#arma3_config
1 messages Β· Page 72 of 1
I thought it was maybe because I hadn't properly created my textures but I have redone all of them and it doesn't seem to be the issue
What means "wouldn't work"?
Not beeing loaded?
if so -> Check for the "exclude" list in pboProj (i just assume you use it)
different parts of different .rvmats don't load the same way each time I start up the game
?
sometimes the smdi won't be visible, sometimes the nohq, sometimes both, and sometimes the entire material won't be visible
Check if you have another addon, that uses the same name.
if I restart the game I get different results each time
I don't
also I had encountered a weird problem (potentially unrelated) with a retexture of the rpg-32 using a custom .rvmat where sometimes the model wouldn't even load properly. It would display the lowest LOD and cause the same thing to happen to all other instances of the rpg-32. If I loaded a vanilla one first, I wouldn't get that issue. I was using a custom model optic for that and removing the .p3d in the config might have fixed it but I am not entirely sure
Yep
Something is broken.
Not in a "cute way".
More like a planecrash into an orphanage.
Okay, no joking now:
Your Prob seems to be somewhere else. You should disable any other addon you load in (even removing .pbo's) and recheck if its still happening. Then adding some to it again.
I have never encountered an issue I would call cute
Find out wich pbo breaksit.
will do
Yeah... when you forgot to assign the correct axis's to doors you can call it "cute" =}
When a door flys to your face above the half house
I just packed my addon with the addon builder and nothing seems to load in game.
The addon is loaded though, the gear or the objects are not there.
In the packing process I binarized the CPP files, I think that it's what causing it.
What can I do then? I want the files binarized.
I would start by using PBOproject
β π―
hm that's mikero's?
Alright I'll give it a try
It has a little bit of a learning curve if you haven't used external tools before but it really isn't that difficult to use. It is nice because it is much better about pointing out errors and binarizing without breaking anything
Yep I see that there are error log buttons and everything
You might get annoyed in the beginning, because some Error messages pop up (your faults!) -> But when you fixed them -> heaven π Rules out so many mistakes, that can be made.
do I need all of his tools installed in order to use PBOProject?
install of them from top to bottom
alrighty
I can't get in the website again it says "We're sorry, but something went wrong."
Wich site?
example for errorLog/Message (i added a 2nd ; in one line)
};;
In File \CUP\Terrains\cup_terrains_ca_structures_e_c\HouseK\config.cpp: Line 96 double ;; detected. binarise will have a fit.```
And it topically relates to me originally using addon builder
In order to get models to binarize, there had to be a model.cfg in the folder they shared
but I didn't need one as my models were quite basic and not needing any additional configuration outside of the config.cpp
so, I simply created a blank model.cfg with empty cfgmodels and cfgskeletons entries
I don't have a model file in my PBO only PAA's
I deleted it and so far things seem to work
@Adir#6863 this is just for my particular issue
probably not related to yours
oh ok sry ><
@viral rapids Is it likely that this could be the cause? (Or at least a contributing factor?)
that is basically the equivalent of using the clear temp option in addon builder
so yes
for now you should probably
Full Build -> Delete everything you did before.
Yeah, do it.
So, again @inland gulch
I can't find a Question oO
π fix em
"View output(s)"
last line
You do have missing files. Why would PboProj lie to you?
@viral rapids I had a blank model.cfg (with just cfgskeletons and cfgmodels with no entries in them)
so addon builder would binarize the models
I forgot to delete it when I switched over to PBOproject so I was wondering if that could be a factor in the loading issue
Warning: Arma 3 Modding@tf24gearmod\addons\tf24_gear\tf24_vests\config.cpp Line 24: tf24_gear\tf24_vests\data\tf24_marciras_aor1.paa
I can see the file in the folder :I
Shouldn't Rylan
Adir:
Is the FULL path to the file:
P:\tf24_gear\tf24_vests\data\tf24_marciras_aor1.paa ?
no
I actually don't :I
Do it
If you start doing stuff -> start with the basics
You can easily move everything to somewhere else, when you know how stuff works/you have path's to assign
But for the beginning (i tell it everyone) -> use P-Drive
so pboProject works only with P?
It's easier for everyone to help
Have i said that? No.
But you know little to nothing atm, so it's easier for me (and others) when you just use P-Drive to do stuff.
Since we can easily replicate stuff
Wich results in: Easier/quicker way to help, if needed.
@viral rapids So far after two restarts on this build all the materials and textures appear to be working just fine
I guess I just didn't think of the model.cfg before lol would have made things much easier
So everything works now?
so far, yes
I will keep playing around with restarts and rebuilding the pbo and see if anything changes
rgr
to create the p drive I simply do subst P: "path"?
π pmc always good
e.g.
subst p: "c:\arma3work" -> E:\Arma_Workdrive <- Is mine for example
P:@tf24gearmod\addons\tf24_gear\tf24_vests\data\tf24_marciras_aor1.paa
Why @tf24gearmod?
delete the folders:
@tf24gearmod\addons\
So your path is:
P:\tf24_gear\tf24_vests\data\tf24_marciras_aor1.paa
@Adir#6863 ?
still the same
...
stop doing stuff on your own for now, okay?
Just listen and do what i tell you, okay? Then we fix that stuff
Good.
So, you path is now
P:\tf24_gear\tf24_vests\data\tf24_marciras_aor1.paa
Yes or No?
yes
This means:
In Configs you assign the path:
tf24_gear\tf24_vests\data\tf24_marciras_aor1.paa
yes
WITHOUT P:\ addon bla
yep
Same for Model pathes etc
yes
As "Source Folder" in PboProj. you select
P:\tf24_gear\tf24_vests
This should output a file named "tf24_vests.pbo"
outputFolder:
E:\Arma3\@MyAddonName
(for example)
Not ADDONS (it creates it automaticly)
yep
Now, all files in the folder tf24_vests have the Path:
tf24_gear\tf24_vests\
Wich means, when you wan't to access a file in the Folder "tf24_vests" you need the Path
tf24_gear\tf24_vests\data\tf24_marciras_aor1.paa
yep
(when you want to access the Folder data with the file tf24_marciras_aor1.paa in it)
What is currently the Path in your config right now?
(or model)
tf24_gear\tf24_vests\data\tfwp_marciras_aor1.paa
Looks fine.
that's from the config file
tf24_vests
shush
okok
texHeaders.bin
Missing File Summary
See rapify listings
" Click on "View output(s)" "
yep
Whats in the DOS-BoxCenter?
it shows me a text file
Yeah, in that Textfile, check the last lines.
those are the last lines
missing file(s)
makepbo failed
tf24_vests.pbo not produced due to error(s)
Job(s) completed in 0secs on Wed May 10 05:00:01 2017
π
binarizing takes agessssssss
AH!
Try a leading \
e.g.
model = "\tf24_gear\tf24_vests\data\tfwp_marciras_aor1.paa";
Copy that whole line in here pls, where you define the paa Path
ok
hiddenSelectionsTextures[] = {"\tf24_gear\tf24_vests\data\tf24_marciras_aor1.paa"};
I added the \ now
when you click "View output(s)" search in that File for "Missing"
oh ok
until you find something like:
Warning: rapWarning: **********missing file(s)***************
Warning: \CUP\Terrains\cup_terrains_ca_structures_e_c\HouseK\config.cpp Line 134: \ca\Structures_E\HouseK\House_K_1_EP11.p3d
rapWarning: **********missing file(s)***************```
Yeah, i thought it was in the end
Shouldn't the error just be at the bottom?
Yeah, i thought so too. Isn't anymore @hard chasm Did you changed that?
For me, it's in the center of the file
also when using custom hidden selection textures it is a good idea to redefine the hiddenselections as well
Not rly needed, but doesn't hurt to do so.
hiddenSelections[] = {""};
hiddenSelectionsTextures[]={""};
hiddenSelectionsMaterials[]={"'};
I have found it works sometimes when it hadn't before
I just do it regularly now
Yep yep
now this \A3\characters_f_epb\BLUFOR\Data\UI\icon_h_beret02_ca.paa
what the heck
it's the right path
Did you unpack the A3-Files in your P-Drive?
Means: When you type
P:\A3\characters_f_epb\BLUFOR\Data\UI\ <- You are in that folder?
In Mikeros Tools Folder, there is an Arma3P (or something similar)
yeah I don't remember the tool's name
I used one of mikero's tools to unpack all arma 3's pbo
that was probably Arma3P
yes
So again, can you enter that Path in your exploder?
yep
1 paa
Good, was just a trick if it rly works π
:I
Whats the complete line again, where that file is used in?
I don't understand your last line
where that file is used in?
oh nvm
hm
berets I created berets and it's the picture for the virtual arsenal
\A3\characters_f_epb\BLUFOR\Data\UI\icon_h_beret02_ca.paa <-- the line in the config, where you used that path in
tf24_gear\berets\config.cpp
picture = "\A3\characters_f_epb\BLUFOR\Data\UI\icon_h_beret02_ca.paa";
Are you sure that file is missing?
that's what the output file says
Yeah, i thought it was in the end
it is 'at the end' of each pbo made.
add \ to everything
this is bis you are dealing with, they don't understand relative addressing.
the rule here is \ or lack of one, doesn't matter, EXCEPT:
picture= \MUST\HAVE\A\SLASH;
damage[]={must\NOT\have\a\slash.rvmat...};
the guy who implemented this crap should go back to digging potatoes
yes between Warning: rapWarning: missing file(s)*****
thats odd
the reality folks is bis can't implement relative addressing because they don't understand how it worrks. that's why you need \prefix\addressing for everything. And that means, with the rare exception above, you should always use \
You can't use the \ in .rvmats
the texture won't be found in game for that material if there is a slash in the .rvmat
Pack it again, upload the output to pastebin.com and send the link @Adir#6863
wtf x3
Welcome to Arma Modding.
W.T.F. x1
=}
Okay, did you understand what you did before, regarding the Pathes?
if not -> Read it again π
Because -> I will finish those stupid houses finaly. Only ~100 left
Yes and No. Updating the CUP-Buildings atm to the new AnimationNames (getting rid of dvere_01, dvere1, dvere_L, DoorL, Door_01, etc bla)
helping.
oh
So @Adir#6863 Your addon works now?
Does anyone know what the syntax is for weapons sound configuration? for example begin1[]={"sound\name.ogg",1,1,1};
the bi wiki just says the last number = speed
Found an explanation from LordJarhead on a sound modding topic
for anyone else that need that info
standard sound[]={sound\file,pitch, volume in db};
sensible values for pitch are between 0.8 (frankenstein) to 1.2 (donald duck). volume can be anything but you normally see it expressed as db -1 etc
the sound FILE, by default, is wss. there is no need to state the extension. if the file does not actually exist it will try and find
sound.ogg.wss or sound.wss.wss or sound.wav.wss
avoid using wav files. they are bloated with crud intended only for the sound tool that created them.
the guy who invented the new array format with distance cones, ran away 3 months later, having broken all the arma2 soundxx[]= {arrays...} because they have the same number of paramaters. The distance cone is somewhat problematic, no-one has ever supplied any intellible answer to what they actually mean. for that reason, do what bis do and just copy paste existing values.
hm
@everyone how do you get your script in that grey box
@inland gulch and @hard chasm doesn't this explain it? https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#Sounds_Various
i am the author of that biki page! It refers to arma2 sounds before bis moved goalposts.
Ah, ok.
Btw @hard chasm, what did you mean by "the guy ran away 3 months later"?
Quit working at BIS?
Is there a limit for the virtual arsenal list?
Like if I make alot of equipment and all of them are having scope = 2, will all of them show in the arsenal?
I'd assume they all show, I can't see why not
@sullen fulcrum π€¦ scope=2 means you cant acess it,
Are you sure about that?
wtf?
Scope = 0 = No acess
Scope = 1 only spawned in, not in Editor
Scope = 2 fully available
it's offtopic but, where are the downloaded workshop missions located?
@clever kestrel
I can't find'em anywhere
It's not offtopic, it belongs to #arma3_questions
I think you're correct Dscha
I know i am^^
if scope 0 you can still access it by the classname? @viral rapids
Of course, yes. You just can not spawn it in.
(iirc car_F for example has it)
BaseClasses = 1 (basic settings done)
final configs = 2 (rdy to use)
so if I simply want to hide the item from the arsenal what should I use? 1?
What did i write earlier? π
I actually found this property scopeArsenal
Can CBA macros be used as part of a class name? Like this ```CPP
class CfgPatches {
class GVAR(someMod) {
// Stuff
};
};
Nice, thanks.
Bollocks! AddonBuilder throws out errors when packing...
It doesn't expect a ( and ).
Did you include the script_component.hpp ?
which command defines the object, so i can put it in the Virtual Arsenal into my Backpack ? i have set it up to Scope = 2; but it only shows in the normal Editor up.
scopeArsenal
ok thx
Why wouldn't the backpack show in-game? What did I miss?
class B_Kitbag_Base;
class tf24_kitbag_aor1: B_Kitbag_Base {
displayName = "(tf24)Kitbag(AOR1)";
author = "Task Force 24";
_generalMacro = "B_Kitbag_Base";
scope = 2;
picture = "\A3\Weapons_F\ammoboxes\bags\data\ui\icon_B_C_Kitbag_rgr";
hiddenSelectionsTextures[] = {"\tf24_gear\tf24_backpacks\kitbags\data\tf24_kitbag_aor1.paa"};
};```
Define "in-game"
it's not showing in the arsenal also with addBackpack
scopeArsenal
Check what other backpacks that inherit from B_Kitbag_Base do.
Also placed in CfgVehicles?
no, only CfgWeapons
Well...
Backpacks are vehicles
No wonder it doesn't work
B_Kitbag_Base is probably also in CfgVehicles.. right?
Problem solved. Good night. π€
@viral rapids oh shit, my bad. > retard
How can apply setAnimSpeedCoef for every spawned unit in a game? Event handler or something?
Yes, @jade brook.
Works for me. π€·
Hmm, odd.
Does anybody know what the hiddenSelections[] and hiddenSelectionsTextures[] are for the M88 uniform in RHS?
well thats for the reskins
Than I'm looking at the wrong place...
I'm trying to create a new unit that inherits everything besides the uniform from rhsgref_cdf_b_reg_rifleman.
When I place it I get a bunch of no entry errors.
I need to inherit from something else other than rhsgref_cdf_b_reg_rifleman, don't I?
What am I missing? ```CPP
class CfgVehicles {
class rhsgref_cdf_b_reg_rifleman;
class new_soviet_rifleman: rhsgref_cdf_b_reg_rifleman {
author = "Neviothr";
uniformClass = "Item_rhs_uniform_m88_patchless";
};
};
Well yeah besides that (CfgPatches is already there, I just posted only CfgVehicles).
class BWA3_Tank_Commander_Tropen: BWA3_Tank_Commander_Fleck {
author = "$STR_BWA3_Author";
_generalMacro = "BWA3_Tank_Commander_Tropen";
uniformClass = "BWA3_Uniform_Crew_Tropen";
vehicleClass = "BWA3_Men_Tropen";
editorSubcategory = "BWA3_EdSubcat_Personnel_Tropen";
editorPreview = "\bwa3_units\editorpreview\BWA3_Tank_Commander_Tropen.jpg";
};
Nothing, lgtm. This is what I use ^
What's _generalMacro?
π
iirc somebody said it was mainly just for debuging
Its the same type of relic as _F at the end of BI classnames. Likely they create classes or contents of classes with macros. This also dumps some output of the macro into _generalMacro = ;
So there is no point in having this, just as there is no point in having _F at the end of your classnames. π
yep
_generalMacro - is only used by some internal arma tools
there is no reason to keep it in your configs
β Thats what i had in mind
Ah here we go. Actual knowledge. π
_F == Futura indeed
me is gut \o/
Futura is the reason this came into existance. https://community.bistudio.com/wiki/CfgWorlds_Config_Reference#class_AnomalyPars
π
What does it do? oO
Nothing.
AFAIk it was something from the early stages of Project Futura, before A3 was turned into what it was during early access.
So no Aliens.
It does explain the rather futuristic assets in world and game. π
Regarding AnomalyPars ARMA3_TIME_ANOMALIES TimeAnomaly represents one time anomaly (time bubble)
You walk into it.. Animations slow down/speed up
Script commands for it:
setRefractPars Sets params for refraction.
Time Anomalies don't work in MP though. Which is kinda obvious as they alter simulation time and such.
There are also Fail Anomalies:
setEquipFailure Sets equipment failure of given type of person (commander unit).
Weapons would have a reliability variable.. To me that sounds very close to the Weapon Jamming that ACE has.
Yeah.. If reliability < failure"rate" then only plays empty magazine sound when you try to shoot.
Your electric optics could fail.
Can also cause Vehicle engines or controls to fail.
Also Wind Anomaly WindAnomaly represents one wind anomaly - causing wind blowing to/from center of the anomaly
That would be so cool if the wind is so strong that trees would bend towards it.
The Stalker Mod guys would certainly love this stuff.. And I do too. I see it not really fitting into the A3 theme.. But it would be a nice feature to have.
There is still something related to anomalies in the game right now..
If anyone knows what these words have in common...
rain, night, meadow, trees, hills, houses, windy, deadBody, sea, forest, waterDepth, camDepth, anomaly, coast, altitudeGround, altitudeSea, daytime, shooting, fog
Something related to ambient entity ?
arent those the keywords for simple expressions? like in selectBestPlaces?
I remember reading some of these in the sounds configs.
Oh wow, didn't know the script commands were still around.
Yes, those are simple expressions and are referred to as "ambient parameters".
They are used in sound configs, ambient life configs and also for selectBestPlaces script command.
There is another, 4th use for them that was pretty obscure and i cant remember what it was. :/
The script commands are not around anymore. If they were they wouldn't do anything and just return Nil
They are not script commands outside of where they're used.
Btw @jade brook this is the error I was getting earlier https://pastebin.com/9Z7LRy7x (too long for Discord).
Oh I know what's causing it.
rhs_uniform_m88_patchless and Item_rhs_uniform_m88_patchless are different things.
Bad news - units aren't equiped with the M88 uniform, but rather with the Flora one, which for some reason doesn't have an icon in the inventory. Good news - no more errors.
@sullen fulcrum -
uniformClass = "Item_rhs_uniform_m88_patchless"; that doesn't sound like proper uniform class
@hot pine read above. I change it to rhs_uniform_m88_patchless. Now units aren't equiped with the M88 uniform, but rather with the Flora one, which for some reason doesn't have an icon in the inventory.
oh man... another bad damage mechanic...
Turns out that if a bullet hits a hitpoint A on an object, another hitpoint B on the object can take up to 3x the indirect damage compared to hitpoint A (more damage than defined in the projectile config ) ... up to 3x as much. There may be more shenanigans, i may not have found the pit of this stupid damage system hellhole either.
Funny thing is: Let the DamageHandler log each hit. You get xxxx entrys -.-
even with 0 dmg
yes. Thats why i have some filtering applied, but its not enough. I now also have to check if damage is higher than the config permitts and limit it... Oh and of course if you set damage it also triggers a DMGhandler (apparently?)...
idk, i use different methods. But in my vehicle damage system i destroy all hitpoints on a vehicle if ammo is hit and random condition is met... and for some reason it causes damage=1 to all hitpoints? But its weirdly logged... need to investigate further on that
But all in all -> Yeah, its erm... "not so optimal"
wait, what?
i destroy all hitpoints on a vehicle if ammo is hit and random condition is met... and for some reason it causes damage=1 to all hitpoints? But its weirdly logged``` *confused
i mean, the scripted damage setting causes a trigger for the damagehandler
You mean setHitpointDamage or setDam(m)age?
like i said, need more testing to see if this is actually the cause for the handler triggers or just some silly coincidence in the tests i made
_vehicle setHit [_x,1]
iirc, it doesn't trigger it, hmm..
for all hitpoints
i have to use it, because setHitPointDamage does only work for classnames... and good luck finding the right "HitTurret" on vehicle with multiple turrets or "" (<- is a valid class apparently)
handledamage returns selection, which can be damaged with setHit - easier handling. If it causes problems i guess i can try setHitIndex, but i doubt it does things differently
rgr dat
Any way to add in dialog, a button, to connect to an server, with ip and port ? ( i want to modify my main menu of the game)
no
Can anyone help me to get an XEH init EH to fire? Ive been trying for a bit but nothing to show for it.
These are the relevant file bits:
https://pastebin.com/YLT0nh8a
The logic show in the editor and I can place it, the function is loaded and I can call it manually and it works, but it's not fired from the XEH. Any clues?
step 1. try init = "diag_log _this"; as the EH
and maybe check if everything is correct in the config browser I guess
I'm not sure that the GVAR macro should be used in configs π€
it resolves fine
its a cheat for properly TAGging your shit
ill try moving the diag to the init property itself
yea definitively not firing
did i mess up the inheritance of class Eventhandlers; somehow?
from what i can see at the wiki at https://github.com/CBATeam/CBA_A3/wiki/Extended-Event-Handlers-(new) ive set up the XEH config itself correctly
hmm try adding
class EventHandlers {
class CBA_Extended_EventHandlers: CBA_Extended_EventHandlers {};
};
to the CfgVehicles class
I will but i can see it's already there in the config browser atm
ill need to declare CBA_... in the parent too right?
if it shows in config browser it's probably fine
@sharp stone so you want the module to run code?
its a game logic, just some init code
yea but there should be calls to the cba ones right?
Yeah, you place a module, run the mission, and the module runs code on init, right?
yes
ah seems Logic _does't have defined CBA_Extend... properties in class CBA_Extended_EventHandlers on my side
Where is your CfgPatches?
oh the mod is loading an all
i can place them and the code running in 3den works
just the init left
ah
gamelogics dont run CBA XEH by default it seems
π
thanks for the pointer, ill add them manually
... as soon as ive resolved the XEH macros π
thanks @gilded lake , got it working now!
https://i.gyazo.com/1dafff99d1d0ba3fa54d236b450fbf90.mp4
grasscutter for buildings π
π
@sharp stone It is indeed disabled for Logic, but this pull request would change it: https://github.com/CBATeam/CBA_A3/pull/645
Problem is that there aren't enough test results yet to see if this doesn't cause any problems with map objects etc.
Mhm for map objects would be interesting
Houses that can register themselves for loot/garisson/??? Scripts
@jade brook could that be used for whitelisting buildings and having AI automatically garrison them without having to run a script?
@sharp stone that's actually pretty cool. Might use this myself (if you don't mind of course).
It's not really about terrain objects. More like classes that typically are associated with terrain objects. class Static etc.
So when you place a chair with Eden, the chair can use XEH.
ah i only read the small preview in discord, my bad
^
also @sullen fulcrum it's pretty trivial code. the hard part is actually getting everying working nicely in 3den since everything works a little bit different
you can browse around here for the implementation
i have my dev version that works from the debug menu laying around still too if youd like to work from that
Thanks.
Can arrays made by macro only have one item in them?
Below is an example of what im tring to do, the macro works fine with just one item in the array but any more and it skips the entire class
textures[]=TEXTURES;\
};
VEH(C_Kart_01_Red_F,{"Index_0"})
// output:
class C_Kart_01_Red_F
{
textures[]=
{
"Index_0"
};
};```
nah, afaik at least, you can't put commas in them
that is a tad inconvenient
This is what I usually end up doing:
#define VEH(CLASSNAME,tex) class CLASSNAME {\
textures[]={tex};\
};
#define VEH_2(CLASSNAME,tex1,tex2) class CLASSNAME {\
textures[]={tex1, tex2};\
};
#define VEH_3(CLASSNAME,tex1,tex2,tex3) class CLASSNAME {\
textures[]={tex1, tex2, tex3};\
};
Or incorporate these:
#define ARR_2(arg1,arg2) arg1, arg2
#define ARR_3(arg1,arg2,arg3) arg1, arg2, arg3
#define ARR_4(arg1,arg2,arg3,arg4) arg1, arg2, arg3, arg4
Also have seen this being suggested:
#define COMMA ,
Hey folks, I have a big issue with my DIY AC-130. Previously I had it all working when it was baked into CUP's C-130J, it was all working, turret guns and all. I decided that the test was successful and wanted to make the AC-130 into a separate addon with CUP as dependency. However for some reason I just cannot fire weapons at all. The ammo is displayed and all, but nothing happens when I pull the trigger. Not even some horrible broken bullets come out. The model is set up and all.
Previously it worked fine https://vimeo.com/198143036
Here's the standalone pbo: https://cdn.discordapp.com/attachments/113582942508417024/312933933702447104/AC-130.pbo
obviously CUP_B_AC130_40mm_HE doesn't exist @barren umbra
yeah, thanks for pointing that out, I changed the classname somehwere down the line
Do you guys know if there is a way to set faces for units? I want my insurgents to have like, eastern faces.
class Insurgent_Rifleman : I_G_Soldier_unarmed_F {
_generalMacro = "Insurgent_Rifleman";
side = 2;
scope = 2;
scopeCurator = 2;
displayName = "Rifleman"; // In-game name of unit
faction = ZEUSOPSInsurgentFac; // Puts unit under new faction
vehicleClass = "ZEUSOPSInsurgentFac_Infantry"; // Puts unit in the vehicleclass
icon = "iconMan";
editorCategory = ZEUSOPSInsurgentTop;
editorSubcategory = ZEUSOPSInsurgentInfantry;
nakedUniform = "U_BasicBody";
uniformClass = "U_BasicBody"; // Uniform Class
backpack = ""; // Backpack Class
linkedItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; // Item's added to the unit.
respawnLinkedItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; // Item's added to the unit. Should be identical to the linkedItems section.
magazines[] = {"rhs_30Rnd_545x39_AK","rhs_30Rnd_545x39_AK","rhs_30Rnd_545x39_AK","rhs_30Rnd_545x39_AK","rhs_30Rnd_545x39_AK","rhs_30Rnd_545x39_AK","SmokeShell","SmokeShell",};
Respawnmagazines[] = {"rhs_30Rnd_545x39_AK","rhs_30Rnd_545x39_AK","rhs_30Rnd_545x39_AK","rhs_30Rnd_545x39_AK","rhs_30Rnd_545x39_AK","rhs_30Rnd_545x39_AK","SmokeShell","SmokeShell",};
weapons[] = {"rhs_weap_ak74m_camo"}; // Weapons added to the unit.
respawnweapons[] = {"rhs_weap_ak74m_camo"}; // Weapons added to the unit. Should be identical to the weapons section
};
it's defined by their identityTypes iirc
identityTypes[] = {"LanguageENG_F","Head_NATO","G_GUERIL_default"};
typical CSAT soldier: identityTypes[] = {"LanguagePER_F","Head_TK","G_IRAN_default"};
Sorry, not sure whether to post here or the dev branch channel. But does anyone have any information on what's changed with laser targeting/ locking. Currently in the stable build, the weapon I've been working on can lock onto a laser marker and fire accurately, but on the dev build, I can't lock. I know they changed it so targets have to have a heat signature, but that's not ideal. Does anyone how to change this? Cheers
What does your weapon's cfgAmmo class use as a parent? If it's inheriting from an ammo type that has new sensors defined, but not a laser sensor, it wont lock on laser targets
Basic class setup to use is something like this: https://pastebin.com/qSUQmv37
Which a3 cargoposes works with ffv?? trying to find one that can fit my vehicle a little better
Is there a way to globally disable RHS' FCS? They seem to be pretty kin about not removing the darn thing.
nope ( Ν‘Β° ΝΚ Ν‘Β°)
Shame.
hey is there anyone willing to jump on my teamspeak and help me out with my mod? its just a simple vest retexture and i need help adding the carrier rig
in the config
@polar locust Can you copy paste the config here and I'll take a brief look
Config is too big to copy and paste. plus I got alot I want to do
also taking small steps is key if you are new to this...
unless you want to redo everythin over and over
i'm taking small steps but i'd like a mentor or something
i'm trying to make a retexture of the carrier rig. i already got the carrier light
also I'd like to create custom units with custom classes
anyone good with config that is willing to help me out with my mod
Hey quick question, when I stand up straight and shoot a custom weapon the sound is really quiet, but if I lean and shoot I hear it at normal volume.. Its the same thing in first person
any ideas?
I tried my own config and I also used the vermin config and m200 config
is there a way to add 3den init scripts or events in configs for objects? (the ones at the bottom here) https://community.bistudio.com/wiki/Arma_3:_Event_Handlers:_Eden_Editor#Object_Event_Handlers
the example only shows adding the 'Editor event handlers' in the config
actually maybe they can be added in the normal EventHandlers in objects.. will try that
they can
@polar locust Change tis to a path to a p3d { uniformModel = "\A3\Characters_F\BLUFOR\Data\equip_b_vest02";
uniformModel = "A3\Characters_F\BLUFOR\equip_b_Vest01.p3d"; ```
Does anyone know where I can get a list of all the aircraft pylon weapons classnames?
From the ingame config viewer.
can probably make an all in one config too
Thats what I was hoping for, mainly a config of the new jets DLC stuff
Would do it myself but I got no idea how to do config dumps
π
Hello guys! π
JSRS Soundmod - 5.17.0517 Changes:
Additions:
- Added New Footstep sounds for various surfaces like dry and tall grass, forest and concrete
im looking for how to disable footsteps sounds for some anims
daz it possible?
For some animations probably not, as the animations I presume would just call upon the walking footsets sounds. So if you disable the sounds or comment them out then you wont have any footstep sounds for any animation
hi guys. Im making an aircraft where I want to use proxies for visuals changes only between two variants. can I do this in the config? I know how to change between different weapons using proxies, but what I want should only be static objects with no functionality
one variant will have fueltanks on the wings and the other will have missile pods
I can solve the issue with hiding stuff, but I wonder if there is a more sexy way of doing it
Anyone here familiar with making gunpods work in the Dynamic loadout?
@boreal heart probably, or not works 100% ? Did u tryed it by self?
does A3 happen to define a macro when Apex is loaded?
@agile flame I have tried. I've followed the biki, I went through the config dump and tried to find out how they did gun pods but apprently they dont exist so I had no luck there. I tried following someones mini template thing for gunpods but that did't work either
100β¬ bet, that the guy who made the CargoIndex's for the Truck was drunk, while he did that ^^
Rows from Last to first Seat at "Tempest Open" ( O_Truck_03_transport_F )
{5,4,3,2,9,1} - Left Row (9?)
{11,10,12,8,7,6} - Right Row (ffs?)
Guess its to simulate ppl spreading out inside
It's only at the Tempest and HEMTT.
@boreal heart im asked about footstep sounds...
Misread it then mate. As for the footsteps, I haven't tried, I'm just going off common sense and how I think it is set up. You could disable sounds for certain surfaces but not sure about animations. As the sound would just play in relation to the surface, I may be wrong though
@viral rapids did they proxies get re-indexed for FFV?
Hi guys. Has anyone here experience with VTOLs? I'm having an issue. My VTOL feels like a brick to fly when it's hovering. Very unresponsive controls. I tried using the same flightperformance variables as the Y32 xi'an(as it should behave more or less just like it) and distributing the mass the best I can.
When flying like a normal jet in high speeds, it works fine.
Any obvious reasons whats wrong? What am I missing?
@untold temple I doubt it
@fathom thorn if u use "masscubes" move them closer together, that should reduce moments of inertia. Alternatively, there are some config settings for vtol/hovermode that influence sensitivity (dont remember what it was called )
Hello all, I'm working on a new RP framework(so to speak) and could use some help, especially with extDB. Please contact me on steam: Azuren's Tactical Dog if you can help! (I'm not making a full fledged altis life, just something hat can fit the needs of my server.)
Hello guys. I made a new vehicle and configurated it like a tank. But now, when i get in as the driver, my character is not visible in 3rd person. Do you have any idea on this ? (nb : the problem disapear if i use simulation = "carX" instead of simulation = "tankX" )
Here is a video : http://plays.tv/video/5925955590ecf76918/excavatrice-tank
you can also see that when i switch to 1st person, i have a "tank" view and i'm wondering if i can change that
Driver proxy in the visual lod?
@fervent glacier I you add a pilot view LOD you can change the 1st person view. It should just contain what you can see and not the whole model
@wise fog the driver proxy is ok
@fathom thorn thanks i'm going to try
Its in the correct position for resolution lod 1 and all others?
yes
Is the path to the proxy model correct? are you sure you assigned a name to the proxy and didnt just make a selection?
I haven't played with tanks much, there might be a config setting missing
Such as show driver in 3rd person = 1
Might just be off for tanks in general
It should be enough just to add the proxy
when i select the option to expose myself , i can see the driver
This is how all tanks work. You have to be turned out for the proxy to appear
can force the vehicle to have the driver turned out at all times
related: https://feedback.bistudio.com/T83066
Oh god yes please
hideProxyInCombat=0 solved the problem. The character is always in the "turn out" position
thank you guys for your help
I have hideproxyincombat = 1, and my driver is visible all the time, but I just realized my class is B_APC_Tracked_01_rcws_F
Does anyone know what the defined class for the pilot sling load camera is? the pip rsc optics code ? cant find anywhere on BI
@ornate plaza - check pilotCamera class for rsc class
@strange egret - funny fact - there is commented out part of the code in A3 from VBS that contains control over "viewdriverinexeternal" yet after uncommenting that driver was visible inside but his FG was not working at all
FG?
firegeo
ah
the firegeo was propably added later , and maybe in a way that only works with "status quo"
the marvels of legacy engines - a core and a big stack of features stapled to it. If you change the core, staples will come off ^^
well, it's working in VBS somehow right now so it's probably possible to make that working in RV engine too
would be very nice
needs some spies infiltrating BI Sim though π
Can you tell em to steal the Pin&Hole Stuff too? π
of course it works in VBS, it has much more staples in it. <- thats how coding works, i'm sure
any idea why my items in cfgunits won't go to backpack of a unit?
here's the part of the -hpp that won't work https://gist.github.com/saunatyyny/9a405dae235bf277228555f87e778268
it gives unit the stuff only to its vest and uniform, not anything on backpack
you mean the backpack is not added, or are items not added to the existing backpack?
items are not added to the existing backpack
check how vanilla units are setup. Might be possible that items for backpacks have to be predefined in the backpacks config. Never done this myself
checked, the vanilla units are made the same way
check the backpacks they use.
trying to set up 3den attributes on a set of objects.. do they not inherit?
can see all the attributes in the config viewer, but they don't show in 3den (only attributes explicitly defined in each object)
but in the base class it shows all 10+ attributes that show in the config viewer
did you set your requiredAddons correctly? You might add the attribute before the inheritance happens, so to speak.
there are no required addons, it's all in 1 config
if it wasn't inheriting properly, i don't think it'd show everything in the config viewer
@dim mist eden attributes are not visible unless you redefine them
class Attributes: Attributes {
class ObjectTexture: ObjectTexture {};
class rhs_decalNumber_type: rhs_decalNumber_type {};
class rhs_decalNumber: rhs_decalNumber {};
I use something like that for rhs
yeah ok, thanks.. at least I don't need everything duplicated in there
wierd that you have to do that
needs some spies infiltrating BI Sim thoughhah, meeting scheduled. π
has anyone a idea how to set particle movement speed?
moveVelocity seems to do nothing
trying to make a brass that flies to the right
it just drops straight to the ground
is it for a handweapon?
if yes, then moving the "endpoint" of the particle memorypoint further away from start increases "throw distance" in my experience
Well i need to script that as i want the shell to eject when bolting, the standard system only allows you to eject it directly when shot
@sullen fulcrum have you tried multiplying it? direction is probably a normalized vector so the speed would be 0.5 with that directionX/2 etc
might be too slow to be noticable
@dim mist i do that in the actual particle class, the first one is intended to be a "baseclass"
moveVelocity[] = { "directionX * 100", "directionY * 3", "directionZ * 3" };
at least something should move with that
ah ok sorry, didn't scroll down enough
np ^^
is 'direction' definitely right? I've got one that uses moveVelocity[] = {"inDirX * 5", "inDirY * 5", "inDirZ * 5"};
that's for blood spray
might have different vars available depending on where it's used
tbh i have no idea where it's comming from π
couldn't find any info on the wiki so i just copied vanilla stuff and assumed something...
yeah i dunno sorry, as you said the vanilla one is like yours
If its already zero, multiplying it wont help. Try adding to it? But that seems like solving a symptom, not a cause...
yeah, sorta need the * or it'd always go the same direction
- should do something if it's working at all
thats what i assumed as well, no luck so far..
@scarlet oyster i posted the pastebin above, do you have any idea?
im retexturing the Mk18, got the texture loaded, went through and changed the class names so it came up seperate from the vanilla MK18. but now you can only put on vanilla sights, none of the modded ones. anyone have a clue what's going on? https://pastebin.com/wkGrzWLe
you're not inheriting the slots properly
or not defining them properly to inherit
if all you're doing is retexturing, you don't need 90% of that
im guessing i could get rid of the sounds and all that
(you'll need to find the proper base class)
can probably delete at least the model too (because you're not changing it)
Hi. I am making two different variations of the same aircraft. 1 with fueltanks and the other with missile pods. I know of two ways to do this.
-
include both(fueltanks and missilepods on top of eachother) and use a script for each variation to hide a selection.
-
make them as seperate objects and use a script with attachTo for each of them. which solution is best performance wise? or is the difference insignificant?
or is it a third option that can be done straight in the config itself?
sorry for double posting (also posted in the scripting channel)
cut it down a whole lot, i understand what you're saying now @dim mist and still, only vanilla and ace sights
NVM, got him workin
thanks for the help @dim mist
Struggling with a rocket config:
initSpeed in magazine is 96 but in game it starts at 350
What am i missing?
{
scope = 2;
type = "3* 256";
initSpeed = 96;
model = "\magazine.p3d";
modelSpecial = "\foaded.p3d";
displayName = "Rocket";
ammo = "fow_R";
picture = "\fow\fow_weapons\piat\data\ui\rocket_ca.paa";
mass = 25;
};```
{
simulation = "shotRocket";
hit = 400;
indirectHit = 50;
indirectHitRange = 2;
initTime = 0;
thrust = 0;
thrustTime = 0;
fuseDistance = 5;
sideAirFriction = 0.5;
timeToLive = 15;
maxSpeed = 96;
model = "\fow\fow_weapons\projectile";
simulationStep = 0.002;
cost = 175;
whistleDist = 5;
airLock = 0;
aiAmmoUsageFlags = 128;
irLock = 0;
maneuvrability = 0;
allowAgainstInfantry = 0;
muzzleEffect = "";
effectsMissileInit = "";
effectsMissile = "EmptyEffect";
};```
Does the weapon class have an initspeed param as well?
if you want to use the one from the mag nowadays the weapon has to have initspeed = -1;
i've checked the cfg in game, it had 30 as default, i've tried it with 0
i'm gonna give a try with -1
same result
:...:
https://pastebin.com/ZWQbUMqj still having the same problem, only able to put vanilla arma sights on it, here's the original MK18 config: https://pastebin.com/iiahfLLy
@mint pike the base might not have the attachments set on it.. try inheriting an actual equippable weapon
ive had it inherit (i believe) the base gun
and all it does is replace the texture, for the MK18, rather than it be its own seperate mod
it should work with your texture as a seperate gun if you do as you have but replace EBR_base_F with whatever the working vanilla gun is
not sure if that's what you mean by 'its own seperate mod'
if you did VanillaGun_F : EBR_base_F it would replace the textures on the vanilla one
I'm still very confused as to how pathing works with arma 3. I've added my addon prefix to : midnight_insignia and my cfgPatches looks like this: class CfgPatches { class asw_midnight_insignia { name = "Insignia - ASW"; author = "Midnight"; url = "armasimulatedwar.com"; requiredVersion = 1.68; requiredAddons[] = {}; units[] = {}; weapons[] = {}; }; };
and my CfgUnit Insignia looks like this:
{
class midnight
{
displayName = "Midnight Patch";
author = "Midnight";
texture = "\insignia\data\midnight_eye.png";
textureVehicle = "";
};
};```
the prefix = the root of your pbo
so it should be "\midnight_insignia\data\midnight_eye.png" (if you can use .pngs?)
and assuming it's in a data folder in your pbo @clever kestrel
cfgpatches doesn't effect the path
@dim mist Yeah it's actually a .paa I dont know why it's a png in the config (yes I did already make the change to .paa). pbo is name insignia though?
pbo name doesn't matter, just the prefix
Well that's weird, literally the prefix, pbo name, and cfgPatches (I understand that you don't need cfgPatches changes, I was just identifiying that there is pretty much similar in every naming convention)
yeh the pbo name doesnt matter at all (renaming the pbo won't change anything)
the cfgpatches name is just used for 'requiredAddons' on other pbos
Right.
prefix is all that matters for the path
I'm so at a loss then, the prefix matches up to the path perfectly.
not in the example you pasted?
prefix is insignia ??
oh ok, thought you said it was midnight_insignia
No no.
you checked the prefix is right in the pbo? (extracted it)?
Yep.
during runtime the insignia cannot be found.
yeah i don't know sorry, we have some in our modset, prefix (generated from folder on P:) is \asor\asor_insignias, config has class CfgUnitInsignia { class CMD_PAT { displayName = "CMD 1"; author = BLAZE; texture = "\asor\asor_insignias\data\SWORD1.paa"; }; };
P:\MyMainFolder\MyModFolder\Texture\image.paa
texture = "\MyMainFolder\MyModFolder\Texture\image.paa";```
or
P:\Midnight\Insignia\Texture\image.paa
texture = "\Midnight\Insignia\Texture\image.paa";```
@viral rapids Well, I'm worried about this because using a absolute path could cause problems if someone were to rename the folder?
they would have to rename it inside the pbo
Yep
Oh I see. duh my bad.
π€
So your *Path is (when you use P: Drive) the full path, just removing "P:" from it
(fk discord...)
I assume you pack with PboProject?
discord made it correct anyway? should leave the \ in
Alright, easy enough. Yes I use PboProject.
Ah, yeah. True Lecks π
Then hf. There isn't much more to tell about it
Except...
When the file is in a Missionfile:
\ <-- Must removed at the beginning ( \= indicator that it has to search in an addon)
yeah and for some reason in p3ds you can't have it
π headache inducing.
what dscha was saying will break if you manually set a prefix btw
(have a $PREFIX$ file)
yeah
tbh, i can't remember when i set up the $PREFIX% file by myself the last time
Well, it's sort of like the eden editor properties for multiplayer. I never trust that shit, I always do it manually with .ext file.
Thats from BI π
I still don't trust it. Give me the crazy eye a few different times
one thing i can say: You can trust (99% of the time), what PboProj does.
Yeah, freaking addon builder reports nothing back to me unless I go digging around in logs. PBO is project and tells me up front. "Hey moron, there is something wrong"
It's all working now. π€·
Nope. π
rgr that, back to OBE then =}
okie dokie
does anyone know how to make the mirror checkbox actually work on modded planes (I already defined mirrorMissilePos to the corresponding pylons)
Prefixs need better documentation.
for what?
Don't know what should be documented on that. You add a prefix you get a prefix
It seems like a lot of people (including myself) are confused by it.
P:\MyMainFolder\MyModFolder\Texture\image.paa
MyModFolder = the one you select to pack
=
prefix=MyMainFolder\MyModFolder
texture = "\MyMainFolder\MyModFolder\Texture\image.paa";```
Thats it oO
I always thought the prefix is added behind the path... π€¦
Yeah.. Because pre is the same as post.
π€¦
Anyone know how to get the NATO boxes as seen here
To show up for custom units, or just how do you get them in the first palce
in cfgGroups you need to set up the appropriate icons
have you even looked at a vanilla config?
icon = "\A3\ui_f\data\map\markers\nato\b_inf.paa"; its right there
Yea I did, ages ago, just looked recently and found it as I was asking haha
Probably did a real basic search back then
Would anyone know why when I make custom SMA weapon classes for my milsim unit they spawn in with no attachments, but when I use RHS weapons they work fine
class SMA_Mk16_Green;
class SOR_USMC_W_Mk16_SLTL: SMA_Mk16_Green
{
class LinkedItems
{
class LinkedItemsOptic
{
item = "SMA_eotech552_3XDOWN";
slot = "CowsSlot";
};
class LinkedItemsAcc
{
item = "rhs_acc_perst1ik_ris";
slot = "PointerSlot";
};
};
};
For example, that weapon when spawning in with my units have no attachments, but if I swap the classes out to an RHS one, the weapon spawns with attachments
Are the attachment classes you're writing, definitely compatible with the weapons? IIRC, SMA's SCARs have a few items that are specific to certain weapons
I can put them on in the arsenal, and they work fine
But when trying above they dont work, if thats what youre asking?
@grand zinc I'm confused.
ok
When it comes to Arma modding confused is my normal state.
Does anyone know how to get magazines to show up in the magazine list, in the Virtual Arsenal
They show when you have the rifle equipped, but not from that magazine list (the button with 3 mags shown)
scope =2;
scopeCurator =2;
scopeArsenal = 2;
None of those have done the trick
wut? It should with those settings.
Yea, it should, but it doesn't
I thought perhaps there was a new line to add, they only added that button back last year
yea I don't know what's going on
Did you checked the ingame config Browser? Maybe a 2nd Class has the same name and overwrites it.
I was just about to XD
^^
sounds more like the weaponPool script commands
Nope not that, hmmmm, this is weird
Wonder if I have to make a cfgVehicle for it like I would for use in the editor
I guess you can't place magazines in the editor, alright now I'm getting frustrated
put them inside an ammobox, hit play and drop them on the ground then
unless you want to place them for mission/beautification purposes...
pretty sure there is a way for that too
Nah I need them to come up in the Arsenal from the magazine list
And scopeArsenal = 2; isn't working
is it listed in your CfgPatches magazines[]={foo} ?
oh bollux, no it isn't, I'll try that, thanks man
thats propably it then
No such luck
@boreal heart might want to check the class name of the slots in those SMA weapons. They might not use e.g. class CowsSlot but instead give it some custom name
looking at the SCAR, they use names like asdg_OpticRail_SMAAssault for the optic slot. asdg_FrontSideRail_SMAAssault for the laser/light slot and asdg_Underbarrel for the bipod slot
so would need to use that in the slot = ###; parameter of the linkedItems
blergh -.- stupid hardcoded bullshit. Static weapons apparently dont respect custom selection names etc
For what? "hlavne" etc mem points?
no mainturret and maingun connection between model.cfg and turret logic
or its a different error...
Have noticed the mainGun source seems to go backwards to what I expected on e.g howitzers and mortars
nvm, it's the same for everything- increasing value depresses the gun, negative value elevates
great, my mortar falls over all the time, with out even doing anything
@untold temple I never thought about looking there, I didn't realise you could make your own slot classe etc! Thankyou I'll look into it π
You know where I can actually find this info out for myself? for future reference?
Actually nvm π You info fixed it, as always I find what I'm looking for right after I ask about it
Could someone please point me in the right direction for updating a mod vehicle to use the new FCS? The vehicle hasn't been updated in a long time, but obviously now with ACE removing their FCS.
@spiral steppe You have a custom turretInfoType?
For lack of a better word, any idea why my plane is "humping" the ground after the engine is on goes foward on its own
is there a guide anywhere on how to create macro definitions?
#define sysChatThis(AAA) systemchat str AAA;
sysChatThis(Blaaaa) = "Blaaaa" in the Systemchat
#define mag_xx(a,b) class xx##a {magazine = a; count = b;}
@viral rapids What about this? What are the additional ##'s for?
should have formated that properly
Example: (used that, to define the UserAction Conditions and Statements for the CUP-Buildings:
#define StateCond_Door_1_O(DOORNUM1) \
condition = "(this animationSourcePhase ""Door_##DOORNUM1##_sound_source"" <= 0.5)"; \
statement = "([this, DOORNUM1, 1] call BIS_fnc_Door);";
#define StateCond_Door_1_C(DOORNUM1) \
condition = "(this animationSourcePhase ""Door_##DOORNUM1##_sound_source"" > 0.5)"; \
statement = "([this, DOORNUM1, 0] call BIS_fnc_Door);";```
StateCond_Door_1_O(1)
would result in:
condition = "(this animationSourcePhase ""Door_1_sound_source"" <= 0.5)";
statement = "([this, 1, 1] call BIS_fnc_Door);";
So ## = Add to an existing thingy
#define mag_xx(a,b) class _xx_##a {magazine = a; count = b;}
why isn't it needed here:
#define mag_2(a) a, a
Oh wait I get it
mag_xx(a,b) class xx##a {magazine = a; count = b;}
mag_xx(MyName,50)
class _xx_MyName {magazine = MyName; count = 50;}
Yep
Ah, thats the side i was searching... bookmarked now -.-
is it possible to add an init script to a uniform through config? I know I can do it to the soldier that the uniform is attached to, but what about the uniform object itself?
I thought swapping uniform was swapping the unit class?
Since uniforms require a cfgweapons item for the inventory but are are linked to a cfgvehicles unit class
don't think so (part of what makes uniform configs so confusing).. typeOf player doesn't change and i don't think an init script would run
Are #defines shared bytween addons?
No. That's not hot preprocessing works @sullen fulcrum
You only have access to #define's that are in your file before your #ifdef
So ```CPP
// In addon 1
#ifdef magicNumber // Defined in addon 2
// Do stuff
#endif
yeah
they are processed on a per-file basis. So if the #define is not higher up in the same file where you #ifdef it will not work
Ok. Thank you.
You can #include the file from the other addon. But then for everyone that has addon1 but not addon2 the Game will just die because of the missing include
not if you use mikeros tools
it preprocesses while building
preprocesses cpps and their included hpps that is, not SQFs
Yeah binarized confics are preprocessed when they are binarized. Same for BI's tools
anybody have a clue on how to configure for CfgRanks?
I tried replicating it by observing the config entries seen in the config viewer, but nothing of it.
disregard last.
Hi, im having a problem with getting my animationsources to work for my custom aircraft.
the damper for the first wheel works fine, but the second and third don't work or show up in buldozer (the animations source). anyone know what the problem could be?
https://gist.github.com/Whitefame/0891d70a8a112e810aa2059e347f4a7d
Does anyone know how do I empty/remove the compatible Items array from a config patch?
compatibleItems[] = {};
Setting it as that doesn't allow any items, is there a way to remove it completely?
don't understand what you mean.. that would probably just give an error or be the same as setting it to nothing?
you want to undo the changes from a patch pbo? (but keep what was there before it was patched)?
if so, i don't think that's possible (without editing the patch pbo)
i want to remove the compatibleItems[] setting completely, this is for a compatiblity patch for another mod
there is a syntax 'delete compatibleItems;', but i've never successfully used it
still don't really understand what you're trying to do though tbh
omg thankyou so much the delete compatibleitems; worked a treat
nice, np
my friend wants your address so he can come hug you π
i think i've only tried it on classes, not variables.. i guess that doesn't work
Does anybody know why this happens? and is it a list somewhere on whitch ammotypes that work and whitch that dont in this case?
Hey guys, already asked in #arma3_texture, not sure if that was the right place, so i am going to try my luck here :)
I want to texture a vehicle as i already did a few times before. But this time i just don't get it to work. Despite doing the exact same thing as i did when it worked, it does not now.
I hope you guys can point me to the right direction.
https://pastebin.com/L7d2EFV5 here is my config.cpp
My addon ist called: grad_press.pbo
In the pbo there is the config.cpp and a folder called data. The texture press.paa is in that folder.
When i start the game with my mod, i can place the vehicle Offroad (Press) but an error appears telling me that the texture could not be found.
@balmy spear Did you add it in sections[] in model.cfg?
Oh i did not mention, that i am using a vanilla car. So there is no model.cfg, right?
well to the best of my knowledge, if you are using hiddenSelectionTextures for texture variations.. you need those selections in sections in the model.cfg
whats in your hiddenSelections[] then?
in cfgVehicles
I think you need something like:
hiddenSelections[]={"color"};
and in the model.cfg:
sections[]= {"color"};
But where is the model.cfg?
I think you need to make your own, and inherit from the vanilla car
Hm i actually dont think that, because when i textured vehicles (vanialla) before i never had an extra model.cfg π
Thats what weirds me out, i did everything like i usally did, but it does not work π
hm
But i added hiddenSelections[] = {"camo1"}; as you mentioned
Gonna try if that fixes sth
well like you said. the vanilla one probably already have that.. maybe thats not the problem then
Yea
btw to texture the offroad i have to turn off the automatic randomizer.
I did that by adding:
class EventHandlers
{
init = "(_this select 0) setVariable ['BIS_enableRandomization', false];";
};
is that the right way? Maybe thats whats wrong π
sorry don't know
adding the hiddenselections part seem to changed sth. Not the vehicle spawns but has not the texture applied. so maybe the randomizer still kicks in.
@fathom thorn No worries, thanks for your help π
np π
Hi guys. When I inherit Ammo from M_Air_AA and M_Titan_AA_long, I am able to use my own proxyshape, and they are located (and fired from) the position where the proxy is in the p3d (for example proxy:\a3\weapons_f\ammo\bomb_01_f.008).
When I try to do the same with R_80mm_HE (used by skyfire_rockets) I'm not able to do this. The rocket in flight use the correct model, but they all fire from the default point in the center (memoryPointLRocket = "Rocket_1";) and they are invisible until fired
Does anybody know why this happens? and is it a list somewhere on whitch ammotypes that work and whitch that dont in this case?
hey, can you apply custom textures to models that dont have hiddenselections?
I think so, if you specify the path to the texture in the p3d
but then you will only have that one
Is there a way to remove the "Engine On" userAction from a pilot? (an alternative method is to remove the fuel so the engine won't start, but that's not what I want).
you only want to start the engine using shift?
have been looking for removing defauly userActions myself actually. made my own landingGear userAction but didnt know how to remove the default one
you can't remove these hardcoded actions but you can use https://community.bistudio.com/wiki/inGameUISetEventHandler to prevent someone using them
what happens if you add this?
startEngine = 0;
@twin plume can only apply textures if it has hiddenSelections in the config that match 'sections' in the model.cfg
startEngine is for turrets to set whether moving the turret will start the engine
ok
Can some tell me why the AI refuses to take off when having passengers on board?
If he is alone in the aircraft he takes off when I order him to move somewhere.....
am I missing something in my config?
Thanks @topaz ridge , I suspected they couldn't be removed. I'll take a look at that EH.
is it possible to addon optional addons? Like add features that use content from another mod as a dependency but it won't load if that mod isn't loaded?
If it is scripted you can just check in the script if the other addon is there. If it's config based - no.
Just put the pbo in the optionals folder instead of addons and let the user move it themselves
Can someone point me to documentation for class OpticsIn and OpticsOut?
i havent seen any. what do you want to know?
Just what it does mainly. I'm mostly having an issue with the NewTurret class. The gunners head wont turn and is stuck forward.
so you mean freelook is not activateable? Or are you trying to have the gunner face in a different direction than the turret barrel / optic by default?
Yeah freelook is not working
gunnerForceOptics = 1;
gunnerOutForceOptics = 1;
will prevent you from activating freelook
in turretconfig, not opticsIn and out
Ok that works.. Now I have a CoPilot class with class OpticsIn... but the optics wont move with the mouse...
This is what I'm using - class ViewOptics
{
initAngleX = 0;
minAngleX = -30;
maxAngleX = 30;
initAngleY = 0;
minAngleY = -100;
maxAngleY = 100;
minFov = 0.25;
maxFov = 1.25;
initFov = 0.75;
};
memory viewpoint needs to be made a bone and child to gun bone in model.cfg
anyone know why 3den attributes would only get set on the server despite having expression = "_this setVariable ['%s',_value, true];";
does anyone know what property makes reskined stuff apear in 3den
didn't think you needed anything if the original shows
possibly needs to be in units[] = in CfgPatches
strange because my units and everything works , including in VA and in creates but i cannot place a uniform or helmet of vest from my mod down onto the map its self
oh.. those need an extra CfgVehicles thing added
in addition to the CfgWeapons stuff you have
could you provide me an example?
all the things like configfile >> "CfgVehicles" >> "Vest_V_BandollierB_khk"
basically works like an ammo box
with just the 1 vest in it
and vehicleClass = "ItemsVests";
the vest goes in "TransportItems" as in normal ammo boxes
class B_AssaultPack_Nutria: Bag_Base when i define class as such it shows in 3den , anyreason why? also do i have to go and say uniform_base now for each of my uniforms ?
backpacks are the exception because they're vehicles, not weapons
do you want them to not show?
in a nutshell you can think of it as CfgWeapons = inventory items, CfgVehicles = objects in the world
if a 'weapon' is in the world, it needs to be in a 'weaponholder' like a 'groundweaponholder' or ammo box
uniforms also need to bein the cfgVehicles for the actual unit
so yeah, to make everything show, you'll need the additional uniform, vest, headgear and any items in cfgvehicles
{
class H_Booniehat_oli
{
name="H_Booniehat_oli";
count=1;
};
};``` as such?
and this is under cfgWeapons?
sooooo since when did headgear things end up in vehicles?
they're not in vehicles
only the 'fake ammobox' to place it in the map is
(the part you're adding now)
has always been like that in A3 at least
so i have just been doing it wrong for the past year?
well the vehicles part isn't really necessary
yeah i know but its nice to have
only if you want to put down a helmet on the ground in 3den
so i wouldn't say u've been doing it wrong.. just not including that feature π
i've never bothered adding those things because it seems like it'd be pretty rare you wanna place stuff like that
true but im making a campaign for my clan so yeah this is a nice to have feature π thanks for the help , also class Headgear_Base_F; class H_Booniehat_SADF_F: Headgear_Base_F { scope=2; scopeCurator=2; displayName="Booniehat [Nutria]"; author="[SAWRecce]Maj.AntiAlligat3r"; editorCategory="EdCat_Equipment"; editorSubcategory="EdSubcat_Hats"; vehicleClass="ItemsHeadgear"; model="\A3\Weapons_F\DummyCap.p3d"; class TransportItems { class H_Booniehat_SADF { name="Booniehat [Nutria]"; count=1; }; }; }; that goes in vehicles class H_Booniehat_SADF_F; class H_Booniehat_SADF: H_Booniehat_SADF_F { author="[SAWRecce]Maj.AntiAlligat3r"; _generalMacro="H_Booniehat_SADF"; displayName="Booniehat [Nutria]"; picture="\A3\Characters_F_Bootcamp\Data\UI\icon_H_Booniehat_oli_ca.paa"; hiddenSelectionsTextures[]= { "\SAWRecce_ArmA3_Dev\Nutria\headgear\data\booniehat_Nutria_co.paa" }; }; that goes in weapons?
err nvm, that's right
hey guys... Looking for a little mod building help - I'm getting a build error "config.cpp has externs but no RequiredAddons"... problem is I have no idea what externs are in this context (I understand them in C++)
(I'm using Mikero's pboProject)
You probably have class default; in your model.cfg, or?
This is my config.cpp...
#include "script_component.hpp"
class CfgPatches {
class ADDON {
author = AUTHOR;
authors[] = {AUTHOR};
name = COMPONENT_NAME;
requiredAddons[] = {};
requiredVersion = REQUIRED_VERSION;
units[] = {};
url = URL;
version = VERSION;
versionAr[] = {VERSION_AR};
versionStr = VERSION_STR;
weapons[] = {};
};
};
class CfgMods {
class Mod_Base;
class DOUBLES(TAG,PREFIX) : Mod_Base {
name = QUOTE(PREFIX_NAME);
author = AUTHOR;
picture = PATHTO_PIC(logo_ca);
logo = PATHTO_PIC(logo_ca);
logoOver = PATHTO_PIC(logo_over_ca);
logoSmall = PATHTO_PIC(logo_ca);
};
};
1.:
```cpp
CODE
```
2nd thats a config.cpp scratch that, missread
The code above basicly mean: You get something from an Addon outside of this addon (e.g. A3_soft)
okay, so just like a C++ extern... what's confusing me, though, is that the Mod_Base that the class inherits from is defined in the line above, so not exactly an extern
It needs the CfgPatches name from the Addon you refer to
+forget c++
It might look like, but it's not.
(happily, C++ forgotten π )
Ahh... I think I see it now
I'll keep hammering away at it, thanks for the help @viral rapids
Hmm.. apparently I don't see it at all
anyone know the syntax for soundfly[]?
its just {"soundfile",number,number,number};
nothing says what the numbers are for
M2 hmg is a very accurate weapons platform. But arma doesn't have recoil for vehicles. I was thinking of having a full auto mode with higher dispersion to help 'simulate' recoil but I would still like to have a more accurate fire mode. Any ideas? I was thinking full auto and burst mode. But it might be kinda lame to have a fixed amount of shots everytime.
you could use the ammoRandom animation source to move parts around, including the muzzle memorypoints
hope someone is here who could help briefly, can't seem to fit my weapon into a backpack, no matter the mass set, is there a variable I need to be setting to allow it to go into a backpack?
class WeaponSlotsInfo: WeaponSlotsInfo {
allowedslots[] = {901};
mass = 1235468;
};
allowed slots
Alrighty, awesome thanks
ye allowed slots is definitel what I'm looking for, thanks man
Job done, appreciate your time @strange egret
np
you helped me solve the process for my first HP bake, so i'll gladly pay that time back^^
Did I?
yerp
thanks @strange egret i'll give it a try after figuring out the memorypoints
i'm surprised that's not already done then if that's the case for RHS
I have skeleton and animations inherited in a model.cfg but buldozer wont play the inherited animations. Is this expected behavior?
{
scope=2;
displayName="Kitbag [Pattern2000]";
author="[SAWRecce]Maj.AntiAlligat3r";
model="A3\weapons_f\ammoboxes\bags\Backpack_fast.p3d";
picture="\A3\characters_f\Data\UI\icon_b_assaultpack_ca.paa";
hiddenSelectionsTextures[]=
{
"\SAWRecce_ArmA3_Dev\SANDF\data\backpack_fast_Pattern2000_co.paa"
};
maximumLoad=300;
mass=30;
};``` can somone tell me why this does show under equipment in 3den , but when i play the scenario the bag vanishes
https://youtu.be/JS-Jrf_wB9g any idea why I gotta mash my turn in/turn out button to get inconsistent results?
edited showed the invisible mode π’
Hello guys. i'm making a bike and i tried to make a BicycleHorn. The problem is that the sound is playing only locally, for the driver
class cfgweapons
{
class SportCarHorn;
class Sonette_velo: SportCarHorn
{
displayname="Sonette";
scope=2;
reloadTime=4;
drySound[]=
{
"HL_Motos\data\velo\son\Sonette.wav",
1,
1
};
};
};
```cpp
ConfigStuff
```
class CfgVehicles
{
class Bicycle;
class HL_Velo_cross: Bicycle
{
weapons[]=
{
"Sonette_velo"
};
You can edit your Text above also
+when you add "cpp" right after the 3 ` -> Fancy colors/Highlighting π
nice, thank you π