it doesn't actually set that callsign nor does it saved that I ticked that issue. What am I doing wrong?
You have to edit the model if you want to expand hiddenselections
Aye, I added an object and the callsign I set on there per default did pop up.
I called the selection "callsign" and added that in the model.cfg
The texture just doesn't change, not even with setObjecttexture
No idea. Make sure the selection is not part of another selection that has a texture
It isn't.
I added a hide animation to hide the callsign if you didn't want it and that worked fine.
How many indexes are in your hiddenselections[] array, and how many are in your textures[] array for texturesources?
There was a bug in Eden where edit vehicle appearence didn't apply if the two arrays are not of the same length
but it's fixed on dev, and possibly RC
They're same size
It seems to change under no circumstance except for when I set it in the model.
Anybody know of a way to easier do configurations for clothes rather than needing to repeatedly change all the names?
Can you rephrase the question? ๐ค
You have to change all the names if you want all the names to be changed.
Trying to get a turret camera to work in game. The camera model works but when I go into optics, the optics can't be moved.
Any suggestions?
"a new hasUnderbarrel animation source was added" - to me it seems more like "has been rebranded" from hasBipod?
Yeah, pretty confused what they mean by that.
I thought they're talking about the grenade launchers at first.
well maybe they will expand underbarrel slot (which is thus far only bipod) - would be neat
Yeah, but wouldn't that share the same animation source then?
Unless they make it another slot.
I was excited, because that would mean that BWA3 could get rid of 3 models without UGL and just hide it with that.
thats the point i think. renaming to hasUnderbarrel to be more general purpose, and then later add functionality to slot in more than bipod
i'm assuming you can only have bipod or GL or whatever else you mount. Which i think is reasonable. Not complete but reasonable
Idk, there might be irl weapons that can use both at the same time.
of course
I want to replace the bipod on my machine gun with a grenade launcher.
Could use the silencer slot.
The French have rifle grenades that use the silencer slot. It's genius.
R3F mod
underbarrel is better fit for bayonett - cause you'd want a different unlimited magazine
the hasUnderbarrel anim source is indeed a replacement for the hasBipod anim, which never actually existed
Guessing the name is because that's what the bipod proxy is called
it didnt exist? wow, false advertisement in the BIKI... i'm dissapoint ๐
Yeah, I think it was me who put it on the Biki because someone on the forums said it was valid
but given that there are/were several undocumented animation sources at the time...
naughty naughty ๐ welp - biki isnt a one way street. Use stuff at own risk i say.
Yeah, I think it was me who put it on the Biki because someone on the forums said it was valid but given that there are/were several undocumented animation sources at the time...
wow
But now that you mention it.
We have a bunch of weapons that already come with a bipod.
๐ฅ ๐
And once tried to remove them when an attachable one is equipped.
And the anim source hasBipod didn't work.
Why did you never remove it?
From the wiki?
Probably forgot my login
welp, all good, now it should work ๐
"probably" lol
Seems likely, since I just tried to login on the biki and have no idea which password I used
Anyone know of a good link for optimizing opentrack for Arma?
What defines rocket fire trail effect? I had a look into CfgAmmo, muzzleEffect is muzzle fire effect that is activated with Fired event handler, effectsMissile is smoke behind rocket, but what defines fire behind rocket? Not the model fire but particles fire.
Prob attached
I just remember changing (buffing) rhs backblast and they were linked together and easy to find
Yeah it looks like particle source, where it is called from is the question
can anyone send me or give me a link (not bi-wiki) for a car vehicle config? the dropbox link from this video is down
i need a basic config for vehicles
look in arma 3 samples on steam, has everything you need right there
but the tank samples is not the same then car config or?
there is a sample car there as well as a tank sample
np
Hey guys, I have a small problem: Right now I try to modify the Vanilla Arma 3 Civilian SUV in a way, that it could be used as an armored car. So far I have changed its armor and similar stuff. However, one problem is the Mass. I want that the vehicle can survive an IED. Well it can do that just fine now but the only problem is, that it is always tossed in the air and mostly flipped.
Okay, I can change the mass of the vehicle (well, on a tricky way but still) in the config. I use this:
init = "(_this select 0) setMass [4200, 0]";
};```
That works just fine. Now my problem: Obviously with the increase in weight, the suspension of the vehicle is now kinda "not really working anymore". What I mean is, that the mass presses the vehicle as much down as possible and it even stutters around a bit (to understand what I mean, just test it in the editor really quick)
Does anybody have an idea what I could do to have my armored suv working?
Depends. Does the weapon have hiddenSelections?
mainly yes, but in some cases it might have them, just not defined
If the mod already has several texture variants for the weapon, then it almost certainly has them
then it may not have them defined in the model. What weapon is it?
hmm, well a lot of his other weapons have the selections defined. So he might just have added them as a matter of course
You can only do that if the weapon has hiddenSelections
It seems like when you load the 2 guns it load the custom version but uses the config from the first 1
When you load the custom version by itself it doesn't load any config
When you load just the custom, can you attach any attachments or change firerate?
It looks like an issue of config and classname interfering, But i have no idea maybe a more experienced config editor can show his opinion
He is offline :/
i make dustfrontleft in my memory points for wheels. must defined any in configs or is "dustfrontleft" defined in arma 3? i search on wiki, but is a littlebit confuse
ah ok is defined in Arma
Are there any animation sources that get the direction the pilot/driver is looking. Something except for the pilot camera sources
@glossy flax go to the physx file for the suv and change the weight of the wheels and whatever else is needed
Yeah, the thing is, I would like to use this SUV in my unit later on, and I'm unsure how much I'm allowed to do that
Ohhh I just see, it is working a bit easier. In the class C_SUV_01_F there is a class wheels which lets me basically alter the suspension and stuff like that :3
Its still not perfect (its still shaking a bit after I changed the suspension mass to 1050 for mass of 4200...but I think that I can work on that)
@glossy flax Glad to hear it worked
huhu, gives for vehicles a "class reverselight" ?
I guess you are german? ๐
I guess it more depends on what you want to do
@glossy flax deutsch ist gut ๐
Wie gesagt, ich denke du musst etwas spezifischer sein. Was willste denn machen? (Ich bin jedoch kein Mod profi. Eher so das Gegenteil.)
As I said, you need to specify a bit. What exavtly do you want to do? (I'm no mod pro. Its more the opposite.)
Bleibt ma bidde beim Englisch, danke =}
ok. i drive backward with my vehicle. I have reflectorslight. But not reverslight (backlight) its specify enough?^^ and my question is: tadaaaaaaaaaaaaa > gives a config setting or CLASS REVERSLIGHT for the vehicle config (car) ๐
but i found "zadni svetlo" this is the rear light. hmm anyone idea?
does anyone have a use case example for this?
in cfgvehicle class
class AnimationSources{
class wheel {
source = "::wheel"; //Overriding the existing wheel controller.
};
};
(from biki)
You mean ::wheel?
Searched my files, haven't found anything that used it (::).
dunno if it's not a typo
planes can use physx wheels too by using
class AnimationSources: AnimationSources { class Wheel_1_source {source = wheel; wheel = Wheel_1;}; class Wheel_2_source {source = wheel; wheel = Wheel_2;}; class Wheel_3_source {source = wheel; wheel = Wheel_3;};
or maybe it's something new indeed
@hot pine I guess they also have the same "uberhandbreak" like Vehicles, correct?
guys, my car works great. My idea is, soldier goes to the gunner seat, then should open the hatch on the roof. But i have no idea to make it. With User Actions? Or i can defined in the Class Turret?
animationSourceHatch ?
@viral rapids - it's a little bit different from vehicles & afair breaking is handled differently
rgr that.
What is requiredOpticType in CfgWeapons modes config?
And I instantly found the answer, it tells AI which mode to use if they have optics with same opticType number on.
Hm, low zoom optics like ARCO-MRCO-etc. have opticType=1 while RHS low zoom optics like 1P78 have opticType=2 ๐ค
So it looks to unreliable way to guess if optics is suitable as long range sniper by this number and you need to check actual fov numbers
No ideas for my problem?
Yo guys, in the context of a tank, is it possible to make the gun and turret return to it's original direction (as it is in the model) then once the reload is complete go back to where is was aiming before the reload?
ermmm...
depends
if you want a very specific position it should return to it is complicated. If you can live with an overlayed movement over the regular turret movements its not so problematic
see the point in scripting https://forums.bistudio.com/topic/196366-tanks-dlc-feedback/?do=findComment&comment=3107652
Thanks for the pointer
@strange egret all pro, thanks ๐
i would prefer a double model. its arkward to setup but atleast stuff like AI is not affected and you dont have to ensure that nobody repairs anything etc
plus damage can produce visuals if you set it up
I'm trying to correctly configure my optics. It can now be added to boxes and placed on the ground, but I cannot attach it to my weapon. Which magic line of code am I missing? I've basically taken the Test_scope3D_01 config from samples and edited it slightly.
You need to declare it compatible with weapons. Best way to do it is make it compatible with CBA Joint Rails
Ooh, exciting. First time digging into the CBA framework.
it's mostly pretty easy. Just need something like this ```class asdg_OpticRail; // External class reference
class asdg_OpticRail1913: asdg_OpticRail
{
class compatibleItems
{
myOpticClassname = 1;
};
};```
nailed it
That made me laugh
๐
Hi everyone, I have some questions regarding getting a CBA depenency to work. I have requiredAddons [] = {"CBA_MAIN"}; but doesn't actually seem to have a problem if I load the addon without CBA
Here is a peak at the CfgPatches
class CfgPatches
{
class Ejection
{
name = "Advanced Ejection";
author = "Midnight";
url = "arma3.com";
requiredVersion = 1.66;
requiredAddons[] = {"CBA_main"};
units[] = {};
weapons[] = {};
authors[] = {"Midnight"};
url = "http://steamcommunity.com/id/MidnightersHouse/myworkshopfiles/";
};
};
I have a issue with trying to config my vest so i can see it in the arsenal and i belive its my config can ihave sonmeone tell me whats wrong and how to fix it
Hey guys where can I find the animations list? I found it dozen times when not needed and now I cant find it
without any scripts just in Arma menu
"Just open up Eden, create new scenario, place yourself, the player. Preview. Now press the Pause button and click on animations, here you go."
Ah yes now I see it. I wasn't playing as the player unit and thought coudn't see that. Thanks ๐
new
class RscTreeSearch: RscTree
{
idcSearch = 645;
};
class RscVideoKeepAspect: RscPictureKeepAspect
{
autoplay = 1;
loops = 1;
};```
Hello everyone
Quick question for some of you, is it possible to hold an eventhandler before another init is executed? Cause currently the one I have is firing on mission start which in return is not making it work when I go to actually initialize its dependancies in the debug tool
this is for an object
It has to be hard coded into the config
A User Action does work, its just it because spammable
and can cause the server to crash as it executes the script multiple times if pressed multiple times
unless there is a way to limit it through an if and else statement but quite frankly I do not know the class names to do so
so basically the logic behind it is. Have a SQF hold another SQF until a dependancy is fired into an eventhandler, that is attached to an object.
That makes no sense. Fix the script so it doesn't crash the server.
The UserAction doesn't crash the server. But it can if someone were you press the white Open Creation Factory a bunch of times to the point where it overloads
When your playing with 60+ people it is bound to affect performance
I would add code to prevent the ability for a user to spam anything to a server. Timeout / busy wait period for server to respond.
Otherwise someone will get a click spam button to kill your server performance.
edit (or d/c network connection & reconnect before server kicks them from timing out will accomplish the same thing)
Kinda curious if its actually causing your server to crash, that doesn't sound right
[code]class UsersActions
{
class Start_Creation_Factory
{
displayNameDefault = "Open Creation Factory";
displayName = "Open Creation Factory";
position = "pos cano";
radius = 15;
onlyForPlayer = 0;
condition = true;
statement = "[this, -1, nil, 'LIGHT'] execVM 'R3F_LOG\USER_FUNCT\init_creation_factory.sqf';";
};
};[/code]
That action is attached to a object.
more or less I wanna get rid of the User Action class and place it into an eventhandler
the script that is
so for example
<code>class EventHandlers : EventHandlers
{
init = "[_this, -1, nil, 'LIGHT'] execVM 'R3F_LOG\USER_FUNCT\init_creation_factory.sqf';";
};</code>
```cpp
<CODE>
```
the eventhandler is obviously fired on mission start. Which cause the script to not be initalized properaly because the other dependancies have not be executed yet.
I tried postInt with CfgFunctions but I didn't have any success with that
That's a shitty script then tbh.
Not my script.
Its primarly written in French as to why I am having trouble
R3F logistics
is the addon
No the UserAction works. But I wanna replace the UserAction with a EventHandler
Basically there not there at the sametime just trying to replace one with the other
Atm the UserActions Class is commented out completely
1 sec but it initalizes R3F Log Creation Factory
if (!isDedicated) then
{
waitUntil {!isNil "R3F_LOG_active"};
if (R3F_LOG_active) then
{
_this call R3F_LOG_FNCT_usine_init;
};
};
that is all thats in the file
I have no idea what that means.
uhhhh ok
"initalizes R3F Log Creation Factory"
is pretty meaningless
I mean interesting and all
But what does it do?
So basically the init_creation_factory allows you to set parameters which are then thrown in an array. Basically it creates Objects aka vehicles
It opens a gui?
Yes
No wonder that doesn't work on postInit / init
You're on the loading screen / briefing / slot selection at that point.
Example
- @usage nul = [my_factory, -1, nil, ["Car", "Armored"]] execVM "R3F_LOG\USER_FUNCT\init_creation_factory.sqf"; // Allow only categories "Car" and "Armored"
I'd stick with the user action / addAction / action menu.
alright
That is how it's supposed to be used.
I'm more or less having trouble limiting the amount of times the script should be run I only want it to be run once. And clicked once.
Change the condition to check for a timeout.
It just obviously multiples when clicked more than once http://steamcommunity.com/sharedfiles/filedetails/?id=875792108
wait
The orange ones do work but the white one activates the script which then pops the orange one up
Theoretically how it is suppose to be is you see the White Open Creation Factory it should immidately bring you into the GUI
condition = "_target getVariable ['commy_canUseAction', true]";
statement = "(_this select 0) setVariable ['commy_canUseAction', false]; [this, -1, nil, 'LIGHT'] execVM 'R3F_LOG\USER_FUNCT\init_creation_factory.sqf';";
ok I see
But I don' think "this" is right in the second part of the statement
The object the action is attached to is _this select 0
Maybe the function already handles duplicate execution, idk.
If used right that is.
Anyway, this limits the action to one execution per object per player
Ok thankyou very much will test and let you know if it works out ๐
is the only difference between Controls and ControlsBackground the z-ordering?
Never tried if buttons and stuff still work as controlsBackground
I don't see any point in using it. Just use controls, preferably the array version to order them.
yea me
Hey folks. I'm quite new to mod making so apologies if this is an easy one to sort... I'm making a family of rifles with different barrel lengths so ideally want them to end up with different muzzle velocities. For ACE3, this seems really easy to sort in that you just put an ACE_barrelLength for each one in the config.cpp. However, it would be nice to get sensible muzzle velocities for use with just the Vanilla game too. I've tried using the initSpeed parameter but when I use this, it seems always take precidence over the ACE settings so the ACE barrel length effects no longer work. (I'd like to get this working so I can then do different ammo types etc. when using ACE3) Can anyone point me in the right direction for achieving this, please?
Which initspeed are you using in the weapons? The scalar modifier of the magazine initspeed (uses - values as a multiplication factor) or the fixed initspeed for weapons?
might be that the ACE system only works based on magazine initspeed
From your question, I'm assuming I'm using the fixed init speed... So I've got something like this: initSpeed = 850;
ACE_barrelTwist = 177.8;
ACE_barrelLength = 368.3;
By the sounds of things, I want to be using the scalar of the ammo init speed
I have to admit, I as not aware such a thing existed!
Possibly. I don't know if ACE works with that (would have to ask commy or someone) but it's worth a shot if the integer values don't work
But yeah, basically you look at the magazine initspeed and if you want to halve it you set initspeed = -0.5; in the weapon
or double it with initspeed = -2;
the community pretty much demanded that BIS add a scalar way of doing it when they first proposed adding weapon-based overrides to magazine initspeed
otherwise things like differences in subsonic and supersonic ammo loads aren't apparent and everything is fired from the weapon at the same speed
Fantastic - I'll give that a try. Many thanks.
initspeed = 0; uses the magazine value as well IIRC, though I tend to use -1 https://community.bistudio.com/wiki/CfgWeapons_Config_Reference#initSpeed.3D0
Pretty sure that's worked. Thanks again.
Re: Condition/Statement in config.
_target variable only works in the addAction syntax. IIRC the equivalent in class UserActions is _this for the caller and this for the object that offers the user action.
It's this and player, but we already resolved this via PM.
There must be a variable for the caller. You can have AI perform items from class UserActions as well...
(Via command menu)
What?
F3'ing through all in one config, but it's always either this, or this and player.
Via command menu you can send AI to perform the "open door" user actions. I checked allconfig as well. no hits for anything but this and player, indeed.
But just because it wasnt used doesnt mean it doesnt exist. I'll do some experiments later to see if _this is the caller object.
class UserActions
{
class OpenDoor_4
{
displayNameDefault="$STR_DN_OUT_O_DOOR";
displayName="$STR_DN_OUT_O_DOOR";
position="Door_4_trigger";
priority=11;
radius=2;
onlyForPlayer=1;
condition="((this animationPhase 'Door_4_move_2') < 0.5) && ((this getVariable ['bis_disabled_Door_4',1]) != 1) && (alive this)";
statement="([this, 'Door_4_move_1', 'Door_4_move_2', 'Door_4_handle_rot'] call BIS_fnc_DoorOpen)";
};
The door actions do nothing with the caller
Of course. Why would they.
That was actually a heli door
class UserActions
{
class OpenDoor_1
{
displayNameDefault="<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
displayName="$STR_DN_OUT_O_DOOR";
priority=11;
position="Door_1_trigger";
radius=1.5;
aiMaxRange="1.5 * 3";
onlyForPlayer=0;
condition="((this animationPhase 'Door_1_rot') < 0.5) && ((this getVariable ['bis_disabled_Door_1',0]) != 1) && (cameraOn isKindOf 'CAManBase')";
statement="([this, 'Door_1_rot'] call BIS_fnc_DoorNoHandleOpen)";
};
house door (no onlyForPlayer = 1)
Here it uses "cameraOn"
Which means you can only order the AI to open the door when you're no inside a vehicle I guess.
And not an animal.
It may actually be that _this referring the caller only works in the statement section. ๐ฎ
I think it's been like this since OFP. Time to do a test to end speculation ^^
Results are in. Only this exists.
Test case:
statement = "diag_log str [_this, _target, this];";```
Yields in both cases `[any, any, Player]`
If I want to add Joint Rails/Muzzle compaitability onto a weapon, is this the area I need to edit?
class MuzzleSlot
{
linkProxy="\A3\data_f\proxies\weapon_slots\MUZZLE";
compatibleItems[]=
{
"CUP_muzzle_snds_SCAR_H",
"CUP_muzzle_mfsup_SCAR_H"
};
};
};
The two SCAR variants from CUP don't have JM, they only take the CUP, SCAR specific flash hider and suppressor
So I'm just looking to fix that, but just a bit lost
then you'd need to make the muzzle slot inherit from the equivalent joint Muzzles slot, and declare the muzzle attachments as compatible with that slot
Does that go into the compatibleItems array then?
No, Joint rails uses class compatibleItems instead of an array
You'd add something like this outside of cfgWeapons ```C
class asdg_MuzzleSlot; // External class reference
class asdg_MuzzleSlot_762: asdg_MuzzleSlot
{
class compatibleItems
{
CUP_muzzle_snds_SCAR_H = 1;
CUP_muzzle_mfsup_SCAR_H =1;
};
};```
then do the above where you get muzzleslot for the SCAR to inherit from asdg_MuzzleSlot_762
Okay, thanks a lot mate. Sorry for the dumb questions, I literally only started trying to learn this just for this one task an hour or two ago.
Nah I've cooked it, getting a CfgConvert task failed when trying to pbo it now.
I can't get my aim to work on my optics. I have memoryPointCamera = "eye"; in my config and a vertex named "eye" in the memory LOD on my model. Am I missing something?
modelOptics = "-";
might also work
Anyone know if it is possible to make a uniform take up a vest and uniform slot when added to a unit?
Yes. And no you can't do that.
๐ช
@summer fulcrum hold on, maybe there is
Never tried this, but it just might work.
..
๐
class Vest_Base_F;
class My_Integrated_Vest: Vest_Base_F {
scope = 1;
};
...
class My_Uniform: ??? {
...
subItems[] = {"My_Integrated_Vest"};
};
This does work for helmet integrated NV goggles.
Maybe it works for uniforms too.
My_ is your tag obviously.
in before CTD ๐
ok thanks will give it a try
just felt like saying it ๐
not sure if this should go under #arma3_scripting or here, but I'm trying to make an object run a script upon initialisation. so far I have
class EventHandlers {
class Cre8ive_Radiation_Init {
init = "_this spawn cre8ive_fnc_initRadiationNode";
};
};
which triggers fine when spawning that entity during mission runtime, however it doesn't trigger on objects that already existed when the mission was started - such as objects placed down in 3DEN
is there a simple fix to make the init eventhandler fire for objects already present on mission start, or do I have to make them initialise via a separate script?
(and yes, I'm a very creative person, hence the name of the addon... ๐ )
the above should work since editor placed units also have their init run
maybe reload the mission?
or the game
๐
All init eventhandlers run on editor placed objects. Must be an error in your script.
My guess would be cre8ive_fnc_initRadiationNode being undefined at mission start.
typicalCargo[] broken in A3?
did it ever work?
I will give this another shot in a few hours when I get the time, in the meantime I can confirm I have restarted the mission and the game multiple times, and the function cre8ive_fnc_initRadiationNode should definitely exist since it is defined under CfgFunctions... plus, it gets called just fine when I spawn one of these objects during run-time, which is odd
I don't have time to test it right now, but it might be the recompile = 1; tag in my function (which I need to be able to modify the function on the fly, without having to restart all the time)
actually, that's most likely it, since that will force the function to recompile on mission start, meaning it won't be available when it is being called
further tests show that even without recompile = 1; the init eventhandler is simply not triggering on mission start
it does trigger when I spawn a new instance of my object in 3DEN though
probably because 3DEN itself is technically speaking a mission that is running
I've probably done a small screw-up somewhere, but I can't for the life of me get the init EH to run, if somebody wants to take a look at it here's what I have: https://dl.dropboxusercontent.com/u/7087057/u/cre8ive_radiation.zip
Do this:
init = "diag_log str ['123', _this]";
Then place the thing in the eidtor and preview. Then go back to 3DEN, alt-tab out and check your .rpt for "123". If 123 appears, then the EH triggers just fine and you need to check the content written after 123. If there's no object referenced, then the issue lies within loading: Your script runs before thing is fully initialized. But the init eh should trigger exactly once this is finished. ๐
basically: if you see "123" in your .rpt, go to #arma3_scripting.
I've got "[""123"",[6f92cb80# 1813604: sign_arrow_large_f.p3d]]" showing up when I load into my mission in 3DEN that has one of these objects spawned
however, when I start the mission, I don't get another message like that one added to my log
which is really weird to me, because I am not using my script/function this time, merely the line you gave me
Ok. That means the EH doesnt trigger.
is there a way to fix this, or even force the EH to fire? or do I need to make a separate script that runs the required code on each object upon mission start?
What version?
1.69.140522
if you meant the type of EH, I'm talking about the config-based "init" (class EventHandlers {})
It should fire on mission start too.
well, every test that I've conducted over the past 24 hours has shown me that it does not ๐
if you want to give it a shot, download the zip file I posted and run through what Mondkalb suggested
I'm actually very curious if this is just an issue I am having, or if there is more to it
I used exactly those types of init EH over the weekend and it worked fine. I am very curious what is going on here.
could just be a bug in the latest dev build(s)
@red wharf any specific reason as to why cfgranks cannot have custom ranks added? Is there going to be any change to that in the forseeable future or is it not important enough? Thanks!
I think cre8or is doing something wrong.
obviously... now, if you actually want to help us figure this out, you could download my files from https://dl.dropboxusercontent.com/u/7087057/u/cre8ive_radiation.zip and give us some feedback on whether the EH triggers for you - that could rule out the possibility of my installation being corrupt/outdated
did you try downgrading to stable/rc? ๐
wait, what mods do you have loaded?
@fiery vault
just my custom mod with the files I posted
oh too bad, I seem to recall there are a few mods around that break eden
try moving the init property outside the custom Cre8ive_Radiation_Init class and delete that class?
also EventHandlers should(?) inherit from EventHandlers e.g. class EventHandlers : EventHandlers {
I think
aren't the sub classes for EventHandlers CBA XEH style?
Missing requiredAddons for the Sign_Arrow_Large_F class
wouldn't load order kinda solve that?
no
oh right, he's importing the class
oh, yeah, I forgot to fill that out
Doubt that would fix the issue though.
guess I got lucky it loaded in the right order, but it shouldn't f- yep
as for the sub-classes of event-handlers, I've done that with a weapon I made and the problem I encountered is I couldn't see what was in the parent's EventHandlers class
the config browser would redirect me to the main "EventHandlers" class which was outside of the parent weapon class, making it impossible to see what was in there
so since I didn't want to leave anything important out, I made my own sub-class, knowing that it wouldn't overwrite anything this way
The config browser shows inherited subclasses and entries too. If there are none, you overwrote them.
could just be me not being in the know, been years since I've done config stuff ยฏ_(ใ)_/ยฏ
Tbh, the config based eventhandlers are pretty shitty to work with.
not in the case of event handlers, it takes me out of my weapon's class and loads up the EventHandlers class' own definition somewhere else
wat
I'll post a screenshot, hang on
You're making stuff up.
Or do you mean the config viewer being shitty? Nothing new about that.
don't accuse me of making stuff up, please?
I'm posting pictures in a bit, just wait...
and yes, I do mean the config viewer, so if you have a better tool for viewing class entries, I'm all ears
this is the problem I ran into, which lead me to use my own sub-classes for event handlers
I know that in the case of my radiation mod, I didn't inherit the event handlers class, since I intentionally wanted to leave everything else out
this way there shouldn't be anything interfering with it, it should only run my EH and call it a day
but it doesn't do that, which brings us back to my initial problem
I closed ArmA a second ago, but I don't recall that working
there's that transition bit whenever it loads classes (and sub-classes), and I don't remember seeing that happening after clicking on the + icon
probably ^^
I'll try and update my dev branch to whatever's latest, see if that changes anything
@fiery vault config viewer jumps for me as well, but if you scroll up to the one you want to open it should be there
good find, that does indeed work
I think I'm on to something, if I make my object inherit from a unit (such as B_Pilot_F), the init EH does trigger on mission start
so it might be something specific to the Sign_Arrow_Large_F class that I am inheriting from
it might be more convenient to use script commands if you just want the value of some attribute
oh, don't worry, that's not what I'm going for, I'm just trying to get this EH to work reliably
I'll get back here when I figure this out
how do you macro guys debug macros usually?
do you pack the pbo or is there something in mikeros tools that just interpretes and outputs a config?
Mikero packer AFAIK can also just output the preprocessed config. But I normally pack and unpack
hi guys. There is a parameter in missile config, trackOversteer, which, according to the targeting config ref, "simulates maneuvering errors of the missile". Question is, in what way and what is multiplied by this coefficient?