#arma3_config
1 messages · Page 73 of 1
now Im not sure if that should be scope = 2; cause that makes it visible in arsenal, so unless you wanted that its wrong, and youre missing the distance in drySound array, last param 1,1,50 for example, otherwise it will inherit from car and play 100's of meters around
Argh why is memoryPointGun not working, I defined the memory point the turret cannon still shoots from some center point.
I don't know if this is really a config question but slightly related at least; the in-game config viewer: what's the meaning of the different colors in properties of a class? And some lines have different indentation?
Could be inherited values
Yeah it's something like that. I just didn't quite figure out which is which.
Taking a look the viewer code would probably help, but I'm away from Arma right now
no wait, I forgot I have a script dump on my dropbox... The colours indicate the data type - array/number/text apparently.
Blue are arrays (always have a [] at the end of the parameter name, value is a list in between {} brackets), Green are bools/floats (has a numerical value), and Red/Pink/Tan/Orange (whatever colour it's supposed to be) are strings (value is in quotes "")
QuickQ, before i go on GoogleTour again:
What caused "Cannot create non-ai vehicle" again (createVehicle)? hmpf
fml -.- You should load the addon first...
Is there a way to make an ammo model spin? I am pretty sure there are some A3 rockets that rotate in flight
time animation source
@da12thMonkey#2096 wat
in the model.cfg you make a rotation anim and give it source = time;
that's how it'd done on rockets
Ah
I will have to figure out model.cfg basics then I guess
no easy solution for uneducated plebs
Olla fellow ArmA Enthusiasts. I am currently working on my first custom faction and I stumbled across a few problems. I would like to know how to add attachments to a weapon as well as how to effectively add items/magazines/grenades to the uniform vest and backpack.
It would be best if some knowledgeable gentle(wo)man would add me and talk in private http://steamcommunity.com/id/genaralage/ Any help is much appreciated
Seems helpful enough. So far I was only able to assign items on a basic level, not decided what ammo was in the uniform and what not
I'll see what I can do with this
@inland gulch while this helped with the unit config itself, I can't find info on the weapon problem itself
if you look at some vanilla weapon configs there are variants of some guns with optics or bipods attached
just look at those
So you are saying try to find how their config works and apply it to my new config?
Building my own custom attachment weapon as to speak
Basically
you can find out how to do a lot of things just by looking at the config files that already exist for the game
Oh boy this is going to be a pain
So I found arifle_MX_ACO_pointer_F inside a config of a soldier but I do not have info on where the config for arifle_MX_ACO_pointer_F is actually stored
How do i find out about that?
@inland gulch
well damn, guess ill just add the attachments manually. This is a pain in the arse
Would be damn nice to have a way to just have a single line of code in the unit for adding attachments
something along the lines of "primaryWeaponOptic = [insert optic name here]"
They are actually saved somewhere as a custom version of the base weapon with douzens of lines of code
So you can't just make a unit with a custom array of attachments
You can you just need to define a new weapon
Exactly
that is, from my understanding, pretty complicated
I have not even found where BI stores this information
For example: arifle_MX_ACO_pointer_snds_F should be the MX with an ACO a laser pointer and a supressor
Now I somehow need to find were the config for this weapon is stored.
that's where I am stuck now
@bleak wraith it's actually very simple. It's just the same as you would configure any other object aside from the fact that you are inheriting everything from one weapon and simply changing the attachments
http://i.imgur.com/6p1lvXw.png not as easy as it sounds
that error just means you're missing the external class reference
class rhs_weap_ak74mr_gp25;
@bleak wraith https://pastebin.com/4Ex03rZc
i guess look at CfgWeapons to see how existing ones do it
there is an example
obviously you can change the attachments from the ones in the example
It is not that easy
what is wrong with the example I sent? If you apply that principle to your own config it should work
well
uh
I dont know why but it works
wait here is the reason
I was missing class TAG_weaponName_F; in the first line
thats why I did not recognize the weapon itself
yeah you need to redefine classes you inherit from
If I was so smart as to change the weapon to the one I just made I could have checked if it works
silly me
just be glad it was just a simple issue lol
this is not simple to me
I am new to coding
I am utterly amazed I got this far
would not have been possible without the help of you guys though
thanks ❤
Alright, does not work
is the weapon in cfgweapons?
the soldier should be in cfgvehicles and the weapon in cfgweapons
the section with the weapon classes needs to be inside a CfgWeapons class similarly to the way the CfgVehicles is set up with the soldier
class CfgWeapons {
class rhs_weap_ak74mr_gp25;
class keko_rhs_weap_ak74mr_gp25_acog_anpeg15: rhs_weap_ak74mr_gp25
like this?
class CfgWeapons
{
class rhs_weap_ak74mr_gp25;
class keko_rhs_weap_ak74mr_gp25_acog_anpeg15: rhs_weap_ak74mr_gp25
};
yeah
You need to close it after your keko_rhs_weap_ak74mr_gp25_acog_anpeg15 definition is done So that it is inside CfgWeapons
It works! Although I kinda forgot to switch the optic to the one I wanted
oh well
ACO is nice too I guess
^ I do not
it works this way
Brace yourselves, gentlemen http://steamcommunity.com/sharedfiles/filedetails/?id=942399192
Now I just need to figure out how to assign ammo/items per uniform/vest/backpack so I dont end up with a strange mix
Hey everybody 👋 i am currently working on a arma 3 server project. I would like to ask a question about weapons and if it is possible to have fixed scope on a weapon for example a as50 with a fixed scope that cant be removed (not in the a3 scope slot but fixed to the model like it was back in a2) but includes zeroing ? is that a thing ?
Like in the way when you import a weapon from arma 2 to arma 3 it has the A2 scope that works but cant be removed but it has no zeroing is it possible to somehow get that effect with zeroing ? (it would be no problem that the weapon would bug out if you would add a scope on it) Is it possible to create such a thing i know its very specific. Thank you very much for your help guys ❤ Cheers Chris.
not with config editing or scripting
maybe have a closer look at how to create custom weapons in config and model first ?
well i am in config
and i though this has something todo with the config since you can just get the models with working scopes from arma 2 anyway but just need to put the zeroing function in there somehow, and add recoil and reload times....
ok if you already have a model with integrated scope then the rest is config.
well i assumed you wanted to turn a vanilla weapon without scope into one with fixed scope
fair point
nah
just add zeroing recoil and if needed reload time to a weapon that allready has a scope from arma2
like when you take the as50 from arma2 and put it into arma3
it works perfectly fine scope and everything
but the scope wont zero
obviously the gun breaks when you put a arma 3 scope into the arma3 scope sl
slot but thats not gonna happen
like some weapons in arma can have zeroing without having a scope attatched like you can zero the ironsights i guess you could apply that to the weapon and make it zero even without the weapon having a scope attatched ?
for zeroing you need weaponInfoType = "RscWeaponZeroing";
or weaponInfoType = "RscWeaponRangeZeroingFOV"; if it has stepped zoom
Is there anyone here from the ACE dev team that could give me a couple of minutes of their time?
pff
What?
I wouldn't worry about it 😃
for anyone interested, here is what I found when I was randomly going through A3 source code
LODDriverTurnedIn = 1000;
LODDriverTurnedOut = 1000;
that features is in the engine since 2013...
What is it you need to change to fix groups from addons not being placeable in Zeus, the bug that was introduced relatively recently?
Hey guys uh im having a bit of a struggle getting the sound to work on weapons i import from arma 2 to arma3 i got all the sound files imported aswell and they work fine but ingame the sound wont play any help would be greatly apprechiated ❤
It's due to inheritance of groups being muddled up within addons
If the add-on isn't set up properly, or the add-on which defines the groups requires another, unloaded add-on the groups won't be placeable
EDIT: sorry @spiral steppe for going off at you, I misread your message.
That's cool dude you didn't go off at all?
so can you help me make the sound work im new abit new to the arma 3 editing scene
Still my bad, thought you were complaining but you're trying to fix the problem 😆
It seems to happen across multiple mods that don't reference external BIS stuff though?
It's compositions of BIS assets only
I forget which patch, but like 1.68 maybe, made some things no longer work. I thought it was as simple as a while back when the addons just required scopeCurator=1 to fix it
Are all of the individual objects placeable?
Yep.
Damn wth
But if it's a deeper issue within the addon then that sucks
Zeus is pretty weird so I wouldn't give up hope yet
That being said I've pretty much written off trying to get non-infantry groups working in curator
uhh.... so can you please help me out shifty ? 😃
@cloud spoke sorry I don't do a lot with add-ons/content, only reallymissions
I know that Ares and Achilles both got the bug. Achilles was updated and fixed it, Ares hasn't been. So maybe if I compare the two?
hey im currently diggin about in a config file can someone tell me what the difference between { bla bla } and }; bl a bla }; what is the ; for ?
damn i managed to add zeroing to weapons imported from arma2 into arma3 so fixed scope included in the model that works + zeroing
im so stocked ❤
@cloud spoke ; delimits entries. If you are missing that you are doing something wrong
ah figured it out thanks
but can you help me with the recoil there is recoil set in the config file dispersion=0.00044999999;
recoil="recoil_single_primary_3outof10";
recoilProne="recoil_single_primary_prone_3outof10";
but it doenst seem to find "recoil_single_primary_3outof10"
any idea ?
@grand zinc
If it doesn't find it then it's not there ^^ I dunno. Check config viewer for what Recoil classes are available.
I'd guess they are in CfgRecoils
config viewer ?
where do you think it is in the config of the weapon there is no config class
and every weapons has the same pattern ecoil_single_primary_3outof10 there must be some set recoil somewhere in the files
mind its a arma2 cfg
how is recoil handled in arma3 ?
maybe i can implement that
How do you make 2 cfgs connected within the same .pbo because there is a recoil set in a different cfg how do i make the weapon cfg use that recoil cfg ?
btw, in a config class, if i define a property more than once – is it correct to assume that all definitions past the first one are discarded? so that
class Foo {
bar = 1;
bar = 2;
}
Foo >> "bar " == 1
it will error
Yeah, some tools wont pack it
it will produce an rpt entry, yes
Hey all. Probably gonna try it and test but wanted to ask here first: what happens when two different add-ons define a class based event handler, eg onLoad or onDraw, for the same class? Do they stack or does one override the other based on add-on load order?
I'm expecting it to override.
But stacking some event handlers is possible by script, so just wondering.
not certain about onDraw/onLoad, but most event handlers like init etc can be put into a subclass in event handlers
ie CPP class TheClass : BaseClass { class EventHandlers : EventHandlers { class MY_Mod { init = "do something"; }; }; };
without the MY_Mod part, it would replace any others that don't use a subclass
@untold cobalt
Thanks and understood, but I should clarify further. I am adding event handlers to a vanilla class via my add-on. My concern is another add-on will define the same EH for the same vanilla class, thereby overriding it. CBA XEH were a way to avoid this for things like init handlers. I'm just wondering about stuff like onDraw etc.
ondraw is a UI event handler?
ah ok, i was talking about cfgvehicles classes/event handlers
i'm not sure CBA XEH effects UI event handlers?
I don't think it does, hence my original question
We can stack ui event handlers by script, I'm just not sure class defined versions with stack across add-ons
yeah i don't know of a syntax to avoid overwriting (or being overwritten by) other mods in UI configs
I'll try it out and see what happens I guess. Are you interested in the result?
im pretty sure just 1 of them will run
whichever loads last
it'd be overwritten in the config (you could only see 1 in the config viewer, etc)
Yeah that was my suspicion too
I might have to take a scripted approach but it just felt less tidy
And I don't really like using waitUntil to detect displays if and when they show up
yeh i don't really know a generic solution sorry
depending on what you're doing, it'd probably be safe to add an extra control and add events to that
Thanks for replying anyway dude
packing your EHs in a subclass should make it compatible with other mods
as lecks suggested above
for UI EHs?
hmm stackedEHs or something like that?
you better ask in the #arma3_scripting channel i guess
don't know; i've only put the events straight in the control/dialog classes
@sullen fulcrum I was hoping to avoid a scripted solution. I'm familiar with stacked event handlers but wanted to define these directly in the class
perhaps inherit the vanila class and define your own with your eh?
I'm adding functionality to sensor displays, so I wanted to retain the vanilla classes instead of replace with my own. That's why I have this issue
i see... well fuck others 😛
Heh, perhaps. But it may also end up being my add-on to be affected ;)
Thanks for the chat, chaps. I'll try out a few things and will let you know if they work
compatibility addons can solve that, just a pita
fyi @dim mist @sullen fulcrum - both config based approaches failed, as suspected. Fortunately, the sensor display stores a reference in uiNamespace, so my solution will be to target the control via that display reference and use ctrlAddEventHandler for the onDraw event. I'll do that via a CBA postInit XEH, so it shouldn't break other addons or be broken by them.
why make it dependant on cba when you can just use postInit of cfgFunctions?
https://community.bistudio.com/wiki/Functions_Library_(Arma_3)#Attributes
@untold cobalt With onDraw eventhandlers be careful about https://feedback.bistudio.com/T123355
@sullen fulcrum the dependency exists already as I'm using other CBA features anyway. Good point though.
@grand zinc thanks for linking that ticket - a very interesting read!
Does anyone konw what " memoryPointGunBone[] = {};" would be for in a turret class?
Anyone good with turrets?
@astral rivet Bone? i have never seen that... only memoryPointGun[]. Where did you see this?
@strange egret VTOL_01\config.cpp. It's in the blackfish armed turret gunner. It has a value of memoryPointGunBone[] = {"Gatling_rot"};
hn interesting...
Yeah I've been thru every line of that turret config, I have two turrets under :newTurret that is refusing to move with mouse input. I've been thru every bone model.cfg animation and config lol
If we look at the blackfish, you are basically controlling two seperate turrets in one seat- one with cannon and one with minigun. The one with cannon has the camera, the one with gatling doesnt. So it will have to do something with this "2 turret" setup
Yeah I didnt explain that clearly enough. I have a "left door guner" and "Right door gunner" each controlling an individual turret. Freelook works on each gunner, however when looking down optics the turret is frozen in it's initial position.
you need to make the view memorypoint a bone in model.cfg and make it child of the gun elevation
just the viewpoint or is it also the turret that doesnt move?
The turret doesnt move. I have a mempointgunneroptic defined in the memory LOD and in model.cfg as well as a child of the gun elevation. I will probably re-do the whole thing.
post model.cfg and turretconfig on pastebin or something
what happens when you shoot and move the mouse? (preferably with using a bullet tracer script, or visible tracers so you can see where its shooting)
i would rename the selection and bone of the turret and gun to the name of its respective animation, just in general
actually idk if the "body" defined in turret config needs to correspond to the respective animation, or to the bone that is animated. Since its the same for me always, i dont have to worry about it
I'll look into the bullet tracer thing, I think i may have found a potential cause of the issue. It has to do with inheritance of the gunner turret from the Valor_base class.
Thanks for the pointers I'll look inot these
Hey everybody im having a little issue with my mapping project certain objects have a inventory and which means every time you are near them or in you can only acess their inventor which is obviously very bad for lootspawn could someone help me out and tell me how to change the objects model onto another object that doesnt have the inventory integration. Thanks for the help, cheers chris ❤
if you just disable the simulation on these objects it doesn't work ? (this enableSimulation false)
What is wrong with this?
uniformClass = "U_O_SpecopsUniform_ocamo"; // Uniform Class
ArmA says in this line is an error "Config: """ encountered instead of "," when starting
funfact: I have not changed anythihng here since last start
Hey can somebody help me im looking for the cfgvehicle config file where can i find it ?
hi guys. I tried making my own .rtm pose for my gunner positions, but the hands wont follow the guns movements. it works when using .rtm files made by other people, but not my own. Any ideas?
I used this for making the poses:
http://www.armaholic.com/page.php?id=24137
animation class needs ###handIKCurve[] set to 1
and there's another parameter in the vehicle class where you tell it which bone of the vehicle, the hands are supposed to follow
@da12thMonkey#2096 I dont think I need to change my config since it works perfectly well with other .rtm files
I'm using the exact same code, only changed the path to my new .rtm.
so it's still the same manactions classname?
you mean these?
leftHandIKBeg = true;
leftHandIKCurve[] = {1};
leftHandIKEnd = true;
leftHandIKBeg = false;
leftHandIKCurve[] = {};
leftHandIKEnd = false;
leftHandIKBeg = false;
leftHandIKCurve[] = {0, 1, 0.075, 0, 0.725, 0, 0.8, 1};
leftHandIKEnd = false;
leftHandIKBeg = false;
leftHandIKCurve[] = {0.05, 1, 0.125, 0, 0.6, 0, 0.675, 1};
leftHandIKEnd = true;
not sure what the beg, end params need to be. but the curves just need to be {1} on crew anims since they don't need to blend
the other param in vehicles was gunnerLeftHandAnimName, which points to the bone of the gun in the vehicle
yeah thats what I'm using
When looking at Byrnes Husky, she defined this:
class CfgMovesBasic
{
class DefaultDie;
class ManActions
{
pilot_plane_Valkyrie = "pilot_plane_Valkyrie";
M134_Gunner = "M134_Gunner";
burnes_husky_gunner = "burnes_husky_gunner";
};
};
what is this exactly?
burnes_husky_gunner = "burnes_husky_gunner";
is that from the .rtm file somehow?
it points to the animation definition in class states
this is my code:
class CfgMovesBasic
{
class DefaultDie;
class ManActions
{
burnes_husky_gunner = "burnes_husky_gunner";
};
};
class CfgMovesMaleSdr: CfgMovesBasic
{
skeletonName = "OFP2_ManSkeleton";
gestures = "CfgGesturesMale";
class States
{
class Crew;
class burnes_husky_gunner: Crew
{
// file = "\WHair\Val\DATA\Anim\huskyGunner.rtm";
file = "\WHair\Val\DATA\Anim\HB_gunner.rtm";
interpolateTo[] = {"",1};
leftHandIKCurve[] = {1};
rightHandIKCurve[] = {1};
speed = 1e+010;
};
};
};
//in cfgVehicles
gunnerAction = "burnes_husky_gunner";
gunnerInAction = "burnes_husky_gunner";
gunnerRightHandAnimName = "HB_right_hand_l";
gunnerLeftHandAnimName = "HB_left_hand_l";
@da12thMonkey#2096 'it points to the animation definition in class states'
is this defined in the .rtm itself somewhere? I can't think of it being anywhere else, since this is all I need to get 'huskyGunner.rtm' to work
that seems right to be honest. So long as HB_###_hand_l are working selections in your vehicle model
if it's broken after that, I'm really not sure what is wrong
ok. yeah those are working. the hands from huskyGunner.rtm will follow them.
but not from HB_gunner.rtm 😤
does the anim work okay when imported to a character model in Object Builder? Through R-Click->From Matrices on the keyframes window
hm havent tried that. Will try. does it even count as a animation when its really just a static pose?
with hands "glued" to the gun
it's still based on bone transformation. If it loads okay in O2 on the skeleton, try re-exporting it from there rather than direct from Blender
I got a tip from HorribleGoat. It could be because I packed it with addon Builder. Gonna try Mikeros tools
since the working rtm is binarized, addon builder dont break it
Can some one help me? i was 23+ lvl. and now 1 agayne/
how can i fix this
hey guys trying to test something on my own server with BE off etc i cant load 2 clients from my same steam into it but im sure i could some time ago
has this changed now
you were kicked off the game, same steam user already
Do axis defined in model.cfg need to be the children of components in which the selection is a children of?
only if you want the axis to move with the parent
if the parent is moved by another animation I mean
if it's just moving with the vehicle, it doesn't
@astral rivet they dont need to be defined as bones if you give them the same name as the parent
@astral rivet if you have a group of axis points that should move with the parent, just name that group with the same name
@untold temple bout yesterdays issues with the hands not following gun. The problem was me not including the View Cargo LOD......... Have no idea why that needed to be there. I even had a View Gunner LOD
Oh right. Yes it happens that you need the selections and proxies in most of your used visual LODs for the anim to work
@untold temple
I have 3 gunner turrets in my aircraft. 1 of them is defined as the coPilot, 2 are side gunners. When manning 1 of the side gunners, I dont want to be able to move to the coPilot position. You know how to deny that?
You have to set up "compartments"
it's in the config. I'll check what the params are
thanks
like this? gunnerCompartments = "Compartment2";
is it enough to just keep them in seperate Compartments? 1 and 2?
ah I c
thanks
here is another more trickier followup on that. I want my cargoPositions to be able to enter the gunner positions, but only when the doors are open and guns are turned out
😐
maybe "merge" compartments in a script if animation = 1?
or something?
I don't think so. May be be options to script it, but I'm not sure
I know nowt about scripting
ok I c. I found out the hard way how to "animate" turrets. You cant really move them at all, but I solved it by making dummy turrets that turn out, are hidden, then the real turrets are unhidden
but if a gunner position is taken when you turn them back in, he dissappears offcourse.. and get a very weird first person view
I made a custom loadout box, but I cannot get it to display in Zeus. I use custom CfgEditorCategories, and CfgEditorSubcategories. I do not define a faction, nor vehicleClass. The scope and scopeCurator are both set to 2. Finally, the units are defined within units[] = {}; of CfgPatches.
Does anyone have any ideas where the issue may lay?
I found the issue, it was because I had defined a side, if anyone is curious.
so it's been a while and I couldn't find any definitive answer. Rather then trying to guess this stuff. Can anyone refresh my memory the difference between
intensity=6969;```
Which one control's the 'range' at which light will travel cfgAmmo question
Does anyone know why a custom user action would not show?
class ramp_raise
{
userActionID = 82;
displayName ="Ramp - Raise";
condition = "this animationPhase ""ramp"" < 0.5 AND Alive(this) AND driver this == player";
statement = "this animate [""ramp"", 1];";
displayNameDefault = "Ramp - Raise";
position = "axis_folding_mast";
animPeriod = 1;
radius = 10;
onlyforplayer = 0;
};
just not showing in game....any suggestions are appreciated
NVM done it
Get lazy with your memory LODs, pay the price.
Nope. Was inheritence. Too busy looking in the model and forgot to check the top level of the config.
Hey there! I've a small cfg issue. It seems that i can take over an AI slot even if i'm not the commander of the vehicle. Does anyone know what that could be?
@shut fulcrum When I mentioned the MemoryLOD this it wasn't directed at you LOL. It was for myself because I was being lazy. Apologies.
no props. wasnt taken badly so dont worry
Hi. The little pic that shows up when hovering over a unit in Eden.. how is that defined in the config?
It's defined by the editorPreview property in that objects CfgVehicles class
Step 9 shows that config property
thanks alot
Is there something special to do within Addon Builder to handle chars like é à ù è in config.cpp ?
all my displayNames are shown like this in arma
save config.cpp as UTF-8
Pretty sure mine is saved as UTF-8 and it still doesn't handle it correctly in the built PBO.
JokéràccèntTestù becomes Jokérà ccèntTestù
However pboProject packs it with no issues
Strings are generally UTF-8. Might also depend on the Binarizer in use.
Otherwise just use a stringtable instead
is User.vars.Arma3Profile able to be unrapped/edited/rebinarized or is it signed with something in game? Want to figure out to how adjust an Overthrow save to reflect lost progress
can I increase the value of airbrakes making my aircraft slowing down faster?
@fervent glacier You need to use a stringtable.xml if you want to use ASCII characters as display name.
Ok thanks 😉
It used to work with some ASCII chars years ago, but then it stopped.
This is why these names use a stringtable
Jürgen, Günter, etc.
@jade brook You mean non-ASCII characters.
Whatever
Hi Wondered if someone could help me out,I havea model of a Garmin Wrist GPS that works in-game... This is currently configed using CfgGlasses... I have changed this to CfgWeapons and extend the ItemGps class... Now when its in game the model does not show up on the player.... Is there away to get the model to show up again?
class CfgWeapons {
class ItemGPS;
class RAB_GARMIN_ITEM : ItemGPS {
author = "RABIDUS";
mass = 0.02;
displayname = "Garmin 401";
model = "rab_garmin_401\rab_garmin_401.p3d";
picture = "rab_garmin_401\data\ui\rab_garmin_401_ca.paa";
identityTypes[] = {};
};
};
GPS never show up on the player so the answer is "no"
Some subitems are not replacable
Surly theres a way to make it show up onto the player though
No
you could use a custom UI
Not as GPS and not as watch. And not as compass or map.
Okay... So how about as glasses but giving functions of a GPS?
if you hit G or whatever for GPS, you get default GPS view
this has nothing to do with the item model
custom UI + script is your only option i think
Any way to make it CfgGlasses but inherit the fuctions of ItemGPS?
dont think so
those subitems (map, radio, watch, compass, gps, binoculars to an extend...) are mostly hardcoded and not really accessable unfortunately
you could propably replace the image you see when using them vanilla functions, but that means everyone has the changed UI, not just individual soldiers wearing it.
Its not the UI Im botherd about.... Im after the physical modelt on the player like so
But with GPS fuctionality
pretty sure watches and that stuff does not get displayed on soldiers. There are no proxies for it iirc.
so no
and you cant put gps functionality on other items
why not?
because gps functionality is hardcoded to a simulation type
and the type determines which inventory slot it goes in
which subsequently either has a proxy slot to show it on the character model, or it does not
as the man says, you'd need to make some kind of new RSC UI that's activated by the glasses slot object in a way that replicates the GPS function
Not sure how to integrate the new info panels stuff
seems like a lot of work for something so small lol
is there anything I can read about creating a new RSC UI?
Hi, does anyone know if the "canDrop" config parameter in cfgweapons works ? Because i've tried it with an Inventory Item i've made and it didn't do anything, so I don't know if i'm doing something wrong or if it's broken (in the wiki it says "CanDrop is poorly implemented")
https://puu.sh/wl9bC/2b5008c05c.png (also I don't know if i'm allowed to use bohemia's assets like that)
If you are not modifying their .p3d
then you can use it
I have not heard about canDrop before so I can't be much help other then that
it's ok thank you 😉 now I only have one problem
Anyone have any information on CT_ITEMSLOT (103) ? https://community.bistudio.com/wiki/Dialog_Control#CT_TYPES
Also important to note....
For RscDisplayInventory's control SlotPrimary and all the other controls that extend it: The config viewer says they have type 11
However, when the ctrlType command is used. It returns 103 (CT_ITEMSLOT).
This contradicts the descriptions of the command which reads
Returns number representing the type of control, which is also defined by type property in config.
For more of the backstory, I was looking at changing the background image on the item slots when no weapon/attachment is present in them. I have been thinking they were type 11 (CT_ACTIVETEXT) but i guess its CT_ITEMSLOT
The config viewer never lies. You must've looked at the wrong thing or used ctrlType on the wrong control.
I understand that GPS-equipped vehicles have their GPS custom info window made available by a Components child class in the vehicle config (as per the BIKI article) - is there any other way to enable the GPS feature for a vehicle?
I ask because the classes are missing in the config of some vehicles, but the GPS is still available. Eg driver slot of vanilla unarmed Hunter. I'm trying to detect it reliably via config assuming there's no scripted way to do it.
Thanks
I think it's in the components class now
componentType = "MinimapDisplayComponent";
Yup that's what I'm talking about
But this config is missing from some vehicles that do have the GPS enabled, hence my question
Are they not inheriting it from by DefaultVehicleSystemsDisplayManagerLeft/Right from base classes?
I pondered that but assumed I'd see inherited classes in config viewer. Is that not the case?
Also, some seats have it, some don't, but I don't see anywhere that defines this in the config
@jade brook correct control. correct config. let me find the SQF code i wrote to test it, 1 sec
@jade brook
[] spawn {
disableserialization;
waitUntil{!isNull (findDisplay 602)};
_display = findDisplay 602;
_ctrl = _display displayCtrl 610;
systemchat str ctrlType _ctrl;
systemChat str getNumber(configFile >> "RscDisplayInventory" >> "controls" >> ctrlClassName _ctrl >> "type");
};
run that in editor and open your inventory
ctrlType returns 103
getNumber from the config returns 11
Anybody with experience in doing particle effects for firearms in here?
OK, moving on from my earlier comments, I wonder if it's enableGPS = 1; in the vehicle config. I wonder if that overrides the DisplayManager componets config
@simple trout Somewhat. I've created my own cartridges, changed gunsmoke and made my own custom muzzleflashes. what are you trying to do?
Working on poring the A2 Mi8/17 helicopters. Trying to figure out a weird issue with the forward landing lights. The projection works fine, but the light source only seems to be visible when directly in front.
https://i.gyazo.com/a5c71f1c4aec4515797ef7130930bf01.mp4
Class Reflectors
https://pastebin.com/PBybyuk2
@regal pond
I've experienced the same. havent found a solution. was thinking of making an ordinary light (rvmat) glow when the lights are on.
I had that issue as well when the lightsource was inside the model but not sure if thats the case here
Nope, checked that.
https://i.gyazo.com/cda9bf8e889c5b6c3a0a7a30ac5ec690.png
@fathom thorn I made a 3d model of a musket and I'm trying to create the particles for the lock and muzzle
@simple trout aha. then I probably can't help. unless it's ok to use already existing smoke effects for that
Not unless you could someone make it somewhat work. If you want to give it a try I can send the musket
@regal pond have you checked the samples or other unbinarized files where it works as it should?
*somehow make it work
@simple trout do you know how to use vanilla effects?
somewhat. I've been playing around with it for about a week
It's not that I'm not willing to do it, it's just I have so much to do spending weeks trying to figure it out really takes away from time and effort I could be putting towards other stuff
But it sounds like you may end up taking as much time as me lol so don't worry bout. Thanks
class musket: some_weapon
{
class GunParticles {
class FirstEffect {
effectName = "MachineGun1";
positionName = "lhbmuz";
directionName = "lhbbrch";
};
class Shell {
// effectname = "HBGunCartridge";
effectname = "HeavyGunCartridge1";
positionname = "LMHb_shell_eject_pos";
directionname = "LMHb_shell_eject_dir";
};
};
};
try machinegun1. see if thats ok
ok, will do. thanks
@regal pond so I believe coneFadeCoef = blah will help widen that angle. However, if you really want to make it visible much wider angles. You can always hack it in by making an extra light source with a short attenuation range.. And just adjust the flareMaxDistance to the other light you are getting it to work for.
@fathom thorn for you too
If the outside of the box idea helps
@thorn leaf great idea I will try that :) thanks
I'll give it a go when I get home from work. Thanks @thorn leaf
Hopefully it works out for you guys! I would be curious to see if it works for ya as it is a bit hacky I guess lol.
anyone know how to make the background on an xml image stay solid
its going invisible for me
@thorn leaf @regal pond
I ended up just using a selection that hides when lights are off:
https://gyazo.com/80aa6d56b6eea7f3d0fe6c3321988c27
I had forgotten to put that selection in sections in cfgModels. Thats why it didnt work
the thing with the "streaks" is a flare. It can only exist when you are receiving high intensity light to the camera. So this behaviour is to be expected. for making searchlights and stuff visible from other angles use a self-illuminated rvmat on an extra face that you hide/unhide with the "selection" config param.
Cool
But about the "streaks" a while back I reconfiged some flashlights and I had the intensity really high and the attinuation ended like 60m but the flare streak was visible as if it was full intensity at 100m ^^ which is what made me think of that
I'm trying to use a HUD for the first time (fixed on helmet). I've never done this before and wonder if I need to define anything at all in the p3d about this?
I tried to copy the MFD class from other vanilla aircraft but nothing is showing. Can anybody give me a hint?
Knowing full well this is not Ace support, anyone seen this or know how to fix?
[ACE] (interact_menu) INFO: ACE_MainActions not first for man [B_spotter_F]
adding a custom ace interaction on units https://github.com/ArmaOverthrow/Overthrow/blob/missionsv2/addons/overthrow_main/CfgVehicles.hpp#L58-L70
IS there some more detailed information
On what basic.cfg you should be running for about 100 players?
@midnight niche 11 is RscActiveText and that is what SlotPrimary inherits from ultimately. 103 is CT_ITEMSLOT according to the wiki which would fit. But it's never defined or used in the config as such. Probably all hard coded.
yes, but is there any information about CT_ITEMSLOT ? I can't find anything
What info do you need?
You can't use it for anything interesting most likely. The inventory menu is all hard coded after all.
does anyone know what the exact value of GUI_GRID_H is?
//--- New grid for new A3 displays
#define GUI_GRID_WAbs ((safezoneW / safezoneH) min 1.2)
#define GUI_GRID_HAbs (GUI_GRID_WAbs / 1.2)
#define GUI_GRID_W (GUI_GRID_WAbs / 40)
#define GUI_GRID_H (GUI_GRID_HAbs / 25)
#define GUI_GRID_X (safezoneX)
#define GUI_GRID_Y (safezoneY + safezoneH - GUI_GRID_HAbs)
tänk yu weri matsch 👍
Any body got any idea how if possible to have a custom main menu spolight action load a mission ? I've tried to everywhere and got nowhere https://community.bistudio.com/wiki/Arma_3_Main_Menu#Spotlight
Probably by adding a action to the button that uses the playMission command.
onbuttonclick="playMission['','\A3\Missions_F_Bootcamp\Scenarios\Arsenal.VR']";
OMG thanks
ill give it ago now.
@jade brook It worked, youre a life saver. thank you so much :).
yw
Commy is ❤
hi guys, do you have any idea of what to change in the config to avoid this behaviour ? (bike vs car ==> bike wins ) https://www.youtube.com/watch?v=AkbBZzV3Gvw
anyone know how to disable a vehicle's collision particle effects?
@fervent glacier Nothing. It might be the bike not being handled by physx, but using the legacy simulation from A2.
I'm trying to create a sound replacement config for a rifle. I've replaced the begin1[]with my pew.wss file, but sadly it only produces silence in-game. Does this config look correct?
class CfgPatches {
class rifle_replacementSound {
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"someMod"};
};
};
class Mode_SemiAuto;
class CfgWeapons {
class Rifle;
class Rifle_Base_F: Rifle {
class WeaponSlotsInfo;
class GunParticles;
};
class some_rifle: Rifle_Base_F {
class Single: Mode_SemiAuto {
class BaseSoundModeType {
//weaponSoundEffect = "DefaultRifle";
//closure1 = {"A3\sounds_f\weapons\closure\closure_rifle_6", 1.412538, 1, 10};
//closure2 = {"A3\sounds_f\weapons\closure\closure_rifle_7", 1.412538, 1, 10};
//soundClosure = {"closure1", 0.500000, "closure2", 0.500000};
};
class StandardSound: BaseSoundModeType {
begin1[] = {"\rifle_replacementSound\sound\pew", 5, 1, 1200};
soundBegin[] = {"begin1", 1};
};
};
};
};
Probably the wrong path of the sound file or missing the file extension of the sound. Should be shown as error in the RPT file.
https://prnt.sc/fm3wa6 Does anybody know how to fix it? It's certainly not in the config so I have no idea what's wrong
Sure enough
18:53:57 Sound: Error: File: rifle_replacementSound\sound\pew.wss not found !!!
Can't figure out why though... Tried with and without extension as well as leading backslash.
How big is the PBO?
Are you sure it is a .wss file inside the PBO?
What is the PBO prefix?
Was the prefix correctly thingymabobed when packing?
Asking about how big it is so I know if you can just PM me the PBO so I can check what's wrong
It was the prefix thingymabob. Thanks.
It always is ^^
@zenith coral probably has exactly the same problem. Just with a texture instead of with a sound file.
Anyone have experience setting up armor settings in a vehicle class?
Could use some help getting it configured correctly for the trains in ATS
What would be the way to disable RscText getting focus and going into foreground when clicked on?
Through the config of course, without ctrlEnable false
can anyone help me with this error?
nvm i think i figured it out forgot to add class wheels
Wear any uniform and execute in debug console:
getText(configFile >> "CfgVehicles" >> getText(configFile >> "CfgWeapons" >> uniform player >> "ItemInfo" >> "uniformClass") >> "model")
What is the best way to debug an extern problem with model.cfg?
More likely legacy from A2.
Or something that was abandoned before alpha.
Certainly no recent efforts.
Hey, working on a vehicle right now and I don't want it to have any optics for the gunner turret. Any way to disable optics when you right click?
use gunnerOpticsModel = ""
Is there anything special that needs to be done physx wise for vehicles with more then 4 wheels? I currently have 1_1 my front then 1_2 my very back then 1_3 middle tires and the 1_2 and 2_2 (very rear wheels) dont seem to respond to physx at all when I am trying to lower them a few cm to the ground
Any tips or values I can try to get them to lower a bit
Why not 1_1 -> 1_2 -> 1_3 -> 1_4 ?
Im not sure, I guess I thought of 1_1 and 1_2 being front and back wheels
Ill try that swap and see if I can fix it
I think 8 wheeler is the best PhysX can do. You can try adding some fake wheels I suppose.
also
than*
Use a naming system that makes sense for the wheels. 😃
axle_wheel
1_1 -> Front left
1_2 -> Front right
2_1 -> Rear left
2_2 -> Rear right
but 1_3 as 2nd rear wheel (between 1_1 and 1_2) is a bit... erm... meh
Out of logic.
BIS usually use 1-prefix for left and 2-prefix for right, and then 1,2,3,4 etc. suffix for the axle IIRC
A2 Kamaz:
FRONT
1_1 ---- 2_1
1_3 ---- 2_3
1_2 ---- 2_2
BACK
🤦
lul
And iirc, that wasn't the only Vehicle with that setup.
I guess they were using the model.cfg from something else
It's not that off. You just call the middle axis the third axis.
that number system is just stupid... everytime you have to look what is what. Use Letters+Numbers (if you have more than 4 wheels)
yea I think I am going to redo it
You guys want really stupid? The uiPosition[] parameters for the Shikra are [y,x] in its TransportPylonsComponent, but the Littlebird's are [x,y].... I feel like BI keeps deliberately making my job of trying to make this servicing UI more and more difficult...
👍
@viral rapids I redid it that way, was a model cfg blunder.. The error should have broke both wheels not just one..
Why it worked at all is.. Idk
As usual (no offense, happens way too often^^, also for me)
Legit only wheel 1_1 had config
But 3 out of the other 5 worked somehow..?
Yea its all good, happens too much haha
^^
I have no idea how the wheels even worked when they had no config, because I was inheriting from my Car class in model cfg and that was where it broke
Oh well.. Its arma
Yep, interited stuff.
getMass cursorObject = Kg?
Im pretty sure
Yeah, seems to be. Newton Calc seems to be okay.
I think I already asked this, but is it possible to move a person in a seat via model cfg?
?
Like if I had a seating position, or a chair and I wanted to move the chair up 1m or right 1m
Would that work with a selection of the seat+proxy?
Sure, as long as they are linked together (in the model.cfg)
Select the Proxy in OB -> New Selection -> MovingPos -> Animate that thingy
rides away in my forza cars
hey now a bit offtopic for here checks for FM but R*/TakeTwo had an interesting note in their recent article about modding
Talking about the mods must respect their IP and the IP of third parties
I wonder if something bigger happened and maybe Microsoft threatened TakeTwo because of all the ripped models there 😮
Your/my comment reminded me of that.. Lol
Does anyone know how to create a splash screen on Arma 3 startup to replace the normal one that says "Bohemia interactive presents"
can you raise/lower reverse speed on a vehicle?
In A2 it was X% of the forward Speed, maybe still the same in A3.
for a physx-vehicle you could try to change the GearboxRatios[] of the reverse gear
perhaps it will change the final reversing speed, too ??
https://community.bistudio.com/wiki/Arma_3_Cars_Config_Guidelines#Complex_gearbox
Any idea what would need to be edited to prevent a vehicle from getting stuck in the mud/under growth cup has on their a2 terrains? My hilux drives and handles exactly how I want it, except for getting stuck in the mud. Trying to prevent this from happening without making it faster.
@BigBen#1428 try editing terrain coef? Or maybe that was what you were avoiding 😛
Thanks, think that is what I overlooked. Did not edit that from the sample config.
is it possible to have an adjustable value to the extCameraPosition[] = {VAR_1,VAR_2,VAR_3}
so you can set the variables on the fly?
@steady kraken Afaik no. You can have a script solution that creates a special camera where the player will then view from. But thats alot of hassle.
ok, thanks for the input
While were on the topic of camera position, would it be possible to have the camera follow a gun on a tank, so kinda like Battlefield style, so in 3rd person you can actually see what you're aiming at?
Everything is possible through scripting
In terms of config params though?
Or does the config camera work only follow the whole vehicle?
Anyone good with hitpoints config? Cant seem to get glass to break on my house
got fire geometry with penetration rvmat, config setup, hitpoints lod
no luck
{
NORMAL_GLASS_HITPOINT(1,0.01,0.175)
NORMAL_GLASS_HITPOINT(2,0.01,0.175)
NORMAL_GLASS_HITPOINT(3,0.01,0.175)
NORMAL_GLASS_HITPOINT(4,0.01,0.175)
NORMAL_GLASS_HITPOINT(5,0.01,0.175)
NORMAL_GLASS_HITPOINT(6,0.01,0.175)
NORMAL_GLASS_HITPOINT(7,0.01,0.175)
NORMAL_GLASS_HITPOINT(8,0.01,0.175)
NORMAL_GLASS_HITPOINT(9,0.01,0.175)
NORMAL_GLASS_HITPOINT(10,0.01,0.175)
NORMAL_GLASS_HITPOINT(11,0.01,0.175)
NORMAL_GLASS_HITPOINT(12,0.01,0.175)
NORMAL_GLASS_HITPOINT(13,0.01,0.175)
NORMAL_GLASS_HITPOINT(14,0.01,0.175)
NORMAL_GLASS_HITPOINT(15,0.01,0.175)
NORMAL_GLASS_HITPOINT(16,0.01,0.175)
NORMAL_GLASS_HITPOINT(17,0.01,0.175)
NORMAL_GLASS_HITPOINT(18,0.01,0.175)
NORMAL_GLASS_HITPOINT(19,0.01,0.175)
NORMAL_GLASS_HITPOINT(20,0.01,0.175)
NORMAL_GLASS_HITPOINT(21,0.01,0.175)
NORMAL_GLASS_HITPOINT(22,0.01,0.175)
NORMAL_GLASS_HITPOINT(23,0.01,0.175)
NORMAL_GLASS_HITPOINT(24,0.01,0.175)
};```
NORMAL_GLASS_HITPOINT define ^^
LOD's with selection names
how do i make a weapon fire and reload while standing near it but not inside of it as a "gunner"? Can I add a user action to it?
there is a fire scripting command https://community.bistudio.com/wiki/fire and https://community.bistudio.com/wiki/forceWeaponFire
Does that command work even if nobody is in the weapon?
never tried
You could put a drone logic in maybe.
hmmm I'll have to try the drone thing with the fire command. Maybe I can set up user actions in the config to make it all work.
Thanks guys!
Anyone familiar with config for rangefinders/binoculars? I'm trying to add a new one and I'm looking for refrence anywhere
its in class cfgweapons
Does anyone know of documentation (or can explain) the pairs of points defined in these arrays please?
memoryPointMissile[] = {"spice rakety", "usti hlavne"};
memoryPointMissileDir[] = {"konec rakety", "konec hlavne"};
They're not really used on planes and helicopters now since Dynamic Loadouts
missiles and rockets now spawn from the proxy position on the pylon
formerly the above parameters were do define a fixed position in the plane/helicopter where rockets (and their associated launch effects) would spawn from when fired
Can rockets/missiles only be used on aircraft?
I'm using this on a ground vehicle
Nah, you should be able to use missiles/rockets on those too
in which case a mem point is used
It appears that the 'rakety' mem points control where the rocket spawns on firing. But I'm not sure, what, if anything, the other pair do.
they're for other rocket spawn positions. they supported at least two, for the left and right wings
Ok. I wondered if that was the case, but when you removed the second pair (I only have one big rocket on this vehicle), Arma complains that the 2nd pair are missing from the array.
Thanks for your help da12th.
I'll check. Might be that trucks, tanks etc. only need memorypointGun or something
Cheers. I'm offline now, but will check to see if you post again later tonight.
Yeah, seems that thinks lime the RHS BM-21 and Jets DLC Spartan turret have a pair of mem points in each param, but only one set in the model
so as long as one set matches your model's memory LOD, you can put any old shit in the second set
Looking for help, making Arma traders: Want to make multiple traders w/chance to spawn, lets say i have 5 possible created traders, each with 20% chance to spawn, how do i make the server load only 1 of the 5
Any of you got any idea of how to use this? https://community.bistudio.com/wiki/Mission_Editor:_Debug_Console_(Arma_3)#Mod_support
Tried making a mod and setting enableDebugConsole = 2; in the .ccp, isn't that simple :P.
@jade brook Where's this drone logic? I didn't see a drone logic under the logics menu. Just as I figured it won't fire without someone or something being the gunner.
I'm trying to fix my "factions" and "vehicle classes" in my US Military Mod but I can't find any references on the biki explaining the differences. Does anybody have a link off hand?
not sure if there's a BIKI page for it but factions are supposed to follow this format: http://alivemod.com/wiki/index.php/Unit_Mod_Config_Standardisation
I don't think there's a place where you can checkout the differences in configs between Arma versions though
best way is to compare whatever you have with something in vanilla I guess
side > faction > vehicle class
Blufor > USAF > Infantry
or whatever vehicles
you can have more factions on one side, and as many vehicle classes as you like in each
side is defined in cfgFactions, and in cfgVehicles>your unit
there is also cfgGroups
you can learn more by inspecting All in one config, and you can extract one yourself
is looking for a link
https://www.youtube.com/watch?v=D7HyOVRoapA&index=2&list=PLD7hd9B3fKvyW8G3U7SynEP7nhpHTvFLr something that may help in general
while randomly scrolling through the configs of the UI: 😂
https://i.gyazo.com/1ba0a03bef904b58ba6f027b42c35acb.png
when things dont want to work, my configs look similar... except filled with swearwords.
yeah, but you don't need the RocketCore
if you're using it (inheriting from it), it's necessary
so you are using RocketBase (inheriting from it), but not RocketCore
this won't be right.. but just to show an example of when you might need RocketCore (assuming it's the parent of RocketBase):
class CfgAmmo {
class RocketCore;
class RocketBase : RocketCore { class EventHandlers; };
class R_PG32V_F: RocketBase {
airLock = 1;
allowAgainstInfantry = 1;
aiAmmoUsageFlags = "64 + 128 + 256 + 512";
class EventHandlers : EventHandlers { something };
};
};```
(i don't think cfgammo has event handlers.. but just to show what happens with a subclass)
yeah, and bulletbase if that's it
it doesn't hurt to have them in, but you don't need them
np
is there a way so preprocessor command __EVAL doesnt get processed when running my desc.ext through cfgconvert?
input:
aVar=__EVAL(allVariables uinamespace);
output:
aVar="<null>";
why are you running your desc.ext through cfgconvert?
pulls all the included files into it, more importantly it binarizes it like the mission.sqm does in 3den so the filesize is smaller.
well you can't then I guess
because of the __EVAL thing
cfgconvert preprocesses the file so yeah
I think 😁
its okay, ive sorted out an alternative
I'm not aware that you can binarize the description.ext
@stiff thistle How do you think should CfgConvert know all the variables in your uiNamespace before you even start the game?
Afaik even unbinarized __EVAL is executed before uiNamespace even exists.
you can binarize it, ive been doing it for ages.
i dont expect cfgconvert to know vars i was kind of hoping it wouldnt process the __EVAL but its fine.
also i can confirm, uinamespace exists when it is processed
http://i.imgur.com/AXmjdzU.png
just incase im not being clear, im running the desc.ext through cfgconvert to make it like the config.bin files you find in some mods & arma pbos.
it can find the vars when processed ingame, but not outside the game via cfgConvert, thats why you end up with <null>
and description.ext != config.cpp/bin
it does both
you still need to keep the name description.ext right? instead of description.bin
pretty sure the description.bin is just ignored
Yeah. Game specifically searches for description.ext
binarized .sqm was introduced with eden, but that was intentionally added, nothing "just works"
No. you could binarize sqm's before already.
The game just didn't do it for you automatically.
hmm pretty sure i've read that this behaivor broke mission sqms in addons, could be mixing up something tho
anyone got any tips on how to properly do limitsArrayTop and limitsArrayBottom for FFV gunners?
Hey guys im sure you all know that some objects like certain roads n stuff make grass below the dissapear to not make it stick through the concrete unfortunatly this is not the case with the runway objects how is this handled in the config if grass dissapears or not ?
since it looks quite wierd when there is grass all over the concrete runway.
Your object needs a valid roadway lod with faces inside that cover the area that should be grass-free.
Thanks @untold temple
Anyone have experience working with damage materials and configuring vehicle classes to use them?
Trying to create a simple cube with minimal config to get the damage materials working
But have run out of things to try
@sullen crest
selectionDamage = "zbytek"; in config.cpp
add the objects to show damage material to named selection zbytek in OB
add class Damage {} to config.cpp with triplet entries (normal rvmat, damaged rvmat, destroyed rvmat)
add zbytek to model.cfg > CfgModels > sections[]
Thanks Apollo - tried all that and still no luck
@Apollo#1366
there's the config.cpp and model.cfg
and the p3d file has two LOD: 0 and Geometry
0 has a named section zbytek and all faces are assigned the default.rvmat material
Verified the damage and destruct materials work by applying them to the faces - the damage effects appeared in-game.
@sullen crest is your model called ATS_Destructible_Thingx.p3d?
the class in your cfgModels needs to be the name of the p3d
class box
but better tag it
I'm not at my computer, but I bet that's the underlying cause
thanks 😃
only took like 3 hours of frustration
i keep forgetting model.cfg stuff as i use it rarely but i think that is the issue
one other question - do you know if the model.cfg's from A3 are available for viewing?
would be nice to see some examples
@sullen crest Arma3Samples on Steam
cool, I'll take a look, thanks
otherwise Eliteness can extract them from any binarized p3d
For sure, p3d name must equal the model.cfg CfgModel class name or nothing works! I guess we've all been caught by that at some point or other.
Don't forget about the Fire Geometry LOD (ballistic penetration/bullet marks/impact sounds), then the Hitpoint LOD and associated config.cpp hitpoint entries to allow damage (functional) to various named parts.
what happens if there are no hitpoint defined and no hitpoint lod?
assuming some generic damage calculations take effect?
With hitpoint classes configured, but no hitpoint LOD, a vehicle will still be destroyed by incoming fire. Not sure what happens if you get rid of hitpoint definitions from the config altogether though.
ok thanks - and one more question - do you happen to know what in the config / model causes AT launchers to be able to lock onto a vehicle?
Got a bunch of trains that extend Thingx and would be nice if you could lock onto them
Hi all,I was wondering if modules could accept arrays as values ,something like this
class Name: Edit
{
displayName = "MyModule";
description = "bob";
defaultValue[] = { "1","2"};
typeName = "ARRAY";
};
So will this array be editable from the module config?
Hmm.. even with the model cfg changed to match the p3d name, it still doesn't work:
@nimble sequoia
Any thing else jump out to you?
That link just shows a "1" for me!
how about now?
Now I see code.
What do you see in game? How do you know it's not 'working'?
Can I PM you? I can send you some screenshots
You can, but I'm about to leave on holiday for a week! so only have a few hours left tonight, may not get time for in depth look
have you tried inheriting from a vehicle, rather than thingx?
I can try - just wanted to get a minimal example working so I can understand it
so the underlying cause had to do with the types of shaders used in the list of damage rvmats
For what ever reason, arma won't display super shaders after a basic/normal shader is shown on the object
but if it starts with a super shader, it appears that it has no problem showing basic shaders and then changing back to super... I have no idea.
If the damage rvmat order is Basic --> Basic --> Super, Super fails to show
If the damage rvmat order is Basic --> Super --> Super, both Supers fails to show
If the damage rvmat order is Basic --> Basic --> Super, Supers fails to show
If the damage rvmat order is Super --> Basic --> Super, everything works
Arma
Anyone know what link of config code I need to disable to variable camera zoom in aircraft?
For pilot camera?
Need to make sure you only have one subclass in class pilotCamera>>>class OpticsIn if you don't want additional stepped zoom settings
and if you want any of your zoom steps at fixed magnification, with no continuous zoom.;you need to set maxfov="##"; minfov="##"; to the same values
Hello, I have a custom uniform and insignias (CfgUnitInsignia), but the insignia is not showed on the custom uniforms, only on the original ones
did you change the hiddenSelections[] array?
it needs to have one in there called insignia
I didn't change the array
@sullen crest its the same with alpha maps. If you assign a _co texture type in the model and want to apply an alpha map via settexture it wont work. Only if you define alpha in the model does it work. I'd say its similar as defining variables in scripting. If you declare integer, you cant use float values. If you declare as float you can use integer values. With the inital material/texture type you define the "scope" of it.
@simple trout
Where's this drone logic?
It's not editor place-able. It's the gunner inside remote controlled turrets and the pilot in other uavs.
Is that something I have to add in the config?
Dunno. Probably script.
I'm trying to do something a bit wacky like below, am I nutters or is it possible? There is good reasoning, I swear. Perhaps there's an easier way.
#define ADD_ITEM(a,b) item_nc(__EVAL((a) select 0), __EVAL(round ((a) select 1) * b))
#define MEDIC_SALINE ["ACE_salineIV_500", 6]
#define GENERIC_AMBULANCE_MOD 0.5
...
class TransportItems {
ADD_ITEM(MEDIC_SALINE, GENERIC_AMBULANCE_MOD);
};
@green falcon possibly with __EXEC as well to set that array to an internal variable, but it would probably be more readable to just have a MEDIC_SALINE and MEDIC_SALINE_QTY
like
#define MEDIC_SALINE "ACE_salineIV_500"
#define GENERIC_AMBULANCE_MOD 0.5
#define MEDIC_SALINE_QTY __EVAL(6 * GENERIC_AMBULANCE_MOD);
...
class TransportItems {
ADD_ITEM(MEDIC_SALINE, MEDIC_SALINE_QTY);
};```
Does anyboy know in which PBO all 3den-related things are?
how about 3den.pbo? 😁
I've got something similiar to that at the moment @dim mist , thanks. I was just hoping to have a centralised place at the top of the file so those in my group inexperienced with programming could alter the class names/quantity per section and for that change to be reflected in all the vehicle load outs (the modifier halves for when there's landrovers for example, as it's two per section).
@green falcon i guess theoretically something like this might work #define item_nc(a,b) class _nc_##a {name = a; count = b;} __EXEC(MEDIC_SALINE = ["ACE_salineIV_500", 6]; ) #define ADD_ITEM(a,b) item_nc(__EVAL((a) select 0), __EVAL(round ((a) select 1) * b)) #define GENERIC_AMBULANCE_MOD 0.5 ... class TransportItems { ADD_ITEM(MEDIC_SALINE, GENERIC_AMBULANCE_MOD); };
no idea if it would in practice though.. never used those internal variables
@gilded lake right. Didn't notice that. Thank you.
I'll play around futher @dim mist , thanks for the help.
Is anyone able to have a look at my code for a custom faction? I'm trying to add attachments via the config to a NIArms weapon but keep getting the error No entry 'bin\config.bin/CfgMagazines.a'
Is the preview thing when placing a circular or square marker in 3den an engine feature or is there a function for it?
For Turrets, what controls which weapon is selected by default?
The first one in the weapons array
I have this:
weapons[] = {
"CMFlareLauncher",
"CUP_weapon_mastersafe",
"DERP_M134",
"DERP_M230",
"CUP_Vmlauncher_FFAR_veh_19In"
};
but the M134 is being selected by default
```cpp
ConfigStuff
```
weapons[] = {
"CMFlareLauncher",
"CUP_weapon_mastersafe",
"DERP_M134",
"DERP_M230",
"CUP_Vmlauncher_FFAR_veh_19Out"
};
My guess is that CMFlareLauncher is not counted because it's a special weapon fired by using the countermeasures key.
So it's not selectable
Dunno about CUP_weapon_mastersafe
That one is selectable, but comes at the "end" of the cycle.
And it's supposed to be the default?
I'd like it to be. Let me just double check to make sure it's the default without my configs.
I'd try to push CMFlareLauncher at the end... But it should still pick CUP_weapon_mastersafe regardless.
Yeah "CUP_weapon_mastersafe" is default.
So it works?
er, that is without my configs. trying with flares at the end
Uhm. What are "your" configs and how are they different from "vanilla CUP".
I added the DERP lines
Moving the flares did not affect the default or the order
DERP lines being copies of CUP weapons with some fire modes removed.
Is this about += ?
Not sure what that means.
Then ignore it.
Idk, set up requiredAddons properly?
Keep in mind that only what is shown inside the ingame config viewer counts as recognized by the game..
vehicle player weaponsTurret [-1]["CUP_weapon_mastersafe","DERP_M134","DERP_M230","CUP_Vmlauncher_FFAR_veh_19Right","CMFlareLauncher"]
that's what Debug Console gives me
requiredAddons[] = {
"CUP_AirVehicles_UH60",
"CUP_AirVehicles_AH64"
};
Thanks for your suggestions.
try DriveIsCommander = false; or in each turret you dont want driver to have control of commanding = 1; but you should not add weapons like that, if m134 and m320 are side mounted they should be in turrets class
if you want to be realistic driver should not have control over side mounted weapons, or pilot in this case
is there a way to disable looking down the sights on a weapon? I had it working before when my weapon was lower and also removed the eye memory point. Now after bringing my weapon back up to the original spot i can't seem to get that disabled again.
@Jastreb#8971 Ah, these are for the CUP MH-60 DAPs. Trying to give them miniguns and autocannon.
Getting this error in my arma 3 server rpt 12:51:47 File rpf_server\config.cpp, line 47: '/CfgFunctions/ExternalS/ExtDB/DBSetup.preinit': Missing ';' prior '}'
which was this class DBSetup {preinit=1};
hey guys ive got a question.
Im currently configurating Animations and i was wondering if you can config it so it plays a soundeffect when triggering the animation?
No.
Can I make my own reflectors activated by userActions?
AFAIK no, they're activated by lights on action
you can create animations and user actions to show/hide other lights though
@untold temple you mean other lights made by rvmat? I need the light to illuminate stuff and it's to my understanding that you can't do that with an rvmat
I want lights that are on while engine is on without having to "turn on lights"
@quick steppe
Yes. In AnimationSources add sound like this:
class RearDoorSrc {
source = "user";
animPeriod = 3;
initPhase = 0;
sound = "ServoRampSound";
};
no, I mean show/hiding the memory points of other reflector lights
@untold temple
ok I see. but they still need to be turned on right? no other way of activating them?
that's how it seems to be for certain vehicle types
LightOn on a Vehicle. Reflectors -> all lights On.
Workaround(Hackfix): AttachTo of an Object, that has a Reflector and exec
{_x action ["LightOn",_Veh];}forEach attachedObjects _Veh;```
@viral rapids
dude thanks xD thats clever
Thats how i solved it. Not rly the fine way, but wayyyy better than that buggy Lightsource attaching Madness.
sweet I will try this
how come arma want to loadup some texture (path) which even isnt in the cfg anymore..deleted pbo packed new one..
well there's still something pointing to that path 😛
then it must be under invisible cape
the problem is that the other (2,3)parts of texture are loading just fine ..
Thanks that was helpfull 😃
Any ideas on making a brighter campfire?
class Effects: SmallFire
{
class Light1
{
simulation = "light";
type = "SmallFireLight";
};```
Tried adjusting brightness and intensity in my class Light1, but makes no changes.
is configured under class CfgLights>>>class SmallFireLight
so create your own class there and change type to your new light source classname
Is there way to chance the place were assembled drones spawn?
how to fix these again?
No entry 'bin\config.bin/CfgWeapons/GunParticles.displayName'.
Fix the inheritance of your mod. It's wrong.
iirc it should be neither, but comes from inside a base sub class in CfgWeapons.
i know, yet I need to name it somewhere so mikeros tool has a reference
outside of it it doensnt really matter, if its there it references it, if not it creates an empty class
You are wrong and you made a mistake, even though the error is now invisible.
GunParticles is not a root level base class
This is an example of the proper inheritance:
class CfgWeapons {
class Rifle;
class Rifle_Base_F: Rifle {
class GunParticles;
};
class Rifle_Long_Base_F: Rifle_Base_F {};
class LMG_Mk200_F: Rifle_Long_Base_F {
class GunParticles: GunParticles {
class AmmoBeltEject {
effectName="MachineGunEject2";
positionName="nabojnicestart";
directionName="nabojniceend";
};
};
};
};
If you add GunParticles to config root, you broke it.
thanks for the heads up then
is WeaponSlotsInfo, ItemInfo, LinkedItems in there too?
Btw if that broke it, the error would still be shown ;)
Btw if that broke it, the error would still be shown ;)
Wrong! There are errors you can make that will not display an error MESSAGE, but can still break other weapons from vanilla and mods.
is WeaponSlotsInfo, ItemInfo, LinkedItems in there too?
Yes, check the ingame config viewer in vanilla or the all in one config dump
how is that reference goin to break something..
really want to understand that
It's no longer just a reference is someone else fills that class with other stuff. Changing the inheritance is a really bad idea and so is creating base classes that shouldn't exist especially when they don't have a proper OFPEC tag.
It means the mission is dependent on downloadable content that has been deleted
if it doesnt find the class you use, or assetts that are not there anymore it doesnt matter if you remove required addons
In short. The Mod with that Name in CfgPatches is not loaded. But the Mission needs it.
You had the Addon loaded when you built the Mission. And you don't have it loaded anymore right now.
All Arma checks for is the Name inside CfgPatches.
To fix that either you load that Mod again. Or you remove it from requiredAddons in the mission.sqm
¯_(ツ)_/¯
Faulty EventHandler inheritance definition in p:\a3\characters_f\config.cpp
https://feedback.bistudio.com/T126171
@jade brook BI fuckup that also make you guys in CBA (and ACE?) do ugly workaround (duplicating EH code in CIV classes)
@sullen fulcrum you have to pastebin the whole config
XEH has a backup method, so nothing should break. If they keep it like that, one can adjust. I haven't looked into it yet though.
Wondering if anyone has experience with HMD/MFD for aircraft. I'm experiencing a very specific issue with the 3cb apache where the comanche MFD crashes the game when in the apache pilot seat. I've narrowed it down to being the GunnerAim bone:
class GunnerAim {
type = "vector";
source = "turret"; // CAUSES CRASH
pos0[] = { 0, -2 };
pos10[] = { 0.0068, -0.01 };
projection = 0;
};
The comanche model has references to MainTurret/mainturret but the apache does not. I'm thinking that's the issue, wondering if anyone else has experienced anything similar
should be source = "weaponToView";, no? "turret" isn't a source listed here https://community.bistudio.com/wiki/A3_MFD_config_reference#Sources
it's copied straight from the comanche mfd, so i'm assuming it's something specific for that. If i replace source = "turret"; with source = "weapon"; it does not cause a crash, however I then can't see where the gunner is aiming (as pilot)
@light nest how do you use that?
"The comanche model has references to MainTurret/mainturret but the apache does not" - I don't understand this part, do you mind elaborating a little bit?
sure....i've looked at the comanche model in notepad++ and searched for references to turret, to try and see if anything is different with the apache model. it comes up with MainTurret and mainTurret in a few places. Searching for those in the apache model gives no result, so my feeling is that because the apache doesn't use MainTurret for its turret memory points, the turret in mfd causes a crash as it tries to search for it. I don't know, just the best I can think of
And what apache do you use?
it's the 3cb apache
dunno what is going on then without access to p3d or config at least
isnt mainturret what turrets selection is called by default?
Got a question here -- Long time mission maker, first time modder.
I want to make a server-side-only mod that is nothing but a collection of useful SQF functions that I can use freely in my missions so that I don't have to copy-paste updates and new additions into each of my different mission folders and re-pack them into PBOs every time I make a change. It's really tedious and I want to have everything in one place.
Can anyone link me to a tutorial or maybe tell me what to Google so that I can figure out how to do this?
CfgFunctions add all your functions and a preInit function in which you publicVariable all your functions that you also need on clientside
@grand zinc That makes sense, except I only know how to define CfgFunctions in my mission folders. Where can I learn how to do this as its own standalone mod?
It's essentially the same. Besides that CfgFunctions goes into config.cpp instead of description.ext
And you miight need a PBO prefix. Maybe
So you're saying that if I just copy-paste from description.ext into a new config.cpp, move all the scripts and stuff into a separate folder, and pack that folder into a .pbo... then I can load that as though it were any other mod?
Basically yes.
You just have to be careful that the path to the scriptfile in CfgFunctions is correct
And the path in the CfgFunctions just needs to be relative to where the config.cpp file is, right?
For example:
Folder Structure:
---
ModFolder\
- config.cpp
- scripts\
- fn_helloWorld.sqf
In that case, I would define the scriptFile path in the config.cpp as just "scripts"?
Not 100% sure but I think you need a prefix. What are you packing your pbo with?
PBOManager is the only way I know to pack a mission into a PBO file.
if your pbo is ModFolder.pbo your script path would be \Modfolder\scripts\fn_helloWorld.sqf If you don't set a prefix (Don't know where or if you can do that in PBOManager) the default is the name of the pbo
Alright that makes sense -- thanks so much @grand zinc 👍 I'll bother you again later if I run into trouble
I'm trying to get my addon finally support zeus, but adding classnames to units[] didn't help
I even tried simply adding one classname to it, just for test - still nothing
hmmm... that's weird. I'm getting zeus from admin tool, that activates all addons, and my addon's not there. But if I load this addon manualy, it works
now why it's not seeing my addon...
did you set So it works fine if you manually enable your Addon?scopeCurator ?
yeah. from what I see, admin tool is doing this thing when creating curator logic:
_curator setVariable ["Addons",3,true];
I'll probably nag admin tools author, since it might be his fault
Whatever it is using to determine all the Addons is not detecting yours obviously. So it's his fault. I guess
Tried reading a little more into incorporating CfgFunctions for a mod and tried using the CBA and TFR source code as examples to go by. Can anyone tell me if I'm on the right track with this in my config.cpp file? http://i.imgur.com/hpe2zZw.png
I don't see the sxf folder from ...addons\sxf\functions otherwise that looks good
I just tested it in the editor and it works! Thanks so much! This saves me like several hours of time when making missions! Look at me Mom, I'm a mod maker now!
I was thinking of trying to take advantage of the function tags so that I can simplify which mod functions are made available for clients like so:
config.cpp: http://i.imgur.com/xE7TQtS.png
preInit function: http://i.imgur.com/QJguRsV.png
Am I crazy or is this a viable way of sharing my clientside functions properly for this server-only mod?
Also -- can't I simplify that further by just declaring the "file=" variable in the parent "SXF_Utility" class rather than in each of its subclasses?
And just to clarify -- publicVariable'ing these functions via preInit will make it so that I can freely assume they exist on clients when I am running stuff on initPlayerLocal.sqf? Even without having to do waitUntil { time > 0 } to skip ahead to after the briefing?
Now I just need to learn the proper way to put this on the workshop and get it bisigned or whatever so that I can sync it all on my server and properly test it out.
What would I need to do to make a projector screen actually able to have textures on it?
it needs a named selection in the p3d/model.cfg, and that same name in hiddenSelections[] in the config
Just a quick update here -- I've tried using this on my server but the "preInit=1" feature of the function I use and declare to publicVariable my client functions apparently doesn't actually work. When I call it specifically from the server via Admin Debug Console, It appears not to throw any errors in the server RPT file yet the client still doesn't know what those functions are.
So either I'm misunderstanding how to use the PreInit feature or my script somehow has a stealth bug
i think if the function is nil that would happen
(ie a typo in the function name, or just wrong function name)
you're calling SFX_Utility_fnc_whatever ?
oh nvm.. this is a server only mod and you're trying to spread it over the network with publicvariable or something?
that code would only make the functions exist on clients, it wouldn't run anything
@dim mist Thanks for the response! Here's some more information: the initPlayerLocal.sqf file explicitly calls that function on the presumption that the PreInit thing will publicVariable before the initPlayerLocal.sqf runs and therefore it will be safe to call that function on the clientside. Unfortunately it hasn't worked out this way, though. What would you in this situation?
I want to run that server-defined function's content on the clientside, but publicVariable'ing via a PreInit function on the server doesn't seem to do the trick.
does it have to be preinit? maybe postinit?
It could absolutely be postInit, I think? There's no reason it has to run before the briefing. I only did PreInit because of the other guy's advice earlier
Do you think that simply changing it to PostInit and doing waitUntil { time > 0 }; would make it work out?
just a guess.. might be too early maybe
i've had trouble publicvariabling while loading objects from 3den code which happens after preinit
worked around it by making a postinit script that does it
I went in the server again. I manually publicVariable'd the function from the serverside and then called it from the client side. Everything worked perfectly!
So I guess the bug here is that preInit doesn't seem to actually publicVariable the function somehow?
Right -- doing it manually from the debug console makes it work perfectly. So the problem is that either PreInit isn't publicVariable'ing the way I need it to... or my PreInit script to publicVariable stuff isn't working somehow.
yeh, so it's not related to the fact it's running during preinit
And just to be clear: PreInit is done before the initPlayerLocal etc files are run, is that right?
yeah, but that doesn't mean those variables will be set on clients before initplayerlocal
clients probably receive them after the game starts
I know for a fact that my function is getting and at least trying to publicVariable the things appropriately: http://i.imgur.com/fKCmHmp.png
thats the results from getcfgsubclasses?
Yup
hint "";
sv_temp = "";
{
_name = ("SXF_" + _x);
_listOfFunctions = (configFile >> "CfgFunctions" >> _name >> "GlobalFunctions") call BIS_fnc_getCfgSubClasses;
{
sv_temp = sv_temp + ( parsetext ( "SXF_Utility_fnc_" + _x + "<br/>" ) );
} forEach _listOfFunctions;
} forEach ["Init", "Utility"];
sv_temp remoteExec ["hint"];
Also the other SXF_Utility global functions are publicVariable'd properly... except for the one that I want somehow!
so if you just put the function name in watch box it's blank?
Sadly, yeah
not sure how it'd work for some, but not all
In my experience, when situations like this happen the problem is usually something really dumb, niche, and small that I overlooked.
That can work! 👌
or failing that remoteExec
Eureka! It turns out that the problem was indeed a small minor dumb thing. When I was assembling the strings to try and publicVariable the functions, I forgot to include the "fnc"!
Still have no idea how the other functions were somehow working properly, though. Point is, it works!
sweet
Hello, is there a way to intherit the ItemInfo class of a classname from another config?
only from a parent class of your object afaik
a class that your class is inheriting from
class B : A {
class ItemInfo;
};
class YOUR_CLASS : B {
class ItemInfo : ItemInfo {
//your iteminfo changes from B's iteminfo
};
};```
so do I need to write the item info while it's
class ItemInfo : ItemInfo {
if you want to make changes to it, yeah
if you want to inherit it exactly from B, can just leave it out
or can I just leave it like
class CfgGlasses
{
class G_Balaclava_blk;
class Balaclava_Cod_Ghost : G_Balaclava_blk
{
author = "Task Force Wolfpack";
displayName = "Balaclava(CoD Ghosts)";
hiddenSelectionsTextures[] = {"\tfwp_gear\tfwp_masks\data\codmask.paa"};
class ItemInfo : ItemInfo {
}
};
}; ```
you need to tell it that it exists in G_Balaclava_blk too
{
class BALACLAVA_BASE;
class G_Balaclava_blk : BALACLAVA_BASE {
class ItemInfo;
}
class Balaclava_Cod_Ghost : G_Balaclava_blk
{...```
i don't know what the proper base is.. i'd check config viewer
so I need to include the base too with the iteminfo
yeah, basically you need to declare an "external class reference" to anything that you inherit
which is just telling it that it exists somewhere even though it doesn't know the details
like a header file in c/cpp
make sure you always check the config viewer so you don't screw up the bases though
can break vanilla items and stuff if you do
np
can you have an attachment that adds a muzzle? or can you only modify existing ones with coefs?
how to add a compatible item with joint rails?
I did this:
class SlotInfo;
class CowsSlot : SlotInfo
{
linkProxy = "\A3\data_f\proxies\weapon_slots\TOP";
displayName = $STR_A3_CowsSlot0;
compatibleItems[] = {"tfwp_elcan_specter_rds_green", "tfwp_elcan_specter_rds_white"};
}; ```
Outside of cfgWeapons
and this:
```cpp
class WeaponSlotsInfo
{
mass = 4;
class CowsSlot: CowsSlot {};
allowedSlots[] = {901};
};
With the item
But I just can't see it in the arsenal
Does anyone know?
See Joint Rails or CBA wiki for how to use Joint rails
Thanks alot 😄
what part of a unit under cfgvehicles states whether the unit will be spawnable via Zeus? and or what are the requirements for units to be spawned by Zeus? i have tried scopeCurator=2; but that hasn't worked , any ideas?
ooooohhh okay shall try that part , thanks buddy 😛
Would anyone be able to tell me how to get blood textures to work on a retextured AAF uniform, please?
would radar related configs be in CfgAmmo or CfgVehicles?
class B_Heli_Light_01_armed_F;
class B_Heli_Light_01_armed_F_Radar: B_Heli_Light_01_armed_F
{
radarType = 4;
lockDetectionSystem = "2 + 4 + 8";
incomingMissileDetectionSystem = 16;
};
trying to add radar to a pawnee
hey guys, i could use some help, we have tried to figure out why my server wont work and this is the error message i get: ErrorMessage: File mpmissions__cur_mp.Altis\description.ext, line 72: /CfgVehicleCustoms/: Missing '}'
line 72
ye
i have looked at it with a friend, and none of us could figure it out, im just quickly going to post it here
What is config.cpp?
This file is fine as far as I can tell. The problem is most likely in the #include'd files.
pff 6000 lines
yup, and i have checked them all
and a friend did the same, and we couldnt see the missing brackets
Naming it config.cpp is pretty bad though. #include'd files should be named *.hpp. And config.cpp is usally the name of unbinarized addon configs, not a file for a mission.
Very messy.
i wasent aware,
but i dont think i have changed it, it was the mission file from the Exile.Altis mission
Yeah. Not surprised.
{"Exile_Car_MB4WD", 150, "Black", {"\A3\Soft_F_Exp\Offroad_02\Data\offroad_02_ext_black_co.paa","\A3\Soft_F_Exp\Offroad_02\Data\offroad_02_ext_black_co.paa","\A3\Soft_F_Exp\Offroad_02\Data\offroad_02_int_black_co.paa","\A3\Soft_F_Exp\Offroad_02\Data\offroad_02_int_black_co.paa"}}
};
};
These are the last lines of the file.
Maybe indentation is correct, then it's a simple closing curly bracket that's missing. Was this file edited recently?
The last class in this header file is indeed class CfgVehicleCustoms.
So it would fit.
Well there is a } missing at the end of your config.cpp
You never close CfgVehicleCustoms
I think so too. Did you check all the lines?
The last line is a } that closes the last entry inside CfgVehicleCustoms But CfgVehicleCustoms itself is never closed
Yeah. Assuming the indentation is correct.
Which it does look like.
But they also said, that the file was not edited.
Well. The closing bracket for that class is missing. Doesn't matter if it's never edited if it was wrong from the start
Maybe it was closed in one of the countless lines before.
aha, i will try it out! thanks
But all those vehicle customizations are.. Vehicle customizations. So they should be inside CfgVehicleCustoms
It is possible that it was closed before and these customizations are at the wrong place with the wrong indentation
hmm, cant seem to find the place you say its missing
At the end of the file
After the last line
change
class C_Offroad_02_unarmed_orange_F
{
skins[] =
{
{
"Exile_Car_MB4WD", 150, "Black",
{
"\A3\Soft_F_Exp\Offroad_02\Data\offroad_02_ext_black_co.paa","\A3\Soft_F_Exp\Offroad_02\Data\offroad_02_ext_black_co.paa","\A3\Soft_F_Exp\Offroad_02\Data\offroad_02_int_black_co.paa","\A3\Soft_F_Exp\Offroad_02\Data\offroad_02_int_black_co.paa"
}
}
};
};
to
class C_Offroad_02_unarmed_orange_F
{
skins[] =
{
{
"Exile_Car_MB4WD", 150, "Black",
{
"\A3\Soft_F_Exp\Offroad_02\Data\offroad_02_ext_black_co.paa","\A3\Soft_F_Exp\Offroad_02\Data\offroad_02_ext_black_co.paa","\A3\Soft_F_Exp\Offroad_02\Data\offroad_02_int_black_co.paa","\A3\Soft_F_Exp\Offroad_02\Data\offroad_02_int_black_co.paa"
}
}
};
};
};
aha, can you explain why the second last one doesnt close it?
The missing }; has nothing to do with the C_Offroad_02_unarmed_orange_F class.
It closed the super class of both C_Offroad_02_unarmed_orange_F and the class before that.
The super class being CfgVehicleCustoms .
class CfgVehicleCustoms
{
// a lot of classes including C_Offroad_02_unarmed_orange_F
};
And the last }; is missing atm.
Because the second las one closes class C_Offroad_02_unarmed_orange_F
just look at the indentation. The { that belongs to the } is on the same indentation
you can clearly see which one belongs to which
thanks to you @halcyon ice as i found a flaw in my EBNF for ArmA.Studio
Nested arrays were not added to it thus the parser could not find them
Yeah btw. To find the error I just threw it in Arma.Studio to make it show me the correct line of the error ^^
so ... configs class names & fields are allowed to start using numbers?!
classnames yes. Dunno what a "field" is
example, the magazines classnames
30Rnd_blah
Hey guys, I'm working on my own small PMC faction. The whole setup is no problem. However there is one thing I still don't have a real idea about.
Since its an PMC there is no "dress code" so all the people are supposed to have different uniforms. How could I tackle that problem? I'd like to setup a pool of uniforms, vests and helmets and the game randomly chooses one of the "items" once the unit is placed in the editor.
You'd need an init script that randomizes the clothes.
Can't be done with config. Only glasses can. And headgear when a particular BIS script is used as init script
Meh, sad but okay. Thanks ^^
why does my animation rotate one way in buldozer, but the opposite in-game?
Is this a trick question?
no, serious question
A minus sign!?
I'm converting to radians for the angle
What's the passage in the model.cfg?
angle1=(rad 40);
in-game it animates as I am expecting
but in buldozer, its reversed
I have no idea.
Have a nice day. Is it possible to change NVG color, without Post Process effects?
no
where can i find A3_Data_F location?