#arma3_config
1 messages · Page 75 of 1
Saved me from getting 3 more grey hairs 😄
Is this inheritance properly formed?
class CfgVehicles {
class Car;
class Car_F : Car {
class HitPoints {
class HitBody;
};
};
class MyNewCar : Car_F {
...
class HitPoints : HitPoints {
class HitBody : HitBody {
name = "body";
};
};
};
};
The reason I'm asking is that rpt's show:
"Updating base class ->Car_F, by mypath\config.bin/CfgVehicles/MyNewCar/ (original mypath\config.bin)"
your config template is good. requiredaddons= has not been set to bring in the car_f config first.
no, that's fine, there's more to the config than I've typed out
'good' means you aren't adding or disturbing the inheritence tree. that's what makes it a 'template'. whether it's telling the truth is a diferent matter. Ie in the car_f config if above is actually true.
I just wanted to make sure I wasn't messing with Car_F at all, because of the rpt line.
I don't understand what you mean with 1)?
well where is the config.cpp that actually contains car_f ??
k. i'll check
Can you tell me how to check pls? Would like to know
but essentially you have got the technique correct
i've checked, what you said above is correct, and nicely done.
as for how to check, the answer is those classes really do exist at the indent level you said they were at, OR, you lied.
neither 1 or 2 apply. you've done it correctly.
So do you know of any other reasons why the rpt says the base class was being updated? Do I not need to worry about it?
I do see lots of mods (eg RHS) that have many similar lines.
then they break the underlying master config.BIN
disturbing the inheritence tree is never acceptable,. you can see the mess bis themselves have made with rscDisplays
So you think the rpt line indicates a problem?
definate
well you haven't exactly pasted a real config have you;
but first remove your addon altogether and check what the underlying rpt says.
There are lots and lots of rpt lines with similar "updating base class" notifications. Many seem to be BIS...perhaps they're present without mods, haven't checked.
1:07:46 Updating base class ->Default, by a3\weapons_f\config.bin/CfgWeapons/ItemCore/ (original a3\weapons_f\config.bin)
1:07:46 Updating base class ->Bag_Base, by a3\weapons_f\ammoboxes\config.bin/CfgVehicles/B_AssaultPack_Base/ (original a3\weapons_f\ammoboxes\config.bin)
1:07:46 Updating base class ->B_AssaultPack_Base, by a3\weapons_f\ammoboxes\config.bin/CfgVehicles/B_AssaultPack_rgr/ (original a3\weapons_f\ammoboxes\config.bin)
1:07:46 Updating base class ->B_AssaultPack_Base, by a3\weapons_f\ammoboxes\config.bin/CfgVehicles/B_AssaultPack_cbr/ (original a3\weapons_f\ammoboxes\config.bin)
1:07:46 Updating base class ->Bag_Base, by a3\weapons_f\ammoboxes\config.bin/CfgVehicles/B_Kitbag_Base/ (original a3\weapons_f\ammoboxes\config.bin)
1:07:46 Updating base class ->Bag_Base, by a3\weapons_f\ammoboxes\config.bin/CfgVehicles/B_TacticalPack_Base/ (original a3\weapons_f\ammoboxes\config.bin)
1:07:46 Updating base class ->Bag_Base, by a3\weapons_f\ammoboxes\config.bin/CfgVehicles/B_FieldPack_Base/ (original a3\weapons_f\ammoboxes\config.bin)
1:07:46 Updating base class ->Bag_Base, by a3\weapons_f\ammoboxes\config.bin/CfgVehicles/B_Carryall_Base/ (original a3\weapons_f\ammoboxes\config.bin)
anything rscDisplay is bis trying to cope with the underyling xbox elite config
almost anything else is a foriegn addon upsetting things.
I know virtually nothing about configs, but is it possible and fairly simple to make a "patch" addon that reduces backpack capacities?
yes. providing the backpack itself is a class of yours, not the original.
you can inherit the same model, same basic characteristics, but you go altering things, then it has to be your class not the class everyone else uses. You get hate mail
mikero, how did you check whether car_f was in A3_Soft_F, or otherwise find where it resides?
Ok thanks mikero, looks like I've got some learning to do 😃
Oh, I think it's obvious, sorry.
you can change whole-of-game to sing songs in mongolian, if you want to. but whether everyone else wants to hear moingolian is a different matter. Normally for your mod, your missions, you provide an addon that Inherits the original, so that only your mod, your missions are affected.
@Apollo#1366 from the looks of it you have an older version of your config/pbo (or a second version) with faulty requiredAddons
can somebody help me out.. i ve added cargoturrets to vehicle and now units are invincible when they get on it(outside). what do i have to add in cfg so they can take damage?
@sullen fulcrum
add the proxies in the fire geometry
"Proxies for the driver & passenger must be present into this LOD as well (they can be copied from the Resolution LOD). Otherwise the units will be invincible. One should also do any geometry validation before adding the proxies, otherwise they will not be functional. "
G'day all
What config code would I need to chuck into a config to remove the BI UI for vehicle info and weapons?
Would rather use the HUD on the vehicle than those
I'm wanting to keep the Sensor display UI stuff, but not the rest
would need to change the unitInfoType
@fathom thorn Yeah thanks i did figure it out yesterday. But thanks anyways 😃
How exactly does a display in a config access variables like speeed on a vehicle?
idc output
I'm not sure how that would look, have any resources or examples?
most are found in class RscIngameUI>>>class RscUnitInfo
speed ui displays (typically class CA_Speed) takes values from idc = 121;
Gotcha. I'll take a look
Anyone know what an EPE manager is?
How would one fix this
?
Would the mod Arma Enhanced Movements cause this error, that used to be on the server in the commandline
Post full RPT
Ok
Sorry been at this for almost 5 hours and doing stuff for my unit at the same time
And it crashes the game?
No
What happens is this; Lobby, mission loads, waiting for host, loading screen, back to lobby
I check the RPT logs, find no dependency issue, I just see that EPE manager at the end
The last line is not necessarily the cause for a crash.
The game fails to start the mission because of the config errors in the OPTRE mod weapons.
I can't find what would be crashing it.
OPTRE mod is.
Ok
It's that MA5B_AC then
Strikes me as odd because I got the same error on a different mission, and that mission is working fine
Doesn't matter. The freeze happens because of an old bug with pop up errors preventing a mission from loading.
But there shouldn't be a pop up error in the first place.
OPTRE has to be fixed, otherwise it will crash missions.
Ok
I'll ask one of the devs about it
Least it's narrowed down to another problem
thanks!
It seems that the authors of OPTRE don't know much about how to set up a proper config. There are a lot of UBC errors in their mod.
107 lines of errors.
The update took about two months from their announcement, but I don't judge because Idk what's it like to mod or their personal life.
@jade brook Lobby, mission loads, waiting for host, loading screen, back to lobby
Answer The freeze happens because of an old bug with pop up errors preventing a mission from loading.
What freeze? There is no freeze :D
The issue is probably in the serverside RPT and not in the clientside one. Because it's the server that's kicking you back to lobby for some error.
OPTRE is still broken though.
Quick question, can you have a hyphen in a class name? e.g
class CfgUnitInsignia
{
class Squad1-1 <--- this bad boy
{
displayName="Section 1-1";
};
};
afaik no. Just use _
Thanks.
in c++ the hyphen is a delimeter betwen 'words'
c coders use the compiler supplied isalpanumeric(int c) to distinguish boundaries. An alpha numeric is defined in c (and all derivitives such as perl and php) as a->z 0->9 A->Z and the ' _'character, a->z is local codepage dependent. for us ascii it is 26 chars, for cyrliic it is 32. for katakana, it is around 2,500 codepoints.
but to answer your question properly, the bis engine would have no trrouble with:
c;lass РабТУФХ
it is a valid sequence of utf encoded alpahnmeric characters
@grand zinc Same diff.
If it would be under a class where would you put it @sullen fulcrum ?
CfgPatches {
myMod {
// here?
};
};
Ah... So you think it could be inside a class and the Wiki wouldn't tell you in which of the thousands of possible places it should be?
Or does the Wiki not tell you in which class because it is actually not in a class?
Probably the latter.
😉
Thanks.
Lol, it breaks the mod.
Works: ```CPP
#include "script_component.hpp"
class CfgPatches {
class nev_debug_menu {
name = "Mutipurpose Debug Menu";
author = "Neviothr & jameslkingsley"; // https://github.com/jameslkingsley
units[] = {};
weapons[] = {};
requiredVersion = 1.0;
requiredAddons[] = {"Extended_EventHandlers"};
version = 1.6.2;
versionStr = "1.6.2";
versionAr[] = {1, 6, 2};
};
};
#include "CfgSettings.hpp"
#include "CfgNotifications.hpp"
#include "CfgEventHandlers.hpp"
#include "ui\BaseDefines.hpp"
#include "ui\DebugMenu.hpp"
#include "ui\AiCount.hpp"
Doesn't work:CPP
#include "script_component.hpp"
class CfgPatches {
class nev_debug_menu {
name = "Mutipurpose Debug Menu";
author = "Neviothr & jameslkingsley"; // https://github.com/jameslkingsley
units[] = {};
weapons[] = {};
requiredVersion = 1.0;
requiredAddons[] = {"Extended_EventHandlers"};
version = 1.6.2;
versionStr = "1.6.2";
versionAr[] = {1, 6, 2};
};
};
enableDebugConsole[] = {"76561198141761169"};
#include "CfgSettings.hpp"
#include "CfgNotifications.hpp"
#include "CfgEventHandlers.hpp"
#include "ui\BaseDefines.hpp"
#include "ui\DebugMenu.hpp"
#include "ui\AiCount.hpp"
looks good to me tho
Why doensn't that work?
Does your pbo packer or Arma just pop a Message box that says "Doesn't work" ?
Hmm, well, the mod does stuff in-game, like add addActionss, display dialogs, assign keybinds with CBA. With enableDebugConsole, it doesn't do any of those. It just... loads...
That's interesting ^^
I can link you the whole source if that'll help.
No. That one line shouldn't change anything
Maybe you are doing something wrong when packing that you didn't do wrong before
Nope, packing is done exactly the same, I tried it multiple times with, and without enableDebugConsole.
Wait.
CBA issue claims 1.73 dev, wiki claims v1.71.
He is listing what version he is running when he created the issue. And apparently he is running 1.73. That's completly unrelated to the wiki
On arma 1.73 dev branch the debug console can now be made active when an addon is loaded with enableDebugConsole = 2 in the config root.
That was one day before 1.72 release
Was it in the RC, though?
Doesn't the RC branch fork from dev branch, at which point it stops?
So dev continues while RC gets only bug fixes and such.
Quick question: I'm losing some hair over a config.bin in an addon that has some rscTitles stuff in it. Here's my debug process
- Use CfgConvert to get the config.bin to cpp, change nothing in the cpp, then convert back to bin
- (Making sure I only have the newly converted bin in it) I repack the pbo and test it.
- Nothing works. Note that the only difference is the bin here, nothing else was changed.
Sanity check: If I repack the addon pbo with the bin that it originally had in it everything works.
yep.
@grand zinc does this mean something? ```
17:28:00 NEV_Addons\Addons\nev_debug_menu\config.bin.enableDebugConsole: Cannot update non array from array
Hmm, that's what I did enableDebugConsole[] = {"76561198141761169"};
Or do you mean delete like this? https://github.com/acemod/ACE3/blob/98da86b74d4089bc3403d0b0c0074e6a46ce35d8/addons/ui/RscChat.hpp#L4
Yes, bit I'm not sure the game allows this. Maybe it's not possible to use the array version in config.
Wiki claims ```
Array of UIDs is also supported here.
Do you have another mod that sets this value (as number, not array)?
Yeah.. It is bugged. Same as the script that checks your priviledge was horribly bugged till current dev branch
it is by default set to 0
Is it set to 0 as default or does it default to 0?
Same thing if you can't change it ^
No. One does explicitly set the value to 0 and the other assumes 0 if the value is not set.
If it's broken it means the value is 0 anyway.
No, you could set it to 1 or a string.
Just not to an array.
Yes, it is explicitly set to 0:
enableDebugConsole = 0;
This means you can't change it to an array.
What I mean is if enableDebugConsole doesn't work, there's nothing to set, so it assumes 0.
You can set to a number or string.
What you can't do is change the entry to an array entry.
Because the game already uses a number in vanilla.
Wiki's misleading then.
They broke it by setting it explicitly to a number instead of assuming 0 if it's undefined.
Needs a [Broken ATM] disclaimer.
Maybe it worked at some point and then they got overzealous and added the = 0; entry to config.
Try:
delete enableDebugConsole;
enableDebugConsole[] = {...};
first.
Alright (it's gonna take a bit, PC's slow 😐).
Well, it doesn't break the addon. But, there's no debug console in mission where it's disabled (ie BIS showcases).
Well yeah. If it's explicitly disabled in the mission, it's supposed to overrate the addon.
As per the order of precedence on the wiki.
They added it when the new security thingy was already broken
Nice trick with using delete, Dedmen.
I'm assuming delete is used to, well, delete entries, classes, etc?
entries.
Alright, cool. Thank you for your help guys 😄
Non-inherited entries to be precise. It's pretty limited.
Someone should put it on the wiki that it's needed to redefine enableDebugConsole to an array.
Does one of you have an account?
I'll add it.
👍
Again? 😂
He'll probably not understand it and be even more dense than you :S
I'm not that dense... 😦
Yeah, you just pretended.
Let's go with that 😉
@jade brook You can remove it again. Fixed in dev branch afaik
They removed the entry from vanilla, right?
Think so
Anyone up for helping on a project? got everything ready just need the config. (paid)
Smoke grenades and a gas mask, nothing too funky I dont think
@idle coral: #creators_recruiting.
So following from a discussion in #arma3_scripting, id like to sneak some changes into the particle effects of a missile explosion. Never messed around in this corner of the engine, where are the particle effects defined exactly? I know of: cfgCloudlets, where the particle effects are, but not sure which one actually gets used. The ones in the hitEffects subclass of the ammo? Or something else? Maybe the explosionEffect parameter?
what ya mean by nose dipping?
the 'fight controlls' thing?
if it is not doable by changing the draconic* parameters then it is not doable without touching the model itsel and it's weight balance, to my knowledge
It's likely to be tied to the centre of gravity in the Geometry LOD.
yeah
actually, envelope array (controlls lift vs speed curve) and angle of incidence affects lift, so that should have an effect as well
draconic controlls the "sliding" parameters mostly. But it is REALLY weird. I hate that flightmodel -.-
anyone familiar with circular addon dependency ? got that error
do you use pboProject? it makes automatic dependency based on used ressources (classes, models, textures, ...)
yes i use that
so yeah, somewhere .pbo A uses content of B and B uses content of A
i see but not sure how to change that
check the cfgPatches in the packed .pbo's to see what pbo's you have in there
Or if you are making Mod A and Mod B, then roll them into one Mod?
well there is only one way to change it: dont use component B in A if B requires A
either create component C that requires A and B, or combine A and B
well its all packed in one pbo ... those are just different rextexture uniforms .. like desert and woodland
ah damn i ve binarised it
but you have multiple config.cpp in your pbo, likely
yeah
every config.cpp is one "addon" and requires one cfgPatches class
combine CfgPatches
you could just use one config.cpp, and for every individual thing you have you #include it in the main .cpp
rather, combine config.cpp
more organised than a monster.cpp with everything in it
That can be a multitude of issues
Wheels, Suspension, geometry
Then if its PhysX suspension for example, you have like 20 different values you can change and they all affact one another
anyone got error with externs(model.cfg) when tryed to pack pbo?
i just cant seem to get it to work
@sullen fulcrum what do pack with?
if you have something like class Default; in you model.cfg then that would be it
change it to this
class CfgModels
{
class Default
{
sectionsInherit="";
sections[]={};
skeletonName="";
};
....your other stuff below...
};```
but to be sure post your model.cfg on pastebin or alike, and link it here
armer's 'circular addon dependancy' problem was cured by 1) adding missing requiredAddons[] in CfgPatches, and 2) unchecking 'rebuild cfgPatches' in the Setup of proProject.
Yeah, that rebuilding CfgPatches feature is pure cancer.
(sigh)
I've seen your overhwelmingly helpful answers in other channels on discord commy2, you've earned and deserve respect. Please reciprocate.
What does rebuilding CfgPatches do?
Any way to do code/script or anything for a config/
More specific please?
You can have script in a config. And you can have script to make a config. But I don't know what you mean by "for a config"
Either change all config values (mods included) and change fovInit/fovMin/fovMax for all.
or have a value like fovInit = (CHANGEABLE VALUE HERE); so it can be changed for all
not really
How about something that copies configs from in-game to a file/clipboard
easy as you can read config with sqf
yeah, and there are various config dump utilities around
Thanks
What's the simples way to overwrite all configs?
overwrite initFov in all configs
Or change all weapons to use the same magazine?
For ex. I need a list of ALL weapons that I have (including mods) and change the magazine types for those to be the same one.
So all 556 guns fit the same mags
no simple way
What does rebuilding CfgPatches do?
start programs->mikero->tools->documentation
I want to implement this dynamic blur effect for the spyglass in my mod (and animate it so it slides forward and back as you focus) -- any ideas how this is done? ( i pm'd him at arma forum but he doesnt seem to be active there anymore) https://www.youtube.com/watch?v=gJx0t-cHKTk
Is it possible to create new categories for markers? I've been making some new markers and they work nicely when categorised as flags but I was hoping to have them in a separate category. Ideally I'd also like to have them not appear in the usual marker list when in the game itself but still be accessible by scripts, is that doable?
yeah, marker categories are defined in CfgMarkerClasses @willow skiff
I can't find anything specifically about CfgMarkerClasses, I'm trying to cobble this together from stuff I've read about adding new unit types. In the same config.cpp as I'm defining the markers, I'd need to add something like:
class CfgMarkerClasses
{
class MySpecialMarkers
{
displayName = "MySpecialMarkers";
};
};
and in the definition of the markers themselves, set the class as MySpecialMarkers and it'll populate a new category, is that about right?
Cool, I'll give that a crack when I'm on my gaming pc next, cheers.
Hot damn, that code I wrote off the top of my head based on a guess was exactly correct... What IS the temperature in hell at the moment anyway?
@willow skiff 10.6 °C But it is supposed to reach about 28 °C today
Thats a fairly significant increase, sounds like australia...
Visit https://www.wunderground.com/us/mi/hell for a detailed forecast
#offtopic #joke #funny
Is there any way to make airFriction work on grenades?
doesn't it already? Are you using a negative value?
Adjusting it in cfgAmmo, it doesn't seem to do anything.
I want to make it basically stop and fall in mid air.
Not all config entries affect all simulation types. Apparently airFriction does nothing for grenades, as you discovered. I think hand grenade flight paths are a PhysX thing in A3. This is why they fly through thin walls... Yay PhysX.
Grenades fly through thin walls? That's... broken...
But everytime I try to throw a grenade through an open window it bounces back to my feet 😄
@jade brook wasn't there a note about collisions only guaranteed to work when geo LOD > .5m. width or something? Actually, does that mean the entire object or the selection?
Idk, but sounds like it could've something to do with that.
yeah, "Geometry objects should have a thickness of at least 0.5 meters in order to work properly." as quoted on wiki. Still not sure if talking about entire object or selections.
its about components. Each component (see geometry validation) should be this thick to work reliably for collision.
Ahh thank you!
idk about physx but there certainly is a minimum thickness for it too. If it's 0.5m or not idk
So what does this actually mean though? Because my 1cm pieces are actually doing fine, perfect I would say.
then again, I have yet to throw them at a window lmao
the note is for 0.5m is for GeoLOD, not for physx
if you can provide minimum thickness values for physx (by testing) that would be valuable
the 0.5m for geo LOD is also due to the nature of infantry and cameras... if the wall is thin, you can peek through it as infantry
Well tbh, Geo and Geo physx are mostly identical for me? Or isn't that what you were talking about?
what object are we talking about?
In this particular case, the 1cm object is a chess piece, but that's irrelevant I guess.
no its very relevant
Like, there's a function allowing you to throw it into the air, but I swear the board turns into a killing machine... Every piece is lethal ^^
sounds about right... relying on physx for accurate positioning in arma is bound to fail
Yeah I tried setting the pieces a mass of 1 or trying to disable collision, to no avail, they kept killing peeps. 😃
This was all mostly local in 3DEN btw.
i would think you have more success with scripting the thing. Have memorypoints for each field on the board, attach the figures to those memorypoints.
^Exactly what I did ^^
It's working now really, I just wondered about the minimim of . 5m. 😃
i see. Yeah, 0.5m obviously is not required for physx, since weapon physx is also smaller and mostly works. But 1cm object with tiny mass is a bit of a stretch
^It's now finished, video's a week old. But this is basically it 😃
private video apparently
Well the goal was to like say fuck this game and throw the board into the air, I expected pieces to bounce off players, that's not what happened. lol.
sorry, suggest you cut the sound tho
wasn't meant to be recording that. (Yahtzee anyone ^^)
Why are the white pieces brown?
Oh now that I see the video again,anyone knows why the pieces take time to have the actions added to them?
White and brown is because black pieces gave a bad visibility. It's often done.
@jade brook racial diversity
Because actions are only available if the players avatar knowsAbout the object with the action.
oooh haven't seen that one yet. 😃 ty
https://community.bistudio.com/wiki/reveal
might help
Also, the action menu is super annoying. You should do a custom ui, where you can at least enter the moves with keyboard.
is it known how often the useraction conditions are checked? I would assume that checking every frame isnt done for performance?
thx, will give it a try right away. Well to be fair @jade brook that's why you don't see the mod on public websites.
Every frame as long as the unit holding the action is within the specified range (15m by default) of the players current cameraOn.
ok interesting
And how would one play chess with a keyboard? Note: I play a lot of chess.
Kc4 ?
Can't imaging players being like queen to ehhhhh .... ehhhh... G .... ehhh 5
Lol you expect people to understand kc4
knight, move to C4 :S ??
Commy, most people don't know how the knight moves.
if you dont understand that, how do you even map in arma ? 😄
Arma players will understand that lingo.
milsim players*
Life is not Arma
That's what I meant, milsim lol
*hides*
not milsim, just regular arma
Well you're right on one thing. the addAction bothers me, always had.
there is a knight in chess? :u googles chess
It's the horse, dedmen.
Ouhh. the horse
lol
quietly moves back to facepalm
You could do a looot of fancy stuff for that. ACE Interaction to select a piece. And then point to the target with a ACE-laser that turns green when you can actually move there. and then you confirm with the leftclick mouse thingy from ACE
I'd rather play chess on a 2D interface tbqh
That's the original thought. but still involves players looking at the piece.
^Commy2 it's true, 2D would'v been easier.
Or you select also select it with a laser from far away
wtf just happened with my brain
I've thought about keyboard yeah. How do you handle diagonals?
one left, one up????
^I get that, but 2 keys for 1 move?
I've thought about most suggestions here. (reveal being the newest addition, trying that out)
You need multiple keystrokes, even for moving a pawn the first time.
But unfortunately, the addaction seems the easiest and most complete integration...
Moving pawn first time now only requires a variable that's set on start and removed after first move.
rip middle finger
+2 move solved.
Speed chess with the finicky action menu :/
Rip middle finger indeed. hence why no release, it's not what I call playable.
😄 yeah i think mind chess is easier than action-(menu)-chess
What I've done in a later version is swap out text for icons. Vastly improved readability of moves but problem still isn't solved.
I think, as @jade brook suggested, I'll maybe add a 2D version as well, to allow players to play the 3D game in 2D...)
Spectators see the 3D game move, players use a 2D screen.
action menu needs to die.
It would be amazing if you could use a dialog with mouse and could touch the chess pieces that way.
Some intersect magic.
translate the field into screen positions with posWorldToScreen and then have drag and drop.
Exactly, I saw killzone kid once achieve such a thing, with a laptop and a can I think.
Actually, if one could lock a players view this might be possible?
Well, if you open a dialog, you can make it so the player can no longer move.
And the camera doesn't shake except when a bomb goes of or some high caliber weapon fires nearby.
The crosshair shakes, but that doesn't affect the cursor.
Well anyway, I like chess a lot and just thought it'd be cool to play other players like this, no idea why. (I've been searching for like army stories on reddit of guiys playing chess between missions, but sadly never found a single one .
So wait, you're saying there might be a way?
Sounds more likely than things people try all the time despite me saying to them that it's futile.
I'll just give it a try this evening then, have a re-read through all the suggestions.
Why were we discussing this here actually? lol
@jade brook ahh that is the best careful confirmation someone gave me today. ^^ Will give it a try.
@jade brook having a go at the intersect command, and it's quite promising, as you previously mentioned.
Stumbled upon something though... I defined the selections in the .p3d (http://prntscr.com/g6foy8) and defined the sections in the model.cfg (http://prntscr.com/g6fpd2), but:
Sto = [];
Fn = {
{
Sto set [_foreachindex,[cursortarget,_x] intersect [(asltoagl (eyepos player)),(screentoworld [0.5,0.5])]];
} foreach ["FIRE","VIEW","GEOM","IFIRE"];
hintsilent format ["FIRE: %1, VIEW: %2, GEOM: %3, IFIRE: %4",Sto select 0,Sto select 1,Sto select 2,Sto select 3];
};
["sample_id","onEachFrame","Fn"] call BIS_fnc_addStackedEventHandler;
returns [];
I was more thinking about modelToWorld and worldToScreen.
Translate the squares on the chessboard to screen positions and do cursor magic with the ui eventhandlers.
Hmm, I see, as I said before, I'll be trying out different methods anyway, so will try that as well.
The idea for this attempt was using ace_interaction or similar and allow players to actually move pieces and recognise the selection on placement attempt.
Can I double check please that if I have this in my mods config.cpp:
soundGetIn[] = {"A3\Sounds_F\vehicles\soft\Hatchback_01\Hatchback_01_door", 0.56234133, 1};
then I should add "A3_Sounds_F" to the CfgPatches { requiredAddons[] } ?
yes, although, pboProject will do that for you.
pboProject will do it for me if I tick the "rebuild cfgPatches" in Setup? @hard chasm
that would be excellent
does it delete anything that might already be there and replace it?
I'm trying this, but finding that my config.cpp is unchanged after crunching (full build) with rebuild cfgPatches selected; requiredAddons[] remains blank.
it can't
Is it possible to include a definition globally like i would in the description.ext . like this: #define isC cookieObj . and then using this externally in a script or in the world somehow?
In an addon?
Put the definition into a common header file and include that one in every script / config.
Okie dokie. Thanks commy
how do I extend an existing config.
Addon1 adds a class NAME1
Addon2 schould extend class NAME1 with stuff 2, 3 ,4 ....
?
requiredAddons[]={Addon1};
class NAME1:whatever
{
add changes
};
Do not use FULL_UPPER_CASE
altertnatively
class name1;
class name2:name1
{
make your changes here so that name remains un-affected
};
Do not use FULL_UPPER_CASE
the class name has to stay the same, alternative 2 is no option.
I've tried version 1 but there is no parent I can inherit
only the topmost classes dont have parents, which one are you trying to edit?
a custom one, added by addon1.
It's like a dialog class I wand to edit.
so do so. if it hasn't any inheritence what's the problem? if it has inheritence, what's the problem?
it gets overriden by addon2 , and the "requireAddon is set ..
but that's what you said you wanted.
Addon2 schould extend class NAME1 with stuff 2, 3 ,4 ....
it stays there unless you change it.
class thingy
{
good stuff;
};
class whatsit:thingy
{
all the good stuff is there
};
ditto
class thingy
{
more stuff;
};
addon1
class thingy
{
class stuff;
};
addon2
class thingy
{
class morestuff;
};
result
class thingy
{
class stuff;
class morestuff;
};
yep
it's the result I want not the one I get
I get
class thingy
{
class morestuff;
};
and I checked there is no typo (thingy is there only once)
yes: ok
well thanks for your time, I guess there is no easy solution so I'll find another way not config based.
paste your configs somewhere.
both of them
it is very common to add a class to an existing class, that's how cfgVehicles actually works.,
the only way a class gets emptied (not deleted, emptied) is
class whatsit { };
that's how turrets are removed from cars
class GVAR(checkUserPin)
is NOT over-writng scribbling into a class of the same name
obvioulsy i don't know the contents of the #define, but there's no connection between userpin and any other class
from looking at it, this should work even if requiredAddons isnt set.
is EGVAR(armory,PredefinedEvents) in addon2 actually resolving to the same as GVAR(PredefinedEvents) in addon1?
wouldn't matter if it did, the userpin is a completly new class
sure but he might just be looking in the wrong place thinking it didnt get added 😛
ok. yes. understood
addon2 adds a class to cfg vehicles where ADDON is correc so I assume they're linking right
assuming they resolve to the same, the only reason i can see it doesnt show up is the mod never gets loaded
error somewhere else then.
class A {
class B {};
};
class A {
class C {};
};
resolves to
class A {
class B {};
class C {};
};
I am deeply sorry to have wasted your time guys, I don't know when I dit this but the class was acctually commeted out -.-
get a syntax validator, itll show you with colours when something is commented out
haaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
well, it was the include .....
mod never gets loaded 😄
guess I'll have to pay into the "stupid questions found" ...
np Odrson, this can catch all of us out with our trousers round our ankles.
thanks.
been there, dun that, got the bullet wounds in the T shirt.
anyone ever tried to add 3den combo box items from missionConfigfile?
https://forums.bistudio.com/forums/topic/209219-3den-custom-unit-property-cannot-include-entries-from-descriptionext/
You cant just point to missionConfigFile from normal config
description.ext loads into a different configFile than addons
take a look at the code from the combo box "onload"
http://i.imgur.com/aeEqUfh.png
not mine, thats in a3\eden\config.bin\Cfg3DEN\Attributes\Combo
ah, never seen that before. Is the bit in description.ext supposed to be a root class, or does this expect other classes around it? It's a bit obtuse to read.
path[] is from the root path
i dont even think that the onLoad code gets called
will work around this with defining a custom "combo" class with own attributeLoad/-Save functions
got it working:
- https://github.com/EMod-ArmA/emod3/blob/620a62d4e1a9928efebcd7cdde25a0370847dbb1/addons/units/Cfg3DEN.hpp
- https://github.com/EMod-ArmA/emod3/blob/620a62d4e1a9928efebcd7cdde25a0370847dbb1/addons/common/Cfg3DEN_Attributes.hpp
- https://github.com/EMod-ArmA/emod3/blob/620a62d4e1a9928efebcd7cdde25a0370847dbb1/addons/common/functions/fnc_edenCombo_AttributeLoad.sqf
- https://github.com/EMod-ArmA/emod3/blob/620a62d4e1a9928efebcd7cdde25a0370847dbb1/addons/common/functions/fnc_edenCombo_AttributeSave.sqf
in mission:
Hello guys anyone know what are the 3 last parameters in this line sound[] = {"FY_NissanTitan_2017\sound\Idle.ogg", db-13, 1, 150};
Thanks!
Should I ask here for dialog related stuff?
what would make uniform fall trough the ground when equipped on character? Its semi config/model issue but I cant figure out whats going on, first time I see this... got autocenter=0 in memory lod and have all required lods ( copied from sample )
fall through ground? the soldier falls through the ground? Into the void or just some cm?
falls trough ground completely
into the void
noticed that I ommited copying some small point in land contact might be it... testing
yeah that was it, fixed
Need help with the whole _name = worldName script
Can someone join out TS for assistance on that? PM me if you can
@everyone
@kindred moss could be the autocenter issue?
wait shit didn't see that you fixed it ^^
Anyone know how the categories for zeus editing crate contents are defined?. I.e the Rifle, LMG, Sniper categories
Anyone know where the map markers view distance are configured?
I am trying to make roads visible in the map from the farthest zoom
Hi, I need help with making a Model config and the bind pose file
Thanks
just to make sure, what the correct way of making nested arrays in config?
this ? :
static_locations[] = {
//{ {x,y}, {sizex,sizey}, "name" }
{{11039,8466}, {125,125},""},
....
};
yeah
"" at end might be incorrect. it's syntax is fine, but unusual (null)
ah no scrap that. i can 'see' how it's formed as two entries
alright thanks guys :)
If I wanted to hide backpacks from the backpack menu in Arsenal so it doesnt clog everything up, but still be spawned in with the units that carry them, would I use scope for that?
In other words, I'm just hiding them from the backpack menu so its cleaner
you would use scopeArsenal for that
Fuckin legend mate cheers
Is it possible to show cargo content on specific proxy slots?
What I want:
A shelve where all uniforms are neatly on a stack, the rick on a hanger, all pistols next to one another and one or two assault rifles leaning next to it.
What I got:
A container with "showWeaponCargo=1" and several "\A3\characters_f\Proxies\weapon.p3d" proxies.
The problem:
The cargo contents are displayed on different proxys depending on the index they got the moment they were added.
Using other proxys like "pistol" or "equipment" doesn't work (won't show), probably an engine thingy.
The question:
Is there a "simple" config solution to have the item types only on specific proxys?
So I tried to update script_component.hpp in one of my mods, but now PREP() doesn't see the correct path to scripts 😕
script_component.hpp here: https://gist.github.com/Neviothr/7550f8df2ae3230ef60f05c7e6aa3756 is there anything I'm missing?
This is the error 18:26:58 Warning Message: Script \NEV_Addons\addons\nev_debug_menu\fnc_addToZeus.sqf not found the actual path is \NEV_Addons\addons\nev_debug_menu\functions\fnc_addToZeus.sqf.
CBA default behaviour is to not have functions subfolder
You have to add that yourself if you need it
@grand zinc: I must've used part of ACE https://github.com/acemod/ACE3/blob/master/addons/main/script_macros.hpp#L89
Adding lines 87-93 to the end of script_component.hpp should do it.
And #define DFUNC(var1) TRIPLES(ADDON,fnc,var1).
What's the clue about the *.inc files which is now be used by some Mods instead of *.hpp files? Are there any difference or is this just Semantic?
thanks for the answare i was just confused ^^
*.hpp is the extension of C++ header files, so it helps with syntax highlighting on github / your favourite text editor.
Is there a noticeable problem with calling an A3 pbo in CfgPatches { requiredAddons[]= } when in fact it is not required? It seems very bad to miss one that is needed (because it can break game classes or give weird inheritance), but is the opposite true?
Example: requiredAddons[] = {"A3_Soft_F", "A3_CargoPoses_F"}
where A3_Soft_F is required, but A3_CargoPoses_F is not (perhaps left in by accident)
no harm done at all.
That being the case, why aren't all of the A3 files 'included' automatically (I don't mean by pboProject, but in general), so that they don't need to be declared, leaving requiredAddons[] just there for 3rd party mods? I mean, it's an unusual mod that doesn't need Arma.
it causes a circular dependency if addon A demands addon B is loaded first, AND addon B demands addon A is loaded first.
All the A3 files wouldn't be circular. It's what ACE does https://github.com/acemod/ACE3/blob/master/addons/main/config.cpp#L9.
The bad thing is, that BI removes one addon like every other year, so you have to update your mod.
you're right commy2. i misread the question. since a3 doesn't rely on cup, that wouldnt' cause a problem.
This was carried over from AGM. And I did it there, because the mod had a lot of contributors and I trust no one.
yep, indeed. My mistaken point was, which you'll agree with, is you couldn't eg apply the same logic to add all of the ace addons together to need each other.
in cwr2 we had a very modest version of the above. we required the contributor to simply need cwr2 and we'd bring in all the rest of the usual suspects.
In ACE, ace_main requires essentially the whole game, and then every ace PBO requires ace_main.
yep, it's a lovely setup. it ensures you don't get blamed for rpt spam induced by the user, because there can't be any.
array[] = __EVAL([]);
says: encountered '_', expected '{'.
array[] = {__EVAL([])};
results in:
array[] = {"[]"};
__EVAL doesn't work with arrays period?
__EVAL({})?
Interesting that the [] gets stringified
Actually what i suggested wouldnt work since it encounters the _ from __EVAL
So an error from before preprocessing
Would mean it doesnt work period
You can't use curly brackets for code blocks in __EVAL either. Because apparently it terminates after the first }, even though there were enough { before it, and then it complains about the next character not being ;
It's fucked, doesn't work with arrays.
And you can't use code blocks in the SQF
The preprocessor could use more attention.
Hi guys. I'm trying to add my own vehicle class like this:
class cfgVehicleClasses
{
class Walkers
{
displayName = "Walkers";
};
};
and using this in my cfgVehicles
vehicleClass = "Walkers";
my vehicle is still showing under APC's in Eden
whats wrong here?
@Neviothr#0132 Config parser != preprocessor
checks his claim
Yes confirmed. Parser.
EVAL (and EXEC) expressions cannot return an array type. contents for an array, yes, but there's no 'type' available to return an array itself.
@jade brook
it replaces __EVAL(<code>) just get's replaced by <evaluated code> so it calls the code and puts the returned value into the config.
You might be able to return a string like {1,2,3} But I guess it would just copy the quotation marks over
No forget that
can only Int/Float/Word
array[] = {__EVAL([])};
this is correct, the array is formed by the presence of { } and the [] is a string to begin with since it has no operators
EVAL only checks for 3 types after evaluating the expression. 2 of them are Number if they don't match then String
{1,23,3} would be return as a sting.
yes to above dedmen, we're on the same page
actually a fourth, a boolean true false
I guess the integer check probably internally takes care of that
But it turns that boolean into a 1/0 in the end right? because there are no true/false in cfg
in fact, it doesn't.
this is where bis cannot get their act together, because you normally apply #include <commondefs.h>
within which is
#define true 1
left unattended true and false are strings var="true";
What is it then if not a number?.. Yeah.. okey. So a string then?
yes. sorry for not explainign myself well.
@grand zinc: make it both 😛
var= EVAL(6>7) will have the string value "false"
this, of course, is unnacptable. which is where #define false 0 comes in
So it actually doesn't have support for bool
Because the check is if (isNumber) then {addNumber} else {addString}
the bis compilers (there are 6 of them) don't support bool
an exception is the compiler for model.cfg
They could just put a true/false check into the getNumber function. and fix it everywhere from one place
well sqf can be so badly coded that one person will look for string compares, and another weill exppect it to have been #defined out of the way.
so yes, i agree with you,
the lack of #defines is so endemic, few people realise they need it, that my dll willl automatically convert true and false respectively. it will not convert "true" and "false"
description.ext is one of the 6 separate compilers of rap code in the bis engine. because there's no actual binary produced, i've never investigated wether, similar to the compiler for model,.cfg, 'true' and 'false' are converted to 0 and 1.
but all others (including fsm) treat it as a string.
buit to get back to the original issue, the result of a boolean eval expression is are the words 'true' or 'false'
getNumber [configEntry, defaultValue]
😢
Im working on a phone messaging system, and the way I was doing it was ctrlcreate, but that wasnt working, one way I did get it to work, was to make seperate controls in the controlsGroup Per message...
but
I was just wondering if there is a way to autoIncrement so
class Lega_Phone_MessageControl11 : Lega_Phone_MessageControl1{
idc = 762;
};
class Lega_Phone_BackgroundControl12 : Lega_Phone_BackgroundControl1{
idc = 773;
};
becomes
class Lega_Phone_MessageControl12 : Lega_Phone_MessageControl1{
idc = 772;
};
class Lega_Phone_BackgroundControl13 : Lega_Phone_BackgroundControl1{
idc = 783;
};
etc
yes indeed, use EXEC and EVAL
Could you give an example ?
nnoope
$BackgroundIDC = 673;
$TextIDC = 672;
for($i = 0; $i < 200; $i ++){
$BackgroundIDC = $BackgroundIDC + 10;
$TextIDC = $TextIDC + 10;
echo"
class Lega_Phone_BackgroundControl$i : Lega_Phone_BackgroundControl1 {
idc = ".$BackgroundIDC.";
};
class Lega_Phone_MessageControl$i : Lega_Phone_MessageControl1 {
idc = ".$TextIDC.";
};
";
};
``` I did some php that outputted. but that would make file sizes huge
you start off with:
EXEC(var=1;);
in a #define you use:
#define THINGY
class Lega_Phone_MessageControl##__EVAL(var)
EXEC(var=var+1)\
and so on
the biki contains information on exec and eval, and the documenation in my tool set expands on it a little more
you can shorten it down by:
#define LEGA_PHONE(class_id, idc_val) // blah blah;
but if you're 'complaining' about the sheer number of classes, that's how many there will be in the binarised result.
if it were me I would most certianly be using a macro. There's an almost garantee that doing each one by hand will have typos
i did it with a php echo in the end, got the same result 😃 thanks for the help, ill take a better look into it when i get time, I have your tools, what doc should I look at ?
depbo docs
if you're using php code to generate the classes, i doubt exec / eval could do any better for you, since, within php itself, you can use it's own version of something similar.
yeah instead of going through and replacing later on i did it so it generated the whole file xD
amount being the amount of groups i wanted xD
well the first thing to say is what you already know, the fastest crunch times come from full body text where no preprocessing has to occur. so size isn't an issue. especially if you have no need to read it (other than debugging)
but if it concerns you simply declare a #define with all the constant var= that don't change and embed that in each class
5 of the vars starting with sizeEx don't change, so you could simply say
PLUS_THIS;
Which could explain to me what CUP Terrain - Core serves and if its really matter to use it
i think it contains all the buildings and vegetation doesn't it?
Should be installed as a main or modular mod
CUP Terrain - Core is required by all the other CUP Terrain mods. If you don't use them you don't need core. Also this question doesn't really belong into this channel does it?
Thanks for all the answers you helped me to use the mod
No I didn't 😮
Good Morning! Is there a "Best Practice" for setting MinBandwidth=<bottom_limit>; and MaxBandwidth=<top_limit>; ?
To leave it blank / default.
I want to make a small edits to the animations config, but I do not want to just copy the whole file as it can break updates and such. Will this function properly and add the new values to the sprint animation?
class StandBase;
class SprintBaseDf: StandBase
{
minPlayTime = 0;
canBlendStep = 1;
};
It's missing the super classes and CfgPatches.
I know, I was just wondering about the calling for external stuff, there is more to SprintBaseDf in the vanilla config, but I just want to add those 2 values without hardcoding the rest of it.
the calling for external stuff,
base class?StandBaseseems to be the base class ofSprintBaseDf
There might be classes further down the inheritance tree that again overwrite these values though.
All I want to know is: if I call the vanilla SprintBaseDf will I ble able to ONLY add those 2 new values without editing anything else in SprintBaseDf
Yes, if CfgPatches and the super classes are correct too, yes.
Ok, next question: I want to add a brand new value to the config so I can later adjust stull that is multiplied byt my new value (just so I only need to slog though the MASSIVE config once). Kinda like this
speedMult = 1.15; // the brand new value I want to create
class CfgMovesBasic;
class CfgMovesMaleSdr: CfgMovesBasic
{
class AmovPercMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon: TransAnimBase
{
speed= speedMult * 2.1818199;
Which one is the new config entry?
speedMult
You should add an OFPEC tag to your config entry, because you're operating in a global namespace.
speedMult is not a config entry.
I want to add a new value so I can adjust the animations speed easily
and, even if it were you can't multiply a variable in the compiler. I think you mean a #define
This doesn't work. You could make speedMult a macro though
^^
wat? I see stull multiplied in the configs all the time, most prominent in weapons and stuff
also RHS has created their own values for their ammo
Example please.
I mean you could do this with __EVAL and __EXEC I guess.
^^
dude I just want to edit the config to change the speed values by to 1.15. I don't want to do that in the game, that value would be just used when editing configs again.
uhm
It's very confusing that your entries don't have a proper tag. Is speed a vanilla config entry in CfgMovesX ?
speed is vanilla
But speedMult isn't.
I jsut want to add a custom multiplier value with I can adjust later
you can't math a variable in a config, and you cant use exec/eval to read a var either
#define SPEED_MULT 1.15
class CfgMovesBasic;
class CfgMovesMaleSdr: CfgMovesBasic
{
class AmovPercMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon: TransAnimBase
{
speed = SPEED_MULT * 2.1818199;
umnm i might be wrong about that, let me check my compiler
(TransAnimBase is missing, took your snippet)
notice commy2 is using FULL_IPPER_CASE so that there's no ambiguity waht SPEED_MULT is.
damn, I removed the unpacked RHS stuff I had unpacked. THey had some custom stuff in their ammo configs
I shall use IPPER SCALE next time 😉
You wont recover macros with unpacking unless its source
or the configs are unbinned.
macros dont survive the bin process, they dont exist, unbinned as such
their values of course, do.
my snipped unbinned after binned would look like:
class CfgMovesBasic;
class CfgMovesMaleSdr: CfgMovesBasic
{
class AmovPercMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon: TransAnimBase
{
speed = "1.15 * 2.1818199";
man the animations config is gigantic, its a real pain in a butt to slog through it and edit every speed value for movement and add steps blending and change the minimal play time. I just want to do it once
You can't.
would this:
speed = "1.15 * 2.1818199";
actually work in the game?
Yes, the game accepts this as a number.
then I would be perfectly happy with an outcome like this
I would be just keeping the soruce with the macro on hand
you wern't. originally.
You still have to go through all sister classes you want to edit though.
@barren umbra, what you want to do, eg alter values so that the effect is global iwill work, that answers your first question., but the methods how you try to do it won't
I guess I'll experiment a bit and see what I can manage to do. I really don't want to copy whole animations config as it breaks stuff added by patches and such. I'll test it on some simple movement animation and see what will come out of this
__EXEC(Taro_speedMult = 1.15);
class CfgMovesBasic;
class CfgMovesMaleSdr: CfgMovesBasic
{
class AmovPercMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon: TransAnimBase
{
speed = __EVAL(Taro_speedMult * 2.1818199);
I think this is the closest. Never used it like this.
thanks I'll try that
the above works. garanteed
It looks more impressive. But where's the benefit?
haaaaaaaaaaaaaaaaaaaaaa
You can always read the multiplier in game using:
parsingNamespace getVariable "Taro_speedMult"
afterwards.
really? i thought exec private names were destroyed. they don't stay resident in a config.bin
Oh, yeah. If the bin process evaluates these, then nothing will be left.
I think some of the 3den configs in vanilla are unbinned and use stuff like this.
k
2.18 looks suspciously like mph or kph converted to meters per second. am i right?
god, wheres a calculator when i want one.....
Google search bar 😛
you want a two finger typist like me to also operate the mouse ???
1 m/s is 3.6 kph
ah good thnx nick
For your google needs :P
Because im lazy with my mobile keyboard mostly
well m/s has no meaning for most folks wheras 60mph does
I think commy is mostly talking about using two different abbreviation standards in one sentence
so the original bis macro will be alonmg the lines of KPH(num)
m⋅s⁻¹
Actually a question: with config-numbere-that-are-strings, like the above "1.5 * 2.1818199", how does the game evaluate it? Is it practically evaluated at game start, or every time its accessed from the config by a script?
E.g. the ui stuff that uses safeZoneH and its siblings
For ui stuff it's evaluated when you create the display. So you can use profileNamespace getVariable etc. and it will update when you close and recreate the dialog.
Pretty sure the animations live in a cache, so once at game start.
You could use random for the burst length of an AI fire mode. As long as you don't close the game, the burst will always be the same, but random length.
2 + floor random 3
would be evaluated once at game start and every burst would be e.g. 4
Then you close and restart the game and it would be e.g. 2
hit = "[8,100] select (profileName == 'commy2')";
Aight so its at least evaluated at game start, once, invisible to the config browser but certain exceptions like ui stuff keep getting updated when you create them
The config browser will show them as strings
yep, from the compilers point of view they are meaningless strings and stored as such in a binarised config.cpp (eg)
Yea thats how i meant it. How will getNumber(>>) behave if the number-as-string has say a random in it? Report the actual value the game will use or will it evaluate what you see in the cfg browser?
call compile getText essentially I'd say.
the name of the variable determines whether or not sqf code is relevant.
scope= rand() would be stored as "rand()" and have no meaning it';s just a string
getNumber would show something different each time you use it if the string contains random
that's true too
I don't think there is a way to figure out what was cached for the ai fire mode for example
ultimately all paramfiles produce constants. you have to be careful what's a constant at game load time (description.ext) versus a 'hard' constant in a config.bin
only a very very limited range of sqf functions are usable in an exec/eval expression. they must produce a constant, right there, right then.
model.cfg's are a wierd hybrid fish, where the 'value' is actually a sqf statement. items like
angle=rad +90;
try that in a config cpp and then commit suicide.
Better:
angle = pi/2
So only nullary commands, basically
no nick, all sqf that produce constants including [1,2,3] select op1>opt2?opt2==op3;
a 'constant' is defined as anything known prior to game time. items like productVersion select 2; is NOT a constant
Ah, i understood the last sentence incorrectly
@hard chasm I worked on my php script a bit, now if I want to regenerate the whole file with more classes, I can
im trying to get my costum weapon to get a recoil that the MK200 is using, but for somereason replacing the recoil name with the mk200 its still a balanced weapon, could anyone direct me to the right direction on what I'm doing wrong ?
recoil="recoil_auto_mk200";
recoilProne="recoil_auto_prone_mk200";
recoilProne is obsolete. And you probably put recoil in the wrong place.
It has to go into the weapons class, not into the fire modes. The entries in the fire modes are obsolete and ignored. Doc: https://community.bistudio.com/wiki/cfgRecoils
@jade brook thanks man, that really helped me, I just need to reconfigure my whole gun but I'm fine with that.
Can someone tell me whats wrong with this?
Apprently there is an expected semicolon somewhere on ' class BulletBase : BulletCore{}'
well yea at the end of the {}
Yes.. you are missing 2 semicolons
Where though, everytime I add one I get the same error
Regardless of where I put it
get mikero tools and use Rapify.
I am using Mikeros tools
what does rapify tell you?
I've never used Rapify before
Where exactly did you try to add them?
heh
with your first fix you fixed one of the two missing semicolons
You also have to fix the second one..
you did the B_65x39_Caseless class correctly
This feels so simple yet I cant see it haha
semicolon at the end of line 4 AND 5
the statement ends after the }, so there needs to be a semicolon
Jesus how did I miss that, I chuck semi colons everywhere but no progress thus I came here haha
So obvious ahah thanks
☕
I've found problems in 2000line configs faster than this 7 line config haha
does somebody here knows a mod which use =+ syntax for adding weapon accessories to vanilla optic slots?
it doesn't work as you'd think. the class containing the original array must be in the same config AND be only one inheritence level away from the +=
the text version eg, the cpp, works differently to the binarised
I know, I'm just trying to find arguments to maybe implement that secondary syntax for weapon accessories into vanilla game
it can't be used in model,.cfg's which would be exceptionally useful.
class CfgAmmo {
class BulletCore;
class BulletBase: BulletCore {};
};
???
secondary syntax
it has no practical value. since the origninal contents must be known, it's pointless. perhaps saving a little typing.
@hot pine
You can't use += to add optics to vanilla slots (most of the time), because those are inherited by other weapons (most of the time) and then += behaves unexpectedly.
You can only use it for grenades, because no weapon inherits from Throw.
https://git.koffeinflummi.de/bwmod-team/bwa3-public/blob/master/bwa3_handgrenades/CfgWeapons.hpp#L22
@hot pine I did it to add my RMR optic to the 4Five pistol in an optional config
I meant more something like Joint Rail -
class compatibleItems
{
accessoryblabla=1;
https://forums.bistudio.com/forums/topic/168597-rksl-attachments-pack/ RKSL_RMR_4Five.pbo
class CfgPatches {
class RKSL_RMR_4Five {
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Weapons_F_NATO"};
};
};
class CowsSlot;
class CfgWeapons {
class Pistol;
class Pistol_Base_F : Pistol {
class WeaponSlotsInfo;
};
class hgun_Pistol_heavy_01_F : Pistol_Base_F {
class WeaponSlotsInfo : WeaponSlotsInfo {
class CowsSlot: CowsSlot {
compatibleItems[] += {"RKSL_optic_RMR_HG","RKSL_optic_RMR_HG_FDE"};
};
};
};
};```
this was before JR had pistol slots
does that +- work?
nowadays I'd just use theirs
i did test that before and it didnt
It will work for hgun_Pistol_heavy_01_F unless on a modded weapon that inherits from it. It will not work for the MXM though for example.
yep, it only works for the pistol because it's pretty standalone
no child classes and things
I have a ticket on the tracker that explains the issues in the simplest case.
i would not touch it folks due to it's unnpredictable nature. And i certainly wouldn't give bis the opportunity to change it on me.
and as mentioned to you ladies, the cpp version works differently.
urg, the new tracker screws up the formatting.
"The description is correct - this feature was never meant to work with inherited classes."
then why the hell implement the bastard and deviate from standard c syntax.
they cannot stuff you around or break the exisitng C rules, they can only implement new rules, which they'll change at a moment's notice. Be warned.
I mean, I can see that "Issue 1" isn't necessarily one and could be considered expected.
But "Issue 2" is just retarded.
they can't change the existing operators sucn as == and etc, but they'll invent a whole new meaning to++ if that ever gets into their code.
so 1) let them . 2) ignore them.
also what happend to those magazine groups?
which are still written in weapon guidelines
example?
Magazine groups are a hoax. They don't exist.
haaaaaaaaaaaaaaaaaaaaa
I deleted them from the wiki already, but of course it got reverted.
If they added it to the code, then it's so bugged that it's completely ignored by the game.
And imo, that means that you should nuke it from the wiki. Should they ever fix it, you can just copy the old doc from the history...
But nooo, they want it to stay on the wiki and confuse everyone about why it doesn't work. So annoying.
"1.42 adds a new functionality for magazines and their compatibility " 😛
It didn't.
i know it didnt but question is why
because the guys who implemented it fled the building a week later
that thing must exists but BI never talked about it so i dont really dont know
but still it would be nice to have
They did something pretty sure, but they didn't ever " add a new functionality for magazines and their compatibility"
Delete magazine groups from wiki?
you always read a statement like that from bis with fear in your heart what they broke to do it.
what about making them 😄
We can't make them ourselves. We can only edit the wiki
well it would be too dificult if you managed to do it its function like BI wanted it?
or it is just a theory that never worked?
It wouldn't be difficult. But you would have to edit the game files which we can't. I don't understand the question.
i know you cant edit the game but in theory it would work or not , thats the question
It was working in internal build for some time & got broken apparently
Fix it D:
that would been great if that feature would appear in the game since you could use all those custom mags via groups instead listing it each individual magazines
i know you cant edit the game but in theory it would work or not , thats the question
The configs in the documentation would provide sufficient and unambiguous information about what weapon should use which magazine group and which magazines belong in which group and it's flexible enough to be used with addons that provide new weapons and/or new magazines as long as you set up some standard (like CBA JR, "Joint Mags"?)
But I would've done it differently.
Hey guys, im making some custom ammo crates and want to retexture the plastic (case medium) but when I place it in-game it's invisible/texture doesn't show, interactions points and shadow are fine though, lines 87-94 config.cpp > https://pastebin.com/BU2kJSXC
Not sure if i need to add a texture header or something, anyone able to help?
i can't answer your question directly, but the first thing you'll get screamed at is calling your class(es) custom_crate
anyone and their dog, can, and will, make a custom_crate that looks like a pink elephant or quacks like a duck. Only you can make a snkdoc_custom_crate
it is absoletly garanteed, that someone else who also doesn't use tagname_ will with certainty make a 'custom_crate' addon that over-rides yours.
so the two of you can squablle with each other endlessly about who got their first, and NO ONE will use either of your addons in any case.
Its a work in progress name jeez dude, i had no intention of using it in that form
Next time if you don't have something to constructive to say, don't say anything instead of trying to start shit. For all you know I'm making it for someone and didn't want to leave their name in a public pastbin so I just did a find and replace, didn't think of that before trying to flame me did you? 😜
Check RPT for errors. Probably wrong filepath or missing prefix
Yeah, I just can't work out the format for setting the relative paths for the texture
Hey guys, anyone can tell me how to increase boat max speed cause I can't go over 80km/h if anyone can help me, thanks.
It's ok, i found it
So I have some progress messed around with the filepath, now it's not invisible but now it shows up as pure white > http://i.imgur.com/4xrcgGh.jpg it supposed to look like this > http://i.imgur.com/ry861Aj.png which i set with setObjecttexture in the editor, any got any ideas?
I just remembered I wanted to share something here that I figured out a while ago, but I never got round to it
if you ever wondered how/why the volume of sounds defined in configs don't show as db+(some number) in the config viewer, or if you wondered how to convert from decibel to... whatever it is the game is using,
here are the 2 formulas for back and forth conversion:
DECIBEL TO FLOAT: _float = 10 ^ (_decibel / 20)
FLOAT TO DECIBEL: _decibel = (20 * log(_float))```
frankly I have no clue if this has already been posted somewhere before, but it took me a while to figure these relations out, so I thought I might be able to save someone a headache by sharing it here
"if you ever wondered how/why the volume of sounds defined in configs don't show as db+(some number) in the config viewer"
Because the config really only has number,array,string types. db's are stored as a string and the config parser specifically checks for "db" and if it finds it it turns that into a float
aaaand that's the other loose end all wrapped up, +1 informative
any ideas on how to make it always spawn "flat" even if put on a hill?
considering using an attachTo
@narrow crow dunno if this works on turrets or not https://forums.bistudio.com/forums/topic/185715-building-terrain-conformal/?do=findComment&comment=2932977
Thanks for the tips, I think setvectorup could be good
hey, how do i add a subclass to a class while still keeping all its original properties?
i have this
class CfgVehicles
{
class I_Plane_Fighter_04_F
{
class TextureSources
{
class Serval
{
displayName = "Serval";
author = "Clonepa";
factions[] = {"IND_F"};
textures[] = {"wcb_jet_livery\serval\Fighter_04_fuselage_01_co.paa","a3\air_f_jets\plane_fighter_04\data\Fighter_04_fuselage_02_co.paa","a3\air_f_jets\plane_fighter_04\data\fighter_04_misc_01_co.paa","a3\air_f_jets\plane_fighter_04\data\Numbers\Fighter_04_number_04_ca.paa","a3\air_f_jets\plane_fighter_04\data\Numbers\Fighter_04_number_04_ca.paa","a3\air_f_jets\plane_fighter_04\data\Numbers\Fighter_04_number_08_ca.paa"};
};
};
};
};
but when I load it into arma it seems like all other data for the vehicle has been deleted
you need to use inheritence
the classes above are inheretied from elsewhere, and you need to tell the compiler what they are
class this : that
{
....
};
i tried this because it's what rhs gref does to add additional camos:
class CfgVehicles
{
class Plane;
class Plane_Base_F: Plane{};
class I_Plane_Fighter_04_F: Plane_Base_F
{
class TextureSources
{
class Serval
{
displayName = "Serval";
author = "Clonepa";
factions[] = {"IND_F"};
textures[] = {"wcb_jet_livery\serval\Fighter_04_fuselage_01_co.paa","a3\air_f_jets\plane_fighter_04\data\Fighter_04_fuselage_02_co.paa","a3\air_f_jets\plane_fighter_04\data\fighter_04_misc_01_co.paa","a3\air_f_jets\plane_fighter_04\data\Numbers\Fighter_04_number_04_ca.paa","a3\air_f_jets\plane_fighter_04\data\Numbers\Fighter_04_number_04_ca.paa","a3\air_f_jets\plane_fighter_04\data\Numbers\Fighter_04_number_08_ca.paa"};
};
};
class EventHandlers;
};
};
i don't get any errors about it not having attributes defined when launching the editor now, but the vehicle still disappears from unit lists and i can't spawn it even with scripts
Wrong inheritance, fighter-04-base is missing
You need reconstruct original inheritance and not copy paste configs from gref
Hello ! I would need help quickly if someone has an idea
I've been on a 7 hours modding session and I think I should take a break but well... working on a tank I can't recall what parameter makes the driver visible from external when he's turnedIn
tried viewDriverInExternal = 1; but nope
🤦
actually i have a tank with interior
- turnout option via roof hatches
- front hatch user action
you might better wait for someone that knows about this, i'm just recalling what i've read in here or somewhere else
tought there is a big chance this will get fixed/changed for the tank dlc
should already work on dev branch+RC
👌 thanks @untold temple - i'm working on stable branch all the time
#devbranch4life
Hi guys. It seems the very useful odolconverter site is down. Anybody know of an alternative?
if you're just looking for the shape and properties of an odol that can be looked at in oxygen2/3
dep3d -O nameOfP3d
it will produce an unbinarised origami model.
(unlike above, the lod does not need distorting)
would the antiRollbar values have an effect on a vehicle driving like it's on ice? Turning in any direction causes the vehicle to spin out.
Check out these values in class Wheels {}
latStiffX = ;
latStiffY = ;
frictionVsSlipGraph[] = {
{0, },
{0.5, },
{1, }
};
Any idea how I can keep the listboxes and other controls in RscDisplayMultiplayer and RscDisplayMultiplayerSetup from being topmost ?
Here is a clip showing what I am talking about https://clips.twitch.tv/AmorphousAlluringPidgeonGrammarKing
Im thinking of using ctrlShow false but i want a more uniform solution
Also has anyone looked into RscMPSetupMessage ? onLoad events defined in their config are not called
@midnight niche Yeah for me OnLoad Events works, but I must use the command: with uiNameSpace do {};
And you need to save your functions inside uiNamespace too
@buoyant mason this is what it used to be
onLoad = "['RscMessageProgress',_this select 0] call STS_fnc_DisplayInit";
so just doing it like "call (uiNamespace getVariabble 'STS_fnc_DisplayInit')" should be enough?
@midnight niche Try : onLoad = "with uiNameSpace do {['RscMessageProgress',_this select 0] call STS_fnc_DisplayInit};";
function STS_fnc_DisplayInit need to be register in uiNamespace
Yeah it's registered through CfgFunctions so it will be in uiNamespace
@buoyant mason yeah, only your method works. Thanks
@hot pine i did try to copy the original inheritance, since the gref thing i was looking at was for a BTR - you were right that i made a mistake and skipped the base class though, thanks
new brainfuck ahead. I'm adding a turn in/out action to a gunner turret (no forced optics + main vehicle turret), FFV on turn out.
when turning out, no problem, FFV is active, hatch opens, etc.
when turning in, problem, FFS is still active, hatch closes
animationSourceHatch = "hatch_1_2_rotate";
gunnerAction = "copilot_VTOL_01";
gunnerInAction = "copilot_VTOL_01";
isPersonTurret = 1;
personTurretAction = "vehicle_turnout_2";
enabledByAnimationSource = "gunner_move";```
is it a car?
@untold temple yes
it's working on I_APC_Wheeled_03_base_F but this vehicle has gunnerForceOptics = 1;
might be the issue ?
yeah, the mechanics of blocking FFV seats from firing when turned in, don't work on non-tracked vehicles
you have to script it
i.e. have the source that you use with enabledByAnimationSource scripted to open on the turn in/out event
at least that's what reyhard did for the Tigr and RG-33L in RHS
I did this a while ago too on my first vehicle, like 2.5 years ago
Thought they overcame this
thanks for the input
2.5 years sounds pretty fast for a fix like that.
Hi all, been digging through the camera tracking/stabilisation added to the Jets a few versions back, and trying to get it implemented for helos too (as they don't seem to have the new enhanced tracking/stabilisation) - specifically, the ability to press ctrl+T to enable stabilisation, and this then automatically swapping to point tracking if you aim at a thermal signature. Can anyone 1) confirm whether it's possible for helos to even do this, or if it's hardcoded for jets only, and 2) point out where to enable this? Spent a few hours chasing my tail on this one, and thought it worth consulting the hive mind 😃
How hard would it be to add the grease pencil mark to the pawnee like the MELB has, as a script to run on vanilla severs? Currently, in expert mode the pawnee has no crosshair so aiming is terrible. Or add to template so that it is no dependant?
so I was trying to add custom sounds to a vehicle, but modifying the sound classes with a different .wss just kills the sound entirely
That wasn't the case before I assigned the same file to both the normal and thrust class
Hello, I'm trying to remove some things from displaying on the HUD....
I'm trying to edit module_f.pbo, specifically the fn_moduleSector.sqf within the pbo.
Is there anyway I can repack this after editing the sqf into an addon and have it overwrite the base functionality of module_f.pbo?
if you put the original patch class in requiredAddons and keep the classes the same names I would imagine you could
Alright, thanks, I'll give it a shot... I think another problem I had is that my config.cpp was still pointing to the A3 functions rather than my new function
we'll see what happens
good luck
@dull bolt Your implication that it was possible gave me hope and I was successful! Thanks!
your welcome 😃
Hey all. Is it possible to change then recompile these functions from BI? https://community.bistudio.com/wiki/Category:Arma_3:_Functions
if so, Is it possible to do it through description.ext?
https://community.bistudio.com/wiki/Functions_Library_(Arma_3)
Discord. The biggest pile of crap in history. Can't even link a URL properly
@tranquil marlin
class CfgFactionClasses {
class UK3CB_BAF_Faction {
displayName = "BAF-3CB";
priority = 1;
side = 1;
icon = "\A3\ui_f\data\map\markers\flags\UK_ca.paa";
};
};
@tranquil marlin http://alivemod.com/wiki/index.php/ORBAT_Tool
can I import compositions into orbat
compositions have nothing to do with factions
if you meant importing existing factions and they groups then yes
if i import a vehicle can i edit the loadouts of the people using it
yes you should be able to edit loadouts of everything
check the link, it's all documented in there 😃
okay
iif I try making a faction with orbat creator and I use cup so the faction's vehicles will actually load for when I create my faction and then go back to using my cut down version of cup (just the juicy vehicles that I like) will the vehicles in said faction still load as a part of it since they're the same .pbo?
from last night
probably
it's all config based so if the configs are present it will work as intended
I asked a question yesterday about the stabilised/tracking camera added with Jets, does anyone have any familiarity with the systems?
Does anybody know how to disable the water splash effect for when a body or object falls into the water?
is there a config beautifier tool available somewhere?
@golden loom using pilotCamera, or an actual turret? Because the jets targeting pods are using pilotCamera, which is very different to a turret
da12th, not sure if Nick is here, but I think I can answer for him that it's currently a turret, class OpticsIn
but the hint of looking at pilotCamera might be something he can check out
pilotCamera is only for the vehicle driver, and wont steer guns etc. only laser designators
so it has limitations
Right - I believe he was looking to use it for a helicopter copilot surveillance camera.
looking at the way the UAV's turrets are configured is probably the way forward. IIRC they were ground-stabilized
I think we have the ground (directional) stabilisation, but he was talking about a thermal tracking feature...not too sure
thanks
can't remember if UAVs have that too or not
he mentioned the WipeOut that had it after Jets DLC
can't say I've tried it myself though
Alright lads! Was wondering if anyone would be willing to help me out with a rather irritating config issue I've been having
@fiery oriole Care to share what the issue is?
@marceldev89#4565 so how do I make a unit use a specific facewear in orbat editor
@marceldev89#4565
@gilded lake
@tranquil marlin Why don't you ask your ALiVE specific question in ALiVE specific Discord?
because I'm not in it and he was answering my questions
But in there there are many more ALiVE devs and people that know the answers to your question
anyone knows why BI made StaticWeapon uses tankX/physx simulation?
So they have the new physics?
aka the bugs?
Sure.
i guess for physx to physx interaction, but rather weak argument given the downsides
only other reason i can see is the buggyness of physx to non physx interaction
I don't think they saw it like that. PhysX was supposed to be an improvement and people still love it for some reason.
@untold temple Thanks very much, I was only now able to check back in on Discord but I suspect that's the issue. I'll investigate the UAV camera just in case, thanks! 😃
Wierd one for ya, Im trying to get most of my colours of my mission down to defines. so I can easily change colors from 1 file, then include the one file at the top of the page, most of them are working, just this one is giving me trouble.
#define PRIMARYCOLOR_ARBG "#(argb,8,8,3)color(0.376,0.49,0.545,1)"
animTextureOver = PRIMARYCOLOR_ARBG;
if I put the string in directly, it works fine. but if i put it in the define, it doenst.
I fixed it, my defines file didnt save./
this locks access to other crew members despite the turret being empty
if true, disables turn-in option for all crew
I want to keep the turn-in/out option available, but the crew should start turned in.
i'll try
uhm, that comment from bi wiki is very wrong
is there a way to make AI not use ammo vs *soldiers/only vs vehicles?
But still fire?
aiAmmoUsageFlags doesnt seem to help
in the past irLock was one way but seems broken
high cost for ammo doesnt help either
irLock is generaly superceded by the ir sensor component
well what if we don have them configured/what about WW2 setting configuration?
@here do I place these lines in my CfgAmmo.hpp ?
fireSpreadAngle=3;
simulation=shotSpread;
or in the mag ?
@stoic lily well you can configure the sensor, and disable locking/marking and sensor display
IIRC fireSpreadAngle is defined in the cfgweapons class and simulation=shotSpread; is in the cfgammo class
@da12thMonkey#2096 sure but i found no docu on how to make a weapon not engage infantry with sensors either
Hey, if someone could give me a hand with a quick question I'd appreciate it.
I recently followed this tutorial, slightly modfying it, to create a Droid Gunship for a Star Wars mod
https://www.youtube.com/watch?v=LcmT5KZiErQ (where I'm at so far, for reference)
My question however, is how I can switch from the civilian unarmed helicopter as a flight model to Pawnee helicopter instead, as I'd like it to have weapons
I tried switching the classnames but the mod gave me an error when packing and I wasn't able to get it in game
Inherit from the Pawnee
like, just try to swap the classnames? Sorry for the ignorance, I'm very new to this
What classa re you inheriting off? I'm guessing its the civilian helicopter?
class CfgVehicles {
class Heli_Light_01_base_F;
class tut_R22: Heli_Light_01_base_F
Change the 'Heli_Light_01_base_F' to the armed Pawnee classname and it should then inherit off of the NATO heli rather than civvie one
Yeah, that's what I first tried but I'll give it another shot
Also, for reference I haven't changed the config at all from what that tutorial has, so the entire config is linked there
So I'd be inheriting from the civilian m900 I think
@boreal heart That actually got it working, I must have messed up somewhere the first time. Thanks!
does anybody know if it's possible to remove the frame of a RscEdit ?
or at least change the color
i think it would be possible by wrapping it in a RscControlsGroup since the frame seems to be outside and not part of the width/height
ugly work around
Anybody got an idea what value controls Range in Arsenal?
meaning the handheld weapon
max zeroing capabilities?
well i got already set that to - maxZeroing = 1200; and that bar is full
so is there anything else that i missed?
Is there a template config for adding in a custom backpack model?
Having a quick problem with ladders, I saw the problem in a BI thread long time ago, couldnt find it anymore. The problem is that the soldiers model is basically "shining" through the ladder, in third person everything is working fine !? :/ Heres a picture of it: http://fs5.directupload.net/images/170902/ggh4vjsv.png
The model is just drawn after the ladder. So it's in foreground.. It makes sense. But I don't remember that happening in Arma 2
So...there is no real way of fixing it?
If it appeared recently there is a way. Because something must have broken it. But if it's always been like that then not really
Oh, ok...yeah the problem has always been the same. Ill just leave it like that, thanks anyways 😃
Hi there, Is there anyone active and willing to help me?
Most of europe is sleeping by now so it usually gives best results to drop your question here and usually someone answers.