#arma3_config
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are includes with wildcard possible?
this isn't Java ^^
12:39:37 Unknown entity: 'T Rotex V 5.56<br/>
anybody knows what this means?
i do not have any custom description added
just the displayname
some broken text
either some mission or scripted stuff usually
could be config/stringtable xml too though
HI, does anyone know how to make PIP stream at MFD show what the pilot camera is pointing at?
@stoic lily to mass include a subdir into a config
basically to remove the need to include all files in there and later when new files get created
anyone here know what config value determines how much zoom is required for something to appear on the map?
specifically roads
Why is UIposition[] on the Dynamic loadouts so dang cryptic?
Has anyone messed with it before?
I'm looking for the Max X and Y values
might be a little different on dev/RC since they're adding a button to change the pylon owner on vehicles with multiple crew positions
Does enablemanualfire go under the turret you want to control or the main cfgVehicles class?
uiposition is offset is x/y offset from top left corner as far as I remember
is QUOTE a global macro to return a define as string?
You have to define it yourself
#define Q(var) #var
Just puts " " before and after whatever (unicode) characters you put in
ok thanks! intrestingly it does what it should in some places even tho i didn't define it ๐
will do that now ๐
Do you include other files with macro definitions?
no i grepped over the whole project, but i think it is due to the parameter only accepting numbers so the QUOTE just gets stripped out
specifically it works on the version param in cfgPatches but nowhere else
Config entries even without quotations can be interpreted as strings by the engine, maybe thats it?
also since i've never really worked with macros, is there something speciall with calling a macro from within a macro?
this is what happend in most of the places:
dlc = QUOTE(WW_TAG); \
dlc = "QUOTE(WW)";
but version was just something like version="214.21.4";
even tho it used the QUOTE in the same way
What is the correct setup for paths when packing addons? Using Addon Builder with a prefix of A3_UKSF to pack an addon, say data_f_uksf then when referncing the addon in any config or sqf file it would be \A3_UKSF\data_f_uksf\etc. However this seems to not work.
i am packing \dbo\myaddon and i click to the folder myaddon , only other thing ican see is that in options i have path to folder P:\ of course you neeed all the correct .sqf;.wrp etc too so files are carried
it packs ok for me
Hmm, strange. How essential is it to pack from P: this is being packed directly from one of my GitHub folders outside P:
You can make a symlink from whereever your p drive is located to your github directory
or use pboprefixes to define the "virtual path" inside the pbo
not sure how addon breaker handles pboprefixes tho
doesnt
It is a custom setting in the UI. It ignores the pboprefix file
there is nothing for supply aside from supplyRadius right? Like there is no quantity control in the engine?
@thorn leaf https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#transport... those three control the quantities of the various attendant functions
url needs the three periods on the end, but discord doesn't allow it
thanks!
I think transportammo uses the cost parameter as the basis of how it depletes. Maybe transportrepair uses the vehicle cost too, but I'm not so sure - could be the armor values
any ideas on how to have an AT/AP mine self detonate after a given period of time from the config not via a script if possible ?
You will need a script for that.
Can anyone see why this config isn't showing all the fields in the editor?
https://pastebin.com/QrCYAfZZ
https://i.gyazo.com/26904da9d7e6cd427dd5768676e48d67.png
is there any config that can be edited to make the gps bigger?
@jade brook Sorry that's just the CfgVehicles.hpp (included in config.cpp)
class CfgPatches {
class Modules_F_UKSF {
author = "Flax";
name = "UK Special Forces Modules";
requiredAddons[] = {"Baseconfig_F_UKSF", "Functions_F_UKSF"};
requiredVersion = 0.1;
units[] = {};
weapons[] = {};
};
};
#include "CfgFactionClasses.hpp"
#include "CfgVehicles.hpp"
What exactly is missing?
@here how would I give a flying vehicle the option of having a helicopter locomotor and jet locomotor ?
Make it inherit from Plane or Helicopter base classes.
"locomotor" takes me back. Sounds like SAGE engine configs.
In the image you can only see one dropdown box (Apply To) - it's missing the rest of the input fields defines in the config.
It's nothing like in SAGE here. There is a config entry called simulation, but there is no point in changing it. Better off inheriting all the stuff from the base class.
I figured that out yes, but I didnt know how to name the engines and locomotor is more commen
And how a helicopter flies is closely tied to how the masses are distributed in the model p3d file.
Editing this is a huge pita and impossible without access to the model.
You can't just copy over the movement properties from one object class to another sadly.
I don't know, Flax. ๐ฆ
No worries, i'll keep looking ๐
Huh so even the example on the Wiki doesn't work.
been looking how to config air burst bombs, any ideas im really stuck on this ๐ฆ
is proximityExplosionDistance working? or does that only work for distance to locked targets rather than the ground
ill take a look and see if it works
Anyone know what config entry makes the "stabilize turret" feature work? directionStabilized = 1; in the Optics in class seems to activate the stabilize turret feature but it doesn't toggle
@astral rivet there is no way to toggle it on regular turrets
Toggle works only for uav & pilot camera
dlc tho
They were initially then eventually pbo
ok
@hot pine Thanks. I saw the RHS configs for the AH-1 that had directionStabilized = 0 in the Wide class then directionStabilized = 1 in the medium class which works fairly well.
init script I guess?
Have you thought about using setUnitPos plus switchMove, @sullen fulcrum ?
How do you prevent a gunner in a turret from moving that turret when he's turned-in? (The crank handle for turning the turret is on the top side and only available when he's turned out).
inGunnerMayFire = 0 should do the trick iirc
Thanks - I already have that though and all it does is mean he can't fire the weapon. Turret still rotates.
To be more accurate, the turret doesn't turn in the Gunner LOD. But it does in an external view (LOD1).
to you force optics in interior?
actually, this is the standard "externally mounted gun" issue... same fore basically any tank commander mg. (sorry, slow thinking) - same issue here and i doubt there is a solution for now
its been always like that for any such weapon position.
ah right, yes, that's the situation I have
thanks for the confirmation, saves me a lot of time searching for a solution that doesn't exist
init already is a globally executing event though.
No need for remoteExec.
switchMove is for the instant change and setUnitPos is to make them not stand up immediately.
How do you set author for an addon so it appears in arsenal?
inheritence was my problem - thanks
another question, any reason why one vehicle shows up in virtual arsenal but not another
both same baseclass - changed classname and animationlist
It only shows one vehicle per model path. The first one in config.
To get around this add this entry:
forceInGarage = 1;
This is to not show twenty retextures for each civilian truck / heli.
Is a Aircraft launched UAV a possibility in ARMA3?
with scripts probably. you can attach and detach objects
might need a bit of touch up to get it to work smoothly
hey guys, do you know the name of the advance flightmodel gauges in the config. the rsc?
i am intersted in the most right one
So I have been getting an error while trying to launch my server which is (Jbad_Buildings Requires Addons " "). The issue is there is no corresponding PBO called Jbad_buildings or any folder location with that name. Any Thought's on what could be causing this error?
Also I checked our map config.cpp and our other mods that we are using and nothing requires "JBAD_buildings" Including the Jbad Addons
@astral rivet Define "aircraft launched" here...
@Christopher Chrome#4370 Can you provide RPT?
afk kick from the lobby, is that a config setting or a mission script ?
None of these. Atleast not the config this channel is about
kk, got an answer somewhere else.
does anyone know what this means:
'รข' encountered instead of '='
class 1 {
โ location = [13983.33,20793.313,0];
โ rotation = 52.307;
โ doNotPlaceHere = [];
};```
Yeah i know you havre to end with another }; i just didnt want to post the entire thing just where the error was saying
Arrays should be written classname[] = {index1, index2}; no? Not with square brackets
true
Yep sorry done that
Back to the same error
class 1 {
โ location[] = {13983.33,20793.313,0};
โ rotation = 52.307;
โ doNotPlaceHere[] = {};
};```
15:19:03 Warning Message: Config : some input after EndOfFile.```
wheres the space?
1 probably isn't a valid class name. Try letters.
it does work, tried it before in a previous config
im wondering if its to do with whitespace
Yep it was
Half the classes i wrote the other half i used a script to convert them to classes froma initial array of locations i had
and when i used a tab code it must have been that a symbol. I opened it in notepad++ and there was squares
Can anyone see any reason why this vest wouldn't show up in arsenal or be able to be added to player using addVest?
It shows up in the config viewer fine and no packing errors just will not display in game.
Good question - right now nowhere :/
Then why inherit ItemInfo from it when the parent class doesn't exist?
It's just an empty class.
I was using this as ref: https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide#Vest_configuration
Second sample.
And ItemCore is not the correct base class for a vest either.
Not how ItemInfo inherits from VestItem here.
Not an empty ItemInfo.
Yea i've complety misunderstood this reference.
class CfgWeapons {
class ItemCore;
class VestItem;
class My_FancyVest: ItemCore {
class ItemInfo: VestItem
Ok yea - looking at another sample now. I'm pretty certain I have it now.
Thanks ๐
Also, please consider putting the OFPEC tag of your mod in front of the class names.
UKSF_V_LowProfile
not
V_LowProfile_UKSF
like anyone else does.
@sullen fulcrum About your lader bug from last week: https://feedback.bistudio.com/T61426 It has been like that since Arma 3 Alpha.
Is there a tutorial that explains how to use the GUI Editor?
I am trying to make a simple counter for a mission
but the whole process is way overcomplicated and nothing explains anything clearly
Hey guys, I want to edit a config.bin file in this Vulcan mod I found for an old Arma game to make it properly work in A3. Not much of a modder with little experience. I want to change stuff like the landing gear seem to be stopping the plane from taking off, its turn speed, adding engine sounds, adjusting the pilots height in the cockpit. Anything to point me in the right direction to do those things would be great ๐
You need permission from the original author otherwise you have nothing to go off of. You can do like one of those things via config and thats sound but you still wouldnt have permission
I'd say for personal use it's fine
THOUGH, I'm not all to familiar with all the rules ๐
I have no plans whatsoever to release it in any capacity.
Plus the OG author seems to have buggered off as the mod is fairly old and no-one can find any contact details
I kinda want to bring it up to spec in Arma 3 by fixing those issues I listed, kind of like the real Vulcan
not being able to contact someone doesn't make it so that you gain permission but yeah IMO personal use is just fine
Yeah, literally just a little personal project.
I'm bored waiting to start UNI so I just wanted something to do.
That's why i came here to try to get started and get some tips or pointers.
no too familiar with modding content myself but I believe "adjusting the pilots height" has to be done within the model which you don't have the source of
turn speed and engine sound are probably doable through config
landing gear no clue
just get the config for a working plane and compare ^^
Quick question here, if i were to add a game mode type via config and load it onto the server and use it on the mission, would the changes take effect and be visible in the server browser?
does anyopne know how CfgMods works? is it like an in-config version of mod.cpp or is it something that cooexists?
What should I be using to open to config?
If it's unbinarised (config.cpp) then it's just a text file. Notepad++ is free and very popular. Use the C++ language option to get nice formating.
Its .bin
I used the Arma tools think to convert it to cpp, but the one thing I wanted to change in it (landingspeed 0 ) was not in there, although on the config viewer ingame this line is there.
its probably inherited from a parent class
you can just create a config patch and change it
Not sure what that is, kinda new to config editing.
https://forums.bistudio.com/forums/topic/140837-development-branch-changelog/?do=findComment&comment=3232766 Added: soundFly sound for missiles & rockets anybody knows what this means? i checked just now in config viewer and the soundfly entry is still empty
@hot pine ?
Maybe a looping sound attached to missiles&rockets while they are flying
Yes.. exactly that. https://community.bistudio.com/wiki/CfgAmmo_Config_Reference#soundFly.5B.5D
Probably wasn't working for rockets/missiles?
yes i know what it does but i was wondering what changed, because the config entries haven't changed, there's no sound added to them as far as i can see
i guess something was broken before
Probably didn't have a sound before because it was broken. Now it's fixed but still no sound added
if it was broken before, it seems to work fine now
does anyopne know how CfgMods works
sure do.
it is supposed to work exactly the same as each and every alternative. eg the mods.cpp present in (most) mods folders.
it doesn't. Instead, it appears to be a hotwire over-ride of bis only mods and dlc's that won't even have a mods folder if the've been simply bundled into addons\ or expansions\
this one is a moving goalpost that a I would not go near.
oh, ps, one of the reasons it can never be the same, is mods.cpp can use relative addressing for it's icon=. binary files can only use \prefix\references
hi guys. where in the config can I remove the vanilla heli hud?
is the author tag for infantry classes and groups shown anywhere?
@fathom thorn unitInfoType = "RscUnitInfoAir"; and such
the definitions are in RscInGameUI
thanks
Hello there, I got a question about class MFD
I am having a problem understanding weight of the bones
for example
i got this : {"CrdY",1,"CrdX",1,"HorizonBankRot",{0.8, 0.8},1},
what these "1" means?
Is there any way of making "soundEngineOffInt/ext" play the full audio file? Sometimes it gets cut short, not entirely sure why it's doing that, I'm guessing it could be the engine RPM?
class V_PlateCarrierIA2_dgtl; class tdu_iotv_grey: V_PlateCarrierIA2_dgtl { author = "smiter"; scope = 2; scopeArsenal = 2; displayName = "[TDU] IOTV Grey"; picture = "\tdu_vests\ui\iotv_grey_icon.paa"; model = "\A3\Characters_F_beta\INDEP\equip_ia_vest02.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\tdu_vests\data\iotv_grey.paa"}; };
anybody have an idea why this doesnt work? the vest shows up but its always the default texture
its only this vest too, every other vest inherits properly
is there something wrong with the ga carriers that doesnt let them have custom textures?
do the one's that work also inherit from class V_PlateCarrierIA2_dgtl; ??
if not, there's your answer.
so every other default vest in the game can have custom textures but that one?
you didn't answer the question.
but assuming it's the only time you're using that class, then it's not, what you think it is, or, it's not a 'full featured' vest class (for want of a better expression), which you'll have to add additional parms= in your class body.
what they would be, i would not know.
Uhh ok. Well even if it didnt wouldnt adding hiddenselections and hiddenselectionstextures add those things?
Like above
I notice the base config fot that vest has both of those arrays blank.
But they are in the config so they should work.
What units is the animationSource "engineTemp" measured in, and what would typical operational values be for a tank please?
its 0 to 1 - no heat to max heat.
there are values that controll heat and cooldown rate in the config (sometimes in outdated ones you find it in the model.cfg). Havent seen any documentation about how it works in detail and what it affects
it's a complete mystery to me how you sometimes see afMax and it's friends within a model,cfg. These parms stick like glue. They have no possible use in a model.cfg and are simply ignored. I guess they've been copy pasta'd from an original at some time and now hang around like a bad smell.
Thanks @strange egret and @hard chasm.
I suppose one reason that htMin, htMax, afMax etc appears in modded model.cfg's is that it's in the Arma3 Samples model.cfg's.
Have BIS really got that wrong?
i'm only 90% sure it's ignored. I have not actually tested it thoroughly. Logic says that since model.cfg is only there for p3d's that need a skeleton, but afMax and friends are universally applicable....
Good point Q, but, by definition, a p3d with a skeleton will have a config class.
still an interesting idea tho.
aren't classless models not animatable via model.cfg?
what would there be to animate? even bridges have destruct anims which (can) require bones
i can't honeslty think of any example of a p3d + model.cfg that doesn't have a config class.
destructable trees ๐
trees don't have bones ๐
hmm do class and bones have any connection? i don't know
they don't have to.
afaik the only restriction is the Land_xx and animation stuff preventing classless destructable (breaking into parts) trees
which leads back to class=house ๐คฆ
its probably all a simulation thingy
more correctly, destrType= tree (fall over randomly), tent (flatten/collapse), or wall (fall over)
Hello there, anyone could help with class MFD?
@wise tusk if you have not yet noticed best way to get answers to your problem is to ask about the problem and not if you can ask or if someone can help
so fire away
Sorry then
no need to be
Ok, so in the 1.7 update new thing was introduced, setUserMFDvalue and later one more thing was added, Using that I could add a custom condition to class MFD, and I want to add the condition based on worldname. But I dont know how to even start :/ I mainly focused before on that MFD class
have you set your MFD config to use those custom userNUMBER properties?
because then its as easy as a quick script that runs on your vehicle to set the MFD values with the script command
I got everything set up, I run the script in game using local execute and works normally, but when I try to run in from the config of the vehicle, it doesnt work.
I tried two methods
class EventHandlers
{
init="_this execVM '\addon\scripts\my_script.sqf'";
};
and
class EventHandlers
{
init = "_this call my_script";
};
ok nvm
Hello, how can I make a uniform visible in Arma 3 Editor "empty" category?
Hi, does anybody know how to add custom attributes to markers (specifically the rect/ellipse) within eden?
only objects are supported
(and modules as extension)
you could connect a module to markers and work from there, though
How would I go about that?
uh the editor connection stuff?
sync marker to module > put scripts into module et voila
@sharp stone Do you know?
know what
Hello, how can I make a uniform visible in Arma 3 Editor "empty" category?
ive never modded in uniforms, but probably the cfgVehicles entry?
look at the samples / config viewer
@sharp stone I'll give that a shot, thanks
https://github.com/TMF3/TMF/blob/master/addons/marker/Cfg3DEN.hpp
This is a module that hides synced map markers for certain sides, if you need a base to work off of
beware, CBA macros inside
guys, can I use in class MFD : condition="user0==1"; ?
Anyone know the config that prevents ai from going prone ?
Was somethign to do with ground
how can I make a uniform visible in Arma 3 Editor "empty" category?
class CfgEditorCategories
{
class MyGreatAddons { displayName=Orange Tomatoes; };
};
class CfgEditorSubcategories
{
class MyVestSPlural{ displayname=blue giraffes;}
};
class cfgVehicles
{
class SomeExistingVestClass;
class myFantasticOverCoat : SomeExistingVestClass
{
scope=2; // << display in editor
editorCategory = MyGreatAddons ;// <<YOUR addons
editorSubCategory =MyVestSPlural;// ALL your vests, even just one
displayName="a pink one with bullet holes";
};
};
voila
Thanks a lot!
@wise tusk you can't
Could some explain why i cant get parachutes to load into my custom crates not sure if transportBackpack is correct or...
class WIP_parachutes: WIP_dummy_crate
{
scope=2;
scopeCurator=2;
ace_cargo_size = 1;
ace_cargo_canLoad = 1;
ace_dragging_canDrag = 1; // Can be dragged (0-no, 1-yes)
ace_dragging_dragPosition[] = {0, 1, 0}; // Offset of the model from the body while dragging (same as attachTo)
ace_dragging_dragDirection = 0; // Model direction while dragging (same as setDir after attachTo)
ace_dragging_canCarry = 1; // Can be carried (0-no, 1-yes)
ace_dragging_carryPosition[] = {0, 1, 0}; // Offset of the model from the body while dragging (same as attachTo)
ace_dragging_carryDirection = 0; // Model direction while dragging (same as setDir after attachTo)
displayName="Parachutes [WIP]";
model = "\A3\Structures_F_Heli\Items\Luggage\PlasticCase_01_medium_F.p3d";
class TransportBackpack{
class _xx_B_Parachute {
magazine = "B_Parachute";
count = 8;
};
};
};
all the other crates ive made that use transportItems/Weapons/Magazines work, just not the parachutes
Hey Guys, i have a quick question, can i execute a piece of code during this somewhere or while the object is dissasembled?
class assembleInfo
{
primary=1;
base="";
assembleTo="cgr_tentunpacked_fast_mc";
displayName="Medical Tent";
dissasembleTo[]={};
};
Eh wrong piece of code
class assembleInfo
{
primary=1;
base="";
assembleTo="";
displayName="";
dissasembleTo[]=
{
"cgr_kitbag_tent_packed_mc"
};
};
nvm, have a solution.
: Hey guys ๐ Sorry for interrupting, but does anybody know how to disable shadows of playermodels but not of any other objects? ๐ค
in what situation?
shy from editing the model I would say no if there is no appropriate script command for that.
What would be the number for the View-Commander LOD in the config:
lodTurnedIn = ?;
Nevermind, I just found this info:
"The View_Commander LOD is the default for turrets that have "primaryObserver=1;" and "primaryGunner=0;" in their config. The View_Commander LOD can't be accessed manually in any other way."
Does anyone know where I can find a tutorial for complex gearbox for vehicles? I found this https://forums.bistudio.com/forums/topic/155974-tutorial-creating-custom-engine-gearbox-and-suspension-vehicle-config/ but the dropbox link to the xml is missing
@strange egret just noticed your reply to that thread, but your link is also dead
Does anyone know what is the best way/value to increase the acceleration of a vehicle?
I tried editing this, but I cant recognize any changes.
torqueCurve[] = {{0,0},{0.14,0.65},{0.29,0.91},{0.43,0.94},{0.75,1},{0.62,0.98},{0.50,0.87},{1,0.03}};
@sullen fulcrum enginePower ?
Can you have an init in cfgs? like execute something when a vehicle or object is created?
init eventhandler
Best way to find the LOD which is throwing a "Cannot load texture" error? I've been through every LOD in OB and using the Texture library, and cannot seem to find the missing file
moveobject.exe will list all textures (and materials and proxies) used by a p3d
i think dep3d.exe will do same.
Hi guys ๐ good day to everyone, may I ask for your help on this error during crunching on pboProject. I can't find fix in google. Thank you so much! https://imgur.com/AhJqAdi
did you check bin logs ?
You have config errors, we'd have to see the config to know what exactly
@marco#4485
Hi guys. Is it possible to have more than 4 sides in arma? Lets say I was making a new alien race that should be enemies to everyone. Can it be done?
nope hard limit. you can make individual units renegade though (aka engage everyone) - with scripting you might be able to hide "aliens" from each other despite renegage state (with the new forget cmd)
@Battlestad#2667 yep
https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Magazine_compatibility_groups Is that broken? Or is just noone using that?
the latter i think
@grand zinc that feature was never implenteded into the public version , it was in internal version which was left but now it is most likely broken but i think still it would be nice to have such a feature just for the sake of magazine compatibility
It would basically add ASDG_JR to Vanilla and make it easier to use... Most awesome thing ever
I'm running so many Mods that I have about 10 different 7.62 ammo types which are not interchangeable between weapons... It just hurts
Is there some math formula to turn for example 12x zoom into the fov value to be used for opticsZoomMin/Max ?
0.25/Magnification
if you want to use the same standard as BIS use for all optics
but sometimes one has to make adjustments to compensate for fitting the sight's expected field of view in to the screen frame
discretefov and discreteInitIndex are explained nowhere on biki..
I guess setting these will set your scope to zoom in steps instead of linearly.
There is so much stuff missing on biki
yeah they do
there's a weaponInfoType associated with it though IIRC
oh nvm seems normal RscWeaponZeroing, just works when you add the parameters, and provides continuous zoom when you do not
@untold temple 0.25? isnt it 0.249
pretty sure it's supposed to be 0.25, since that's the max for colimated optics
but deriving it from magnified sights themselves might yield differences from how they are rounded
There is so much stuff missing on biki
well bis contribute almost nothing to the biki. never have. it's origins are ofpec tutorials and how-to's. If it lacjs depth, then it's the commmunity that can't be bothered documenting their dicoveries.
I don't think discoveries is the right word, more like happy accidents that manage to work
How to use this config entry? Does it do anything? (tankx vehicle)
memoryPointCargoLight = "memPoint_name";
I'll take a wild guess and say that it's the interior light for the cargo seats
as in where units sit while being transported
Yes Apollo, it works - but its just a point light that shines through the entire body of the vehilce. So at current it's bloody useless (unless extreme small radius or extremely large vehicle interior)
color and intensity can also be adjusted, i dont remember how from top of my head
Thanks @strange egret . I couldn't make it less than useless either, so reverted to a combination of emissive textures and class reflectors to light the cabin.
Has anyone got the Config and texture for the new laws of war reflective jacket
I seperated my config from my .pbo and placed it into another .pbo
whenever I update my config, I have to repack my root mod
How do I prevent this from happening (i.e. having not to update the main mod in order for changes to happen)
why do you 'have' to repack the 'root' mod.
cause if I don't, the changes that I do to the config won't appear.
for instance, if I wear to change a vehicle skin, I'd have to repack the main mod in order for the change to occur
I tried playing around with the CfgPatches but that didnt work
Then you made a mistake
There's no connection I am aware of between a binarisd p3d model and the contents of a config which accesses that model (or it's textures). Once baked it remains so. However if you change a texture that the model has, not the config, uses, then the answer should be obvious.
And of course a 'config' means config.cpp/bin, a model.cfg is a different fish, and that is baked into the p3d and plays no part in the game itself as a file.
When two CfgPatches require each other.
Addon Aโs CfgPatches requires Addon B
Addon Bโs CfgPatches requires Addon A
What is the best way to call a function at mission start for the player. Right now I've added the call to the init event handler for class Man but this causes it to happen on the main menu and in 3DEN when placing a unit.
major achievement to get an init eventhandler to work at all! congrats. simply add the sqf syntax for isPlayer && inGame (or whatever verbs bis call them this week)
Is there a way I can edit a client file and force the server to use that, instead of the one being provided by the client?
what kind of file? a config? What kind of config? Probably not.
Erm. For instance on the exile mod, you can use CfgExileCustomCode where you can tell the server to use one file instead of another
Or I've got the wrong end of the stick lol
If it's some exile specific thing you should ask on Exile discord.. Theoretically it's possible for the server to request the config from client and use that.. But... That seems very ineffective and I have no Idea why anyone would build something like that
No it's not
Basically the client for a mod wants to use a certain file and i want to force another file to be used for that job on the server as I dont have access to the client files to change it at the source
Just realised I could be writing in completely the wrong room.
Apologies
@Flax#8128 cfgFunctions + postInit + necessary sqf checks
@thorny grove Only for the player at mission start? initPlayerLocal.sqf?
Thanks @hard chasm @stoic lily will try it out. Was currently using sqf checks but no post init on the functions. @grand zinc addon based so no access to the file.
I'm trying to get a 3rd person camera mod working, is there something I'm missing with this that it's not changing anything?
{
class Land;
class Man : Land
{
extCameraPosition[] = {0.4, -0.2, -1};
};
};```
Hi, I'm implementing the new sensor system to my custom SAM system. All is working right but the sensor seems to be inverted (the real direction of the turret is heading to the opposite into the right panel), any clue?
franc0
It's missing CfgPatches.
@jade brook There is more to it than that. I potentially should have posted the whole thing, but the rest of it works with other commands in it. This is just the section that isn't working at all (or as intended) and I was wondering if there's any standout formatting issues. Rest of the code is solid, just this bit not functioning ingame.
What is requiredAddons?
@spiral steppe did you check in ingame config viewer if it is correctly applied?
Neg, I'll give it a go, thanks. I'm completely new to all of this stuff, just trying to doctor existing code, so not exactly clued in as to what I should be doing to troubleshoot.
CfgPatches is the bread and butter. You need to tell the game to apply your config after the one from vanilla. Otherwise all your changes are overwritten by the game's config instead of the other way around.
Ingame config viewer can help to verify this.
Just had that yesterday. ACE was overwriting my values.. and I didn't check in config viewers so I was hunting a dog for an hour
It would be reasonable to assume that all mod configs are loaded after the ones from the base game. But that isn't how it works. ๐ ๐จ
@hard chasm "There's no connection I am aware of between a binarisd p3d model and the contents of a config which accesses that model (or it's textures). Once baked it remains so. However if you change a texture "
well if P:drive is created the engine will read a texture from P:..... and also scripts and code , however if P:\ is not active then an error will ensue
engine won't read stuff from P.
Except you tell it to
path something to p: and try with P on and off
"engine won't read stuff from P. " " "Except you tell it to" which way are you having it lol
Well.. yeah... If you tell it to read from P.. and there is no P.. then.. yes..
I remember people using P drive as texture path in models. That's just a mistake then.
haha thats a nice covering stance
Engine reads without being told in some scenario ?
explain away i missed this AI code so far lol
Arma engine won't read anything outside of pbo's if you don't apply special settings
no special setting at all
the reasoning here is that most peopel who mod have P:Ldrive active and some dont default tolls to P;\
they will never know until they relaese that there is someting broen becuase on thier system all is good
and so back to my point that you had something to add
""There's no connection I am aware of between a binarisd p3d model and the contents of a config which accesses that model (or it's textures). Once baked "
well there is for refference as i said a connection possible
you can set hidden textures in config for example. I'd call that a connection between config and the model
well now we have 2
hwoever not sure you can call them from outside root or mission files
you can't edit CfgWeapons or CfgVehicles from mission... Don't know where else models would be
not sure how that relates to calling hidden textures ?
I'm not sure about what we are talking
let me ermind you "you can set hidden textures in config for example. I'd call that a connection between config and the model"
yep.
what do you mean with "call them from outside root"
you can't set hidden textures from description.ext. You can via Script.
@folders and Mission folders with @ being root where textures are read from a pbo
the @folder doesn't say anything about the path of the textures
the @ folder is in the root
the @ folder is in the arma folder.
example?
ergo root or mission folder
im waiting for the example too of Engine cant read from P:\
It can. It just doesn't
i dont understand the interjection or hidden texture example
you have to enable filePatching. And even then it only reads from Arma folder. You need to create a symlink to P drive to make it read from P
it does i have seen many example where default of P:\ wasnt set in OB and the whole path of P:\ is applied
i think there maybe a translation issue here
you can also set any other path
you are counter claiming using an excusing clause it makes no sense
On my CI server I'm using C:\armaBase instead of P:\
i think you need to re asess the point
let me take you back
if someone does not delcare P;\ as the default or there chosen drive so that the tools will omit it , the game will read from that drive and not error, however once that addon is released it will error because that drive is no longer active
to which you instantly replied "The Engine cannot read from P;"
"engine won't read stuff from P."
"Except you tell it to"
Really sorry, what am I looking for in the config viewer? I've gotten to Land >> Man so far
{
class 3P
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {};
};
};```
that's the patches
well if P:drive is created the engine will read a texture from P:
That is wrong. It won't automatically do it. Only if you tell it to
@spiral steppe look for that config entry inside man.
and you need something in requiredAddons
Just put "A3_Data_F_Loadorder" into requiredAddons. That should be enough
A3_Characters_F
Do you have any question?
Dedmen, we needed you yesterday.
Where? Was eating with my in-laws
I read the log. I'm also sad I missed that
Can you by chance figure out how the parachute simulation accelerates the object and what friction coefficients it uses?
I answered you on slack
I'll see what I can find.. Don't think that'll be easy to find though
I guess I have it. Can't post it here I'll post on slack thread
So I can find extCameraPosition[] but it looks like it's for vehicles, not the "Man" config. Where should I be looking for "Man" under "Land"?
Click on "Man" in configViewer...
then you will get the variables inside man
on the left panel
I was in Vehicle, not Vehicles I think... sorry
Cool I cracked it, thank you very much @jade brook @grand zinc
Dunno how you have time for helping people and other endeavours between TFAR and RL stuff Ded
Ech, new issue though. Not sure if this is still the appropriate channel, but I can see the values changing in the Cfg viewer, but the camera angle (using extCameraPosition[]) doesn't change at all. Where should I look to find out if there's a more recent command for editing the 3P camera?
extCameraPosition[] = {30, 100000, 500}; makes zero change to the 3P camera of any infantry or vehicles as far as I can tell, it just changes the Cfg value
There is always time for that
And I tried less silly amounts first, that was just to be sure
I checked a few hours ago.. and extCameraPosition should be the correct thing
atleast for vehicles... I didn't check Man.. but I didn't think it would be different
for vehicle you have to edit vehicle config though
wait
you do that in Land>>Man ? Are you sure it's not CfgVehicles>>Man?
configfile >> "CfgVehicles" >> "Man" >> "extCameraPosition"
That's where I was going wrong before, looking at wrong Cfg entries
I know and checked that it uses extCameraPosition for Vehicle 3rd person view
but for vehicles it has to be done in the vehicle config. not Man
I'm just trying to get it on all infantry, if
{
class Land;
class Man : Land```
is incorrect that could be the issue
would say that's correct but...
Please check in a specific unit class if that value is still correct
might get overwritten below Man. Maybe CAMan or how that's called
Yep that looks to be, it thanks a lot.
Can anyone point me on the right path if there's a way to have a movement state trigger a function in the mod?
Specific example is if someone is leaning, it would apply a different set of extCameraPosition[] values until they return to a normal stance.
you can't really afaik. Besides adding EH to animation
Damn, that's a shame. Any creative ideas I should look into to achieve the same thing? It's just about restricting 3P camera whilst they're leaning solely to improve their out-of-body peeking abilities
I don't know the technical terms, sorry โน
So that they can't just tap the key lightly over and over to get around a restriction
But no, you can't change config values while the game is running. That is not supported.
True,
Or move them into a seperate camera... I guess..
I didn't mean change the config values neccessarily, but I guess I see the flaw now
I think I might also test a solution that disables 3P completely based on proximity to enemies, as this will need a lot more work to be viable - camera when prone has too much wiggle room, leaning still exploitable etc. Thanks for all the help tonight, have a good one.
I have numerous helmet re-skins for the helicopter pilot helmet that my unit uses. I personally did not write the config as I am just the artist. Unfortunately I no longer am in contact with the person who wrote the config, but I would like to add new re-skins for a Firewill helmet. The only really confusing part about the config is the portion where I call upon Firewill's mod. Does anyone know where I can find reference material and/or a guide on completing this action?
You need to extractpbo the relevant 'firewill'.pbo within which is a config.cpp where the 'textures' will be hidden or selected.
@hard chasm I already have the location of the specific helmet in his config, I'm just a little lost on the exact implementation into my config. I apologize if I am not giving enough information, I'm just trying to get to know configs.
Here is the helmet in his cfg:
class FIR_JHMCS: H_PilotHelmetFighter_B
{
displayName = "JHMCS";
picture = "\FIR_PilotCrewPack_US\pic\helmet1_pic_ca.paa";
model = "\FIR_PilotCrewPack_US\FIR_JHMCS.p3d";
hiddenselections[] = {"camo"};
hiddenselectionstextures[] = {"\FIR_PilotCrewPack_US\data\helmet\jhmcs_co.paa"};
class ItemInfo : ItemInfo
{
mass = 40;
allowedSlots[] = {901,605};
uniformModel = "\FIR_PilotCrewPack_US\FIR_JHMCS.p3d";
modelSides[] = {2,3};
armor = 5;
passThrough = 0.6;
hiddenselections[] = {"camo"};
hiddenselectionstextures[] = {"\FIR_PilotCrewPack_US\data\helmet\jhmcs_co.paa"};
};
fir_visor = 1;
fir_visor_reverse_code = "FIR_JHMCS_up";
fir_mask = 1;
fir_mask_toggle = "FIR_JHMCS_openmask";
};
for new retextures you really only want to change the hiddenSelectionTextures part
I have no intention of repacking or modifying his config
I am just looking to mention his mod in my config to replace with my textures
CfgWeapons?
Yes?
CfgWeapons {
class hisClass;
class myclass : hisClass {
hiddenSelectionTextures[] = {"..."};
};
};
That's it
You also need to put his CfgPatches classname into your CfgPatches requiredAddons
to make sure his addon is loaded before yours
aah....ok let me give this a shot.
Thankyou
I'm getting a pack failure. Says:
Undefined base class 'H_PilotHelmetFighter_B'
(The helmet)
how do i define it?
that is the hisClass from my example
it appears in two places. you probably missed the first
umm....so i understand what your getting at and I see the problem myself; but am i suppose to place it as another 'class' underneath cfg weapons at the top of the config?
class CfgWeapons
{
class ItemCore;
class HeadgearItem;
class SixNine_HelmetBase: ItemCore
under 'class SixNine_HelmetBase: ItemCore'
what are you doing?
class hisClass;
class myclass : hisClass {
hiddenSelectionTextures[] = {"..."};
};
Do that.
no ItemCore or HeadgearItem.
Just the class you are inheriting. and then your new class
I'm sorry. I'm not trying to take your time or frustrate you.
Here is the config I was given...I'm trying to work with it:
Put "SixNine_retexture_config" into required addons in your CfgPatches class. You will need a CfgPatches class.
and then inside cfgWeapons
class FIR_JHMCS;
class MY_COOL_HELMET : FIR_JHMCS{
hiddenSelectionTextures[] = {"..."};
};
I'm confused. This already works perfectly fine, I am just attempting to make an addition to it with the JHMCS
oh i meant firewills config
So you can't edit his config. So you need to make your own
this config is the one i wish to save and use
Okey. Which helmet do you want to give a new texture
JHMCS
class FIR_JHMCS: H_PilotHelmetFighter_B
{
author = "";
scope = 2;
displayName = "[69OW] Warhawks";
picture = "\A3\Characters_F\data\ui\icon_H_Crew_Helmet_Heli_B_CA.paa";
hiddenSelectionsTextures[] = {"\SixNine\data\Helmet-Warhawks.paa"};
class ItemInfo: ItemInfo
{
uniformModel = "\FIR_PilotCrewPack_US\FIR_JHMCS.p3d";
modelSides[] = {0,3};
};
};
turns into
class FIR_JHMCS_retex : FIR_JHMCS {
displayName = "[69OW] Warhawks";
hiddenSelectionsTextures[] = {"\SixNine\data\Helmet-Warhawks.paa"};
};
It's even easier...
You can't use FIR_JHMCS Because that classname is already taken
edited my post above
okay so in my config the top half references the helmet and it's properties. The bottom half calls upon the top and chooses a new texture.
Your edit appears to go in the bottom
how will it work?
exactly like you just said
The new class at the bottom inherits all properties of the class above. And just changes the texture path
oh so the top portion mentioning the JHMCS is good?
That's actually the section I was worried about
I guessed that is also one of the retextures your guy made
the crew helmet yes, but i also added the jhmcs portion under it
Else why would you plug that into the middle of the config instead of the end
Don't just plug random stuff into the middle of something... Is that a direct copy of the class from FIR?
........because i have no idea what im doing
i thought that's how you reference.....my bad
i'm deleting
Then scroll back to what I said in the beginning...
class FIR_JHMCS;
class MY_COOL_HELMET : FIR_JHMCS{
displayName = "AWooooo";
hiddenSelectionTextures[] = {"..."};
};
Ok i think i almost got it. This is all going over my head and understand the pain in the ass im creating, but after this one question i promise to go away. Given the copy of the config on google docs(which has been corrected), where exactly do I insert the referencing of the helmet in the original mod?
doesn't matter
somewhere in CfgVehicles
I'd suggest doing it exactly as I told you over 3 times already
@spiral steppe CAManBase - not Man
@grand zinc you gotta understand that this is like rocket-surgery to me. I see what you have told me(i understand 3 times) and then i see my config and they don't look anything alike. My config doesn't have cfg vehicles anywhere in it. Since you said it doesn't matter where i place it, I will through it in under cfg weapons. It just feels weird because there is alot less info included compared to the other.
Like i said though, I'll stop filling the chat with junk and head out. Thanks for your help and patience.
I also don't have CfgVehicles anywhere
I told you to do
class FIR_JHMCS;
class MY_COOL_HELMET : FIR_JHMCS{
displayName = "AWooooo";
hiddenSelectionTextures[] = {"..."};
};
And you are like: Ok now I did
class MY_COOL_HELMET : FIR_JHMCS{
displayName = "AWooooo";
hiddenSelectionTextures[] = {"..."};
};
But I don't know where to put the rest. It's not like your example clearly shows that it goes right above the part I inserted.
@stoic lily Haha thanks. The wonderful Dedmen helped me solve it in the end, but I ran into other issues that will mean the camera edit needs more work to completely remove the possibility of exploiting 3rd person.
@spiral steppe did you check http://www.armaholic.com/page.php?id=19328
Nvm, I was thinking of Fourth Wall
And yep I've checked it, but the cameras are still way too exploitable. If I can set it up so it knocks you back to 1P or changes the camera angle further when you lean or go prone, then something similar will work.
@spiral steppe The 3P camera moves closer to your head when you have a wall behind you right?
Create that wall. createVehicleLocal.
@spiral steppe one can force 1P via scripting if thats what you want
It's a modded server so I already have ACEX to force it on foot but allow it in vehicles, I'm more trying to edit the camera so that it's less exploitable and doesn't have to be disabled. Right now the two biggest issues are when you're prone or when you lean to one side, other than that it's a lot better with the angle changes.
Is the simulation = ""; option in CfgWeapons classes engine based?
yes
why?
ItemMap has "simulation = "ItemMap"; and appears to be the only thing that affects how the map display gets opened
and as far as I can tell nothing anywhere else creates any of the map displays or dialogs
I mean I could make map items but they would all do the same thing so there is no point in doing that
what would you want to do differently
you can do that.
The only way I can see is to overwrite the vanilla dialogs which wouldn't be an option even if they didn't have the access value in it
unless I am misunderstanding what you mean
yeah.. modify the vanilla
did you try?
I have before. With pboProject it just straight up won't let me and with addon builder nothing actually seems to change whether there are errors or not
I forget what it was I was trying to change at that time specifically, but I would rather not test every single vanilla class
also I don't want to modify vanilla assets for everything just for a single mod
so I have a rather crude question, I am trying to add a custom explosion sound to my custom grenade. Does arma 3 use .wav or .wss in this scenario?
@inland gulch you want to change the vanilla 2D map dialog?
if so just fiddle with RscMapControl (ingame) and ctrlMap (eden)
arma uses wav, wss, or ogg. all are born equal.
wss offers the smallest size, ogg offers 'better' (stereo quality), and wav is not intended for use but works anyway.
dewss.exe will convert ANY <> ANY and let you hear the differences
default sounds[]= {something[.wss]}; // the wss extension is assumed if none specified
Ah yeah , iv'e been using dewss and i can hear a bit of a difference
I want to make my own map object that opens a custom map dialog
ok so something I need help with is getting a custom sound on my grenade to go off when it explodes, so far it makes the default frag grenade sound in arma 3. Here is the sound config for my grenade under Cfgammo
class Default;
class Grenade: Default{};
class GrenadeHand: Grenade{};
class robombs: GrenadeHand
{
author = "br3nd0n264";
model = "\Robo\Roblo_bomb\robmb1.p3d";
soundHit[] = {"Rob\Roblo_bomb\Sounds\roexplo.ogg",1,10};
explosionTime = 5;
};
rob\
dislexcia
and pboPro would never have accepted above, so how the hell did you pack it??
I've added a flag to a vehicle (tankX) using a flag proxy object and forceFlagTexture.
This works on all the cars I've tried it with, but on this one I get an odd result.
In LOD1 it flaps madly in the wind (like 3-4 times too fast) and it flows forwards, rather than backwards, when the APC moves.
But in LOD2+ it's flapping rate seems normal although it's movement still seems reversed. The LOD2 flag proxy is an identical cut and paste from LOD1 (same position, orientation).
Does the Library text (libTextDesc) from a modded vehicle show up anywhere in game? It looks like it should be in the Field Manual with the vanilla entries.
@hard chasm Sorry that was a typo when re-writing the filepath names in discord. the original is indeed robo\ and everything packed nicely with dos tools
i only changed the filepath names in discord
ah, ok. only suggestion i have left is that in this instance, unlikely as it is, the engine wants wss files.
@nimble sequoia simulation of flag is based on position of flag proxy in last resolution lod
so maybe check if there are no weird issues?
@hot pine Thanks for the reply. The flag proxy is identically placed in all res LOD's (1 to 5), but behaviour seems different between LOD 1 and LOD 2+.
How does the flag simulation work? Is it based on air flow? Or vehicle speed? Or acceleration rate? Does it work the same for all classes of vehicles (carX, tankX etc)? Does anything in the vehicle model p3d influence it's behaviour (eg geometry)?
it's based on vehicle movement vector
it works with car/tank/airplane/helicopter simulations
try to to remove all flag proxies from model and restore it again
maybe it's part of another bone or selection
(also movement of turret affect flag simulation if flag is attached to turret)
Thanks - I tried removing flag proxies already, and double checked they're not part of any bones or other section names. They're not near a turret, although not sure how you would 'attach' one anway, unless you mean through the model.cfg skeleton bone? I've got them working fine on various cars, where they stream backwards nicely on moving forwards. It's just this APC with the flapping in LOD 1 at about x3 usual rate and then streaming forwards on movement. Odd!
Does the original orientation of the flag proxy matter? ie. whether it faces forward, backwards or sideways?
*facerub*
I don't know what you mean with y menu or open cars
you would be better of asking in a life specific forum
How i can check the correct inheterit class from a class ?
Config Viewer.
Is there any differance between using action and onButtonClick for a dialog's button?
action seems to be used in controls of type 16
RscShortcutButton & RscShortcutButtonMain
not sure a button of type = 1 will do anything with action
How do I set randomized items (facewear, for example) in a faction config?
I mean, I want it semi-randomized, I want it to pull from a short list.
I don't know if this is a glitch but when a person is driving my car, its fine but for passengers the car seems lifted
any one ever tackled this issue before?
you are using the wrong cargopos rtm for them,
you are inheriting these cfgMoves from the base vehicle which turn out to be unsuitable for you.
Can you further explain? Are my cargo position memory points incorrect? Are my cargo proxies incorrect?
it's the rtm animation, the 'static pose' that is 'wrong' for this particular vehicle. there are three general postures for vehicles, low sitting, med sitting and hi rise (trucks). you have the 'wrong' one for this vehicle, or as you say your mempoints need adjusting.
it's prolly easier for you to adjust your mempoint up or down
Probably a stupid question. Is it possible to rename the Display Name of an item in your inventory to something else in just a mission? displayName = "9 mm 16Rnd Tracer (Yellow) Mag";
Without a mod.. I don't think so
Okay nevermind, thanks for a quick response.
in the VEHICLE Physx.hpp Config:
<Default>: 0,4 x 2 x sqrt(springStrength*sprungMass)
what is sqrt? im in confused...
square root
wow thx ๐
i always read something completly diffrent ๐
https://cdn.discordapp.com/attachments/294232104265449472/365824765484597248/unknown.png
someone has a clue what the error could be?
flying truck ?
physx Mass in object vs Math in config usually
@odd token but, he need wings ๐ค
yes, i test it know. @wheat stream
@junior bane is this from sample models?
@stoic lily what?
think he means did you get your configs from the sample models
<Default>: 0,4 x 2 x sqrt(springStrength*sprungMass)
checked it. car has decent commented config indeed
tank not so much unfortunately
binarize\bin doesnt have anything useful either in this regard sadly
overall PhysX.hpp is quite well commented though
(ragdoll, world interaction, etc)
you off on a tangent there KJU or merely expanding on the topic ๐ ?
binarize\bin doesnt have anything useful either in this regard sadly
binarised rap cannot contain /comments/. You can be sure tho, that similar to ofp's 'commented config.cpp' that the old bis released around resistance time, it will be similar for the devs version of same in arma. Pity they don't understand it tho.
yes the config bin in Binarise fodler used to check was veryt well commented indeed i gained a lot of knowledge there
Hey guys, is there the possibility to make my objects as a non-static object? To the description: My own model should to roll down the mountain.
There are no rolling down the mountain objects in Arma, so no.
Use ThingX as base class and it uses PhysX, which is the closest thing you can get to what you want.
i try ๐ค
@hard chasm the said folder has no relation to rap files
BI just messed the files up in the latest BI tools update
you lost me kju. non-comprende
binarize\bin contains commented configs
ah you mean steam tools \binarirse\config.cpp, which bears no relationship to the game engine on anyone's pc (undoubtedly out of date). Yes, commented i guess (i never look anymore), but absolutely it should not be used to crunch anything.
Hi there! So what does "tracks[] = {};" do in "CfgMusic"? Can I store there track data or does it expect some value (if not empty)? Can't find any info on it in the wiki ๐ฆ
your google fu isn't strong I see ๐
tracks needs a list of classes defined in CfgMusic
Alrighty
which then gets played I guess
Guess it's like "controls[]=" in the UI
playMusic seems to work just fine without stuff in tracks so it might be a legacy thing
same as the controls array I guess
Nah, it'll come handy for extracting it with missionConfigFile so I only get the music files inside the mission
I just need the names in a array, so gonna get it from there instead of iterating thourgh every class and passing it to string
okay ๐
ty mate!
Answered my own question:
Does preInit and postInit tags work when inside Description.ext's CfgFunctions instead of an addon config?
Yes, yes it does.
o it might be a legacy thing
not really,. the classname of the 'music' is used by environ triggers, eg play sound or music when player approaches an area.
@hard chasm Good to know, ty! ๐
What would this mean: 22:34:45 Warning Message: No entry 'bin\config.bin/CfgVehicles/Car_F/HitPoints/HitGlass7.name'.
22:34:45 Warning Message: '/' is not a value
22:34:45 Warning Message: No entry 'bin\config.bin/CfgVehicles/Car_F/HitPoints/HitGlass7.armor'.
22:34:45 Warning Message: '/' is not a value
22:34:45 Warning Message: No entry 'bin\config.bin/CfgVehicles/Car_F/HitPoints/HitGlass7.passThrough'.
22:34:45 Warning Message: '/' is not a value
22:34:45 Warning Message: No entry 'bin\config.bin/CfgVehicles/Car_F/HitPoints/HitGlass8.name'.
22:34:45 Warning Message: '/' is not a value
22:34:45 Warning Message: No entry 'bin\config.bin/CfgVehicles/Car_F/HitPoints/HitGlass8.armor'.
22:34:45 Warning Message: '/' is not a value
22:34:45 Warning Message: No entry 'bin\config.bin/CfgVehicles/Car_F/HitPoints/HitGlass8.passThrough'.
22:34:45 Warning Message: '/' is not a value
I don't have a '/' as a value in any of my hitpoints.
This is the beginning of my CfgVehicles which I define Hitpoints:
class DefaultEventhandlers;
class cfgVehicles
{
class Car;
class Car_F: Car
{
class HitPoints
{
class HitLFWheel;
class HitLF2Wheel;
class HitRFWheel;
class HitRF2Wheel;
class HitBody;
class HitFuel;
class HitEngine;
class HitGlass1;
class HitGlass2;
class HitGlass3;
class HitGlass4;
class HitGlass5;
class HitGlass6;
class HitGlass7;
class HitGlass8;
};
class AnimationSources
{
class HitLFWheel;
class HitLF2Wheel;
class HitRFWheel;
class HitRF2Wheel;
class HitBody;
class HitGlass1;
class HitGlass2;
class HitGlass3;
class HitGlass4;
class HitGlass5;
class HitGlass6;
class HitGlass7;
class HitGlass8;
};
class EventHandlers;
};
Car_F only has glass hitpoints defined up to HitGlass6. So when you reference HitGlass7 and 8 they are empty, which gives you the errors you see.
Inside your car config you can create HitGlass 7 & 8 if you need them in your model:
class HitGlass7 : HitGlass6 {
name = "glass7";
visual = "glass7";
};
I checked all my configs
and it seems like everything is correct with Hitglasss
a friend of mine suggested I remove the class Car; from my cfgvehicles
lol, did you read my post?
You see where you've got class car_f in your config?
yes
and inside that you reference the hitpoints from car_f?
yes
so you reference hitglass 1 to 6 - that's fine, because they exist
can you see that you reference hitglass7 and hitglass8?
yes
do they exist in car_f?
no they don't
class Car;
class Car_F: Car
{
class HitPoints
{
class HitLFWheel;
class HitLF2Wheel;
class HitRFWheel;
class HitRF2Wheel;
class HitBody;
class HitFuel;
class HitEngine;
class HitGlass1;
class HitGlass2;
class HitGlass3;
class HitGlass4;
class HitGlass5;
class HitGlass6;
class HitGlass7;
class HitGlass8;
It's possibly a problem with understanding inheritance ... pm
tried my tanks with the recent changed physics in DEV ... result - ๐ค ๐ญ
tanks just flipping over on their back when trying to accelerate on a hill on occasion, tracks animation moving totally at random
Hey guys
I'm struggling with PhysX since last Friday, I'm trying to make my APC damper's working properly.
There are two problems: the fisrt one occurs when I activate the damper animation at "models.cfg", all six wheels gets lined up above the ground!
As you can see in this picture, all wheel are shifted upwards for about 20cm
It's only occurs with carX simulation applied
My configs are written as it follows: http://prntscr.com/guu2nz
left side, PhysX wheels section, right side damper class at models.cfg
<- clueless, but i remember when wheels/tracks get too big (or was it sth else?), you have to make the shape in physx lod even larger
I used odolconverter to sneak at a vanilla Bis model, but they dont use wheels at PhysX lod!
I don't think any models put wheels in physx lods, its all geometry
@wise fog yes, that's why I didn't used it
๐
Intrested thing is that all the vehicle is shifted upwards after carX is applied
@half sphinx your damper axis could be wrong or your APC weight is not right for the physX wheel configuration.
Are there any tools to assist with complex gearbox values?
@dull bolt not really, there is a guide + google sheets formulas though
i fiound an old tutorial, but the links to the spreadsheets/formulas were dead
yes indeed
I have them but I am not at the computer
@south olive do you still have the tutorial_files_engine.rar? I think dropbox updated last yr and broke old links. If not I can provide them later
that would be excellent
@hearty sandal the problem is already solved! ๐
๐
@wise fog for the engine yes. Not using gearbox anymore
For your guide?
I could see what files I still have, if they are needed
Either way dead links on your guide, as well as nice guide, its helpful ๐ @south olive
But horribly outdated
It helped with the basics
There isn't really any guides for all the physx stuff
Kinda trial and error, by the time you get what you want then you forget what you did
Haha
basically
what a beast - thanks dude ๐
Wtf why are gearboxes so complex?!
PhysX by Nvidia.
still BI has done the integration and only provided limits docu and tools
you guys 100% sure it's all Nvidia's "fault" gearboxes being complex or there's some (or lots of) integratoin shortcomings (leading to BIS?) ?
the difference is, Nvidia won't suddenly move goalposts rendering functions that worked yesterday, and consequently destroying an entire codeset that worked for the past several months.
can anyone tell me, when i drving with my car and steer, get stuck the car. I have only problem with steering... what need to change?
antiRollbarForceCoef = ?; antiRollbarForceLimit = ?; antiRollbarSpeedMin = ?; antiRollbarSpeedMax = ?;
or another part of the config?
thank you very much, @south olive , did you fix the link in the tutorial as well?
no
@sullen fulcrum because gearboxes ARE complex
https://abload.de/img/seite238edlzn.jpg
leo 1 drive train
the only thing that i consider badly implemented in regards of the gearbox is the automatic switching - especially when climbing hills
the abysmal modelling of the clutch / torque converter is the real crutch of the nvidia system
I've no idea what that diagram says...
Is it possible to use a config patch to add an event handler to curator modules?
What eventhandler?
You could always create:
CfgVehicles/Module_Curator_F/EventHandlers/MyTag_eventhandlers/init
and then make all kinds of follow u scripts with this.
CuratorObjectPlaced.
I don't think that works directly with config, but you can add them with an init script like I described. Just as good.
Ok, thanks. I'll have a crack at it.
So something like
class EventHandlers {
class AAF_Eventhandler {
init = "(call a script to add the event handler to this vehicle here)";
}
};
};```
//requiredAddons[] = {"A3_Modules_F"};
class CfgVehicles {
class Logic;
class Module_F: Logic {
class EventHandlers;
};
class ModuleCurator_F: Module_F {
class EventHandlers: EventHandlers {
class commy_eventhandlers {
init = "call compile preprocessFileLineNumbers '\path\something.sqf'";
};
};
};
};
May contain typos.
Thanks!
@jade brook You're beautiful, thank you so much that worked.
@south olive trying to fill out the excelsheet, but stuck on the part where the RPM steps are supposed to be calculated. https://gyazo.com/1a10d5fa9e100189c29ab6dfefd9ddc0
(The part where the second post starts)
@jade brook Do you know where I can view an arma3 base event handler and/or make one that only first if an AI does X to also fire if a player does X?
What?
@dull bolt What engine do you want to config?
I have all my mods on my P: drive
and they're not in any child folders
Is there a way to pack them in a series using PBOProject?
instead of going to each mod and packing it
@wise fog you can't really create your custom "real" EHs, but same can be done via scripting, usually just not as efficent as a EH would be, probably the best if you explain indepth what you want to achieve in the #arma3_scripting channel
@zinc ether the various pbo's you need to pack must all be contained within an enclosing parent folder. Thus
P:\my_tag\tanks
P:\my_tag\buildings
P:\my_tag\maps
It, 'pbo boundaries', and 'addons within addons', are described in the documentation.
more correctly for most people's purposes the architecture above is further refined to:
P:\my_tag\project1\my_tanks
....
P:\my_tag\project99\my_tanks
Any clue integrating the new wheel physx to an airplane and testing it into the Arma3diag ?
It throws a popup saying "Erro when looking for Wheel wheel_1 for damper animations."
I've the animationsources damper_1_source into Cfgvehicles and the visual animation itself into model.cfg
๐ค
@south olive just a fantasy engine, I want to retune some arma3 vanilla vehicles
So you wanna copy my mod? ๐
you have a mod?
https://steamcommunity.com/workshop/filedetails/?l=german&id=394254693 will update this soon
I don't often visit the german workshop haha
but basically, same concept I guess
I wouldn't go as far as to say "copy"
the "German" workshop is the same as every other language ^^
it was a bad joke
Does anyone know how to use Mikeros's MoveFolder.exe
so @south olive what step was I missing?
Filling out the form I guess?
"Enter now your maximum RPM, torque and power."
Did that, and after that, the RPM steps are supposed to generate,
@zinc ether There is a readme in installation directory ...Mikero/DePboTools/docs/MoveFolder/MoveFolder.ReadMe.htm
@dull bolt No, this isnt some magic lol. You have to enter the RPM steps you need and the torque the engine produces at certain RPM.
Where's vegetation (bushes, tall grass, trees) located inside the config?
they are not configurated
pure p3ds referenced in wrps
no-one seems to have bothered making an editor update for a3.
@sullen fulcrum - so if I want to increase the sound vegetation makes whenever someone walks through it, I should be looking at this? ```CPP
class CfgVehicles {
class Land;
class Man: Land {};
class CAManBase: Man {
class SoundEnvironExt {
// Stuff
};
};
};
for bushhard?
Yeah, bushes, tall grass, etc.
clutter can't make any sound
for the bush stuff: vegetation0[] = {"A3\Sounds_F\characters\movements\bush_001",0.25118864,1,60}; vegetation1[] = {"A3\Sounds_F\characters\movements\bush_002",0.31622776,1,60}; vegetation2[] = {"A3\Sounds_F\characters\movements\bush_003",0.31622776,1,60}; vegetation3[] = {"A3\Sounds_F\characters\movements\bush_004",0.2818383,1,60}; vegetation4[] = {"A3\Sounds_F\characters\movements\bush_005",0.25118864,1,60}; vegetation5[] = {"A3\Sounds_F\characters\movements\bush_006",0.22387211,1,60}; vegetation6[] = {"A3\Sounds_F\characters\movements\bush_007",0.56234133,1,60}; vegetation7[] = {"A3\Sounds_F\characters\movements\bush_008",0.56234133,1,60}; vegetation8[] = {"A3\Sounds_F\characters\movements\bush_009",0.56234133,1,60}; vegetation9[] = {"A3\Sounds_F\characters\movements\bush_010",0.56234133,1,60}; vegetation10[] = {"A3\Sounds_F\characters\movements\bush_011",0.56234133,1,60}; vegetation11[] = {"A3\Sounds_F\characters\movements\bush_012",0.56234133,1,60};
its these sounds somewhere in the man class but not the listed above
Ah, thanks.
Inside Man, you say?
should be
don't have any configs in front of me
just looked for that a few days ago and had it in a convo ๐
best grep over your a3 namespace in P
What's SondEnvironExt for, then?
surface soundsets
Which are?
you reference those in cfgSurfaces in soundEnvironment
sounds your character produces on these surfaces
like a metalroof
or sand
Ah, ok. Thanks.
@sullen fulcrum - this is the only thing I can find inside Man that has "vegetation" in it ๐ ```CPP
vegetationSounds[]={emptySound, 0};
According to this, it is in CAManBase...
Ok, found it.
that sounds like you found that in p:\bin
oh ok
Stupid me was looking too deep inside classes ๐คฆ
should be in sounds_f
Does somebody know if the invisible backpack with ghillie suits is a config entry or a missing proxy in the 3d model?
lacking proxy IIRC
@Neviothr#0132 there is also some root cfg class with vegetation sound definitions - not sure if actually used though
plus you have now the soundSets/Shaders for object based sounds
but those are not for "touching" the object like it does with bushes
class CfgDestroySounds { tree[] = {"falling_broadleaf_tree_SoundSet"}; treehard[] = {"falling_broadleaf_tree_SoundSet"}; treesoft[] = {"falling_broadleaf_tree_SoundSet"}; bushhard[] = {"",""}; bushsoft[] = {"",""}; treeconifer[] = {"falling_broadleaf_tree_SoundSet"}; treebroadleaf[] = {"falling_broadleaf_tree_SoundSet"}; treepalm[] = {"falling_palm_tree_SoundSet"}; shrubconifer[] = {""}; shrubbroadleaf[] = {""}; };
cfgWorlds class CfgEnvSpatialSounds { class sound_bush_leaves_small { memPoint = "sound_bush_leaves_small"; soundSets[] = {"Rain_PlantA_Light_SoundSet","Rain_PlantA_Medium_SoundSet","Rain_PlantA_Heavy_SoundSet","Crickets_Stratis_Night_SoundSet","Crickets_Stratis_SingleA_Day_SoundSet","Crickets_Stratis_GroupA_Day_SoundSet"}; }; class sound_bush_leaves_medium { memPoint = "sound_bush_leaves_medium"; soundSets[] = {"Rain_PlantB_Light_SoundSet","Rain_PlantB_Medium_SoundSet","Rain_PlantB_Heavy_SoundSet","Crickets_Stratis_Night_SoundSet","Crickets_Stratis_SingleA_Day_SoundSet","Crickets_Stratis_GroupA_Day_SoundSet"}; }; class sound_tree_leaves_small { memPoint = "sound_tree_leaves_small"; soundSets[] = {"Rain_SmallTree_Light_SoundSet","Rain_SmallTree_Medium_SoundSet","Rain_SmallTree_Heavy_SoundSet","Crickets_Stratis_Night_SoundSet","Crickets_Stratis_SingleA_Day_SoundSet","Crickets_Stratis_GroupA_Day_SoundSet","Wind_LeavesA_SoundSet","Meadows_Birds_Day_SoundSet"}; }; ...
and in addition to the vegetationSounds[] in cfgVehicles:
soundWoodCrash[] = {"soundGeneralCollision1",1,"soundGeneralCollision2",1,"soundGeneralCollision3",1}; soundBushCollision1[] = {"A3\Sounds_F\vehicles\crashes\helis\Heli_coll_bush_int_1",1,1,100}; soundBushCollision2[] = {"A3\Sounds_F\vehicles\crashes\helis\Heli_coll_bush_int_2",1,1,100}; soundBushCollision3[] = {"A3\Sounds_F\vehicles\crashes\helis\Heli_coll_bush_int_3",1,1,100}; soundBushCrash[] = {"soundBushCollision1",0.33,"soundBushCollision2",0.33,"soundBushCollision3",0.33};
@stoic lily - thanks mate!
np
What are my gearbox ratios supposed to be?
whipe your required addons and start from scratch, and make sure you're not inheriting a vehicle class that you wouldn't be able to access
oygh
I'm just confused because for instance it says OPTRE_Weapons is dependent upon OPTRE_Weapons_Rockets
which is a sub-addon fo that addon
In terms of setting up a dynamic loadout, which part of the config determines what weaponary can be loaded?
haven't used it myself but i think its here https://community.bistudio.com/wiki/Arma_3_Vehicle_Loadouts#pylonWeapon_property @distant gyro
both your addons require optre_core (which is sensible), but optre_core probably has one of these as it's required addon
there's nothign spooky about it, bottom line is addonA requires addonB and addonB requires addonA
@south olive is this really the proper format for torquecurves? torqueCurve[] = { {"(0/7500)","(0/5250)"}, {"(66.9/7500)","(0/5250)"}, {"(195.8/7500)","(0/5250)"}, {"(347.1/7500)","(0/5250)"}, {"(481.2/7500)","(0/5250)"}, {"(558.7/7500)","(0/5250)"}, {"(540/7500)","(0/5250)"}, {"(385.5/7500)","(0/5250)"} };
the testcar sample shows the numbers as decimals: torqueCurve[] = {{0.000, 0.000}, {0.178, 0.800}, {0.250, 1.0}, {0.461, 0.900}, {0.900, 0.800}, {1.000, 0.300}};
does what I have convert to decimals by the engine, or do I need to do that myself?
Strings are converted to floats/numbers, even when inside arrays for most config entries.
and it will perform the math?
But the Y value being 0 for every point looks wrong.
I was just thinking that
This is essentially a X,Y graph and the sub arrays are different points. The actual value is interpolated between two points.
nvm I missed a step in the tutorial
this is what its supposed to be torqueCurve[] = { {"(0/7000)","(0/460)"}, {"(66.9/7000)","(49/460)"}, {"(195.8/7000)","(145/460)"}, {"(347.1/7000)","(256/460)"}, {"(481.2/7000)","(355/460)"}, {"(558.7/7000)","(413/460)"}, {"(540/7000)","(399/460)"}, {"(385.5/7000)","(285/460)"} };
The strings are essentially SQF and the return value is the final result.
{"(0/7000)","(0/460)"},
->
{0,0},
(too lazy for any other lines, because math)
good good
@south olive just need the "https://dl.dropboxusercontent.com/u/84370332/Tutorial/Tutorial_files_gearbox.rar " now for the dummy_hdc.hdc file
@distant gyro depends on the hardpoints[] matching in the pylon and magazine, and the magazine's weight being less than pylon's maxweight
would you happen to know if it is possible yet to spawn a Tanoa tree in the editor, if i make a new class and reference one of the model paths?
we have custom platforms for snipers, attached to a proxy tree model.
just wondering if it's time yet to bring in the Tanoa trees to that
Can't you use createSimpleObject with the model path ?
^ that's what I would do
yeah just done it thanks - wasn't sure the trees were yet available
Props like trees and bushes have no config afaik.
anyone experience an .ogg sound not playing before? I made sure my path was right, and I just did another one an hour ago that works. too high quality?
i think ogg can be in stereo and 32 bit
according to lordjarhead its better than wss
ok so i just made a little config that spawns the smaller tanoa trees. can anyone point me to the model names of the giant mofos?
googled it for a good 15 mins and found zero
according to lordjarhead its better than wss
Define better.
i think you can return of the path of the tree you're looking for, or atleast the model name
then just ctrl+f in the a3 directory of your p drive for that model name to get the full path
getModelInfo cursorObject
thank you so much!
commy, I think its about time BI gave you a call
W-what did I do now?
Macrommy2 ๐
progress - we now have 7 types of tanoa tree with a sniper platform, and vine or log ladder ๐
BUT, whenever i turn my head, the trees turn a nasty matt black
must be some conflict between the tree model proxy and the ladder/platform/ plant proxy
possibly the alpha layer in the little bushes on the base of the platform?
or maybe a model property...
anyone have any ideas?
also there seems to be a maximum ladder length. when i make the ladder 20m long it won't show the geton icon.
seems to max at about 15m - good to know
can you change how sharp your vehicles can turn?
@dull bolt Just use the engine and suspension sheet and try to stay away from the gearbox one. There will be a new version of this whole thing out soonish.
Which incorporates a lot of changes and improvements
is someone comfortable with sharing a gun config? model included (texture not needed) for learning purpouses
@warm orbit Arma 3 samples + https://github.com/deathlyrage/breakingpointmod/tree/master/ModSource
You wanted a example. There you have tons
i can manage it tbh but its for @mossy juniper
oooh on that note sorry my bad
tnx buddy!!
i owe you one ๐ ๐
cheers, thanks very much
Afternoon :)
Anyone familiar enough with GUI's to have seen this before?
unsure as to why 1 element disappears when selecting the other, they're RscButton and RscEdit
Maybe some script that does that? :U
@grand zinc no I don't think so. I have nothing scripted against either control, they're purely place holders for now (albeit designed ones). Heres the dialogs.hpp if its helps:
I thought as a long shot it might have been something do with the IDC's but I haven't changed them to test because im not really convinced it is
@grand zinc for the record, fixed it :)
new paste bin: https://pastebin.com/fu0cz7zj
I've moved my BG control up in the dialogs.hpp. I feel like this was perhaps obvious so I'm sorry to any and all for being a noob ๐
Can anyone help me with a minor issue?
Im making a custom faction
And im trying to make custom vehicleclasses in CfgVehicleClasses
The problem is my soldiers work fine and my faction works fine but their VehicleClass seems to always be "Men" instead of my custom one
@simple tapir try this : https://pastebin.com/JZvBD98h
@odd token I did fix my issue but you have actually helped me out with some logic I was looking for so thank you!
nice, what was the problem ?
@odd token so my original issue was the order in which my controls were set. I had one of my bg images in the middle of the edit box and button. Once I moved it to the top of my dialogs.hpp (i.e. to the 'back') it worked fine. Second issue your pastebin helped me with was i create 2 dialogs, one for each screen which of course I set up to create the same bg image twice. Your pastebin made me realise i could probably set the bg to be there the whole time and only define it once whilst putting every control ill ever need in one controls class and then just calling what i need (thus not creating a dialog per button clicked it you like)
๐
anybody know the name of the "gas pedal" animation source for cars?
or tanks for that matter.. when pressing W
or reversing with S
?
Working on a pistol config and I can notget the ejected cartidge to mimic the base physics? I think the issue is in the p3d, anyone know how those are supossed to get setup?
nvm i screwed up and didnt give the geometry mass in the p3d
is it possible to retexture a cargo container, cant seem to make it work
@fathom thorn The gas pedal / accelerator is usually animated with source = "rpm". With some creative thinking you can use the same animation source for the clutch pedal too in a manual gear car, so it depresses as the gear changes.
@still star It depends if it has a hiddenSelectionTexture set up for it. Load it in game, then go find it in the Config Viewer to check whether one is set up or not.
@nimble sequoia Hi. I tried using rpm for forward momentum, but it wont work for brake or reverse
It works ok in my vehicles for forward and reverse. Accelerator is pressed down either way as rpm increases.
Braking is another thing entirely as there isn't actually a key assigned for braking in Arma
Im dumping the animationSource value. when idle the value is 900 and full throttle its 6900. its not giving me anything to indicate reverse :`\
What is the rpm when reversing?
At idle a car doesn't normally move.
Im making a hovering car. need values to setVelocity
and Im using driveWheel to setVectorDir
Have you tried the dev branch diagnostic exe to get rpm values?
hm no
https://community.bistudio.com/wiki/Arma_3_Diagnostics_Exe
with EPEVehicle
ty
oh right.. when I turn try to reverse, rpm is ofc the same as when driving forward
a very hacky way to do it could be to create a userAction that uses custom buttons that are assigned. that useractio could activate an animation, which I then could use to setVelocity backwards
but Id like to avoid doing it that way
@fathom thorn personally i would avoid this scripted movement. You should be able to tweak physx suspension and parameters that you can float pretty smoothly and also glide (for purposefully strafing you would have to script things though).
yeah I'd like strafing too. Guess I need to bind custom controls anyway.
when tweaking suspension wont you run into other issues? driving over obstacles etc? how about floating over water?