#arma3_config
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@grand zinc ok will look trough the mikero stuff an see if i can find it, thanks!
@jade brook what?
anyone?
I think it might be for those little icons that appear on the unit's avatar in the command menu
Isn't that icon="iconManMG"; ?
that would make more sense
It's the only config entry missing from the Bundeswehr classes, so it must be something newish.
Seems useful for scripting, but doubt many mods support it.
Zeus related? Units cost etc
Yeah, I was noticing that when I was trying to determine what property made divers swim faster yesterday. Wanted to look up whether it was role = "SpecialOperative"; but there was no documentation (it isn't what makes units swim faster though, turns out it's uniformType = "Neopren";)
It's all weird again.
RiflemanUnarmed uses "rifleman" and not "Unarmed"; which is for civilians
icon="iconManEngineer";
role="Sapper";
picture="pictureRepair";
engineer, repair, sapper
just pick one ffs
AT and AA are both "MissileSpecialist" welp
class B_sniper_F: B_Soldier_sniper_base_F
role="Marksman";
See CfgRoles
was already there in 1.64
It has one unlocalized string and the same icon for every sub class.
Well it gives a name to the role of that unit...
Yeah. Useless, because that could've been one config entry.
Unless they wanted to unify a bunch of these entries. If it's there since 1.64 and looks like this, it's dead.
Eh, not like I have anything better to do.
perhaps it's related to the new patrol ops game mode?
I wondered myself as well what these role descriptors were for, especially since BI's config uses them inconsistently. I figured some scripted system, possible related to the new respawn rework.
Is it a string for the teamSwitch menu?
It wouldn't be a localized string. It must be some sort of identifier.
Maybe the default role name for the respawn loadouts?
could be used for AI refinement
Speaking of AI. Someone was asking what typicalCargo is for
it's for AI to assume that a vehicle carries the specified people. It factors into the cost value, afaik.
Hey guys, in my buldozer works my model.cfg fine. Ingame shot on the wheels, my wheels are destruct, but not hide.
In my buldozer can i make it hide. Any idea?
Is there a list of all ClassName types? For nearestObjects filtering.
As in ["Car", "Tank", "etc"]
Those are just classnames, nothing "types". They all can be found in the ingame config viewer under CfgVehicles.
Alright, thank you.
I'm assuming "AllVehicles" would return all repairable things, correct?
No, AllVehicles also includes Persons and Animals
["Tank", "Car", "Ship", "Helicopter", "Plane"]
should be fairly complete for A3
Maybe also add "StaticWeapon"
What about "Man" for players and AI?
Ok, thanks again! ๐
yw
@jade brook was just coming in here to ask about how to change the role name in CfgRespawnInventory. That is at least one thing role is used for. Seems only predefined ones work. In this pic, first is role = "light gunner" second is role = "Marksman" http://i.imgur.com/fVZPV2J.png
Custom roles can be added in description.ext
class CfgRoles
{
class LightGunner
{
displayName = "Light Gunner"; // Name visible in the menu
icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; // Icon displayed next to the name
};
};
Does Addon Builder not work if the Cfg is already in .bin form?
Hi,
probably s simple question: some time ago userconfig was used to adjust some configuration options for addons, what is the current way?
I want an external file to be included by addon's config
Possibly this https://github.com/CBATeam/CBA_A3/wiki/Settings-system
every single one of them ๐
Any idea where I can find the config of the player placed waypoints? (Shift + LMB).
Don't think there is one.
_vehicle enablePersonTurret [_turret, false]
?
That is what BI does with the not-Chinook
If you disable the person turret with this command, the soldier in that position cannot shoot.
You have to add this to wherever you use the animate command.
Oh I see what you mean, it worked, thanks alot! @jade brook
Yeah, it's real nice.
Probably ^^
there is a mod that does that already though, should be a good reference I guess
I want to remove cursor from Mi-24P pilot's GSh-30 cannon, it shows up on all difficulties regardless of settings, can somebody hint me at values I should look at?
cursor = "";
cursoraim = "";
Anyone know if they have said anything about this grammar? Haven't seen it before Eden
expActiv="vehicle this enableSimulation true;" \n "vehicle this hideObjectGlobal false;";```
(The two strings separated by `\n`)
\n means newline but where do you see that?
mission.sqm apparently
Anyone know if there's a way to make conditional PBOs. We have an RHS and IFA compat, would be nice if I could just drop them into the main mod and not get missin requiredAddons if launching either
wasn't that one of the purposes of requiredAddons in CfgPatches?
Thing is that then you get an error when you boot the game, it would be nice to have some sorta option that it would just ignore the PBO silently if one of the requiredAddons is missing, specifically for compat stuff.
For the A3-Launcher -> Just add Dependencys
If you start the game, with.. lets Say ModA, but you also need ModB -> It gives you the error that ModB wasn't loaded. -> Enter -> Loads game anyway iirc
Yes
But i never heard of an "option".
It gives you the error that ModB wasn't loaded
I'd like some sorta config thign to skip this
I don't think thats possible.
Hmm too bad. It's not a huge problem, just would've been nice if there was some super special magic way to do that
By Script -> Possible.
By Config -> Not that i know of.
requiredAddons did exactly that at some time. These days it is purely for sorting out the load order of addons, which is important for config patching and preventing .rpt spam
That whole updating baseclass class A -> class B in .rpt during startup? Bad configs.
Specifically, bad requiredAddons[]
The problem with optional PBO's these days is, that any of them that edit a CfgVehicles class will now create dependencies thanks to 3den.
If you create the mission while using the optional PBO file, the PBO becomes a requirement.
So annoying.
Ha... in OFP it used to be the BAS_HeliRepairH that did that. ๐
Interesting to see, that this still exists and floats around.
The new requirements thing is a 3den "feature".
Luckily the entire CfgAddons thing seems to be retired...
CfgMods?
No, CfgAddons. Its a super ancient thing used instead of fixing the mission loading in OFP.
basically it force-loads stuff into a mission without relying on mission.sqm back then. The issue was that if you createVehicle'd or addWeapon'd a thing that wasn't in the mission.sqm -> Popup about supposedly missing content.
CfgAddons "solved" it by making your content always ready.
-> Hacky workaround
Kinda similar to the units[] and weapons[] array in CfgPatches.
That Zeus requires these to show items still boggles my mind, tho.
Yes, of course it still exists. Same as scudModel=; ๐
Yep, activateAddons is basically a runtime fix for this if the content wasn't force-enabled via CfgAddons. A cleaner way surely.
I see. activate(d)Addons is used for Zeus. You can only spawn addon objects if at least one object assigned via units[] to the CfgPatches class is placed in the mission.
Because that makes the addon "activated".
I have a fix using the activateAddons command for BWA3 units, because I want them to be present even if only the default "official addons" is selected in the curator module.
I guess adding my CfgPatches classes to CfgAddons solves this more cleanly. Will try.
Mikero had a tool to generate units list, dunno if pboProject would do that automatically nowadays.
doing rvmats: with setting determines how much shadow a bush/tree gets? For some reason I just really bright stuff, or bright around the edges with completely black inside
the textures are fine, I'm just messing around with rvmats to make bushes better fit for the new lighting
I can manage to get the lists myself. I have a bunch of debug scripts lying around in my mission.
Nice. @scarlet oyster it worked! I can now Zeus-spawn BW units without having to place them beforehand in the mission even with my ugly scripting hack removed.
CfgAddons ...
Surprised to see it still works ๐
why do you want to "circumvent" the Game Master module setting though?
just curious ofc ๐
@jade brook did you had to list all addons which contain units?
I added this:
class CfgAddons {
class PreloadAddons {
class BWA3 {
list[] = {
"BWA3_AmmoBoxes",
"BWA3_AssaultRifles",
"BWA3_Attachments",
"BWA3_Backpacks",
"BWA3_BattleRifles",
"BWA3_Common",
"BWA3_Eagle",
"BWA3_EnablePIPOptics",
"BWA3_Flag",
"BWA3_HandGrenades",
"BWA3_Handguns",
"BWA3_Headgear",
"BWA3_Launchers",
"BWA3_Leopard2A6M",
"BWA3_MachineGuns",
"BWA3_NaviPad",
"BWA3_Optics",
"BWA3_Puma",
"BWA3_Radios",
"BWA3_SniperRifles",
"BWA3_Sounds",
"BWA3_Tiger",
"BWA3_Tracked",
"BWA3_Units",
"BWA3_Vector",
"BWA3_VehicleWeapons",
"BWA3_Vests",
"BWA3_Weapons"
};
};
};
};
to get rid of this:
// manually activate our addons
private _addons = activatedAddons apply {toLower _x};
{
_addons pushBackUnique _x;
} forEach BWA3_addons;
activateAddons _addons;
// manually add our addons to all curators
if (isServer) then {
{
_x addCuratorAddons BWA3_addons;
} forEach allCurators;
};
mhm but why
So you can place BWA3 objects with Zeus in default settings even when no BW object is placed on the map.
๐
My work around was fancier, but this is better overall I think.
is it too much effort to toggle the damn setting? ๐
Depends what you are aiming for. Your script is a solution you can easily forget about, as it'll add all tagged addons. The list is nicer as it doesnt involve scripting ๐
Not for me, but for the end user.
I would be fine with it if it weren't so inconsistent.
E.g. if you place a BW Rifleman, you can only spawn BW Soldiers
But if you spawn a Leopard, empty or crewed - doesn't matter, you can place Leopards and all Soldiers.
Same for Puma respectively.
Too confusing. Got error reports and so I fixed it with my "hack". This solution is cleaner, even if it looks stupid on paper, because you have another redundant list.
yup, lists of lists are bad
I guess it's better than dealing with people incapable of reading the settings ^^
Firs time getting a weapon ingame and I seem to have the muzzle flash stuck on the front of the rifle. Its like a static torch. Any ideas why this may be?
Could be a number of things:
- your muzzle flash proxy isn't named the same as the *selectionFireAnim ๐ in the weapon config (by convention it's usually called zasleh)
- Your zasleh selection is missing from the sections[] array of the model.cfg
- your zasleh selection is also part of another defined section (e.g. part of the camo selection used for hiddenSelections) and this interferes with the hiding anim
- You're proxy has been corrupted - One of the modelling plugins (I forget if it's Blender or MODO) has a habit of breaking proxies
Currently on the p3d I have muzzleflash selection, Proxy muzzle and proxy muzzle flash
And this is all from the samples
Opening my weaponcfgi did spot this selectionfireanim = "zasleh";
In my model.cfg I do not have any references to zasleh
the proxy in the p3d is named \A3\Data_f\proxies\muzzle_flash\muzzle_flash_rifle_Mk20
Alright still stuck on this damn thing. Here is my model.cfg http://pastebin.com/25tXtDHX
This is the model p3d https://gyazo.com/f28d44977262d3d78b0e20fa80a0d200
this is the error https://gyazo.com/0d706e52b59ff97404801967c4669f8a
Would anyone mind helping me figure out why my muzzle flash is stuck? Whenever I add in the "muzzleFlash", "" it pops the error
Missing a comma after "bolt","",
Still fails to build but thank you for noticing that
Thats what I mean
Also no pieces animate
Whats the name of your p3d
SR99C
Thats your problem lol
class OPTREZ_SRS99C: tb_arifle_m16a4_base
The p3d should be the first name
Class xxxxx = p3d name also xxxxx
Yep
Fingers crossed one sec
Nope same error
wait..
i had a wrong comma
-face desk -
Well it packs but still same problem
Does stuff rotate or do anything animation wise now
Nothing
Ill have to check my cfgs and compare, best check the sample configs in the meantime though
Yeah I have been but im better at the making the model than making it work lol
Yea thats arma for you
go into the model and select the muzzleflash proxy
hit new and name it "zasleh"
then add it to the sections[]=
okay so i have two
I have one named muzzleFlash
and another that is a proxy name \A3\Data_f\proxies\muzzle_flash\muzzle_flash_rifle_Mk20
Which one do I change?
Lol okay
tryign now
Okay so the mag moves
But nothing else
And still have the flare stuck
can i see your cfg again
trying it now
its the default flash selection iirc unless you define in wpn config
No errors in rpt?
none that i can see
You should base it off of a weapon it would be close to ingame then tweak/build from there
I was following this
I mean its all ingame and working pretty much except the muzzle XD
Yea but unless you changed the line
selectionfireanim = "zasleh";
After I told you to add it your cfg didnt match up
flash = "gunfire"; try that to muzzleFlash
Yea but did you change it or was it already there
Ok so thats my point
If you inherit from an existing weapon and tweak yours
They have this already defined
And what I am telling you/your selections would plug and play off of them
Well first try changing that line
Not sure if its correct but it looks like it might
You would decide what weapon you want to base it off of, looks like a lynx
flash = "muzzleFlash";
Ya
okay trying now
To inherit it would be like class weapon_lynx_f; then class yourclassname : weapon_lynx_f { ~~~~ };
Seriously, look at the arma 3 weapon samples or the lynx/lrr itself, they explain a lot
nope no luck lol
Ill look at the samples again but to me its gibberish lol
ill give it a try thanks ๐
Feel free to PM me, if someone doesnt stop by to help but I gotta sleep
Will do, thank you ill try this a bit more on my own before bugging
No problem, latee
@woven flax heyo ๐ path to correct muzzle flash:
- create proxy triangle with relative path to desired muzzleflash p3d - check
- give the proxy triangle a named selection of your desire (e.g. MyMuzzleflash) - check
- in your custom cfgWeapons class define the following: selectionfireanim = "MyMuzzleflash"; (same name as you chose) - check???
- in model.cfg file, inside your custom CfgModels class look for the sections[]={<stuff>}. Add "MyMuzzeflash" to this sections array.
- pack your addon with pboProject. It will list errors that would not be easily noticeable with addonbuilder
thank you ๐
for anyone interested - diag_mergeConfigFile is able to merge cfgAmmo since few days ๐
@hot pine can we pray to the Arma god for full support of cfgWorlds (especially LightingNew) and related root classes (cfgClutter, cfgSurfaces, cfgSurfaceClutters) ๐
Then in 3DEN switch out and then back into your island.
how much will renaming my mod on the workshop fuck with actual folder names and stuff? i want to change the name slightly but kind of worried about messing up people's server set ups
Changing the folder name shouldnt make a difference.
Steam downloads crap to the workshopid.
So changing the @foldername really shouldn't make any difference.
you could create another addon and set it private, subscribe to it, and then push the folder name change and monitor any changes that steam does to anything. within that isolated addon
only way to know for sure, unless @sullen fulcrum can shed some light on it
well for the users it should be fine. i think if anythign there would be a change needed for folder names on the servers? i always thought the folder name is not important since it's jsut a vessel but i had people bitching about names before. but then again. peopel always bitch
all i want is remove the "Arma:" from "Arma: Enhanced Movement". it's dumb
should be fine
only annoyance is for those using batch files or a few old launchers working with modname
thx for teh info guys
Is there a way yo detect if a mod is loaded, and then apply changes to it inside the config? I'm guessing it has to do with #ifdef and #ifndef.
requiredAddons
What if I don't want the error if the required ones are missing?
No idea, but I guess you're out of luck then
Maybe loading your addon last in the list might help, who knows
I'm not that much into addons
Would the following work? ```Hpp
class CfgPatches {
class nev_a3_overrides {
name = "A3 Mod Overrides";
author = "Neviothr";
units[] = {};
weapons[] = {};
requiredAddons[] = {"A3_Weapons_F"};
};
};
#ifdef mbg_nam
#include "CfgWorlds.hpp"
#endif
Guess the only way is to try ๐
Oh yeah, it works. ๐
// If some_mod is loaded, "yourConfig.hpp" will be included.
#ifdef some_mod
#include "yourConfig.hpp"
#endif
i'm not to familiar with the whole macro stuff, but afaik after binarizing the config it will be set in stone whatever is included or not.
so that example above only includes the hpp if you have some_mod defined in your pdrive but after that there is nothing dynamic
Its more or less one file in the end.
include is more or less just for "sorting".
(i repeat: "More or less")
No, not possible
I've always wanted to make addons optionally compatible with loaded stuff, but it's very problematic.
Number one issue is that configs are usually binarized. This means any preprocessor is removed during packing.
You'd have to switch to unbinarized configs so these macros are evaluated during loadup of A3 when the config parser works.
Next thing, the define must come from somewhere. It is not a magic global variable that exists in config parsing space
usually this is done by having some global include that defines or undefines items as needed. This file would have to exist at all times. A "if file does not exists, then" does not work either
ie.
#include "Some\general\path\defines.include"
And only then the define would be active. This file would need to be accessible from somewhere. Global paths, relative to the file system do not work afaik. Relative to the installation directiory may work, with file patching / live loading of folders
basically just something the whole config stuff isn't designed for..
Not at all. Its practical to do within a single project. But shared community... thats difficult
we use it all the time. ๐
Well it works for me, so I don't know what to tell you.
What is workig exactly?
What I described above.
There is alot.
so mbg_nam is actually defined?
Yep, in MBG Nam's CfgPatches.
Let me check something real quick, just to make sure.
yeh. the cfgPatch class exists, of course. But I fail to see how this would turn into a define that can be checked for using #ifdef with positive outcome
No clue, it just works.
whaaaa
The reason I tried it is because I saw someone else try it a while ago.
This would suggest cfgPatch class entries become globally available defines in config space
Somewhere on the forums, don't recall exactly where.
That would be scary, revolutionary an amazing. alltogehter. Call me pessimistic but I don't believe it ๐
I'm re-downloading MBG Nam, in order to test it again. Perhaps I modified my copy of it.
I'll certainly give it a go later today ๐
If there will not be any ambient sounds on MBG Nam - it works.
way easier check to confirm it
inside your ifdef wrapper, put
BiglyPresident = "Trump";
dfsbogdastgdfaesg
then in config browser check for this parameter on root level
Haha, ok.
Then checking if its loaded with and without nam active
if it does work indeed, then bye bye optional compatibility addons.
as i said earlier and was said by dscha and mondkalb aswell, the preprocessor stuff is just gone after packing
there is no way that will ever be dynamic
Even if, you'd still have issues with load orders, no?
Just the same as if shitty requiredAddons array was used.
False alarm ๐ฆ
It doesn't work...
I must've edited the downloaded mods.
I feel bad for starting hype.
Sorry.
We told ya (You were not the first to try :/ )
๐
One can make in most cases a soft dependency
like dont define scope but let it inherit - when source not present => not visible
also you are to define the inheritance tree to work too when the dep is not present
Does anyone know how the heck the artillery computer works?
hm, whats "cargoPreciseGetInOut" for?
I think it tags proxy ids to use precise entry anims
for vehicles with preciseGetInOut = 1;
Presumably you don't collide with the vehicle while playing an exit anim during which you're technically already out of the vehicle, but the anim and pos still have you in
Coincidentally I am currently looking into this as well ๐
Possibly it places the character also at the proxy center instead of at the get-out points.
I'll be digging into this once I have my anim data ready
Possibly it places the character also at the proxy center instead of at the get-out points.
๐
Possibly it places the character also at the proxy center instead of at the get-out points.
Which are all the problems I was worried about ๐
That param accepts 3 values. 0 - regular get in, 1 model center, 2 character proxy center in vehicle
Thx for the info
Thx alot
@wicked delta could you be more specific? whats the issue?
Hello guys, beginner's question:
is it possible for weapon to show different magazines in 3d model?
Example:
vanilla MX SW - wether you load 100rnd mag or 30rnd mag - on the model we always see 100rnd mag, any way to make the model of weapon to match the type of attached magazine?
should it be just separate animations in the model itself?
@hot pine does that fit the bill? https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#...preciseGetInOut
@strange egret thanks for updating wiki :)
o7
otherwise i would write it down somewhere on my hdd and then in 6months when i need it i would have to search for ages to maybe realize that i must have deleted it
@turbid coral it's not possible without swapping the entire weapon class by scripts
Erm, wasn't a standard model.cfg needed in the root of P:\ ?
If so, was that enough?
class Rotation
{
type = "rotation";
memory = 1;
minValue = 0;
maxValue = 1;
angle0 = 0;
angle1 = 1;
};
class CfgSkeletons
{
class Default
{
isDiscrete = 1;
skeletonInherit = "";
skeletonBones[] = {};
};
};
class CfgModels
{
class Default
{
sections[] = {};
sectionsInherit="";
skeletonName = "";
};
};
I seem to have one in my arma2 P:\ yup, looks similar too, however I dont have one for arma3.
Yeah, just finished searching the net. nothing more is needed, how it seems.
got links?
good practise is to also define the base classes in root (man, car, truck, tank, plane, helicopter, etc)
I've spent a good few hours trying to figure it out and I just can't seem to get it to work. I am creating a custom unit that is assigned to the civilian side with its own faction and uniforms. The problem I am having is making the unit use a specific set of faces. Anyone able to point me in the right direction? I have tried identityType but only thing I got working with that was so the faces show up in the profile menu.
get an AIO config and learn the mapping of identityType across the different root classes
What was the maximum amount for hiddenSelection's again?
Is there any?
Well there is SOME, even if it's like 2 million. Wiki says 11, but our Tiger has 20 (model MFD, HUD) and they do work.
Hey folks.
I'm trying to make a helicopter not explode at slightest provocation
How can I stop helicopter from exploding when hitting the ground or when shot at? I still want to keep the component damage (engine rotors etc), but I don't want the hull or the global hitpoints to be affected by anything
At least for now, for testing purposes
I already set passThrough on all hiptoints to 0 and changed the hullhitpoint to have this:
name="";
visual="";
In hopes to disable the hull hitpoint with I know cause vehicle to explode when reaches 0, but no luck
Does anyone know how to make a custom vehicle smoke launcher, so instead of the normal smoke screen, it fires out yellow smoke instead
define your own ammo and mags with yellow smokes and use it in the vehicles smoke launcher weapons ( turret )
Do you maybe have a template that I can use?
nope
Ok, one more thing, I have the default smoke launcher weapon enabled on my vehicle, however when I fire it, the mag count goes down but no smokes appear
hmm have it in the turret?
defined weapon and mags?
magazines[] = {"SmokeLauncherMag"};```
yes that is done
is that a custom model?
yes, with custom anims and custom model.cfg
if so it needs memory points for smokes I guess
not sure whether that'd effect it
otherwise they spawn at vehicle center
yeh no smokes appear whatsoever
is there a animation or something i must include on my config?
you know what i'd call em?
smoke1, smoke1_dir... etc
smoke1 os position of the canister
smoke1_dir is the direction it gets launched to
alright will give it a go now and let u know if it works
still no luck, the sound plays and the mag count goes down on the vehicle but just no smokes actually appear
SmokeLauncherMag find what "bullet" does it use and change it so its a yellow smoke shell
You have these set up? C smokeLauncherGrenadeCount = 8; smokeLauncherVelocity = 14; smokeLauncherOnTurret = 0; smokeLauncherAngle = 360;
Yes I set those up
My model has a custom model cfg and custom animation sources, not sure whethere that'd affect it or not
shouldn't do
Hmm, really not sure what to do, cant find anything on it anywhere
Position of your model's centre might though. If it's underground. Would need to check it ingame with one of the marker spheres and use _markername attachto [vehicle player,[0,0,0]]
Anybody with more indepth knowledge of class DestructionEffects? I'm trying to add some effects to destroyed hitpoints on a helicopter, but it ALWAYS triggers a medium explosion for some reason, even if I only add a sound effect. Not the total destruction explosion, just some random explosion for some reason
Anyone know how to make explosives appear under the explosive bit in the arsenal? I'm inheriting the explosive satchel so it should still show up there.
Do I need to do anything weird with Put
@Taro#1704 as first step set armor=9999; to specific HitClasses
I have the default smoke launcher weapon enabled on my vehicle, however when I fire it, the mag count goes down but no smokes appear. Anyone know why?
I seem to remember @cobalt laurel having that problem with smoke launchers on an AAV-7 or something. Maybe her knows how to fix it
Missing fired event handler?
yeah sounds like it
missing config entry "textureType"
Thankyou, I'll look into it further ๐
@viral rapids I'm comparing my chaff/flare launcher to the bi vanilla chaff/flare laucher and I cannot see a 'textureType config entry anywhere.
And? Doesn't mean it doesn't exist in the baseclass, wich (at least it seems like) you didn't load.
Yea not having any luck at all. I've pretty much copied the vanilla Wipeout flare config over to mine and it still gives me the same error
That's the problem. You focus on single entries when it's the inheritance you need to fix.
I've using the Vanilla BI inheritence though.
I dont get the errors when using a vanilla aircraft flares, but when I copy the exact same stuff over to mine I still get the error, even with the correct inheritance etc.
Then you made a mistake.
Exactly why I am here. I can't find any mistake at all. I know something is wrong but when its the same as vanilla, and vanilla doesnt get any errors, then I have no idea whats going on
@boreal heart you have to pastebin your config mate
@stoic lily here ya go. My cfgAmmo, cfgMagazine, cfgWeapon in relation to the Flares
Now that is oretty much a copy and past of the BI Vanilla flares Ammo, Magazine, Weapon. I've just changed a few things to suit my aircraft. But all inheritance classes etc are the same
Missing CfgPatches.
There is no point in redefining all these values.
There already is a base class in the game for flares ammo that is almost exactly the same as your base class.
CMflareAmmo
class CfgAmmo {
class CMflareAmmo;
class FA35E_Chaff_Flare_Ammo: CMflareAmmo {
weaponLockSystem = "2 + 8 + 16";
};
};
This seems to be the only change.
@summer lance I had that problem a while back, check if you messed up the base classes somewhere, in inheritances maybe.
Can someone here give me a hand with attaching a UI event handler to a vehicle? I can't get it to fire.
class EventHandlers
{
onKeyUp = "hint 'eventhandler fires'";
};
Subclass of the vehicle.
Vehicles don't have ui eventhandlers, controls and displays have
Alright. How can I give an event handler to the player in a vehicle everytime he presses a certain key?
You add the keydown eventhandler to the RscDisplayMission display (#46) and check in the first few lines vehicle player etc.
Is "RscDisplayMission" a class I can define in the config?
Careful.
It is (it's already defined), but if you add onKeyDown there, you won't be compatible with other mods doing the same thing.
However
Wait
class RscText;
class RscDisplayEmpty {
class controls;
};
class RscDisplayMission: RscDisplayEmpty {
class controls: controls {
class commy_KeyHandler: RscText {
onLoad = "ctrlParent (_this select 0) displayAddEventHandler [""KeyDown"", {systemChat str _this}];";
};
};
};
using this method you should be able to add a display eventhandler using the onLoad event of an invisible dummy control added to the display.
Down the rabbithole I go, I guess. Thanks for the help :p
Does it look scary?
New to the whole Rsc with controls and dialogs and stuff.
Not great with this stuff to begin with either :p
Yeah. The UI hole goes deep. But you can't have keyhandlers without the UI eventhandlers.
Didding a bit further into preciseGetInOut: 1 is proxy center, and 2 is model center. Not the other way around.
Flattened grass raises back up after about 90 seconds. Is there any way to reconfig this? Or is it pure engine related? Anyone?
Sounds like something that would be hardcoded ;)
Seems like there isn't. I tried to find something about a Year ago, i gave up :/
The only thing you can do (as workaround) is using a small "GrassCutter" object, that is attached to the player itself
Was just about to say that
too slow ๐
An "Armalution"
Not rly. creating that GrassCutter local, setPos each 0.05s -> No prob
(or even eachFrame)
I think he was looking for a longer squish time on the grass
Depending on quite a bit of different things, could be messy. But all boils down to engine based
Didn't want to remove the grass
Just keep it squashed hehe but yea if it's hardcoded. That seems to be the way
Woudl asking about HUD addition / cfgHud come under this sub thread? For confirmation
probably
anyone know where i can find all of the airports on a map
i see secondary airfields in the cfg but assuming there is a main somewhere as well
Yes it's just defined in that world, for example
class CfgWorlds
{
class someWorld: CAWorld
{
//probably main airport
ilsPosition[]
ilsDirection[]
ilsTaxiOff[]
ilsTaxiIn[]
//secondary airports
class SecondaryAirports
{
class Airstrip_1
{
ilsPosition[]
ilsDirection[]
ilsTaxiOff[]
ilsTaxiIn[]
};
};
};
};
Anyone know how to make a weapon heatup less with ACE enabled?
Shoot less.
Thanks I speciically meant in the configs. https://ace3mod.com/wiki/framework/overheating-framework.html this hasnt seemed to had any effect
What do you mean it had no effect?
As in all of these seem depandant on the barrel temperature which is what im trying to find to make it more temperature resistant but cannot find information regarding how it works.
projectile velocity is trivial, but the bullet mass is estimated with some voodoo, because they don't have a mass in Arma.
_bulletMass = getNumber (configFile >> "CfgAmmo" >> _ammo >> "ACE_BulletMass");
Affecting the mass im going to assume that will adjust the flight trajectory?
Maybe you haven't set any ACE_BulletMass on the ammo, so it's estimated with the formula below and the result is weird.
Dunno if ACE_BulletMass has effects on Advanced ballistics. No idea, but I doubt it.
Im just inheriting from a default class
Ill play with the mass though ๐
Thank you I appreciate it
AB?
Advanced ballistics.
I think BulletMass is in grams.
Im going to play with it now
But ace_overheating_mrbs should definitely have an effect and work.
But if the weapon heats up too fast, then sure, it will be scaled down.
I mean this is basically a p90 shooting 762 and numps a mag in like 10 seconds
The dustiness of the surface can also up to double the jam chance if firing while prone.
Awesome thank you
And mrbs (mean rounds between stoppages) is pretty obvious how it works.
https://github.com/acemod/ACE3/blob/98da86b74d4089bc3403d0b0c0074e6a46ce35d8/addons/overheating/functions/fnc_getWeaponData.sqf#L57-L60
Maybe delete the deprecated entry "ace_overheating_JamChance" if you have that. It shouldn't be used anymore, but will overrule the new entry apparently.
Thanks for this info, @jade brook . I've also been interested in some of these effects. E.g. Some weapons in the m4 family are going back to heavier barrels which will affect the rate of heat build up. Direct gas impingement vs piston operated tends to have an effect on both heating rates and jam probability in dusty conditions. So far, I've just fudged all of these effects by changing mrbs but I'll have a closer read as to whether this is the best way of doing this!
release the update and now doesnt work flares in configs from vehicles? I dont change something in my vehicle config and yet doesnt work flares. Is that right?
class Reflectors
{
class LightCarHeadL01
{
color[] = {1900,1800,1700};
ambient[] = {5,5,5};
position = "LightCarHeadL01";
direction = "LightCarHeadL01_end";
hitpoint = "Light_L";
selection = "Light_L";
size = 1;
innerAngle = 50;
outerAngle = 179;
coneFadeCoef = 10;
intensity = 1;
useFlare = 1;
dayLight = 0;
flareSize = 1.0;
class Attenuation
{
start = 1.0;
constant = 0;
linear = 0;
quadratic = 0.25;
hardLimitStart = 30;
hardLimitEnd = 60;
};
};
class LightCarHeadL02
{
color[] = {1900,1800,1700};
ambient[] = {5,5,5};
position = "LightCarHeadL02";
direction = "LightCarHeadL02_end";
hitpoint = "LightUP_L";
selection = "LightUP_L";
size = 1;
innerAngle = 150;
outerAngle = 179;
coneFadeCoef = 10;
intensity = 1;
useFlare = 1;
dayLight = 0;
flareSize = 1.5;
class Attenuation
{
start = 1.0;
constant = 0;
linear = 0;
quadratic = 0.25;
hardLimitStart = 30;
hardLimitEnd = 60;
};
};
.....
};
light shining, but not the flare
cfgammo, simulation = "shotIlluminating"; with brightness, lightColor[] to adjust appearence
You can replicate most of the effects with #lightpoint
flares are bugged and i hope with the next update is it fixed!
@jade brook Advanced Banana Environemt is always fun too "ABE" vs "ACE"
Can anyone point me to vehicle missiles damage spreadshed
Like ones used in aviation and APC's
Would anyone know I would go about making it so that a tear gas grenade can be fired out of my smoke launcher on my armoured vehicle?
grrr... a few weeks later and I still haven't found a solution to my problem
I'm making a custom object based on a Helicopters DLC object, nothing fancy so far, but for whatever reason the object icon is always showing in grey in 3DEN (instead of yellow)
here's my config.cpp: http://pastebin.com/nUpJJcLP
I believe this problem is connected to the EventHandler not firing when starting the mission, though I could be wrong
I tried basing the object on a non-DLC class like Sign_Arrow_Large_F (I also changed the requiredAddons to A3_Structures_F) but got exactly the same result
Like the icon for it when placed is grey instead or yellow (like if you placed a house)? My guess is you are inheriting from a simple object, and I believe simple objects show up as grey in the Eden editor
hm, is there a way to tell if an object is a simple object?
because, yes, the icon is grey (see the picture I just added)
Try editing the object's attributes and check under Special States, there should be a Simple Object checkbox
Oh simple objects don't run inits, interesting
yeah, oddly enough they do run when you spawn them dynamically
Bizarre...
here's what I don't get though, why does my object spawn with "simple object" enabled when I put it down in 3DEN?
when the parent class does not?
wait, hang on, it spawns fine now? what the hell...
I'm confused... but happy that it finally works
anyway, thanks a lot Penny! ๐
Yeah I don't have an explanation for that part. Maybe it knows the "last" option that was used for that type of object, and for whatever reason the parent class object wasn't a simple object originally, so it got saved as normal object. Pure speculation though
ยฏ_(ใ)_/ยฏ
Glad you got it working
I just realised all the arrow objects also spawn as simple objects
so it must be something in their class
figured it out - in CfgVehicles >> Cre8ive_RadiationNode >> AttributeValues there is objectIsSimple = 1;
Nice find
@viral rapids The config says to make it a custom name sub-section but it stays as the default ">Men"
Custom Name Sub Section wut?
I'll try and describe it as good as I can, I'm new to config editing and alike so I apologize if it makes very little sense. In short:
I've made a new faction under blu-for for single units (not a dating site) and it's subsections (Men, Vehicles, etc by default) I have tried giving a custom name but it still uses the default.
class CfgVehicleClasses
{
class Individual_SM31
{
displayName = "Individual (SM31)";
priority = 1;
};
The display name in the editor and Zeus is still "Men".
Whats CfgVehicleClasses <- ?
Supposed to change the display name of faction sub-section from "Men" or alike to "Individual (SM31)".
+If you want to edit an existing class, you have to load it and make the needed entrys (CfgPatches nam of the Addon you wanna edit) in requiredAddons in CfgPatches
Like:
class CfgPatches
{
class MyTag_MyAddonName
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Units_F"};
};
};```
That's what doesn't make sense, I've had two of my friends, one who works with coding and one who does it as a side thing and they concur that it should work with the code that's already in.
tbh, i have no real clue what you want exactly.
+They can say what they want, if it doesn't work -> It doesn't work and you did something wrong^^
There is no point in arguing there ๐
For example in blufor we have
vNATO
>Men
etc, I want to be able to change the ">Men" to a different name.
The list of available characters that you can place down in the editor.
Hang on.
So you wanna change the FACTION a Unit is in?
In that picture it is the "Men (Special Forces)" name I want to change.
You have to find the name in the original Files, then the stuff from above with CfgPatches comes in hand.
Alright, thank you for helping out.
@untold temple but scripts and so on can still rely on these classes
In which case they probably don't recognise custom factions and vehicleclasses anyway, right?
thats likely
most vehicles do not really justify having a custom vehicleclass though. So its good that you can decouple editor category and vehicleclass
allows you to define the general type with old vehicleclass for script recognition and use whatever you like for editor
idk what "type" refers to https://community.bistudio.com/wiki/nearObjects ? Is it like "typeOf" - so uses parent classes, or does it use the vehicleclass?
afaik TypeOf and isKindOf
Is there a way to apply the nvg function from the viper helmets to a mask? I cant find a config where its defined, its not in the helmet cfg itself and I have no clue where it could be...
its magic
This doesn't help?
class H_HelmetO_ViperSP_hex_F: H_HelmetB
{
_generalMacro = "H_HelmetO_ViperSP_hex_F";
displayName = "$STR_A3_CfgWeapons_H_HelmetO_ViperSP_hex_F0";
picture = "\A3\Characters_F_Exp\OPFOR\Data\UI\icon_H_HelmetO_ViperSP_hex_F_ca.paa";
subItems[] = {"Integrated_NVG_TI_1_F"};
};```
Got it directly from the Config
P:/a3/characters_f_exp/Headgear/config.cpp
i guess "i looked in the config but..." these days is the equivalent "please someone look for me, i cant be arsed"
Seems to be...
starts the same with "I googled it"
Or just not the right tools for it:
http://stefanstools.sourceforge.net/grepWin.html
hey sometime you could overlook something, this happend here, no need to get aggresive
but thanks anyway
Its not you, it just happens alot in the past.
Hi folks. I was editing an aircraft tonight, went to pack it up to test, but got this error, mismatched quotes or missing ',' lines 334 in cfgHUD. I also looked at the samples cfgHud, that said the same thing. Anyone else had this bug?
increase the value defined in the geometry lod
via Script:
cursorTarget setMass ((getMass cursorTarget) + 100000);```
(pretty good for testing the Gear/Transmission)
Take it that's a no then
What does it say?! The answer is in the ErrorMsg oO
Exactly what I wrote above
For some reason cfgHud is fucked up as is the samples one. Kinda need to know is this is local to me or not
That was a rhetoric question.
What says the Error msg.
"mismatched quotes or missing ',' lines 334 in cfgHUD"
Yes
There is your error.
Dude! I know that is the error, do you think you could be less patronising and actually help
Means -> Seems you pressed a btn by accident or deleted something.
In fact dont help me anymore. It's people's responses like this that made me stay away from the Skype channels for over a year
its because there is comma at the end of that line, its a macro issue
used to get the same with defined macros/values in building stuff
But considering I haven't touched the cfgHud at all and just copied it over from the samples I doubt I deleted something
are you using addon builder or pboproject?
pboproject is way more strict for things like that
lol
@somber cloak @viral rapids Cheers, I'll look into it ๐
huhu,
i try to make for my vehicle a Wreck. i create a Wreck LOD and my wreck model is a proxy.
But what now? Need to define in model.cfg or vehicle class? I search in the samples, but i dont found any define of that proxy
need a cfgNonAIVehicles class. https://community.bistudio.com/wiki/Arma_3_Setting_Textures_for_Wrecks sort of explains the setup
though that's primarily about being able to make the wreck use the same original textures as the base vehicle (with damage visuals applied by _mc map, normal map etc. in a separate .rvmat)
but the class setup is the same regardless of whether you're using hiddenselectionstextures or not on the wreck
ok i define my seperate proxy from the LOD wreck in the "class CfgNonAIVehicles" ?
i test it^^
yes. Classname must be called proxyXXXX where XXXX is the name of the .p3d file that contains your wreck model for the LOD
yep^^ ok test now ๐
oh, and assuming your vehicle has destrType = "DestructWreck"; already?
@untold temple: thx works ๐ only with destrType = "DestructWreck"; :)
i dont need a cfgNonAIVehicleClass
okay then. Guess that's only needed if setting the wreck up for textures like the main vehicle. Have had issues in the past f proxies not showing up without cfgNonAIVehicles though, so figured it may be necessary
How the hell do I get an image to display correctly without being dimmed?
https://ss.jaffa.cat/2017-03/WcyZjd.png
Cfg:
https://ss.jaffa.cat/2017-03/gwmzmF.png
https://ss.jaffa.cat/2017-03/1kUUk3.png
rly rly short:
CtrlCreate - RscText - fullscreen - Color: [0,0,0,0.9];
thx for editing...
I'm not following
This Cfg previously worked in mission files but doesn't seem to want to work in an addon
It's meant to look like this https://ss.jaffa.cat/2017-03/P0wZpE.png
Check your Color settings.
Do you not see all the various colors all set to white lol
I guess, some are missing then.
colorBackground[]
pictureColor[]
pictureColorSelect[]
pictureColorDisabled[]
colorText[]
All set to 1,1,1,1
And colorText I believe should be the only required one
"colorText controls texture colour and opacity"
Is there a way to make helmets work like the rebrether vests?
I found this here in the config of the vest: vestType = "Rebreather";
I tried to add it to the helmet like this: headGearType = "Rebreather"; but this is not working...
Is there a way to make my helmet have a rebreather function without making a whole script for that purpose?
No. Hard coded to be only used with vests.
@near forge you figure it out?
@digital valley Nope, been at work though so haven't had a further look
I've walked a few people through the process so I decided to make a quick tutorial. Will post a link soon
The weird thing is it was working before, but either broke in an ArmA update within the past month or two or addons have some different stuff
hmm not sure but every problem ive had with transparent textures/images has been fixed by saving the png as png-24 and saving the .paa in texview as dxt5
rendering the tut vid now but 1080 vid on my dinosaur comp takes a bit , wont be up for about half an hour
Hi, does anyone knows how to put an image when player do the spawn?
wat
why not ask them instead of us?
Hi guys. When my aircraft dies, it falls right through the ground followed by a splash of water... ๐
Anybody seen this before?
Bad geometry or physx seems like it
yeah HorribleGoat pointed that out. I do have somewhat complex geo and geophysx lods since my plane transforms
what is this for? allowing to animate when spawned as simple object?
class SimpleObject
{
animate[] = {{ "door_1_rot",0 },{ "door_locked_1_rot",0 },{ "door_2_rot",0 },{ "door_handle_2_rot_1",0 },{ "door_handle_2_rot_2",0 },{ "door_locked_2_rot",0 },{ "door_3_rot",0 },{ "door_handle_3_rot_1",0 },{ "door_handle_3_rot_2",0 },{ "door_locked_3_rot",0 },{ "door_4_rot",0 },{ "door_handle_4_rot_1",0 },{ "door_handle_4_rot_2",0 },{ "door_locked_4_rot",0 },{ "door_5_rot",0 },{ "door_handle_5_rot_1",0 },{ "door_handle_5_rot_2",0 },{ "door_locked_5_rot",0 },{ "glass_1_hide",0 },{ "glass_1_unhide",0 },{ "glass_2_hide",0 },{ "glass_2_unhide",0 },{ "glass_3_hide",0 },{ "glass_3_unhide",0 },{ "glass_4_hide",0 },{ "glass_4_unhide",0 },{ "glass_5_hide",0 },{ "glass_5_unhide",0 },{ "glass_6_hide",0 },{ "glass_6_unhide",0 },{ "glass_7_hide",0 },{ "glass_7_unhide",0 },{ "glass_8_hide",0 },{ "glass_8_unhide",0 }};
hide[] = {};
verticalOffset = 3.065;
verticalOffsetWorld = 0;
};
I know that's not necessary for an object to be able to be animated as a simple object, but I think it's used by this script https://community.bistudio.com/wiki/BIS_fnc_simpleObjectData, which is used by https://community.bistudio.com/wiki/BIS_fnc_createSimpleObject
ah so not an engine thing i guess. more of a static data for their own use thing
are you with CUP?
Yes I am.
They have a function to generate those config entries, but I've never taken the time to try and use it
does the modelsides limitation work for vests and backpacks too?
No.
Thanks
@sullen fulcrum i was more curious about the arrays of animations but useful info nonetheless, thx
Same thing. Lots of animations are controlled by engine magic. E.g. the resting position of a tank cannon could be 10 degree upwards. But the model has the gun pointing forwards and the simulation in simple objects doesn't handle main gun rotation at all.
So the trick is to spawn a "normal" tank and to record the animation phase of the main gun.
Then you add that animation phase to the SimpleObject sub class and the script to place a simple object of your tank knows that the gun has to manually be animated to point 10 degrees upwards.
I did this 2 or 3 weeks ago for the BWA3 vehicles, since the Eden-Editor now has a checkbox to replace an object with a simple object version and that didn't work out at all for our vehicles.
All versions of the Tiger for example showed all possible weapon pods at once, since they are controlled by animations and the "hide" type animation defaults to 0 (== show).
https://git.koffeinflummi.de/bwmod-team/bwa3-public/blob/master/bwa3_tiger/SimpleObject_Gunpod_FZ.hpp#L178-185
https://git.koffeinflummi.de/bwmod-team/bwa3-public/blob/master/bwa3_tiger/SimpleObject_Gunpod_PARS.hpp#L178-185
Anyone know how to prevent AI opening a door?
I have a secure room in a building that's meant to only be accessible after defending the building for a few minutes but AIs walk out of it and just open the door early, sometimes before players even arrive.
I'd assume locking the door would probably remedy this, I'm not sure how to go about locking it unfortunately
Nope
Locking relies on a variable set on the object in the condition, what I already use to secure it
I'm wondering if it's a model thing
Or engine magic
AI can walk through walls.
And open doors magically somehow
Its todo with the building path lod + ai ignoring geo lod when on a path lod.
You could try a trigger near the door + tell the AI unit togo to a random different building pos instead of inside the room. Its not ideal but it might work for you
try placing an invis physX object underground at the door's position. not sure if it was physX but certain types of objects are not liked by the AI. exploited this a long while back but need to test it again.
I found this in a class for CfgAmmo. muzzleEffect = ""; What is this for?
i assume unused/remnant because muzzle effects are defined by weapon cfg and their models
Any way I could make a particle effect follow a shell? Like this: https://youtu.be/k-fmTVCpRNw?t=39 Or: https://youtu.be/LA_x-9-trc8?t=29
effectFly in cfgAmmo most likely https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Underwater_weapons the fancy bubble effect is done by having effectFly set to AmmoUnderwater, you'll try to modify it to work even on ground and we all know it
Ty.
Does anyone know of a clear guide to calculating the AFM/RotorLib params?
Posted this earlier but my group is wondering if anyone knows a way to set up Liberation with RHS to provide weapon and equipment unlocks for capturing towns instead of just vehicles @ mention me if you have any input on the matter.
We are hoping to start a round of liberation with nothing but bolt actions and have town captures unlock newer and better gear along with vehicles.
Fun story time!
Back when in the ole days. Butterflies had geometry (Yes...)
So, being local and all that, but still simulated with collisions this meant that the butterflies could randomly absorb your bullets if you were lucky.
That however was super unlikely. What made us find out about this was somethin completely else
How do I spawn these. CreateUnit?
Vehicles randomly bounced about while parked and idle. Nothing seemed to touch them. Yet they'd occasionally jerk around
Turns out the butterflies and random fluff flying about would crash into the vehicles, causing them to rock around ๐
I dont think you can spawn them. They are cfgWorld type class ambient stuff.
CfgNonAiVehicles
Could try camCreate, but I believe they miss the appropriate simulation class for that.
maybe createAgent too
Sounds more likely, yes.
Mondkalb dealing with butterflies made of neutronium?
camCreate works, createAgent doesn't. But they don't fly and init eventhandler doesn't fire.
createVehicle works too, but no movement
Its part of the ambient life that is procedurally generated on terrains. The thing that makes rabbits, really.
Those even have FSM. Perhaps you need to init the FSM on them manually?
Some don't have FSM
And yes, butterflies have FSMs, too. ๐
wait, no longer?
So a shroud of reason overcame them... ๐
Might be that bees and that kind of config is pure remnant, and they are now only used via particle effects
doubtful considering the classnames are referenced in Tanoa's CfgWorlds config.
Good to see RKSL joining us once again
vigorous trial&error and a lot of praying seems to be the way currently
without realworld manuals and graphs i would not even attempt it. Flightmodels with this fidelity cant be tweaked properly by hand/feeling alone anymore. Unless you want to dedicate months of trial and error to tweaking one helicopter
http://www.rtdynamics.de/Public/Showcase/Whitepaper_RotorLib_FDM.pdf
mentions that there is a graphical editor for parameter manipulation
i suspect thats just for customers ?
i have the manuals. But the explanation of the some of the variables escapes me.
The editor would be nice but if i can understand how the values are calculated i may be able to get some sort of excell sheet to make life easier
Hey, so I was told this was the place to go for the help I need.
I am trying to make a custom faction with custom units, using gear that is already in the game (as well as in a few mods such as in RHS, etc.). I managed to get the gear and units to spawn in, however all of the units come under one heading, "Men". I want them split off, for example, "Police Troopers" and "SWAT" in Zeus. See the picture below for reference.
http://i.imgur.com/8ix61KA.png
As I said, I want them split off into different subsections instead of just "Men". How would I do this? My code is below, I uploaded it to github. Help would be much appreciated.
https://gist.github.com/SifTheAI/49b45bd8dccecf9a61244ac5dc98920d
Does it just sort things in the editor, or in Zeus as well? I should mention I'm not that experienced of a programmer, scripter, whatever you wanna call it. ๐
I believe Zeus still uses the old style vehicle categories, but not sure. I'd have to check right now, rarely using zeus. :D
Best advice I can give: find the content in A3 Vanilla and look how they are set up.
Heh, I'll try and find them. ๐ Hopefully I find something, because I really want this to work. XD
~~getting Sub Entrys from a config, what was the command for it? I can't remember it -.- ~~
nvm, found it ( configProperties )
Does anyone know how to add vanilla vehicles to a custom faction?
@shut fulcrum the values are not calculated... not by hand. They will have been drawn from CFD simulations and so on. And stuff like moment of inertia is from CAD data (or expensive experiments)
Well most of the values are calculated. I know that because I 've run engineering teams that do it for real. The problem is I cant replicate the values BIS have in their configs. Atleast not using the formulas I am aware of. I'd love to know how BIS arrive at the values they are using.
fine tuning by hand propably...
using calculations as base and then tune from there
i remember in first days of rotolib integration on devbranch, "rudder" was quite weak and you had to compensate very strongly when applying any torque. Now its less strong and "rudder" more effective. So there was definitely handtweaking involved.
If physX configuration is anything to go by, dont expect rotorlib to be any better. ๐
especially the blackbox that is the connection between the library and the actual game. For tankX BIS implemented some stuff differently, but its not really clear what and where. And i'm suspecting this custom implementation stuff to be the issue of the most issues.
We call it "Arbitrary bullshit coefficient", of which there are plenty... -.-
does bisim use physx as well?
there are 3 damping coefficients in A3 configs and i dont feel lika any of them is doing anything
A3 is PX3 afaik, while VBS3 is still PX2.
We've refactored a great bit to get rid of BS.
most of the vehicle simulation things in Arma seem like stitched with a hot needle and then never touched again
A very fair assumption ๐
its always painfull to observe a very nice combined arms OP, only to have the immersion completely ruined by a UAZ / BMP barreling at mach 7 across the fields towards you... then it gets stopped because of crashing into something, does a 180 and continues as if nothing happened. Where in reality it should propably look like this https://youtu.be/tiqAAuoL3_A?t=7m36s
As we are using several WW2 Mods, I'd like to create my own Factions, so we can use these instead of 3 different versions of "Wehrmacht" etc.
I already have a Config.cpp:
class CfgPatches {
class unit_config {
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"GEISTL_MAIN"};
};
};
class CfgFactionClasses
{
class NewWW2_Germany
{
displayName = "Germany 1944";
author = "Ostanes";
icon = "";
priority = 1;
side = 1;
};
};
class CfgVehicleClasses
{
class NewWW2_Infantry
{
displayName = "Infantry";
};
};
class CfgVehicles
{
class LIB_GER_rifleman_HeerGrsDldSch12K98;
class NewWW2_GER_RiflemanK98: LIB_GER_rifleman_HeerGrsDldSch12K98
{
_generalMacro = "NewWW2_GER_RiflemanK98";
scope = 2;
displayName = "Rifleman (K98)";
faction = "NewWW2_Germany";
vehicleClass = "NewWW2_Infantry";
icon = "iconMan";
};
};
Everything works fine, except the Vehicle Class. In the Editor he still have his old Vehicle Class "Infantry / Groรdeutschland" instead of just Infantry. In Arma's Config Viewer it states "VehicleClass = "NewWW2_Infantry" however... Anybody an Idea?
Greetings, Ostanes
so you're just trying to inherit the other config?
requiredAddons[] = {}; ?
@fresh veldt i try to copy the Unit, but want to change Faction/FactionGroup/Name.
Faction and Name are fine...
Disregard last, i see it now. Why not just seperate the two? Since you said it was a different faction all together?
Wait a sec. Change the _generalMacro
I have so many seperate factions and want to morph them into one big faction for easier access
That'll be your "myNewFancyFaction_rifleman_1" kind of crap
Ok, why?
So change the _generalMacro to the classname that you want
but this already is my "myNewFancyFaction_rifleman_1" kindd of crap^^
Right, im just not sure whats going wrong here?
The Editor dont show him as "Germany 1944" - "Infantry" - "Rifleman (K98)"
but as "Germany 1944" - "Infantry Groรdeutschland" - "Rifleman (K98)" instead.
Change the display name...?
but with "vehicleClass = NewWW2_Infantry" it should be just Infantry right?
look at my code, i already did that :/
Well yes you had it defined above as an infantry vehicle class. As far as i can tell there is nothing wrong.
the grobdeutchland comes from the 'editorSubcategory' afaik
Sigh welp.
is that something else?
yeh, for example, an MRAP has editorSubcategory = "EdSubcat_Cars";
Woops
Ah good point.
Found it. Its the editorSubcategory. thanks so far ๐
so i just have to change this as well?
sweet
anyone know if it is possible to change how far the useraction is for accessing a ladder? Or is that just done by adjusting memory points?
I'd guess memory points
don't think you can. The ladder actions are from base classes in class CfgActions so to change the radius parameter would affect all ladders
how can I get a rsc object to be on the top of the display. Seems no matter what i do, it's always behind everything
hmm... Was there a (premade) way to print every entry inside a Config to the .rpt?
@digital valley: it should be in the order they're in the config?
but when one gets focus it brings it to the front
setting focus to it doesnt work also its already last in config
bis does it with the compass on the map
there is this inBack = 0;
if the thing that's meant to be behind should always be behind, you can put it in backgroundControls instead of controls
but changing to 1 does nothing
you editing an existing display or making one from scratch?
np
has anyone ever had this in his rpt:
Duplicate magazine M_V_Cannon_120mm_AP_16rnd detected (id 0:10000107) in slots AI_close and Player
Duplicate magazine M_V_Cannon_120mm_AP_16rnd detected (id 0:10000107) in slots AI_close and AI_close
Duplicate magazine M_V_Cannon_120mm_AP_16rnd detected (id 0:10000107) in slots AI_close and AI_short
Duplicate magazine M_V_Cannon_120mm_AP_16rnd detected (id 0:10000107) in slots AI_close and AI_medium
Duplicate magazine M_V_Cannon_120mm_AP_16rnd detected (id 0:10000107) in slots AI_close and AI_far
i have no idea why this is happening.... i stood next to an ammo crate and was shooting targets, and it spammed the rpt with this
it makes it sound as if the firingmodes should not have the same magazines, which is BS obviously
well that was entirely misleading... there where two duplicate "Player" firingmodes (one class player, one class Player).
anyone knows if camouflage config property is bound to class or is it changed by changing uniform?
looks like they do not change
it changes when you change uniform
does it? i've placed B_ghillie_ard_F (0.4), gave him wetsuit, placed a B_diver_F (2) and gave him full ghillie, placed an opfor rifleman 100m away from them
diver is always killed
and sniper is never even engaged
it "should" change. Uniforms inherit their camouflage values from the unit classes.
Perhaps it's broken then ๐ค
I'm pretty sure I've tested this before, about a year ago, and switching the uniform manually in the field there definitely was difference.
hmm, perhaps a new bug?
you could create a repro and submit to feedback tracker.
maybe uniforms with most extreme camo difference
I think some civilian clothes are the easiest to spot
so a bright hawaii shirts are harder to spot than military camo. ok then. ๐
that's not good then.
repro
done on latest devbranch
you know, i'm gonna check stable too just in case
๐
player addEventHandler ["Take",
{
params ["_obj", "_container", "_item"];
if ((([_item] call BIS_fnc_itemType) select 1) == "Uniform") then
{
_obj setUnitTrait["camouflageCoef", getNumber(configFile >> "CfgVehicles" >> getText(configFile >> "CfgWeapons" >> _item >> "itemInfo" >> "uniformClass") >> "camouflage")];
};
}];
workaround
Does BIS' AddonBuilder have a logs folder of some sort?
\Steam\SteamApps\common\Arma 3 Tools\Logs
but I think it's for the app rather than the build
Hey guys, got a problem. Trying to binarize a .bin file for use in a mod, but cant. Anyone able to help out??
well, you see, i had to unbinarize it to edit the config.bin anyway
so its a .bin, but its not binarized?
Then it should be named .cpp
okay, yeah got that, i tried to convert it using notepad++ when I saved it... didnt work, and now I cant actually use the Arma3 tools to convert the cpp to bin
procedure is to convert from .bin to .cpp, edit, save as .cpp then convert back to .bin when packing the .pbo
repacking the PBO should binarize the config.cpp file again
okay, so repack the PBO?
I think ^^
what tools are you using?
Mikero's tools should binarize by default, no clue about other tools though
okay, wait one
do know that PBO manager is ancient ๐
I cant find a working link to Mikero's tools...
yeah, indeed
http://www.armaholic.com/page.php?id=19784 Second link on google. Looks quite outdated but should still do the job for simple pbo packing
the actual download links back to the site that was just linked, that is offline ๐
awesome, thanks
Hey guys, got a question;
How would I go about calling several .sqf files at once? I've tried it this way;
class EventHandlers {
init =
"(_this select 0) execVM ""ZEUSOPS_UNITS\Scripts\randomizeUniforms.sqf";
"(_this select 0) execVM ZEUSOPS_UNITS\Scripts\randomizeVests.sqf";
"(_this select 0) execVM ""ZEUSOPS_UNITS\Scripts\randomizeBackpacks.sqf";
};
};
It doesn't work, though.
clearly two "" missing
and 3x ""
class EventHandlers {
init = "
(_this select 0) execVM ""ZEUSOPS_UNITS\Scripts\randomizeUniforms.sqf"";
(_this select 0) execVM ""ZEUSOPS_UNITS\Scripts\randomizeVests.sqf"";
(_this select 0) execVM ""ZEUSOPS_UNITS\Scripts\randomizeBackpacks.sqf"";
";
};
};
formatting ffs
I don't think mikeros or the game for that matter supports newlines like that in strings in config
Yeah.
Yeah, but I need them all seperate, because some units have them seperated and some have a combination.
Thanks, though!
Then you have to remove the newlines
Okay, so just make it one big line?
Idk. If it doesn't work then try that
isn't is possible to use \ to break up lines? (or /)
Make a function and give it as arguments what should be randomized
Pretty sure it doesn't..
like [(_this select 0),true,true,true] execVM for everything
marcel you cannot escape inside strings
Why are you even execV... ah forget it..
init = "bla bla " \
"bla bla " \
"bla bla";
Dedmen, welcome to 'meeting a noob', how may I help you? ๐
fairly sure I've seen that somewhere
Yeah, here:
#define QUOTE(var) #var
class EventHandlers {
init = QUOTE(\
(_this select 0) execVM ""ZEUSOPS_UNITS\Scripts\randomizeUniforms.sqf"";\
(_this select 0) execVM ""ZEUSOPS_UNITS\Scripts\randomizeVests.sqf"";\
(_this select 0) execVM ""ZEUSOPS_UNITS\Scripts\randomizeBackpacks.sqf"";\
);
};
Quote needs backticks? I'm using it without them
macro argument stops at newline
At least when the game converts it. Dunno about mikeros...
Not for Mikero apparently... Ugh... More stuff to fix when transitioning to armake :/
that's where I saw it
onTransition = "{ \
_x setSkill ['spotDistance', ((_x skill 'spotDistance') * 1.5) min 1]; \
_x setSkill ['spotTime', ((_x skill 'spotTime') * 1.5) min 1]; \
} forEach (units _this);";
lol
wouldnt be the first time an example is borked...
\ works fine with mikero tools @grand zinc
also as marceldev89 sample code shows just combine "code in 'quotes' ok?" - no need for fancy macros
i think you have spaces after the \
which doesn't work afaik
(might be discord though)
I'm having some issues using PreProcessor commands in my config with the new version of pboProject. Example:
#include "..\..\data\include\basicdefines_A3.hpp"
Getting this error:
missing: "..\..\data\include\basicdefines_A3.hpp"
don't think you can use ..\ ?
To move to parent directory use '..' (two dots) (Supported in Arma 3 since v1.49.131707):
yeh ok i guess you can then
the error only has 2 ..\
doesn't really say if it's relative to where that .hpp is, or where the original file that's #including is
I changed it when i copied it here
I did it twice but copied the error from the first time
is #include "....\data\include\basicdefines_A3.hpp" in a config.cpp ?
or in an #included file?
in a config.cpp
Got the same error with the true path, but fixed it with using a leading \
Well with that problem solved, another config is preventing pbo project from binarizing the config
Which attribute determines which slot a weapon can be in in CfgWeapons?
I think type?
I'll take a look, thanks
type and simulation check BIS_fnc_itemType It's quite ugly tho
kk, thanks a lot!
Question about the Config.cpp when replacing textures.
Is there a way to set it up to replace interiors? If so how?
I've managed to replace the exterior so far
not if the model doesn't have selections for it
it's the Huron
Does it not support interior changes?
class textureSources
{
class LOGISTIC
{
displayName="LOGISTIC";
author="BSherb";
textures[]=
{
"LogisticChinook\skins\Heli_Transport_03_VSS.paa",
"LogisticChinook\skins\Heli_Transport2_03_VSS.paa",
"LogisticChinook\skins\Heli_Transport3_03_VSS_Glass.paa"
};
factions[]=
{
"BLU_F"
};
};
};
That's what I've done so far, and I was hoping glass was the 3rd property, but it wasn't. Matter of fact, it didn't change anything anywhere at all when adding the 3rd.
you can look at the CfgVehicles > huron > hiddenSelections to see what 'parts' you can set textures for
I see interiors is just one of those things that people can't edit huh....
hey dudes
class M134_closeShot_SoundShader
{
samples[]=
{
{
"RHS_US_sounds\M134_sounds\1stperson\closeShot.ogg",
1
},
{
"RHS_US_sounds\M134_sounds\1stperson\close_end.ogg",
1
}
};
volume=2.3;//closeShot//
range=50;
rangeCurve="closeShotCurve";
};
is there a way to to loop the closeShot.ogg and when release trigger it plays the close_end.ogg?(edited)
so im not getting overlaping reverb
Would anyone know whats the reason for this? I'm trying to fix up the Ambient Battle Sounds Module by Mikey but I keep getting this when I place it down
It's complaining about something not being an array. Making something from array to string would make it even worse
also that entry it's referring to should not be an array it should be a class. Maybe some script is trying to read it as array
@dim mist It wont pack if I change that, keeps giving me an error
how does pointing to a certain file in a directory work with mods? I can't get my CfgFunctions to find any of my function files even if I package it with a prefix named "save" . So I did : "save\functions\mid_fnc_getPos.sqf". Nothing came from it.
Seach for "CfgFunctions" in the Serach bar up right. I pasted an Example with pathes in there on Wednesday (4th entry)
Cool. Thanks @viral rapids
file = "\saveAddon\save\functions\getPos.sqf";
so I've done that...I'm honestly not even sure what I'm doing wrong.
Check my example again and check my file = ""; again
yeah the tag is the prefix correct? file = "\MyTag\MyAddonName\Functions"; with the tag being saveAddon, the addon name being save. Then from there functions\getPos.sqf ?
class MyFunctionName{}; = fn_MyFunctionName.sqf inside "P:\MyTag\MyAddonName"
So Full path:
P:\MyTag\MyAddonName\fn_MyFunctionName.sqf
"MyAddonName" = the folder you select to pack
Right, the folder I packed is named "save". So I did the serverAddon\save\functions\getPos.sqf";
Oh. Duh facepalm
?
Didn't even have the P drive mounted yet. Windows requires it to have admin privelages upon start, and I guess it doesn't mount unless I give it perms within a given period of time. Don't know what I was thinking not shoving it into the p drive first
๐คฆ
check my filename again
Just disable User Account Control.
Script \saveAddon\save\functions\mid_fnc_getPos.sqf not found
the p drive path didn't work alongisde
Dscha - Today at 6:53 PM
check my filename again
Maybe this helps:
filename
even bigger? okay:
filename
I think it needs to be larger..
With more style? Ah:
filename
That's better.
stahp answering me and look with fear and shame at your scriptstuff
and the filename
Anyone know how you would create a base class for a vehicle but prevent the base class (which editor category + subcategory defined) from appearing in the eden editor asset list?
scope = 1;
https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#scope
0 could fit also (since its a baseclass)
thanks
Invoice comes later.
@viral rapids http://i.imgur.com/rpboeOR.png
thx.
anytime
๐
haha
Terms ๐
LOL
Ahhh...finally...works... grabs bottle full of aspirin
So I get this when packing my pbo using Mikeros tools - no config found in pbo!!! -
However I've got the config open right infront of me.. so I dunno whats going on
Thoughts? Advice?
The file has to be named "config.cpp"
Which it is
I think it has to be in the main pbo folder, not in a sub folder.
That is also the case. its modname>config.cpp>other folders
Hmm. That was my ideas and advice. I don't know why it wouldn't be able to find the file.
I find it strange cause it was packing easier, I come back and now this
Like, I haven't changed anything
The Folder you select to pack ("Source Folder") -> config.cpp with a simple CfgPatches must exist
So I need 2 cfgPatches then?
Cause currently my config.cpp has cfgPatches in it + everything else
No, one.
One inside the Source Folder
like:
P:/MyTag/MyAddonIWantToPack/config.cpp
MyAddonIWantToPack = "Source Folder" in PboProject
Hmm I'm following but not at the same time. This is my current setup