#arma3_config
1 messages ยท Page 71 of 1
P:/Modpack/config.cpp + other folders
is "P:/Modpack" the "Source Folder"? I doubt it
Is your pbo called "modpack"? I doubt it ๐
So, i assume you pack several mod Folders at once, correct?
Like :"Pack everything inside P:\ModPack\HERE"
Yes or no?
P:/MyTag/MyAddonIWantToPack/config.cpp
MyAddonIWantToPack = "Source Folder" in PboProject
MyTag = Modpack
MyAddonIWantToPack = A Folder inside "Modpack"
I'll try that
+That you pack multiple files at once is what you HAVE to mention.
ok so I added a 2nd folder
P:\Modpack\NewFolder\Config.cpp + other stuff
You confuse me pretty hard
Haha cause it isn't in voice
+what is "other stuff"
Okay, i restart again:
Is your .pbo name "Modpack", when you pack "P:\Modpack" ?
Don't say anything else. Just Yes or no.
No
So i assume, you have other Folders in it.
Example:
P:\Modpack\Folder1
P:\Modpack\Folder2
And the .pbo's are called Folder1 and Folder2. Correct?
Yes, I have a 'sounds' folder in said 'modpack'
Yes, a folder for each weapon
No?
then... everything you say makes no sense at all.
Haha I understand you in some areas
You say
your .pbo name is not "Modpack", when the path is "P:\Modpack"
Wich means -> P:\Modpack must have subfolder who are beeing packed.
I guess its trying to pack the sounds folder rather than the modpack one
So you WANT to have "Modpack.pbo"?
Yes
Yes, that is what it currently looks like
Does the config.cpp have a CfgPatches in it?
cfgPatches and cfgWeapons
When you press Crunch, whats happening?
pbo: reqaddons. could not find a cfgpatches class for (some) file refs
Then in the Output it says I dont have the config.cpp
Ok, now I get a different error
Yes
'Missing File Summary'
thats not the only thing in that message, i assume?
Missing File Summary
See rapify listings
and? What says the binlog?
Missing files, gimmie a sec, I'll try resolve that
Yep ok that fixed it. Was a quite a few spelling mistake... shame on me
ยฏ_(ใ)_/ยฏ
Ok well thankyou for the help anyway ๐ Sorry if I got you frustrated haha
I keep in mind the previous stuff you said so if someone happens I'll draw on that knowledge
Next time: Pls say directly that you want the modpack.pbo ๐
Will do mate ๐ thankyou again
Since its also possible do pack multiple files at once, only by selecting one MainFolder
i usually pack with AB to check quick changes... only every other month i use pboProject to iron out more "light" errors. Which can be quite a bit of a pain train... 5x "missing files bla" 7x "redundant comma in array" , etc
For example:
"P:\Modpack" contains 2 Folder, wich are seperate pbo's.
I couldn't do that X ๐
I'm not that advanced packing 2 things at once haha
I'm just the usual P:\Modpack\mod stuff that needs to be packed
Thats what I mean haha
=}
wouldn't have helped me either^^
Haha all g then. I think we should move on from this topic haha
Yep, dig a hole, bury it there.
coduo ? you took cod united offensive sounds ? shame. shame.
Are you allowed to?
Personally I wouldn't know.
The company that made CoDUO doesnt exist anymore from what I know
the company that owns the rights to the franchise still exists
Never claimed it was mine
Was simply just carrying on the legacy of an awesome game
I'll look for a license then, or something of the sort
look i know its in good faith but its still not right to do if you do not have any form of permission
Otherwise -> Remember LIFE and "ported" 3D-Models.
LIFE is blatant porting yeah, usually for a monetary gain in someway or another
nonono
Not only for monetary gain
Its using stuff without permission
Money is another topic
Which is fair enough
Well I'm not too sure what part of a license would not allow me to do it, I'm guessing a 'reverse engineer' part?
If so I'll try get in contact with the rights owner and see if I can get permission
Trying to get in contact with someone now
Licenses still don't stop people from stealing one anothers work
Unfortunately that's the way it is :(
There are many people (mainly the l word communities) who decide to encrypt every file, I miss the days where we could learn off one another and their source code
Can't even open a PBO without a form of Crash. But I do understand the authors POV on theft and claiming stolen work
@serene fiber even those highly encrypted files (say sa-matra (dont kill me please)) are not tough to decrypt. just takes a little getting used to the enviroment of encryption and decryption to figure out how the game works ๐
You'll always get people who steal other peoples work then claim it as their own for their own gain. That'll never go away unfortunately
That is correct. Thats why i support encryption for such purposes. However, some people encrypt stuff they dont own which i find wrong.
Hell i've seen people brand other works as theirs by encrypting it and changing a few lines.
Geez thats shocking
Trying to get in contact with Activision is damn near impossible, its like they dont want anyone speaking to them at all. Sorry off topic haha
Yeah, but even for educational purposes its hard to learn from others nowadays @sullen fulcrum
Also i do have a question if anyone would like to assist me, how would i go about getting weapons working on the launcher slot? i've gotten as far to get the weapon on the back of the player, but it isn't useable
CfgPatches needs in "requiredAddons" the CfgPatches from the Config you wanna take the OrigWeapon, then ->
class OrigRifle;
class my_rifle: OrigRifle
{
DoYourStuffhere;
};```
```cpp
class TheClassBeforeOrigRifleWasDefined;
class OrigRifle: TheClassBeforeOrigRifleWasDefined
{
mgaic = false;
};
Read again
Yeah, gimme a sec
Missread your Q
now
to edit House_F, you have to load housefirst, since it inherits from it
for example:
class house;
class house_F: house
{
I can make changes to house_F now, overwriting VanillaValues from A3/ModXYZ
};
Same for Weapons. Just find out, what the previous class for it is (e.g. use "grepWin" - search unpacked A3 Folder for "Classname**:**" )
rgr
You load all the basic stuff before.
Otherwise -> it would create a NEW Class, with the same name as the original one.
wich leads to conflicts.
basically for every indented subclass you go down to edit, you need to call back one step up the inheritance tree
i suck at describing, aye?
shouldnt there be some youtube videos like "inheritance for dummies" or something?
^^
explaining it in chat is just ... meh. for both sides
Imagine that stuff like Folders Forget it, describing sucks
just look for some explanations online, its a very universal concept in scripting/ programming and there are surely 100times better and easier to understand tuts
class cfgweapons
{
class base_weapon;
class parent_weapon_1;
class parent_weapon_2 : base_weapon
{
class subclass;
};
class edited_weapon_1 : parent_weapon_1
{
// Can edit parameters here
};
class edited_weapon_2 : parent_weapon_2
{
// Can edit parameters here
class subclass : subclass
{
// And can edit parameters here
};
};
};
Can see there that in order to edit inside the subclass of the second weapon, I need to call it from the parent class, which requires me to call the parent of the parent first
So 2 indents down = start calling two steps up the inheritance tree
the thing that confuses me in arma, is what if there's not enough 'parents' (or no parents) to declare it properly?
like if in 1 file you have
class CfgWeapons {
class A {
class B {
class C{ valA = a; valB = b; };
};
};
};
(no parents), how would you override valB in another file?
There are always enough parents, because you can inherit sub classes just fine if the parent itself has no parent it could've inherited the sub class from.
class RscText;
class RscButton;
class RscStructuredText {
class Attributes;
};
class GVAR(credits_base): RscStructuredText {
onLoad = QUOTE(_this call (uiNamespace getVariable 'FUNC(setCreditsLine)'));
size = POS_H(0.8);
x = POS_X_CENTERED(7);
y = POS_Y(23.1);
w = POS_W(26);
h = POS_H(0.8);
shadow = 0;
class Attributes: Attributes {
font = "RobotoCondensedLight";
align = "center";
valign = "middle";
color = "#bdcc9c";
};
};
See class Attributes; in class RscStructuredText. RscStructuredText is parentless.
so it would just be
class CfgWeapons {
class A {
class B {
class C{ valB = newValb; };
};
};
};``` in the second file?
If class A and Class B have no parent, yes.
nice, thanks
But all entries in CfgWeapons have, and for mods should have, at least class All as parent.
yeah, i realise it's rare, have just hit it a couple of times and it's sorta stumped me
If a base class already introduces a sub class, like:
class RscStructuredText {
// blah
class Attributes {
// blub
},;
};
, you can just reference them like this:
class RscStructuredText {
class Attributes;
};
That's all you need to remember. And this also works in superclasses like CfgWeapons or CfgVehicles.
Hope this is the right text channel. So I had created a ID model and as a magazin. So my question is here. It could be cool to have the players player ID as a description. Is there any way to do this and if so, it could be great with a link to fx a wiki page from bohemia. I had seached and seached and its kind of hard to seach after something you do not know if you can and what it calls.
No. You can only have one tooltip per item type. The only possibility I see would be coding through the inventory ui and setting tooltips manually there.
Okay I see ๐
anyone a idea to make a proxy random texture?
I spawn a bed in a house but i need a random texture for that
probably init eventhandler
hmm a proxy use the config.cpp ?
my building is a hospital and he spawn direct on the map ( placed on terrain builder ) and for the bed i need the proxy texture randomly =/
@jade brook - https://community.bistudio.com/wiki/Arma_3_Setting_Textures_for_Wrecks you can define proxy as a NoNAIVehicles & then use setObjectTexture on it
yes i have tested it. but doesnt work
yes, it's not working for objects baked for map
& afair you can't use retextures on objects baked to terrain
see i.e. .how Malden/Argo team was forced to make duplicated p3d just to have some texture variants of buildings
thats not so cool with duplicated p3ds = more MB ^^
- more work to maintain
hmm ok
but also more frames ๐
moar frames!
why would it give more frames?
unless you mean window frame count totalled over all p3d...
terrain baked objects are simulated cheaper so they lack of some features
imagine a terrain filled with mission objects and how that would run ๐
anyone also noticed that the 'this' variable in a userAction is now bound to the calling player and no longer to the object the userAction is attached to?
Wait what now
I filed https://feedback.bistudio.com/T124249 on the subject, but no reaction so far
Since when?
I guess 1.68 update
I simply added 'systemChat str this' to the userAction and it shows the player, not the object. Unless one is outside the vehicle... if that makes any sense
and most weirdly the F/A-18 wing fold works besides it. I'm out of ideas right now
So its inconsistent?
yes, I would believe so, no way a animate of wingfold on a player is doing anything
thanks, would be good to see if this is a Unsung problem solely or more widespread
yep
Hello guys, i'm trying to make a custom animation for a vehicle's passenger
the animation is correct if i use player playAction "test";
i have this in the vehicle class
transportSoldier = 1;
cargoProxyIndexes[] = {1};
cargoAction[] = {"test"};
the proxy is on the vehicle http://prntscr.com/ew3b0e
i don't know what's missing..
@fervent glacier Stop posting your stuff in several Channels! I already answered you in #arma3_animation , Nevertheless... you still post it in other Channels...
hey guys, I'am having some issues with recoilcfgs for my weapons and I hope somone here has an answer for me because I'am a little lost with it.
http://i.imgur.com/25iZPBD.png
class recoil_default;
class CfgRecoils
{
class FF_recoil_MP40: recoil_default
{
muzzleOuter[] = {0.4,0.7,0.5,0.5};
muzzleInner[] = {0.2,0.2,0.5,0.7};
kickBack[] = {0.06,0.085};
permanent = 0.1;
temporary = 0.03;
};
};
I also have weapons_f as a required (thats were recoil_default resides)
try C class CfgRecoils { class recoil_default; class FF_recoil_MP40: recoil_default { muzzleOuter[] = {0.4,0.7,0.5,0.5}; muzzleInner[] = {0.2,0.2,0.5,0.7}; kickBack[] = {0.06,0.085}; permanent = 0.1; temporary = 0.03; }; }; I think you're calling the parent class from the wrong place
and check that your weapon has recoil = "FF_recoil_MP40"; not recoil = "FF_recoil_MP40_1"; since the error seems to have a different name to the recoils class you've written
with the changes I'am still getting this http://i.imgur.com/Pikq678.png
that weapons cfg also (bit messy) https://pastebin.com/kWaQz3X4
try adding A3_weapons_F to requiredAddons[]
@wind lagoon muzzleInner doesnt work anymore from what I know. Got removed ages and ages ago
Unless theres something you know that I dont
that could be it, I'll try it
it's still in BIS guns
BIS recoils
BIS guns have 2 recoils.. in the base gun they have recoil="recoil_ebr"; (which is a class like you have)
in the fire modes, they have recoil = "recoil_single_ebr"; and recoilProne = "recoil_single_prone_ebr";
which are arrays in CfgRecoils, not classes
so maybe the issue is you're pointing to your class instead of an array in the firemodes
I think that could be it. I'll do some adjustments
yep it worked. thanks for your time guys, I'am sure it wont be the last time I'am in here lol
any better way to do spaces in macro functions than two?
#define FACTION_NAME Test Faction
#define SPACE(A,B) A B
#define QUOTE(A) #A
one = QUOTE(FACTION_NAME Infantry); // "Test FactionInfantry"
two = QUOTE(SPACE(FACTION_NAME,Infantry); // "Test Faction Infantry"
or is there a CBA macro to do it?
Hello, I've created a config file that makes a RHS M4 shoot underwater.
That's the config https://pastebin.com/KsSPDXMy
That's what happens in-game http://i.imgur.com/Tu0RFYJ.jpg
That's the error I get
No entry 'bin\config.bin/CfgWeapons/rhs_weap_m4_uw/Single.SilencedSound'.
I'd apperciate it if someone could help me solving this
check RPT for "updating base class"
And I don't think
class Single: Mode_SemiAuto
is right
class rhs_weap_m4_uw probably wants to inherit Single sub class from class rhs_weap_m4_Base instead.
Hard to read this config, because indentation is all fucked up.
I got class Single: Mode_SemiAuto from https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Underwater_weapons
Yes, but you want to inherit rhs_weap_m4_Base/Single , so you don't have to redefined all entries defined in that class again in your weapon.
You even referenced the sub class in rhs_weap_m4_Base, but didn't use it...
You're not making a new weapon. You're using a base class from another mod. That is where it's different.
And you even did it correctly for GunParticles , but chickened out on Single, because of the wiki.
Given the class:
class A{
class subA {
class subsubA {}
class subsubA2 {}
}
}
How would I override subsubA2 while keepin the rest of the class "intact", while still keepin subsubA a child of subA?
i think you are confusing child and subclass? Otherwise i dont get what your question / intend is...
@graceful tapir depends if they have parents
class GrandParentOfA;
class ParentOfA : GrandParentOfA {
class subA;
};
class A : ParentOfA {
class subA : subA {
class subsubA2 {
//your stuff
};
};
};
@strange egret The buzzard has a components class, I want to override the "TransportPylonsComponent" inside of the "Components" class while keeping all the other classes in the "Components" that I inherit
And the preferable option would be to not copy paste the entire class from the buzzard config
class tank {
class turret {stuff};
};
class someMBT: tank {
class turret: turret { _stuff _ };
};
class otherTurretMBT: tank {
class turret { }; //by not inheriting via ":" here you kill off the link and overwrite everything
};
I don't have access to the base classes
of course you do.
I have
class A;
class B : A { ... };
f that A and B. pastebin link a config you currently have.
pretty sure you dont have a sufficient inheritance tree defined
this is the entire config you have?
Yes
no class cfgvehicles and so on?
Well yes, that class is in a header included in cfgvehicles
do you have class I_Plane_Fighter_03_CAS_F in the header?
Yes
No wait
I got the "I_Plane_Fighter_03_DynamicLoadout_F", since it is the one I am inheritting
before you can use any external class you need to define that you are using it.
class SomeExternalclass ;
class myClass : SomeExternalclass {};
Both the ones I inherit are defined
"class I_Plane_Fighter_03_DynamicLoadout_F;
class VI_I_Plane_Fighter_03_DynamicLoadout_F : I_Plane_Fighter_03_DynamicLoadout_F"
And "
class Components;
class Components : Components"
the components one does not work like that.
That way replaces the components class, doesn't seem to inherit anything
you defined it twice however.
if you do not want something to inherit, just leave the ": xyz" away - even for subclasses.
I want to inherit the "Components" class, keeping all subclasses, but overriding one of them
I have tried a bunch of different ways, but it seems to either override the entire components class, or not override the class I want to override
you need to go up much higher the inheritance tree to be able to inherit class components without losing substuff
What you mean? Inheritting the another class? Plane_Fighter_03_base_F?
much higher. The first definition of components i see is class Air.
which is parent of Plane, which is parent of Plane_Base_F, which is parent of Plane_Fighter_03_base_F
the important bit is sort missing from that pastebin
but this should be an error class Components; class Components : Components
you need to tell it components exists in the class you're inheriting from
you don't need to go all the way up to Air
class Plane_Fighter_03_base_F;
class I_Plane_Fighter_03_CAS_F : Plane_Fighter_03_base_F {
class AnimationSources;
class Components;
};
class I_Plane_Fighter_03_DynamicLoadout_F: I_Plane_Fighter_03_CAS_F {
class Components : Components
{
class TransportPylonsComponent
{
};
};
};```
should just need that
That does not do it, no
that should keep whatever's in components and replace whatever's in TransportPylonsComponent?
Components are kept as Original, but now the plane has no model
So it removes even more properties while overriding none
How do I format code in discord?
Think it works now
class Plane_Fighter_03_base_F;
class I_Plane_Fighter_03_CAS_F : Plane_Fighter_03_base_F {
class Components;
};
class I_Plane_Fighter_03_DynamicLoadout_F : I_Plane_Fighter_03_CAS_F {};
class VI_I_Plane_Fighter_03_DynamicLoadout_F : I_Plane_Fighter_03_DynamicLoadout_F
{
class Components : Components
{
class TransportPylonsComponent
{};
};
};
yeh cool
You're american aren't you?
ah ok
But thanks for the help ๐
np
I'm working on a ported F-35B from Arma 2. To animate the hatches for VTOL mode, it uses the animationSource "thrustVector"; because of this, with the new vectoring changes with Jets DLC, the hatches no longer animate correctly, instead opening incrimently or not at all. Is there anyway I could just animate them to open all the way when VTOL is activated?
Do any values counteract the passThrough value on armour/uniforms?
The passThrough of the vest / helmet overwrites it.
passthrough of vests/helmet gets multiplied with passthrough of the armor/uniform
@scenic gull set maxValue for the door anims to something smaller than 1 and they will be fully opened at a smaller value
depends how many increments the thrust vectoring has I guess
but if you drop the door anim's maxValue below whatever the first vectoring increment is, it should be fully open at the first stage
and stay open as the value increases
@jade brook ๐
But is there nothing that counteracts it? I remember reading something like it significantly affects smaller calibers more. I'm looking for a way for 5.56 AP rounds to perform as they should against the CSAT uniform.
no there isnt. There is no config setting that allows you to "ignore passthrough" on the ammo or weapon side
I more meant like a setting that would increase the piercing attributes to change the ballistics of a bullet or weapon, but cheers for the answer.
Not neccessarily ignore, but I was just wondering if increase the caliber is the only thing that affects it.
hit of the bullet times speed during impact dived by a "typical speed" value of the projectile.
the more caliber (the config value) you have the more material it pierces. But for damage to hitpoints this is irrelevant. Infact, the more it pierces, the less damage it does. Arma damage model is really inconsistent with this.
https://community.bistudio.com/wiki/Arma_3_Damage_Description read "Case C" and the example in particular
So to create a weapon/round to bypass CSAT uniform passThrough values, I'd just have to increase how much damage a shot does?
well... the only issue is that you then can explode cars or helicopters with one/few shots potentially. So no thats not a solution.
when the csat uniform is bugging you then modify the values of that. Not the other way round. It just spirals everything even more out of controll than it already is
sounds like youre looking of a way to make a oneshot uber alless 5.56 AP round, AP ammo doesnt work like that
make noise and stomp your feet for https://feedback.bistudio.com/T120542 to be implemented (case a in particular), then the infantry damage can be tuned reliably. But until that happens its a BS system (imo) no matter how you look at it.
@kindred moss Nope, I'm trying to make an ammo to counteract the stupid values on vanilla CSAT uniforms.
the values in VR armory are completely worthless because they do not reflect damage properties (nor could they because they are so inconsistent) for example. Headache for modders, headache for players.
@kindred moss I already have a 5.56 ammo type that's fine for everything except CSAT. To which the only solution seems to be taking a larger caliber.
"counteract stupid values on..." thats the first nono in balancing in my book.
I didn't think making a CfgPatch to vanilla stuff was possible without including the edited version of the PBO?
larger caliber doesnt make it better. Smaller caliber does.
of course you can modify vanilla config values...
OK, I have no idea what's going on then. 7.62 = ballistics feel normal, 5.56 = "terminators" as my players call it
you just dont overwrite the entire base config. You modify properly with proper config and all is fine.
if a bullet has caliber=0 it will always do maximum damage to hitpoints. If it has high caliber it can penetrate more stuff, if it penetrates through it does considerably less damage.
if you have "infantry = terminator" problems -> could be a different reason: https://feedback.bistudio.com/T120765
idk if the solution i proposed there has been implemented in vanilla now.
It only happens with CSAT.
Could that bugtracker entry also be why infantry seem able to tank cannon shots from IFVs/APCs?
direct hits - no. Indirect hits (splash damage) - not really either. If splash damage is too low then explosiveShielding of the uniform/vests needs to be increased (-> more splash damage)
if it just happens with CSAT it could be that they are still defined like the old way (using max operator instead of + ) compared to others.
or that some other armor related config value for them was botched.
idk what gametype you run on your server, but if you allow csat to use ballistic vests like nato (either via purchase or via looting) then it's no wonder, cause the CSAT uniform provides base higher healthpoints that get increased even further by plate carriers.
investigate in which cases this "invulnerability" occurs, record it on video or something and show it to us or create a ticket, so we can identify the underlying issue
Nah, I make sure in PvP stuff or anything that would allow someone to wear a vest over it, that they don't get vests with actual ballistic protection (and I try to avoid having the uniforms on either side at all). This issue is mostly toward PvE against CSAT.
Thanks for all the answers man, I'll go back to the drawing board.
Doesn't sound like a problem with your weapon then, but with the CSAT uniforms tbqh imho fam.
Oh yeah yeah, I'm pretty sure it's the passThrough values on them. Which is why I was enquiring.
But whatever it is and however I can solve it, I'm just looking for a workaround
I think they had higher armor values, so they received less damage.
Maybe even both. It does make sense they that their uniforms are tougher. They don't wear good vests.
But it makes the arms, legs and especially the head with their good helmets pretty though.
"CSAT uniforms have very low armour values of 6, but because their passThrough values are set at 0.04 it means they take slightly less damage from small to medium-sized calibres but still take the same amount of damage from larger calibres. You could almost say that CSAT is worse off since their uniforms are less effective at stopping you from being killed by multiple large calibre rounds being hit on one part of the body (like the chest) as opposed to AAF/NATO, who can shrug off three to four 5.56/6.5 (two for 7.62) to the chest,...]"
This is what I read on the BIS forums to think this. Might not even be accurate and I've had my head looking in my ass for a solution the whole time.
And it could definitely be a confirmation bias, but it definitely matches up with what both myself and my playerbase have experienced ingame.
does anyone know where the textureType thing points to in the cfgWeapons?
It's part of the information for class RscUnitInfo >>> class WeaponInfoControlsGroupRight UI script
you can find the defined ones in class CfgInGameUI >>> class CfgWeaponModeTextures @gilded fog
yep that's what i was looking for thank you!
Does anyone know whether ORBATs can be made in cfg.hpp template? Or do they have to be in mission description.ext?
you should be able to include .hpp files in description.ext
That'll come in handy
So if I'm including a cfgORBAT file in the description.ext, how do I define the pathway for it to find?
?
I want to make a cfgORBAT with my milsim units mod so I dont have to apply the ORBAT to every single mission description.ext I do
I am confused by the sentence, since you use description.ext in config-editing and pathway and what?
i am confus0rd
I'll take pics again
dafuq is CfgORBAT?
Order of battle
again:
Whats CfgOrbat?
So a custom Config Class?
Yea
Speak basic.
So, translated: You want to add a Cfg Class to a mission file, by using #include?
Yes
#include "Filename.h" (.h / .cpp /.lmao /.whatever)
this mean -> It takes the rootfolder of the missionfile
I dont need to define a pathway or anything for it? What if theres like 5 different cfgORBATs in different mods for example?
Read above
I know how to include stuff as all my mods are like that, was just curious if there are multiple .hpp with the same name
How does it define which one it picks
If you want it from a ModFile:
#include "\Modname\Folder1\filename.h"
leading \ = use addons
YOU have to define it in your files.
What you posted just above is exactly what I was looking for
Was testing it out first to see if it worked
Didnt want to say thanks, then find it didnt work for some reason, then ask more questions
Hahah, each to their own ๐
Ok well the mission crashed, then my game
Saying it was missing cfgORBAT and thats it
Wrong Path then
Hmm well the path is correct, everything is spelled correctly, in logical order
This is what I have in my description.ext
#include "\160th_WW2US\ORBAT\cfgORBAT.hpp"
And it is spelled 100% correct, everything there is 100% correct
Whats the P-Drive path of the addon?
The same name as the pbo, so - 160th_WW2US -
Give me a quick example
Why example?
๐คฆ
Is it "P:\160th_WW2US\ORBAT\cfgORBAT.hpp"? Yes or no?
5s.
..
Cause I'm a visual learner, reading text does nothing for me, I need to see it
And i can't help, if i don't know how it looks on your side
keep in mind: We all have NO clue what you are looking at/what you see.
I understand that. And yes that is correct above
So when you enter the path above, it opens the CfgORBAT.hpp?
Yes
Have you packed your Addon?
Yes
for a description..ext, you shouldn't have \ at the start
๐คฆ
err sry just scrolled up enough
uh ... \ in include seems to access the FolderStruc of Arma.
try without it
@boreal heart
Yea just did, it gives the same result, says it cant find it, then the game crashes.
I read through that link you posted a bit more, see if anything stands out
Do you even load it?
Yea I loaded it, otherwise it wouldnt have crashed
do you have a mod or just a mission?
That sentence made no sense petyr
"Yea I loaded it, otherwise it wouldnt have crashed"
o.O
Well it cant crash when its not laoded?
lol
YOu said, it crashed because it can't find it
So yeah, it can crash, if its not loaded
if you use mikeros tools, by default it doesn't pack HPP files
good point
need to remove it from the list in settings
I'll try that
There, get my ThumbsUp, you deserved it.
If that doesnt work I'll just go back to the description.ext style instead of trying to include a .hpp haha
Cause this is the first time its been suggested?
I've always been told that only the config can be a .cpp
everything else is a .hpp
yep
thats why i wrote before:
"#include "Filename.h" (.h / .cpp /.lmao /.whatever)"
Well it works, I took it off the list in Mikeros and yea, no crash, mission works
I'll have to experiment with it a bit more from all the info you blokes have given me today.
So thankyou for your time and help, regardless if you hate me or not haha
invoice follows later by mail.
But technically Lecks found the solution to the problem ๐ hahah
If I had money to thank people who helped me I would, but I'm poor as shit so that aint happening
Details, pff, who cares about them^^
I was the first who said: "Invoice follows" ๐
Lecks didnt capitalise on the situation, and thus has missed out on an invoice haha
Does anyone know why adding disabledAI = 1; to description.ext in a mission would cause a bunch of placed simple objects (eden) to disappear on mission load? Is this a bug?
They seem completely unrelated, but I can regularily trigger it by removing/adding this line. ๐ฉ
Was the first thing I checked :/
Commented out everything but that line and can still trigger it, lol.
lol - gj ๐
(i can't even think about ANY way, how that could trigger it)
have you restarted your Server 2-3x times, without changing it?
Right... I mean the exception in this case is there's a LOT of simple objects in one area
I made a fresh mission (just the objects and no code) and it loaded up fine... added the description.ext and problem came back
I mean I just created a new folder and copied across the mission.sqm
SideQ: For Sherb?
That's just how I was able to narrow it down to the code, then the description.ext and then finally that one line
Yup
Lets PM the rest =}
So this is a very particular and probably dumb question, but does anybody know how the automated doors on the RHS Black Hawks work? I'm trying to keep the rear cargo doors open at all times, but there's this event handler/script/function that triggers and opens & closes the doors every time you get in and out of the rear cargo seats. So even if I set the doors to be open through script or modifying animation sources, they reset when I get in and out of those seats. I already found some of the relevant event handlers and config entries, and I tried replacing/deleting them but without success
hello, anyone else bumped into the useraction 'this' problem meantime? On my system 'this' is bound on a userAction now to the player when inside a vehicle and not the object. I've added this to the feedback tracker, as well as a basic cube object configured as plane that illustrate the problem: https://feedback.bistudio.com/T124249
would be great if someone could reproduce this and let me know if it's a problem for them too
happens on dev branch too for me
How did you determine that "this" points to the player and not the vehicle?
Because systemChat is insufficient, because the chat will print the "effectiveCommander"'s name when stringifying a vehicle, which is most likely the player inside the vehicle.
oh, ok, I did systemChat str this, you're right
I guess the condition evaluates to "false" every time?
should be true all the time. Is 'systemChat str typeOf vehicle player' a better test?
or rather this, than vehicle player
systemChat typeOf this
I guess
class UserActions {
class Rope_show {
displayName = "$STR_BWA3_Rope_show";
onlyforplayer = 1;
position = "rope_control";
radius = 2;
showWindow = 0;
condition = "this animationPhase ""hide_rope"" > 0.5 and player == cameraOn";
statement = "this animate [""hide_rope"", 0]; playSound3D [""A3\sounds_f\characters\stances\lift_handgun.wss"", objNull, false, AGLToASL (this modelToWorld (this selectionPosition ""rope_control"")), 0.50118721, 1, 20];";
};
class Rope_hide: Rope_show {
displayName = "$STR_BWA3_Rope_hide";
condition = "this animationPhase ""hide_rope"" < 0.5 and player == cameraOn";
statement = "this animate [""hide_rope"", 1]; playSound3D [""A3\sounds_f\characters\stances\low_handgun.wss"", objNull, false, AGLToASL (this modelToWorld (this selectionPosition ""rope_control"")), 0.50118721, 1, 20];";
};
^ this one works for me
1.68
ok, thanks, @jade brook, my test was off, the typeOf this is still the ttt_vehicle. Now I need to figure out why the fold wing function in unsung does not work any longer, something changed in 1.68, but not sure what
What does it mean it doesn't work? Action doesn't show up or does nothing?
useraction pops an error: statement = "[this] spawn uns_a6_fnc_wingsdown"; results in an error
code is in ticket https://feedback.bistudio.com/T124249
What does the error say? Can you copy paste it from the RPT?
here you go: 14:42:21 Mission id: d1a3f1642a5521ed462ff9df325ae570b58dda04 14:42:28 Error in expression <knob_ind",0, _instant]; } else { _plane animate ["wingfold_left",0, _instant]; _> 14:42:28 Error position: <animate ["wingfold_left",0, _instant]; _> 14:42:28 Error Type Bool, expected Number,Bool 14:42:28 File uns_A6_c\functions\fn_wings.sqf [uns_a6_fnc_wings], line 18
I got it now, the animate function was changed
and calling it with false will result in the error
Sounds like it's broken.
animateSource > animate
earlier it understood true for instantaneous and then false for doing the animation. Now true is instantaneous and a number 1 for regular speed
ok, I add that finding to the ticket
For now you can use 0.00001 and 1 instead of false and true
Can't use 0 either, but a very low number is basically the same.
true still works ๐
lol
@viral rapids agreed that animateSource is the more modern way, but for some reason I think the animate command should stay backward compatible ๐
Of course it should ^^
but.. tbh.. are you sure that worked with false before?
(i can't remember using "false" at any time)
yes, it was used in Unsung prior to 1.68 without any problem
strange
thanks again @jade brook for the pointer that the test was invalid. was looking into a completely wrong direction before
well, for the warning completeness, it can still be 'true', just tested [vehicle player, 'lower', true] call uns_a6_fnc_wings` and that still works
wild speculation, the arg check for animate checks the boolean value and not the type is boolean
Ha! That'd be funny
I've got a question about the Damage class for applying damage rvmats that I can't seem to find an answer for on any wiki page
do the indexes corrolate with sections[] from the modelcfg?
I took a look at the hatchback's config and only seen 3 instances of
"A3\data_f\Glass_veh_damage.rvmat", // changes into different ones
"A3\data_f\Glass_veh_damage.rvmat"```
but there's more than 3 windows, so how does this work?
They don't.
It's always in threes:
deault mat 1, damaged mat 1, really damaged 1,
deault mat 2, damaged mat 2, really damaged 2,
...
deault mat N, damaged mat N, really damaged N
The first material of the triple has to match the one used in the model.
@gritty rune
re:animate broken
Killzone Kid: Thanks for reporting it, queued for a fix
@jade brook thx, added that info to the ticket so Dwarden is aware of it too
Hey folks
I have a question: can I set up ammo config where the hit value is multiplied by a veriable with is set in a user config, something like this:
User config:
AP_shells = 0.3;
and in the config for the ammo you have this:
class Sh_120mm_APFSDS: ShellBase {
explosive = 0;
hit = 500 * AP_shells;
Doubt it.
Only if the config is unbinarized and it's included, you would use the #define ap_shells
@hot pine I guess I would still do the replacement config, would I be able to have a value in the config that could act as the multiplier for all of the shells of similar type?
@barren umbra think he means if you have #include "\userconfig\yourAPSetup.hpp" at the start of an unbinarized config.cpp in a pbo, you could use vars that you #define in that userconfig (such as #define AP_Shells 0.3) as multipliers
would need to keep it the same on all clients though
Ok, so question to anyone who knows
I want to reduce the amount of right click zoom when in the cockpit of an aircraft, as currently its a bit too much. How does one reduce this
Think it might be the FOV parameters in class viewPilot
In there, minFOV would likely be the maximum "zoom" value @boreal heart
@untold temple cheers mate I'll look into it!
hey guys
could someone enlighten me on how to set the "turning speed" of weapons?
i played around with inertia, but as i understand that affects the sight realignment
also tried changing "dexterity" i didnt experience any change
dexterity doesn't work afaik
I think dexterity is generally deprecated and inertia is now used to define how quickly and accurately a weapon "stops" when pointed, as well as the degree of sight misalignment under motion. And there's another parameter for how long the weapon takes to bring the sights up
thanks, and whats that (latter) parameter?
thanks!
I'm having an issue my jet will spawn floating a foot off the ground, and physics will only activate for it once you turn on the engine and start moving. Anyone know how to fix?
I'm using airplane simulation, not airplaneX.
Is there a way to set text on an hiddenselection, similar to setting a texture? I want to create a nameplate on a uniform, and trying to understand the best way to approach it?
Ok so I've gotten my weapon zoom down pat, now is there a way to reduce the un ADS right click zoom? Or is that hard coded?
Its a bit strange how you can only zoom down sights so much but then when you dont ADS you can zoom plenty far
I'm trying to put together an object to place on the ground to use as a known point to spawn vehicles on.
I have tried to use a helipad (like Land_HelipadRescue_F) and change the texture, but that doesn't have a hiddenSelectionTextures to change in the config. It looks like once you start the mission from eden it becomes part of the terrain because putting cursorObject in watch returns NULL. Not sure how that works.
Anyone got any ideas how to make it work, or another idea on how to put a texture on the ground?
Using UserTexture10m_F works, but it's difficult to use when you need to change the transformation of the object all of the time when building missions.
Hey folks, I am struggling a little with getting the collision lights to blink. I have used the samples model.cfg and config.cpp and adjust names selections and values to suit my aircraft but I just don't seem to be able to working the lights to blink on and off. I saw an old a2 mod for flashing collision lights but it wasn't any use. I also haven't had any joy in any type of lights editing tutorials. Certainly for aircraft anyway. Can some one give me a chunk of code I need or explain what's wrong with them not flashing. They do illuminate at the mem points assigned but the three green red and white lights stay static.
Has anyone ever config'd new weapon values for AMV-7 Marshall? I was thinking that the ammo loads are ridiculously low compared to current weapon systems like the Bradley or even the LAV. If not can someone point me at the files I need to take a look at and give me an idea. I primarily want to increase ammo loads so that the people using it don't have to reload every few minutes from a rearm point or truck in an ALiVE mission I have built
I haven't found any references to it on the BI forums anywhere which is why I am asking here. Thanks
Anyone able to write a quick config for me that replaces the arma 3 rope .p3d with a custom one so can have custom rope, like a3pl did with their fire hoses ?
I presume they wrote a config that just redefines the model anyway, i found the rope.p3d in a3 folder in proxies of data_f but could not find the config for it.
Does anyone know how the flares really work in arma?
like does one flare trick the heat seekers the same as 16 flare's?
I got a problem with my mod script can anyone help?
its three new vests that i recently put in and the in game model doesnt work with those three new vests. I copied the scrpit from my other vests
That doesnt give us much to work with.. Like at all. @polar locust what exactly are you trying to do?
i fixed it thanks anyway
Good to hear
Is there any config options available for getting knocked down? I couldn't find any info on it.
afaik no
Bummer
Hey @polar locust what exactly did you get fixed?
Does anyone know if theres a way to disable the looking in the gear animation when people go into Zeus?
waste of time posting I suppose.
Waste of time posting what?
If its about the lights, its probably cause no one either knows or hasn't been on
does anyone have some confidential values for the basic.cfg? I know it actually depends on the system but i just wanna get some inspiration from server owners with positive experience. Greetings
Hello, today I bring you a question probably easy to answer how processed to change the name of the city example chernarus city Electro for montreal on the map
Thank you for bringing your question, I don't think you can change the name of a city.
you can with a replacement config for the terrains cfgWorlds class
oh didn't notice we're in #arma3_config ๐
all city names and map points are in the names class
@shrewd swift If you still need it: https://pastebin.com/huA6bQ4e
What could be the reason, when a buildings doesn't recognize a hitpoint (doesn't add damage, but exists in Config, model.cfg and "getAllHitpointsDamage")
did you check with the diag exe?
cursorObject setHitPointDamage ["glass_1_hitpoint",1] <- works
nope, what to check there?
you need to be on devbranch
dnsfgidbfsgbdfgdsf
diag_toggle "all"; is also funny to watch ๐
if you let the launcher run it won't download but you can keep using the same version of devbranch ๐
?
basically prevent steam from updating
but you could probably set that in the steam options too
so you don't have to daily download ~4GB
You can't disable updates anymore, iirc
Hey guys anyone online?
Hello, i want to know, if it's possible to delete get in and get out action from a car config ?
@viral rapids if you want a static version of the Dev build copy your stable branch to new a folder then point the Arma Updater from the Arma tools package at that new folder and tell it to update that folder to dev. That will stay dev and not update unless you use the Arma Updater again and manually update.
@buoyant mason Yes, either you do lockDriver via Script or overwrite/update the existing config and delete the UserActions entry
Thanks @viral rapids for the information
@thorny grove yeaaahhh.... meh. When its updating, i just make a coffee break ๐
That works too ๐ I'm lucky enough to be able to switch between the two branches in a couple minutes. Great for testing and changing configs using diag then going back to stable for playing.
@buoyant mason
Uh forget about the config stuff i wrote! You can only move the point to somewhere else! Sry about that. ScriptSide is the better way
Yeah, i don't play anyway, so its okay for me Flax =} Thx anyway
Hello,
I'm trying to create a faction and under that faction to create a category of objects.
I used cfgFactionClasses in a one config and CfgVehicleClasses in other config.
Are the both cfg suppose to be in one config file? If so how can I make a faction and have more than one addons in the same faction.
You can put both classes into one config.cpp and you can also put multiple config.cpp into one PBO / folder .
Folder1\config.cpp
Folder1\Folder2\config.cpp
Folder1\Folder3\config.cpp
Folder1\Folder2\Folder4\config.cpp
Yeah, the more the better. Anyone maintaining your addon will love it.
Yeah ๐
So I can write cfgFactionClasses in folder1\config.cpp and then write CfgVehicleClasses in folder2\config.cpp
and I will have the result I need?
I can't get factions to work
class CfgPatches {
// blah
};
#include "CfgFactionClasses.hpp"
#include "CfgVehicleClasses.hpp"
#include "CfgEditorSubcategories.hpp"
This is what I do.
2nd file:
class CfgFactionClasses {
class BWA3_Faction {
backpack_tf_faction_radio = "tf_rt1523g_big_bwmod";
icon = "\bwa3_units\data\bwa3_faction_icon.paa";
displayName = "$STR_BWA3_FactionClassBundeswehrName";
priority = 5;
side = 1;
};
class BWA3_Modules {
displayName = "$STR_BWA3_FactionClassBundeswehrName";
priority = 8;
side = 7;
};
};
3rd file:
class CfgVehicleClasses {
class BWA3_Men_Tropen {
displayName = "$STR_BWA3_vehicleClasses_mentropen";
};
class BWA3_MenRecon_Tropen {
displayName = "$STR_BWA3_vehicleClasses_menrecontropen";
};
class BWA3_Armored_Tropen {
displayName = "$STR_BWA3_vehicleClasses_armoredtropen";
};
class BWA3_Car_Tropen {
displayName = "$STR_BWA3_vehicleClasses_carstropen";
};
};
No you put all 3 files into one PBO and then Arma will make these classes available to every other PBO / addon when you start the game.
No including needed across folders
you can though
if you really want to
that's what I wrote ๐
But why?
"put all 3 files into one PBO and then Arma will make these classes available to every other PBO / addon when you start the game"
that's what I'm gonna do
mikeros tools builds hpps into binarized config.cpps
so the hpps in the pbos don't really do anything (and aren't included in the pbo by default)
Anyone know if you can fire a script or call commands on stuff built into the engine? Like swapping to a laucher/pistol/rifle
Is there something you could use when that triggers or simply monitor by script
so action would return what action is done?
mom
ok like let me explain
NO!
if(isEngineOn _VehPlayer)then
{ player action ["EngineOff", _VehPlayer]; }
else
{ player action ["EngineOn", _VehPlayer]; };```
example
ok so player has a rifle and they switch to a launcher, I want to fire a command or script, only on the swap to not if they have it active
or better yet a way to remove engine based scroll options like switch to pistol or launcher lol
probably just gonna toy with stuff I guess
What?
" only on the swap to not if they have it active"
what?
@wise fog You get an extra big Invoice ๐
I don't get what I'm doing wrong. ๐คฆ
I created files cfgVehicleClasses.hpp and cfgFactionClasses.hpp
In the config.cpp I added
#include "CfgFactionClasses.hpp"
#include "CfgVehicleClasses.hpp"
and in other PBO I have a config of signs for example
faction = "viet_faction";
vehicleclass = "viet_signs";
class CfgPatches {
class viet_objects_signs {
units[] = {"viet_sign_welcome"};
weapons[] = {};
requiredVersion = 0.100000;
requiredAddons[] = {"viet_main", "viet_textures"};
};
};
class CfgVehicles {
class Land_Billboard_F;
class viet_sign_welcome: Land_Billboard_F {
scope = 2;
accuracy = 1000;
displayName = "Welcome Sign";
hiddenSelectionsTextures[] = {"viet_textures\signs\welcome.paa"};
editorPreview = "";
faction = "viet_faction";
vehicleclass = "viet_signs";
};
};```
But what is the problem?
```cpp
Nextline your code
Makes it easier to read for everyone
sorry
viet_faction
viet_signs
How do they look like? Where are they? Are they loaded?
They are in a different PBO, inside a HPP file
This explains how they are sorted in the Eden editor.
that other PBO file has a config file which has #include for each of the files
pictures โค
emoji > pictures
so don't I need CfgEditorCategories and CfgEditorSubcategories instaed of cfgVehicleClasses and cfgFactionClasses?
I want an object inside a category > subcategory
You need all of them, but CfgEditor(Sub)categories is for the Eden Editor.
I want an object inside a category > subcategory
Perfect, the wiki explains it in full detail.
Also, instead of defining classes in CfgEditorCategories and CfgEditorSubcategories yourself, you can use the ones the base game has. They are all listed on the wiki.
Couldn't get it to work ><
I have a pbo named viet_main.
Inside that PBO I have CfgEditorCategories.hpp, CfgEditorSubcategories.hpp, cfgFactionClasses.hpp and cfgVehicleClasses.hpp.
Inside the config.cpp of that PBO I have
#include "CfgEditorCategories.hpp"
#include "CfgEditorSubcategories.hpp"
#include "CfgFactionClasses.hpp"
#include "CfgVehicleClasses.hpp"
Then I have another PBO, configuring the objects.
class CfgPatches {
class viet_objects_signs {
units[] = {"viet_sign_welcome"};
weapons[] = {};
requiredVersion = 0.100000;
requiredAddons[] = {"viet_main", "viet_textures"};
};
};
class CfgVehicles {
class Land_Billboard_F;
class viet_sign_welcome: Land_Billboard_F {
scope = 2;
accuracy = 1000;
displayName = "Welcome Sign";
hiddenSelectionsTextures[] = {"viet_textures\signs\welcome.paa"};
editorPreview = "";
faction = "viet_faction";
vehicleclass = "viet_signs";
editorCategory = "viet_category";
editorSubcategory = "viet_signs_subcategory";
};
};```
And the problem is?
Check the config in the ingame config viewer
Yes, sounds like an error when packing the PBO.
Thank you ๐
๐
you too Dscha ๐
yw
@wise fog Invoice
Thx ๐
Andrew is Dscha's bot.
๐
Can a boat have a co-pilot?
I think only simulation=helicopter and helicopterX can have co pilots.
ok, thanks
heyho is there a way to disable RscButton's via Config entry - or just through ctrlEnable false?
afaik only with ctrlEnable
Thanks for ur advice
onLoad = "(_this select 0) ctrlEnable false";
works if you don't plan to use any other onLoad script for that button.
Completly random question... is there a way to have hiddenselections adopt a differnt material rather then texture config based ? like a 'hiddenselectionsmaterials' or only by 'setObjectMaterial' ?
and if only 'setObjectMaterial' anyone able to save me time adn let me know if that works config based or only on a units' init ?
hiddenSelectionsMaterials IS the config solution
hiddenSelectionsTextures[] = {"\bwa3_units\data\bwa3_uniform_fleck_co.paa"};
hiddenSelectionsMaterials[] = {"\bwa3_units\data\bwa3_uniform.rvmat"};
@cursive eagle
Got to love it when logic wins ! Thanks for confirming it @jade brook ๐
Hello there ! I have a question, I'd like to make a breakable wing on a plane, when it gets destroyed, an hide animation hides the part of the wing via the hitpoint system. Is it possible to spawn a wing with hitpoint's DestructionEffects ?
using https://community.bistudio.com/wiki/Arma_3_Particle_Effects
Some of the addons moderators, like RHS and ACE, added buttons and texts on the ArmA III's main menu, like version. How is it being done?
So I'm having some difficulty passing some classes down through inheritance
config 1 https://pastebin.com/raw/ygxnFCuS
config 2: https://pastebin.com/raw/Ac9D4Mtb
the issue is in config 2, where I try to inherit class EventHandlers: EventHandlers
and other places
need C class Car_F; class ATS_Trains_Base : Car_F { class Eventhandlers; }; in the second config
I tried copying the same classes to that class with no difference
armor = 150;
scope = private;
mapSize = 0.7;
accuracy = 0.5;
editorCategory = "ATS_Category";
editorSubCategory = "ATS_Trains_Subcategory";
icon = "iconObject_2x5";
class HitPoints
{
class HitLFWheel;
class HitLF2Wheel;
class HitRFWheel;
class HitRF2Wheel;
class HitBody;
class HitFuel;
class HitEngine;
class HitGlass1;
class HitGlass2;
class HitGlass3;
class HitGlass4;
class HitGlass5;
class HitGlass6;
};
class EventHandlers;
};```
when I inherit ATS_Trains_Driveable_Base,
class ATS_Trains_A2Locomotive_Driveable: ATS_Trains_Driveable_Base```
i still get the error "missing inheritence class(es)"
when trying to pack the pbo
You sure you pack the correct File?
Doesn't it tell you what line is missing inheritance?
It does, 1 sec
any class that extends does it. The first error is for this line: /*class EventHandlers: EventHandlers
ive commented it out so I can pack it
you can't call class EventHandlers from ATS_Trains_Driveable_Base unless ATS_Trains_Driveable_Base exists in another config where it already inherits from class car.
what you posted first would have worked if you had it all in one config instead of splitting it in to two configs for whatever reason
what I posted would have allowed your second config to work because the first config allows class ATS_Trains_Base to inherit class eventhandlers from class car
but now you're making some other new class that has made no prior inheritance of eventhandlers, so you're back to square one
The parent "ATS_Trains_Driveable_Base" is just a rename of the "config 1" from pastebin
"you can't call class EventHandlers from ATS_Trains_Driveable_Base unless ATS_Trains_Driveable_Base exists in another config where it already inherits from class car." isn't that what my post at 8:06 is doing?
no, because you have it in two separate configs
they don't transfer between configs?
not unless you call them again, with the code I posted
class ATS_Trains_Base : Car_F {
class Eventhandlers;
};``` this post, right?
yes
I'm doing that in the renamed class
only I skipped inheriting car_f and am now just inheriting car
but you haven't inherited eventhandlers from car
you're creating an empty class eventhandlers there
not if you just write class eventhandlers in a new class
okay, thank you. I wasn't aware of that before
so how do I properly inherit eventhandlers and hitpoints from car?
copy the classes to the car class?
in one config or two?
I'd much rather do the two configs
I'm not trying to be confrontational, I just think this is the best way for a collaborative effort
Well that you had first for config1 is fine AFAIK
it didn't work
because you didn't call the classes properly in the second config
btw you'll also need to properly set up cfgpatches requiredAddons[] in the second config
I didn't copy the whole config
just the vehicles
Can you explain how to properly call the classes in the second config?
should I not do: EventHandlers: EventHandlers?
class CfgVehicles
{
class Car_F;
class ATS_Trains_Base : Car_F // defined this class in config1 so we can call from it now
{
class Eventhandlers; // will call class eventhandlers so we can edit it in child class
};
class ATS_Trains_A2Locomotive_Driveable: ATS_Trains_Base
{
scope = 0;
displayName = "Locomotive (Driveable)";
_generalMacro = "ATS_Trains_A2Locomotive_Driveable";
model = "ats\trains\a2_locomotive\loco_driveable.p3d";
// The rest of your config etc. etc.
class Eventhandlers: Eventhandlers
{
// can now edit in here
};
};
};```
thats basically what I have now, just seperated into two files so I guess I can't do that
skrew it, im just gonna get rid of that parent _Base
thank you for your time and patience
Some of the addons moderators, like RHS and ACE, added buttons and texts on the ArmA III's main menu, like version. How is it being done?
Hey guys, I need some help. I have made a unit that will spawn with a random uniform, vest and backpack, as well as set weapons and ammunition. However, for some reason, the unit does not spawn with anything at all in anything he is wearing (but spawns with the weapon, compass etc.). Could anyone help?
For the record, the EventHandler opens the scripts that gives the random gear.
https://pastebin.com/avuDUeHR
Can anyone please tell me what that means?
'size/' is not a class ('scope' accessed)
class CfgMarkers {
class viet_marker_1 {
name = "(viet) Marker 1";
icon = "viet_markers\data\marker_1.paa";
color = {1, 1, 1, 1};
size = 34;
shadow = 0;
scope = 2;
scopeCurator = 2;
markerClass = "viet_number_markers";
};
};```
Tried to read a class named "Size", but it's not a class, but a number.
size\scope actually. But again, size is a number and not a class.
right
class not string or number
but doesn't mean that you should make a class out of it.
scope is a number
0, 1 or 2
So what should I do? I have no idea at all
What are you doing?
And what is the full error? Should show up in RPT
'size/' is not a class ('scope' accessed) is not everything the game would give you as error
oh it actually got it all over the place
'scope/' is not a class ('scope' accessed)
'scopeCurator/' is not a class ('scope' accessed)
'shadow/' is not a class ('scope' accessed)
'markerClass/' is not a class ('scope' accessed)
So you're making a config and not a script, right?
Show it all. I think you got a curly bracket missing.
ok, give me a sec
class CfgPatches {
class viet_markers {
requiredAddons[] = {"A3_Data_F"};
requiredVersion = 0.100000;
units[] = {};
weapons[] = {};
};
};
class CfgMarkerClasses {
class viet_number_markers {
displayName = "viet Markers (Numbers)";
};
};
class CfgMarkers {
class viet_marker_number_1 {
name = "(viet) Number 1";
icon = "viet_markers\data\number_1_marker.paa";
color = {1, 1, 1, 1};
size = 34;
shadow = 0;
scope = 2;
scopeCurator = 2;
markerClass = "viet_number_markers";
};
};```
That's all I have in the RPT related to this
No
let me look again
'/CfgMarkers/viet_marker_number_1.color': Missing ';' prior '}'
there's also this
I was missing [] in the color arra
y
Does fixing that solve everything?
I'm checking it now
That is why I say you ALWAYS need the full error / log.
The closing curly bracket is interpret as ending the class and then you create a bunch of entries directly into CfgMarkers, but there can only be classes there.
The error line was sperete from the rest of the error
Doesn't matter
I didn't see it until I searched "viet" along the file
Always read the log files from top to bottom
Ah, you did it on your own. Just remember to always go through the logs from top to bottom.
The displayed error or the last error in the file is seldom the actual issue.
๐
It's true. One of the hard lessons you learn with this.
Trying to set this M16 to only use Ironsights. I'm using a slightly modified version of our M4 config with compatibleItems = "";
I keep getting this error when I add the weapon. Weapon works fine, just can't seem to fix error.
No entry 'bin\config.bin/CfgWeapons.'.```
https://pastebin.com/aYzDxzm0
@regal pond could it be the weapons[]={"dsr_m4a3"} shouldn't it be DSR_Arifle_M4A3
I copied the wrong config before I left for work. Ill have to post the correct one after work. The m16 config is just an edited version of this m4 config but with
compatibleItems = "";```
Added in the cowsslot and
Pointerslot. The model does not have proxies for cowsslot nor Pointerslot, but without defining compatibleItems you could still attach optics to the weapon. The optics would get placed in the middle of the weapon.
That might be it. Ill have to try it in a few hours.
@dim mist That works. Big Thanks. @summer fulcrum Thanks for the help.
@jade brook mainly ported vehicles from A2 for exile mod
Assuming this is the correct place for a header question -- If I use a preprocessor #include in a script, must I exclude header files from binarize?
What is the attribute to have a object as a simpleObject as default in CfgVehicles?
Never tried it personally, but the base HBarrier has this
class HBarrier_base_F: NonStrategic
{
class AttributeValues
{
objectIsSimple = 1;
};
};
thx
Whats the advantage of setting a Object as simpleObject?
What Ive found was simply limitation in Features...
The object is loaded as part of the map rather than from your system
perfomance
Ah thanks, good to know
Anyone know how the USS Freedom gets config'd as a runway? Looking at config now and there's nothing obvious
ok found it, there's a new CfgVehicle in JETS DLC called DynamicAirport_01_F... interesting!
looks like it inherits CfgVehicle AirportBase which has a simulation type "airport"
DynamicAirport_01_F is simply attached to the Carrier during the objects initialization
I wonder with what kinds of named properties those come along.
You can script the creation of a DynamicAirport object, align it with say a road, and it works. AI will attempt to land on the "road".
If that's the nearest runway
@scarlet oyster would like to know but EBO ๐
looks like BIS has updated the FindNearestAirport (engine) function to cater for these dynamic airport objects, which is pretty cool.
Idle curiosity, does anyone know if the swuad.xml logo can be set to appear on vests / packs ?
Or is it solely vehicles/uniforms and would need some script magic to have it on a vest ?
I feel you'd need a little scripting, I've never seen it on a vest
Does anyone know how to force the driver to be visible?
There is the config entry "startDuration" for helicopters. Does this also exist the other way around?
Something like stopDuration
Is it possible to create an AA missile system, like a miniature THAADS or Patriot launcher, that can take down any aircraft across a map?
Yes.
ooooh delightful. How?
Any examples?
Can it be split up between multiple vehicles to create a system?
hmmmm...well there is a hemmtt tractor...
take a look at POOK SAMs
Is there a way to force a weapon to have a muzzle item through config.cpp? I know you can make weapon classes that have attachments on them by default, but is there a way to make it impossible for those attachments to be removed? I am trying to essentially remove the muzzle flare for a customized version of a vanilla weapon, so I can't edit the model directly.
I would be using a custom suppressor of some variety of course
Alternatively if there is a way to simply change the muzzle flash model through configurations that would be nice too (haven't had any luck figuring that out in the past though)
Hey friends, does anyone know how to make an inventory item "Useable" by double clicking on it in your inventory? I've seen it done before
When you fire an unsuppressed weapon at night, there is a light created briefly from the muzzle flare. Where is this configured? I can't seem to find it anywhere
fireLightCoef
I went and minimized discord and spent the last half hour messing with a bunch of different settings when I could have just come here
but I found it in the end anyway lol
now I just need a good way to remove the muzzle flash
custom muzzle accessories is probably my best bet
what does it mean when I get error that the "model.cfg cannot have externs"?
I just have that:class CfgModels
{
class Default;
class AM_M16A2: Default
{
class Animations;
};
};
*to close this one in here too:
class CfgModels
{
class Default
{
sectionsInherit="";
sections[]={};
skeleton="";
class Animations
{
};
};
class MyClass: Default
{
//Stuff
};
};```
Anyone able to lend me a hand configuring custom skinned/faction AI to show up under the same category as their vehicles?
Any reason I can't call fnc_selectrandom in standalone?
standalone?
are you talking about BIS_fnc_selectRandom?
You should use https://community.bistudio.com/wiki/selectRandom instead
Maybe that's why it won't work. I'm calling it by its filename?
Standalone as in DayZ Standalone.
The sqf is called fnc_selectrandom. So I tried calling it like that. I even tried calling BIS_fnc_selectrandom and that didn't work either haha. I guess I need to try selectrandom then. Hopefully that'll work. Thanks. I feel dumb now xD.
This is Arma 3 Discord. Not DayZ Standalone
Does Standalone even have SQF still? Thought they already changed everything
No. And I know that discord I'm in haha. No one in the Standalone discord would know as its mostly players not modders.
I was working off this example.
_hatarray = ["hat1classname","hat2classname","hat3classname"];
_randomhat = _hatarray call BIS_fnc_selectRandom;
_unit addHeadgear _randomhat;
Hey there, for once I need a config master. I have a plane with 3 wheels, when I land, it's not braking at all by itself, I have to make it bounce repetidly to finally lose enough speed to make it start to slow down. Any clue ? Maybe the plane's weight in geometry lod ?
This is being called from an objects init just so you know. Will just using selectrandom work? Or can it just not be called from init?
@novel rock I don't really know a lot about the weights. But I can tell you that if the weights are too low objects will allow clipping. For instance a "house" object with weights that are too low will allow you to walk through it. So maybe if your weights are too low the the plane isn't detecting collision with the ground and therefore not causing the breaking to trigger?
uhm, no. If it's not "wide enough", then you glitch through it
What do you mean "wide enough"?
< 0.5m
" Geometry objects should have a thickness of at least 0.5 meters in order to work properly. "
Is that regardless of weights?
afaik, yeah. It doesn't matter if it weights 1 or 1000000
What you may recognized/experienced was an unclosed or non-convex Object.
I'm also using examples from my dayz standalone modding experience which I assumed worked the same way Arma 3 does.
When I make smaller objects in standalone I generally set the weight to 1. And then in game if I clip through it I'll just make the weight higher and the clipping stops.
Could be something they did just for standalone because there are a lot of small objects?
ยฏ_(ใ)_/ยฏ
@viral rapids Any idea why I would be having trouble calling a script from init?
About 1.000.000 Reasons
Hahaha
also -> #arma3_scripting <- ask there
@viral rapids no idea about my non braking plane ?
haven't played with Planes, since they received their PhysX Wheels :/
well i'm not yet on new technologies
(or do they just receive it? erm)
i'm still the "old way"
oha
Maybe better preping for the new Sys. If they support PhysX wheels, you should be able to adjust the breaking force to them.
I mean, it's not that long anymore.
mmh true ๐ค
(Important: I am just guessing about the breakingforce. Vehicles got them, so i assume Planes will have them also!)
yep they have the classic setup with dampinair etc
Yeah, then it might be better to update it
+for now, maybe play around with
maxBrakeTorque = 1500;```
๐
class Plane_CAS_01_base_F: Plane_Base_F
{
class Wheels
{
class Wheel_1
{
mass = 150;
MOI = 3;
maxBrakeTorque = 1500;
maxHandBrakeTorque = 0;
(from Stable Config)
wut did they already push wheels physx ? ๐ฎ
Aye, plane wheel physX was introduced in 1.68. Inheritance caused a few things like our A-10 to break and be unable to taxi properly
Does anybody know what the values in the soundFly[] array mean? (soundFly[] = {"A3\Sounds_F\weapons\Rockets\rocket_fly_1", 6, 1.5, 400};)
The first one is the path to the sound. What are 6, 1.5 and 400 are? Edit: Solved. https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#Sounds_Various https://forums.bistudio.com/forums/topic/182091-how-do-sound-arrays-work/
The PhysX suspension is a cluster fuck atm for aircraft
mass = 150;
MOI = 3;
Both do nothing for aircraft
It's just for the wheels movement
Still does nothing for planes anyway
are stringtables global or local to the PBO? ๐ค
global - i get "blabla is duplicate" warning when using the same string in 2 different pbos that are loaded at the same time
thanks ๐
@boreal heart is dampInAirRate working for planes wheels ? Fucking horsa glider doesnt slow down when landing
encoutered another blocker... not my days..
p3d : my damageHide parts are out of any other named selections
model.cfg : I have a damageHide named selection, defined in skeleton and sections, with standard damageHide animation.
config.cpp :
destrType = "DestructDefault";
dammageHalf[] = {};
dammageFull[] = {};
class Damage
{
tex[] = {};
mat[] = {"WW2\Assets_r\Vehicles\Planes_r\C47\DC3_body_01.rvmat","WW2\Assets_r\Vehicles\Planes_r\C47\DC3_body_01_damage.rvmat","WW2\Assets_r\Vehicles\Planes_r\C47\DC3_body_01_destruct.rvmat","WW2\Assets_r\Vehicles\Planes_r\C47\DC3_body_02.rvmat","WW2\Assets_r\Vehicles\Planes_r\C47\DC3_body_02_damage.rvmat","WW2\Assets_r\Vehicles\Planes_r\C47\DC3_body_02_destruct.rvmat","WW2\Assets_r\Vehicles\Planes_r\C47\DC3_cockpit.rvmat","WW2\Assets_r\Vehicles\Planes_r\C47\DC3_cockpit.rvmat","WW2\Assets_r\Vehicles\Planes_r\C47\DC3_cockpit_destruct.rvmat"};
};```
yet, they keep being hidden no matter the state of the vehicle
do I miss a config parameter ? I usually use DestructWreck so I'm not very at ease with DestructDefault
I was just wondering where I put the nohq directory in a retextre config?
class cfgWeapons {
class ItemCore;
class HeadgearItem;
class H_Beret_blk;
class Beret_CDN : ItemCore {
author = "Joint Task Force NATO";
scope = 2;
weaponPoolAvailable = 1;
displayName = "(JTFNATO) Beret [CDN]";
picture = "\SmashRangersBeret\beret\icon\Rangers_lead_the_way.paa";
model = "\A3\characters_f_epb\BLUFOR\headgear_beret02";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"\beret\data\Beret_CDN.paa"};
class ItemInfo : HeadgearItem {
mass = 6;
uniformModel = "\A3\characters_f_epb\BLUFOR\headgear_beret02";
modelSides[] = {3, 1};
armor = 0;
passThrough = 1;
hiddenSelections[] = {"camo"};
};
};
under "class Beret_CDN" or "class ItemInfo"
you have to make a new .rvmat file and path to that in hiddenSelectionsMaterials[]
however hsMaterials doesn't always work due to some bug or other
thats the blue and purple image right?
so add a line under textures with: hiddenSelectionsMaterials[] = {"\beret\data\Beret_CDN_nohq.pss"}; ?
@polar locust no, like I said you have to write a .rvmat file. Arma cant do anything with a _nohq on its own since there's no shader information
i don't think you can use the pss extension either
not 100% on that though
@polar locust https://pastebin.com/raw/MALFEPMC there's an example
Also, for the eventhandlers class in a config.cpp, I add the on prefix right? aka onTake, onPut?
no, that is only for the ui eventhandlers in controls and displays
alright, thanks, its been a while
what memory point is used for the "inventory" action?
huh, I don't remember seeing that with the sample car
but http://wiki.cup-arma3.org/index.php?title=Naming_Standards says that's supply so
I'll add it in and see what happens
worked ๐
yay ๐ ๐
thank you ๐
If anyone's free, I could use a hand with a vehicle I'm having issues with. I don't know if its my config, modelcfg, memory points, or weights in the geometry, but the car is lower in the back than it is in the front
flip the points of the Dampener in the MemoryLOD (not kidding)
no modeler or config-er buuutt did they seriously give front and back different orientations? ๐
Yep
Same with Door Anims Axis
Flip it upside down -> Door Opens to the other side
I guess it takes the ID of the point and selects the higher one as the 2nd point, then calcing the anim from there.
Anyone have experience modifing the current main menu
I want to have it so when you press a button it joins a server
Hello, what does weaponPoolAvailable?
does any one know how to make magazines from other mods compatiable with a custom weapon? I was making a no.1mk.3 Enfield and figured i might as well be lazy and use the stripper clips from IFA3
just add it to magazines[] =
cheers, i'll give it a try
that didn't seem to work :/ but thanks anyway
oh its works i just don't know the class name of the magazine
Anyone know why custom materials/smdi/nohq files wouldn't work ingame after binarization? I have been having this issue for a while now and it is very frustrating