#arma3_config
1 messages · Page 77 of 1
That's hovering: :P
https://www.youtube.com/watch?v=rvs8QV59r9s&t=1s
Playing around with "addForce" in Arma 3 addForce: https://community.bistudio.com/wiki/addForce
woo. addForce! maybe better to use that
Yep, alot of fkery with the correct settings, but it looks way better
yeah looks really great
@viral rapids can you use addForce for turning too? or is setVectorDir the only viable option?
There is another one... erm...
together with https://community.bistudio.com/wiki/linearConversion
swet thanks!
@fathom thorn for reverse "gear" anim is used for reverse lights, might help?
@wise fog thanks Ill try
@viral rapids can I have a look at you hover script?
I tried this:
if (is3DEN) then {
} else {
while {alive _v} do {
_objPosition = getPosATL _v;
_altitude = _objPosition select 2;
hintSilent str _altitude;
if (_altitude < 2) then {
_v addForce [[0,0,1000],[0,0,1]];
};
sleep 0.1;
};
};
problem is, when it reaches 2m, I falls to the ground, then it starts accending again
oh sry
Ooo set torgue actually may work much better for my cruise missile script! Thanks again @viral rapids !
Your welcome
I am working around with making a custom menu background addon for ArmA 3
So far I have found this as an example on the forums
class CfgPatches
{
class TUT_MyCustomAnims
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Map_Stratis"};
};
};
class CfgMissions
{
class Cutscenes
{
class Stratis_intro1 //magic happens here
{
directory = "TUT\TUT_MyCustomAnims\scenes\mynewintro.Stratis";
};
};
};
now, I would would build a custom intro scene in the editor, could I just use it for this?
The above is fine, it will replace an existing class called stratis_intro1 with a mission you made yourself.
It is worth pointing out however that you should avoid FULL_UPPER_CASE (in this case the TUT\ folder) that is an accident waiting to happen.
can you explain more about the case?
I guess because macros are by convention all upper case? They would never replace inside a string though.
Also case sensitive paths for Linux etc. I'd just do every file path in lowercase personally.
yeah me too, usually just lazy to type proper case heh.
yes to all you said commy2. Bottom line? very bad habit to get into.
OFPEC tags are generally uppercase
(almost) irrelevent. TAG_thingy is not an issue. TAG\ is, for sure, but we didn't realise that when we invented ofpec tag system. Only took bis until arrowhead to realise they had to do similar. (_h and _f eg)
Hmm I know im knocking on the door of senile but have Bis changed the x y z of translation anims , it seems now in dev build the Y is actually the correct up down translation where it was once Z , weird
.....Could somebody possibly help me find which particle fire is used for the burning barrel in CBA? (class: MetalBarrel_burning_F)
That barrel is not from CBA. The editor just says so, because Arma.
class Effects: SmallFire //inherits 5 parameters from bin\config.bin/SmallFire, sources - ["A3_Structures_F_Items_Vessels"]
{
class Light1 //sources - ["A3_Structures_F_Items_Vessels"]
{
simulation = "light";
type = "SmallFireLight";
};
class sound //sources - ["A3_Structures_F_Items_Vessels"]
{
simulation = "sound";
type = "Fire";
};
class Smoke1 //sources - ["A3_Structures_F_Items_Vessels"]
{
simulation = "particles";
type = "SmallFireS";
};
class Fire1: Smoke1 //inherits 2 parameters from bin\config.bin/CfgVehicles/Land_MetalBarrel_empty_F/Effects/Smoke1, sources - ["A3_Structures_F_Items_Vessels"]
{
simulation = "particles";
type = "SmallFireBarrel";
};
class Refract1 //sources - ["A3_Structures_F_Items_Vessels"]
{
simulation = "particles";
type = "Refract";
};
};
nice code commy2. v easy to follow
thank you @jade brook
Is there any way to execute a script when my object has been loaded into the mission?
Would it just to add #include "script.sqf" to the top of the config?
scripts are not configs.
I know
and #include doesn't work how you think it does apparently
what do you mean by loaded? placed?
you can probably use the init eventhandler then
that fires everytime that object is placed
How would I go about hiding/showing a proxy based off of a variable?
Is there like a wiki page that explains it, I can't seem to find anything. Most likely searching for the wrong thing though.
I assume just a script that checks if a variable is equal to something, and if so use hideObject?
most likely hideSelection or animate["myHideSelection"]
oh thank you
Any noob advice for changing the blastcore campfire/barrelfire to vanilla or above mentioned fire? Everytime i try changing it i get pretty catastrophal results..
Blastcore fire:
class SmallFireF : Default {
interval = 0.15;
circleRadius = 0;
circleVelocity[] = {0, 0, 0};
particleFSNtieth = 8;
particleFSIndex = 0;
particleFSFrameCount = 64;
particleFSLoop = 1;
angleVar = 0;
particleShape = "WarFXPE\ParticleEffects\Universal\largefire_01";
animationName = "";
particleType = "Billboard";
timerPeriod = 1;
lifeTime = 1;
moveVelocity[] = {0, 1, 0};
rotationVelocity = 0;
weight = 10.1;
volume = 7.9;
rubbing = 0.075;
size[] = {1};
color[] = {{1, 1, 1, 0}, {1, 1, 1, -2}, {1, 1, 1, 0}};
animationSpeed[] = {0.4};
randomDirectionPeriod = 0;
randomDirectionIntensity = 0;
onTimerScript = "";
beforeDestroyScript = "";
lifeTimeVar = 0.5;
positionVar[] = {0.05, 0.05, 0.05};
moveVelocityVar[] = {0, 0.1, 0};
rotationVelocityVar = 0;
sizeVar = 0.25;
colorVar[] = {0, 0, 0, 0};
randomDirectionPeriodVar = 0;
randomDirectionIntensityVar = 0;
};
Pretty sure I might be doing this wrong, but if I define "MedKit" as a hiddenSelection like this hiddenSelections[] = {"MedKit"}; in my backPack's config, in theory I should be able to use hideSelection ["MedKit",true]; to hide the selection correct?
Also I'm pretty certain that any selection defined with hiddenSelections[] = {""}; should be hidden as soon as the bag is spawned into the mission correct? If so it doesn't seem to be working for me :/
hideSelection is a script command, not a config parameter
works on the basis object hideSelection [selection, hidden];
not sure how one targets a rucksack as an object for scripting
hiddenSelectionsTextures[] = {""}; in the config might work
you can get the backpack via backpackContainer I think. Don't remember if I ever tried setTexture on that
I’m guessing then I can’t use hideSelection to hide parts of the model like I’m trying to do? Seeming I’m trying to make it where if certain variables are true then hide certain parts of the model
@grand zinc (backpackContainer player) setObjectTexture [0,"PATH"] does work IIRC
so maybe running (backpackContainer player) hideSelection ["MedKit",true]; would work too, but I dunno how you'd do that in a way that applies solely to the model
That doesn't seem to work, but doesn't chuck any script errors.
Maybe I could go back to using proxies. I just don't know if there is a simple way to hide/show a proxy seeming I asked the question before and got suggested the idea to use hideSelection but I can't seem to get it working.
Just use a full transparent texture on the backpack. It will keep the shadow though.
I'm willing to do that, but I'm pretty certain that my issue is to do with actually defining the selection in the config.
does the model.cfg have these selections defined too?
no, I just have the model defined
proabably the issue tbh
class bagTest : ArmaMan{}; (bagTest is the name of the p3d file)
Just added it now to the selections for ArmaMan, most likely the issue here.
Yep, that was my issue simply didn't have my selection defined in my model.cfg. Clearly a noob mistake and I appreciate everyone trying to help 😃
its possible to make a weighted item to the hand (bread or so) and i spawn it as item without that in the inventory slot?
look like the drink. https://www.youtube.com/watch?time_continue=56&v=LWXYqwvaRP4
apparently so since those guys have made it
any tips? xD
normal attachTo to the handbone however is not enough as it does not follow the rotations of the animation.
you could ask them too
yes, attachTo isnt so nice for that...
I can weighting to the bone hand, but than i do that, i need a item slot..
hmm well it would mean they switch a weapon or a launcher or a pistol or binoculars for a food item and play animations on that
but I doubt that is the case since that would mean the weapon would dissapear from the character
but he use the standard animation of weapon first, its not good... I think about 🤔
yeah I dont think using weapons to do it is the way
it is possible to attach an object to any bone and calculet the rotations for it for each frame
another idea was, i use a useless slot... My first anim is, he put the weapon on the back and than i put it in and start my anim
oha... performance goodbye 😄
well not really if its local
or yeah sure if you got hundreds of people eating at the same time
another ppls can see that ?
the calculation can run local on them too
But I suggest you drop a question to the ArmStalker devs too
they may even answer
yes i think so.. i look for name
they got thread on BIforums too
thx for your help
Any idea if it's possible to take any old bag, and turn it into a drone bag? Cant work out wording for a google search, say if I have a bag from a mod, and I wana turn it into a NATO darter bag?
open up configs for both and make new one inheriting from the nato bag but use model paths form the other bag?
im trying to make a 3.5 magnification scope im clueless as to what to set the scopes settings to
opticsZoomMin=0.525;
opticsZoomMax=0.525;
opticsZoomInit=0.125;
memoryPointCamera="opticView";
distanceZoomMin=500;
distanceZoomMax=500;
These are the default for persons:
opticsZoomMin = 0.25;
opticsZoomMax = 1.25;
opticsZoomInit = 0.75;
0.75 is the normal FOV. If you half this, every object is twice as wide. If you divide it by 3.5, t
every object is 3.5 times as big.
alright that helps
ill give it a go
got a pu scope >.<
the zoom min and max if i want there to be no zooming when scope
do their numbers matter?
Since Marksmen, they base the zoom on the opticsZoomMin. E.g. ARCO which should be 2 if I'm not completely dumb:
class ARCO2scope: ARCO2collimator //inherits 13 parameters from bin\config.bin/CfgWeapons/optic_Arco/ItemInfo/OpticsModes/ARCO2collimator, sources - ["A3_Weapons_F_Acc"]
{
opticsID = 2;
useModelOptics = 0;
opticsPPEffects[] = {"OpticsCHAbera5", "OpticsBlur5"};
opticsZoomMin = 0.125;
opticsZoomMax = 0.125;
opticsZoomInit = 0.125;
memoryPointCamera = "opticView";
opticsFlare = 1;
opticsDisablePeripherialVision = 1;
distanceZoomMin = 300;
distanceZoomMax = 300;
};
Before Marksman it was inconsistent. I personally use the A2 system and base it on 0.75
Min is how much you can zoom in holding rmb, max is how much you can zoom out (mmb for me, not default) and init is the default.
alright
I personally use the A2 system and base it on 0.75
Simply because A3 scopes tend to be 2x, while the BW uses 4x scopes, which would make stuff way too big. All preference, there is no consistency to it with all the mods.
How would i create a rotation for a stick grenade model?
A rotation? You mean, make it spin when thrown?
like a stick grenade would yup!
oh, addTorque is that a model cfg thing?
No, it's a SQF scripting command.
ah found it!
maybe if i add a cartridge to the grenade file can add rotation in cfg vehicles?
trying to make my own classname for H-Barriers but when i do, I get this
https://i.imgur.com/snPC29Z.png
why does it have a ? and why does it float in the air ??
the ? is that it doesn't have an icon to display so its the default one. As to why it floats, you'd need to check config on that.
maybe check what simulation you are inheriting
@vernal sequoia soon in ACE3
https://github.com/acemod/ACE3/pull/5621
On dev branch,
blah[] = { 1,0,0 };
get's converted to:
blah[] = {1,0,"0 "};
after binarization. 🤔
oO
noticed it too - there is some internal investigation now
my guess without ever having seen the code: someone removed a break/return/... or changed a default
anyone got a comment on this - cant find suppressor muzzle proxy - generic definition seems to spam rpt in many peoples reports, no idea why, as suppressors work fine
what proxy do you use in p3d itself?
\a3\data_f\proxies\weapon_slots\MUZZLE
afaik
i have maybe 120 weapons in unsung mod pack
the p3d at that location on my p drive is obviously not openable, as it's a placeholder from BI
checking a sample of weapons yields that pathname
try it without capitals in the model \a3\data_f\proxies\weapon_slots\muzzle
in every lod of every model? i guess i can do that in moveobject? does it manage case?
the thing is im using SIDE, TOP and UNDERBARREL in the same way and they report no issues
just on the off chance, have you tried sticking .p3d on the end of it?
IIRC proxies can be funny about case sensitivity and having a leading \ matching in both the model and the cfg definition
so if you have a3\data_f\proxies\weapon_slots\muzzle in the cfg and \a3\data_f\proxies\weapon_slots\muzzle in the model it might not like it
oh aye, it is caps. But in various weapon models I have it's converted to lower case. AFAIK binarisation converts paths to lower case in most instances though - hence the linux issues with having capitalised .pbo names
thanks guys, not sure it's the issue though it might be, assome other people made some of the weapons
so in my rpt is says
proxy object for given proxyName(\A3\data_f\proxies\weapon_slots\MUZZLE) couldn't found!
and in the models i checked it is listed as
\a3\data_f\proxies\weapon_slots\MUZZLE
so there's a capital A in one and not in the other!
index?
if (findIndex == Constants::WRONG_ID) this assert when following condition is met
I'm leaving office soon so I can't translate it to human language now - hope it's some sort of hint for you
could it be that i have weapons that do not allow suppressors and have no muzzle proxies present in them. would this lead to the error if they inherit from a a3 base class that defines the class MuzzleSlot?
as we do indeed have weapons without suppressors, and have stripped out the proxies from them
blah[] = {1,0,"0 "};
same mistake i often make. it's not trimming white space before doing an isNumeric test
hrm but wqe also have weapons without scopes, and they have no TOP proxies either, and we dont see that listed in rpt
yes its possible that some of the weapons may have a faulty index on their muzzle proxy. we can try to find it
it's unlikely, but possible
so if you have a3\data_f\proxies\weapon_slots\muzzle in the cfg and \a3\data_f\proxies\weapon_slots\muzzle in the model it might not like it
it's always a good idea to raise this (lack of) preceding slash issue. however, the engine does not care with rare exceptions.
picture=\must\have\preceeding\slash
damage rvmats[]= { must,not,have,preceeding,slash};
this is true for engine code. what sqf code does or doesn't do, depends on what they were smoking at the time, BUT the safest religion to follow is always use \preceeding\slash
thanks mikero, i have a preceding slash in everything
it's a simlar mantra to always_lower_case
i've almost always set up classnames in lower case. but i never bothered keeping an eye on it for model names as i thought it didnt matter much for them. i generally dont use linux but obviously some servers use it. i thought that linux had found a fix for case by now?
hmm wel lthis is enlightening
14:45:28 proxy object for given proxyName(\a3\data_f\proxies\weapon_slots\MUZZLE) couldn't found!
so now its saying it cant deal with the new lowercase version i replaced into the config
so that means its likely the config entry it is querying, not the models
or i suppose some models having lower, and some upper would lead to it reportingthe issue either way
only the penguin is sensitive to mixed case. some rare exceptions in windoze for ut8 character set too, but rarer than rare.
alll bets are off if this is a sqx issue.
on Linux only the PBOs need to be lowercase, anything inside them use some virtual filesystem kind of thingy that's independent from the OS
yeah that's right! knew they had some case management goin on
well i might run vanilla a3 and see if this muzzzle thing is in the rpt by default
may be irrelevant
if you google this
proxy object for given proxyName(\a3\data_f\proxies\weapon_slots\MUZZLE) couldn't found!
you do get a LOT of hits
guys, i have a problem on something that used to work perfectly. The HAWK (Surface to air missile) used to work beautifully.. with 3 visible missiles (using one proxy, one mag with count 3)..
almost anyone who ever posted an rpt has it
after JETS dlc I only manage to see one missile (yet magazine still got 3)..
any ideas? I might have changed some of the missiles inheritance stuff, but other than that same code as before
how are you animating the mag proxy? using revolving?
no animation at all, its the "old system" of having 3 proxies for 3 missiles
so then it launched from each position
now only "first" is visible
lots of changes happened lately , some of my translation anims are completely different without being touched too
Not sure but it seemed the X,Y,Z was completely changed to what it actually should be
on Linux only the PBOs need to be lowercase,
on the penguin they need to be ExactCase.pbo. I know you meant that, but others less knowledgeable will quote you later.
i am doing everything in lowercase, just to avoid getting unsure when writing config/rvmat etc's
but really just pbo?
what parents do you inherit from for your missile ammo, mag and weapon launcher? if they are in any way children of jets dlc stuff, they may have been affected by the new proxy system for the dynamic loadouts
The problem is that the linux filesystem is case sensitive.. The content of PBO's is not the linux filesystem. So yes. only pbo filenames @narrow crow
in your actual model, what proxy are you using for the hawk missiles? i recommend using a bomb class to keep the old system working
eggbeast, thanks, will try both those two things in a bit
using "aa missile" as proxy.. and scapel as inheritance
all our planes in unsung use a bomb class proxy for all pylon stations currently and we have seen no issues
so you might be on to something 😃
yeah that will do it 😉
@hard chasm what do you mean by exact case?
linux iS caSeSEnsiTive case_sensitive and Case_sensitive are two different files
files don't need to be lowercase. They just need the exact case Arma expects
which happens to be lowercase. But it could be everything else
that's just making things weird.. I'm saying PBOs need to be lowercase (because A3 needs them to be lowercase) and then you guys make it difficult 🤔
¯_(ツ)_/¯
haaaaaaaaaaa
weirdos 😛
that's my middle name.
mik weirdos ero
hehe
Weir-DOS will be the latest thing some day
I was hoping someone would go for Weird-OS but nope 😦
Im trying to make a H-Barrier able to be in a players inventory (and it works) but when you right click it, it get placed on the ground lying down 3d model only no stats.. som my question is how do i get it to place the right one or how do i get the one placed to Inherit from the right one.. (i am able to spawn in the right one with the right custom classname via the configviewer. )?
@granite junco (aka Eggbeast)#3291
neither worked
but thanks for the tip
oh wait, maybe it did.. forgot one thing
testing again
UI question, is there a way to set thickness of a ST_LINE line ?
@marceldev89#4565 I guess I'm too old for that
zgmrvn, x= and y= determine thickness and length
@narrow crow have you tried using maverickweaponIndexOffset = 0;?
@hard chasm oh thanks, i'll give it a try
jesus i've hit a wall today
so i made a custom tripwire
well actually about 30
including punji traps and mines
clones of stock ammo, vehicles, and mags with changes, and "put" muzzle updated
all works perfectly
but
if i go in empty VR mission, place a trap crate, take a bunch of them and start laying them, after i trigger a few (with damage disabled on my player) my PC freezes
i cna hear music still in media player
so the pc hasnt crashed but i lose every control - ctrl-alt-del and windows key fail to do anything. i must hold down the power button on pc - only solution
as the game doesnt actually crash the RPT tells me absolutely nothing substantial
i can repro it 100% of the time
within 3 mins of startign the simple demo mission in VR
how the hell do you track down an issue with no rpt or any other useful input?
with gin one suspects 😉
i guess i'll need to extract my traps stuff into a standalone pbo
every ammo model has closed /convex geometry wit hcorrect components
all traps have stock parents
though i didnt update my cfgpatches since Laws of War update
maybe the stock tripwires and mines have something new in them - will go and look
Qn: has anyone successfully made custom tripwires in arma 3 already?
When does the crash happen?
- browsing the ammo crate to the traps sometimes in editor/ MP
- tripping a trap after doing quite a few others in editor or MP
- placing a trap, sometimes in editor
- running about with traps near in multiplayer and editor
- teleporting int oan area with traps present in multiplayer
- getting into a vehicle with a trap magazine in the cargo
i get zero popups and nothing in rpt
i posted up my rather long config here
@hot pine thought that was just related to the order, not "mode"
but will give it at try
my guess is that you might not see missiles because they are beyond visible proxy index
but not sure about it
i always have my missiles use the exact same proxy and always make sure the indexes run 001 to 00x
on a Su34 in arma 2, i had something like 88 proxies taking account of al lthe possible MER stations. so 88 GBU proxies. looked crazy in buldozer lol
thats when the beauty of the new pylons concept comes in 😃
yeah
but yeah sometimes an index gets borked e.g. says 01 instead of 001
and you dont notice it, but it breaks everything
had it recently on a truck cargo proxy
my own scalpel based unchanged are working ok on a helicopter if its any use
there are 4 on the pylons and all show
😃
i use the "ai" in crew, makes them seems like an autonomous system, pretty sweet
the uav_ai i mean
did you tried data link feature yet?
yeah
it allows creating nice SAM sites, where one unit has radar and another is responsible for engagement
yeah thats the idea
@desert terrace nice avatar 😄 and is that gonna be available to all on workshop?
@vernal sequoia Are you sure this is the right channel?
I don't see a message from bux in the last 7 days
found it!
Yes everything in ACE is available on workshop
@granite junco (aka Eggbeast)#3291 you could try running A3 in windowed mode and see if you're able to get more info I guess
thanks - i was running it in windowed mode. basically the mouse and screen stop working, and i cannot recover the PC without powering it off at the switch.
it's really odd. i'm asking other testers with the beta version of the mod to see if they can reproduce it in case ive got a hardware fault, which woiuld seem more likely, though about 4-5 of the testers were crashing to desktop most of the weekend, after we unleashed the new traps in game
i already verified my data before anyone shouts lol
Is there a fast method for naming selections like "right thumb/left thumb"
in O2?
blender -> o2
hmm wrong chat.....
anyway, is there a way to config grenades to be "sticky"
well you can make them not bounce
so they stick where they land (on the ground or other roadway)
just change deflecting to 0
or you can change their fuze time to 0, so they explode on impact
but in terms of sticking to a person or vehicle? not without EH /scripting
heinbloed had attachable satchels in A2, google gdt mods
attachto is an easy script command to use for that
but you need a checking loop that finds the target, and detects if you hit him, or got very near, and then attachto the nade ammo
probably in a fired EH in class man i'd guess, not sure if you can put it in the weapon
for that kind of MP function to work well
You cannot use attachTo on grenades. As attacher or as attached. It only works for CfgVehicles. Grenades are CfgAmmo.
cfgAmmo is hell :S
iirc the mine dispenser mines were sticky for some time, might be worth looking at their configuration
AFAIK that's because they use shotDeploy, so turn in to mines on contact
could not find any detailed info about missileKeepLockedCone and sensors angleRangeVertical/Horizontal. Specifically relations between them or for what they are responsible in missile trajectory.
sensor angles are what the sensor can "see" irrespective of whether it can lock on to it or not, so allows you to mark targets and wait to be in locking range. missileKeepLockedCone defines what angle the missile will try to chase a target
so if another sensor on e.g. the plane has marked the target outside the missile's sensor view, it will try to steer towards it if the target is still within the keepLocked cone
@untold temple OK. But what about fire and forget system with only rocket's onboard sensors. Can you please give example for this situation?
all locking missiles in Arma are fire and forget. But require the target to be marked first
Can it be roughly said that sensors is primary target position informer and KeepLocked is used to rotate missile and return target to sensors range if it was lost? Like KeepLocked is a sector in which last target position can be saved.
I suppose.
https://community.bistudio.com/wiki/Arma_3_Targeting sort of shows it in the "indication" section
the dashed square would be the conditions where the missile is searching to get the target back in sensor view
OK. Thanks
I can't find the config info for the mine dispenser, its like it doesnt even exist
Has anyone had this happen to them? Unit spawns not in proxy location.. However all proxy index configs are correct in the .p3d and .cfg. https://steamuserimages-a.akamaihd.net/ugc/871869937528684541/3B0ED2FC788E06B739D073CCDF9A57CA7EB6BBCB/
yes, seen that many times.
possible isues: corrupted proxy - delete and remake
proxy is wrong type - looks like its a gunner right? make sure you use the SAME gunner proxy for all gunners
then they will index correctly
config entry - proxytpe, proxyindex, possibly primarygunner or commanding values conflicting with another turret
can't recall how i last fixed it, i think it may have been the primarygunner value
blah[] = { 1,0,0 };
->
blah[] = {1,0,"0 "};
is fixed.
😇
in the CfgMovesAnimal_Base_F:
what is it for?
relSpeedMin = 1.0;
relSpeedMax = 1.0;
does anybody here know how to fix this? https://forums.bistudio.com/forums/topic/202173-dynamic-vehicle-loadouts-feedback/?page=18 showAsCargo = 1 doesnt seem to do anything contrary to what devbranch changelog suggests :\
how do i restrict a character from wearing glasses when having a specific helmet equipped?
i tried using "glassesEnabled = 0;" on the helmet, but that doesn't work probably because the armour/vest and uniform has glasses enabled with"glassesEnabled = 1;"'
nvm it works. It only shows in the virtual arsenal but once the scenario is started the glasses is removed.
anyway to hide it or not allow it to be worn in the virtual arsenal when wearing the helmet?
No.
@outer hazel you're testing the fix on dev branch itself? It should just apply automatically since the FFV seats that cause the problem are already showAsCargo.
my turrets are not ffv seats
just regular door guns
tried the showAsCargo value anyway to see if anything changed but it doesnt seem to do anything on regular turrets in this case
I see. I assume they are switching to the seat that is primarygunner?
no
seems to be unrelated to that value
but rather to the last turret that is added
like if you have a base class that adds mainturret > leftturret > rightturret then control ends up to rightturret
if in a child class you have another after rightturret then its that one getting the weapons from dynamic loadouts
even if you define them in a different order in the child class
like mainturret > leftturret > tailturret >rightturret then tailturret gets the weapons
I'll have to have a look if it's working on our Mi-8MTV3. I noticed it worked on the Mi-24 but that only has one gunner and other turrets are FFV seats
yes its not a problem in that case, works fine for us as well
and even by default they are assigned correctly
like if you dont change anything in the unit panel and just preview directly everything is where its supposed to
yeah, that was always the case. But as I say, I've only checked the "fix" on a vehicle with one proper turret that was previously afflicted
👍
How do I make PboProject ignore missing files? I have a path to an texture in \A3............. Of course PboProject can't find that image, since I dont have an \A3\ folder in my Workspace. But ingame it will find that \A3\ folder. So all I need to do is telling PboProject to ingore those files, but how?
m_kola, run arma3p from mikero's tools to extract the game data to your p:\workspace\a3\
pboProject is never ever going to accept your word for it kola that the file exists or you haven't made a simple typo, or got the wrong folder.
Okay, was just wondering, cuz I was hurrying. Thanks anyway
how do i config in a new texture for a new grenade model i made?
Is there a way to modify how much recoil and dispersion you get when you are on bipod?
i know there is recoilprone but there also isnt dispersion prone and still that isnt what i am looking for tho
recoilProne does nothing anymore afaik and everything you can change is in CfgRecoils.
Why would dispersion be different when the bipod is deployed?
Only sway would be reduced, not dispersion. And sway is global for all weapons as are the recoil modifiers for the stances.
well the idea was when gun isnt on bipod that it is not so accurate and when on bipod it would be more stable thus more accurate
but i guess i cant do that in arma
Sway already is lower when prone and even lower when on bipod. Dispersion is always relative to the barrel. It would make no sense that that should decrease just because the weapon is hold steady.
You'd have to very violently shake the weapon for dispersion to increase.
Doubt you can do that by hand.
Bipoded weapons are lasers
@boreal heart no they are not
I've got a report by a user that the bombs of the F/A-18 are all released at once now. Any idea what config value this controls?
"burst" in the weapons firing mode.
E.g. the counter measure weapon:
class CMFlareLauncher: SmokeLauncher //inherits 14 parameters from bin\config.bin/CfgWeapons/SmokeLauncher, sources - ["A3_Weapons_F"]
{
[...]
modes[] = {"Burst", "Single", "AIBurst"};
class Single: Mode_SemiAuto //inherits 43 parameters from bin\config.bin/Mode_SemiAuto, sources - ["A3_Weapons_F"]
{
displayName = "CM Single";
reloadTime = 0.05;
burst = 1;
[...]
};
class Burst: Mode_Burst //inherits 18 parameters from bin\config.bin/Mode_Burst, sources - ["A3_Weapons_F"]
{
displayName = "CM Burst";
reloadTime = 0.2;
burst = 5;
[...]
};
[...]
};
thanks @jade brook , works, just need to get the inheritance right, complains now about missing standardsound ...
16:55:17 Warning Message: No entry 'bin\config.bin/CfgWeapons/js_w_fa18_GBU12LGBLaucher/Single.SilencedSound'.```
Is that a copy from a vanilla weapon?
it's inheriting from rocketpod,
js is not your mod, right?
I inherited it from John_Spartan, maintaining it now against all odds 😉
it's the John_Spartan&Saul F/A-18
fighting against the breakage when a3 advances
Why would adding another config entry suddenly change inheritance? I don't get it.
ah, I think I did not correctly inherit Mode_SemiAuto
Mode_SemiAuto is root level, not inside CfgWeapons.
yes, like this: ```class Mode_SemiAuto;
class Mode_Burst;
class CfgWeapons
{```
Yup. lgtm
I'll override sounds[] from the base class, should kill the error: sounds[] = {};
Did he pack this with mikeros tools in the past and you're using BI tools by chance?
He probably never bothered setting up requiredAddons correctly if so.
I always use Mikero's tools, would be totally lost without them
ok, but still it declares the sounds as sounds[] = {"StandardSound", "SilencedSound"};
so if you don't override sounds it will expect those classes
it's bombs?
clink
lol, ok
I just tested magazineGroup and was suprised that it actually works...
Current stable
they don't completly work tho.. But nothing that can't be fixed with scripts
If you try to drag a incompatible magazine into the weapon ammo slot in inventory it is red.
For a magazineGroup magazine the slot is white. but when you drop the magazine onto it nothing happens.
addPrimaryWeaponItem works just fine. The magazine is in there and you can shoot fine.
If you take the weapon out and drop it into inventory you get the mouse wheel menu option to reload it again. It loads just fine and you can shoot again.
But you can only load the magazine you last used via mouse wheel menu. Or any non-magazineGroup compatible magazines.
So I take drop the magazineGroup mag into inventory. I can now reload the magGroup and the normal magazine via mouse wheel menu.
But if I load the normal one the magGroup one disappears from mouse wheel menu.
That could be fixed with scripting. Just add a mousewheel action that removes mag from inventory and calls addPrimaryWeaponItem
The inventory knows it's compatible and the weapon knows it's compatible.
Just mousewheel action and drag-drop into magazine slot is not working
perhaps it's worked this way for a while, and BIS have just been "lazy" about incorporating all the front-end changes to the inventory UI and user action
well the Inventory UI knows it's compatible. else the magazine slot would show as Red
so atleast it somewhat knows
Let us hope they sort the final part out with the action of actually loading them in the weapon
I wanted to hack around a bit and try to get them working. I didn't expect that part to be broken but maybe it's fixeable
But the good thing is the backend seems to be completly working. Frontend stuff is fixable. It's a bummer that it has to be fixed.. but atleast we can do something
I fixed it 😄
Literally.. I fixed it
Drag&Drop in inventory fixed. reload via mouse wheel fixed
Reload via R Hotkey also works
Why can some random Hacker without source code fix that in a couple hours. But BI themselves with source access can't fix it in multiple years
How is it perf unfriendly when evaluation is done at game start once?
It is using the vanilla config entries. So no ACE_magazineGroups[] = {"stuff"};
it is nested iteration
O(N^2) that's crap
For me, performance is while the program is running. Slow loading not included in that.
users don't care. I guess it's just my performance OCD again
Chances that BI implements my fix are not 0.. So let's hope. 🤞
The fix took me about 100 lines of code in a Intercept based hack.
In engine source that could probably be done in about 5 lines of code. maybe 10.
Does anyone know what I could use to disable all attatchments for my weapon, I've looked at this https://community.bistudio.com/wiki/CfgWeapons_Config_Reference and can't really find anything that could disable attatchments.
The fix took me about 100 lines of code in a Intercept based hack.
In engine source that could probably be done in about 5 lines of code. maybe 10.
i know you already appreciate the 40% (perhaps more) of processsing crunch that pboProject uses up in workarounds to prevent bis binarise getting it wrong. and another 20% of processing time spent, post-event, checking binarise did get it right.
some of the fixes are as frustrating as strcmp used not stricmp
Hi guys. I'd like to set a really slow initSpeed on my weapons mag, but the bullets fly straight up when I set low values. What parameter to I need to adjust to fix this? here is what I mean
In order to fire straight ahead I need to aim really low
nvm you guys, it had to do with
discretedistance[] = {0};
discretedistanceinitindex = 0;
in the turret.
thanks X3KJ#8043
what zeroing distance does the weapon have?
nvm
I'd have set coefGravity to 0 as well if it's like a laser
the autozeroing defaults to some extreme angle whenever it thinks it can't reach the desired discretedistance
idk if the zeroing caculation factors in coefGravity
I'd have set coefGravity to 0 as well if it's like a laser
But gravity is acting on photons the same way it does on every other body of mass.
its a plasma cannon 😄 every logic falls apart there
https://dedmen.de/sharex/hVT3G9dH.png I'd debating whether fixing magazine groups was a good idea... Which magazine shall I take now? :/
@jade brook photons are virtually massless though
Are you trying to explain particle physics to me?
no, I dropped out before finishing my BSc in Physics
The mass of a Photon is h/(lc) if I'm not mistaken, where l is it's wavelength.
Shit connection.
but light deflection by gravity is usually considered as being by spacetime distortion (light taking the shortest path) rather than direct interaction with gravity under Newtonian mechanics
Yes, but you have to tell the game that, not me.
How do i change throw distance for grenades?
change initspeed
@strange egret cool, thanks! seems to work as needed.
Anyone know if it's possible to use preprocessor commands in a define?
For example #define LoadFile(NAME) #include "my/long/path/to/NAME.hpp"
or I guess the name would be ##NAME##
doesn't have a whole lot of experience with defining function macros
Actually, nevermind, for some reason I was under the assumption that all my paths needed to be relative to the addon root
But I see now they're actually relative to where the include was called
that's correct. everything else in bis is to the \root of the virtual file space (P:) whether the \leading slash is there or it isn't. The've been unable however to break the rules for #includes
..\ also works and is useful if a mission is trying to get access the campaign's desc.ext
quick Q: Where can I find the CfgGroups entry for Syndikat groups? Either an online listing or direction to which PBO to look in to get the info? I'm trying to find specifically this kind of info for the Syndikat: [getMarkerPos "Marker1", side player, (configFile >> "CfgGroups" >> "XXX" >> "XXX" >> "Armored" >> "XXX")] call BIS_fnc_spawnGroup
anyone noticed an issue with increased dispersion in weapons inheriting from BI LMG (762) HMG (50cal) and M134 (minigun) base classes?
i had just reduced the dispersion values on all our crew weapons as i realised that the REAL values we've been using are no longer working in the BI simulation - BI seems to have messed up dispersion rate by a factor of 10x on their base weapons
firing our M60 or M134 doorguns was like spraying with your thumb over the end of the hose
turning it down to laser-like MOI, it still disperses plenty
e.g.
// dillon aero cites 6.5mils for m134
dispersion = 0.0065;
it has been working just fine on this value for years. but recently we had to turn it down to dispersion = 0.0013; some 20% of the original, to prevent a fan of tracer unable to hit any target
it was issue with recognition of player
you can notice that dispersion for right door gunner on ghosthawk is why higher than for left gunner
it was fixed on 20th September but it didn't made to 1.76 nor to 1.76 hotfix
basically aiDispersionCoefX & Y was applied to gunner seat which was not primary gunner
aha!
yes it was right gunner i was testing
we also have m113s with m60 turrets on rear right and left behind mainturret, and noticed it also on those
thanks for the feedback Rey
at least we know we're not going mad lol
Is anyone aware, or knows how to fix issues with turrets and hatches in Dev branch?
Works fine in stable, Dev branch no go
Well, they won't animate
they do in stable, dev branch, they just won't move
hatch and turret, and main gun
are conditions for the vanilla cfgActions handled by the engine, or are they defined somewhere in the configs?
engine
thanks
anyone have an idea why the diver uniform doesnt want to work properly if you tried retexturing it?
don't you just hate when you get a crash for a cannot include file that clearly exists where the error says it does? XD
It should just put a warning / error messge and not CTD.
always crashes to desktop for me
Yes, my "should" is prescriptive, not descriptive.
if you reload a config from diag exe and a file is missing it will crash
Could someone provide some detailed info from his experience/knowledge on what do these params affect for missiles:
maneuverability
trackOversteer
sideAirFriction
simulationStep
I red the CfgAmmo Config Reference, but I'm rather interested how these params behave in game and affect the missile path
I noticed the maneuverability slightly higher than 33 won't cause the missile to spin with simulationStep 0.002 - 0.001, but extremely low sideAirFriction causes that indeed
and even causes the missile to travel straight up right after launch, presumably overmaneuvering to hit the target
I use IR sensors for the missile
the trackOversteer of 0.9 and barely affects the flight path and hit probability, while trackOversteer 0.8 or 0.75 causes the missile move aside of the target rarely hitting it, especially if the target moves eideways even slightly. Looks like even small changes of that param cause a large effect
and how can the one simulate target tracking errors with given parameters correctly?
and how they relate to each other?
well your missile mass and thrust and maxspeed will also affect its handling. if it is light and fast it will behave differently to something heavier. if you dont thave enough thrust to match the mass, i.e. low thrusttime, then it will fail to catch your target
if you have too much thrust, it may become too fast and therefore unable to turn effectively
so it might be a good idea to set everything to a default value like a titan_AA for example, and then modify a few areas in cloned classes, d othe same again and again and add these cloned variants to your weapon for simultaneous testing
there's probably a better way to d othat, but i don't know of it
anyone have an example for a looping hide animation?
I have this so far but I want to know what values I need to change to determine how long it takes for the selection to be shown before it loops
{
type="hide";
source="Signal_L_source";
sourceAddress = "loop";
selection="Signal_L";
minValue = 0;//rad -45.836624
maxValue = 1;//rad 11.459156
hideValue = 1;
//unHideValue = 1.0;
animPeriod = 0.0;
initPhase = 1;
};
class Signal_R
{
type="hide";
source="Signal_R_source";
sourceAddress = "loop";
selection="Signal_R";
minValue = 0;//rad -45.836624
maxValue = 1;//rad 11.459156
hideValue = 1;
//unHideValue = 1.0;
animPeriod = 0.0;
initPhase = 1;
};;```
hey I was thrown here
is a La Cucaracha horn addon anywhere to be found or is it easier if I do it myself?
would be faster and easier to do it yourself
Hi all. I'm curently working on a M70AB1 weapon and I don't want it to be abble to use scopes or any other attachments. How do I make that? ATM the weapon can equipt all three attachments, but I want it to not be abble to do that.
Thanks in advance
Can someone pm me a vid or explain on how would I go about doing so?
@Sahbazz#6810 you need to set up the config for the weapon so it does not have attachmetns. @Rommels#0532 you would have to create an alternate horn weapon and make a vehicle config that uses it.
Hey guys i have problem regarding custom buildings on a custom map: Ive configured the building with several useractions and animations: When i place them in eden editor they work perfectly. But as soon as i Import them into the Terrain via Terrain Builder: The useractions are gone and nothing works anyone know why? Or what config variable is missing? Also the building is not visible on the map.
MY Class:
https://pastebin.com/LM4q7890
I'm using the CUP stuff on my map, its all extracted etc. This is what I'm getting
checking config.cpp's for land_xx...missing class land_garbage_metal...
@stoic lily that doesnt really apply to my problem
class Fox_PitBox: House_F
model="Fox_Carworks\Pitbox.p3d";
LAND classes required for animations/useractions
Anyone familiar with animation config editing? I want to edit the animation chaining, so it is possible to go from left to right without having the idle/stopped animation in the middle. It causes a lot of jank in movement feel.
I fucked up inheritance for the animation config I made.
class CfgMovesBasic;
class CfgMovesMaleSdr: CfgMovesBasic
{
class States
{
For some reason this gives me loads of errors. I think my setup above creates new class of States, instead of plugging my animation tweaks into existing ones.
I'm trying to tweak animations that are in the A3_anims_f. Just wanted to tweak couple of them so I don't want to copy whole file, as it breaks if BIS adds any new animation.
class CfgMovesBasic
{
class States;
};
class CfgMovesMaleSdr: CfgMovesBasic
{
class States: States
{
without having those configs in front of me,
problem is CfgMovesBasic does not have the states class
instead of plugging my animation tweaks into existing ones. what are you refering to here then?
uploading the config right now
original arma 3 animation config file
https://www.mediafire.com/file/46df5dzie01pd25/config - org.cpp
Changes I'm trying to make
class CfgMovesBasic
{
class Default;
class StandBase;
class SprintBaseDf;
};
try loading those classes in cfgMovesBasic as they are defined there
yeah, but all of my changes are supposed to be part of cfgmovesbasic
but you are modifying CfgMovesMaleSdr
so my tweaks should be just free floating under that?
yeah, let me just paste 110876 lines of base arma 3 config...
if you change a class you recreate its structure and define the params you want to change, additionally make sure your config loads after that one by defining its cfgPatches class in your requiredAddons
it does load after, it works, but it causes shitload of errors in rtp
can't paste the base arma 3 config, too big
the class i want to edit starts at 21087, you need to DL the base config though
class CfgPatches {
class smoother_animations {
version = 1;
units[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"A3_anims_f"};
};
};
class CfgMovesBasic
{
class Default
{
//change exisiting params in default class
};
//class ...
};
untested but that should be your configsetup if you want to modify cfgMovesBasic
class Default;
class StandBase;
class SprintBaseDf;
Those are not classes in CfgMovesMaleSdr
they are in
class CfgMovesMaleSdr: CfgMovesBasic
{
skeletonName="OFP2_ManSkeleton";
gestures="CfgGesturesMale";
extended="CfgExtendedAnimation";
class States
{
and shit load of lines in
Check out this. It should give you an idea:
https://github.com/acemod/ACE3/blob/master/addons/noidle/CfgMoves.hpp#L1-L8
@barren umbra they are from CfgMovesBasic and cfgMovesMaleSdr State classes inherit from those but they are not inside cfgMovesMaleSdr
you need to decide on which class you want to modify, that defines your config structure
my example above should work 99% for CfgMovesBasic
yeah, but the animations are inside the "States" class that is inside the cfgMovesMaleSdr
You can't reference inherited sub classes like you di. What you did is to define an empty new class with the same name.
so did you in your github file
no
class CfgMovesBasic {
class StandBase;
};
he loads the only external class above
if you inherit from something load it, if you change something, don't load it
class CfgMovesBasic;
class CfgMovesMaleSdr: CfgMovesBasic
that might not be 100% correct but should apply for most cases
@barren umbra what are you trying to say with the above?
Tried this:
https://pastebin.com/9zdha2aT
still getting errors
What errors though?
class TransAnimBase; should be in CfgMovesBasic aswell
actually no, sry that one is not in CfgMovesBasic
yea errors would help
15:41:08 Warning Message: No entry 'bin\config.bin/CfgMovesMaleSdr/States/AcinPercMrunSrasWrflDf.preload'.
15:41:08 Warning Message: '/' is not a value
15:41:08 Warning Message: No entry 'bin\config.bin/CfgMovesMaleSdr/States/AcinPercMrunSrasWrflDf.collisionShape'.
15:41:08 Warning Message: '/' is not a value
15:41:08 LODShape::Preload: shape '' not found
updating base class list would help more.
but the animations are in the CfgMovesMaleSdr
Post the UBC class list from when the game starts. Go through them one by one.
whats UBC?
updating base class.
inheritance errors.
There's a long list of them at the top of the rpt file.
smoother_animations that's your component name, right?
15:40:35 Updating base class InjuredMovedBase->InjuredMovedBase, by smoother_animations\config.cpp/CfgMovesMaleSdr/States/AcinPercMrunSrasWrflDf/ (original a3\anims_f\config\sdr\config.bin)
15:40:35 Updating base class InjuredMovedBase->InjuredMovedBase, by smoother_animations\config.cpp/CfgMovesMaleSdr/States/AcinPercMrunSnonWnonDf/ (original a3\anims_f\config\sdr\config.bin)
yes
Wrong:
class CfgMovesBasic {
};
class CfgMovesMaleSdr: CfgMovesBasic {
class States {
class InjuredMovedBase;
class AcinPercMrunSrasWrflDf: InjuredMovedBase {
minPlayTime = 0;
canBlendStep = 1;
};
};
};
Fixed:
class CfgMovesBasic {
class InjuredMovedBase;
};
class CfgMovesMaleSdr: CfgMovesBasic {
class States {
class AcinPercMrunSrasWrflDf: InjuredMovedBase {
minPlayTime = 0;
canBlendStep = 1;
};
};
};
most likely there is more, gotta dig through it
Source for this:
class AcinPercMrunSrasWrflDf: InjuredMovedBase //inherits 5 parameters from bin\config.bin/CfgMovesBasic/InjuredMovedBase, sources - ["A3_Anims_F_Config_Sdr"]
It's from CfgMovesBasic and not CfgMovesMaleSdr.
There is another one, but it's about the same class. lgtm otherwise, but fixing one error can always reveal another.
A3_Anims_F_Config_Sdr should probably be in requiredAddons. Just to make sure it's always loaded after this.
There is at least one other mod messing with the inheritance of CfgMovesX. Probably mcc...
It doesn't have requiredAddons set correctly, so the game fixes it by loading it's config afterwards mending the broken inheritance. Good design.
Good catch
So I will need to go and check every external inherited class to see if i didn't place it in a wrong place
No, just fix this one and check the RPT again.
And next time use the all in one config dump with the inheritance comments to make sure you get it right without debugging.
how?
The problem wasn't the inheritence, it was fishing out only the animations i wanted to edit from the hundred of thouseds of lines. I was doing it by hand so that is why some stuff got into wrong places
I think its all working now
The animation config is garbage. Now you too know a bit of why everyone says this.
no error popups and rpt looks clean (disabled other mods)
the one shitty thing I'm unable to get rid of is this: if you go from left to right (or the other way) you go like this: left > stopped > right. the stopped animation is vastly different from moving and when game interpoles to it you get really sudden jerk. I'm trying to get rid of that
Mondkalb recently exmplained something to me:
HOWEVER:
AmovPpne state replaces the move right away with a variant, which are defined in
variantsPlayer and variantsAi (or just variants? going off the top of my head here).
So it never really reaches AmovPpne, just for a single simulation step, and is instantly replaced with any of those listed in the variant, which are the Aidl idle moves.```
its not related to moving left and right but it might explain the behaivor you describe
the best solution, after multiple tests and tries, seems to be to createa new animation that will have a single frame close to the moving animations and set up new interpoleto from left and right movement, while removing the transition to spotted from those 2 directions. The result would be this: if you go from left to right, you go through the simple animation with wound be so janky.
Howeve'r this would require new animations for every stance
from what i understand this is who it already works
I was able to reduce the jerk by deleting the interpolation to stopped stance from left and right movement. What happens in such case you get a brief forward (or backward) step animation and then it goes to stopped from that. It moves you around a bit when you want to stop, but it makes the transition from left to right much smoother
it basically goes left > forward > stopped. Howeve'r since forward can interpole to right and the stance is very close to both left and right the jerk when going from side to side is pretty much gone
This tells me that if I could have a single frame of forward movement animation for all stances I could make a simple transition animation that won't be so jerky
same thing happens with front to back and any movement across, it always goes through the stopped animation, with cases the controls to feel bad.
Other FPS games have much more "floaty" movement. It might be unrealistic, but it dosen't feel bad or clunky.
Hello all, I was wondering for my $PBOPREFIX%
would I be able to use :
x\ase\addons\functions\fn_killed.sqf
with a pboprefix of
x\ase\addons\functions
the expectation here would be your pbo's name is 'functions'.pbo
there's no sensible reason why you would call a folder 'addons'. that is for mod\folders, for you, it makes no sense.
what would make much more sense is your stuff is in
x\ase\midnight_functions and your pbo would be called that name.
the prefix for that would be identical to the folder
gotta agree with mikero.
@hard chasm gotcha, thanks for the feedback!
@hard chasm wrong - if you want to have the pbos next to your unpacked data, you have to use addons in the prefix path
my comments accurately reflect a pdrive.
it's also called common sense. you can put your extracted pbo in my documnents for all that it would matter and adjust $pboPrefix$.txt to what\ever\you\want. The above is simple to understand, and certainly not wrong.
there's no sensible reason why you would call a folder 'addons'
there are sensible reasons
on reflection, in large team projects, yes, missions/campaigns addons. I'm confident that midnight walked away from this with a clear understanding what's what. Let's not confuse him.
i'm out of here.
as said its always useful when working with unpacked data as you have pbos next to the source - aka less browsing, easier interaction with the data
Hiya gents, I've been making a small config based mod for my milsim. Part of this is editing inventories of existing vehicles and having them as separate editor objects. Last night I ran into a rather annoying config issue (missing a } ) - if someone would be willing to give it a look over as i can't spot the error it'd be greatly appreciated. Cheers
Decent text editor with syntax highlighting and you should be able to spot the missing }
I couldn't spot it though that's the issue
What are you using & what highlighting etc
Should be able to fold/unflod the {} blocks etc
Useful thing to learn todo
I use Atom with acemod sqf highlighting is pretty good
Also not much people can do unless you pastebin your config
notepad++ really easily identifies where brackets are missing
And text editors like Sublime automatically create a closing bracket for an opening, not sure about Atom
Just take the extra time and format it properly and you'll find it and never miss it again in future.
:+1:
class Dscha
{
class trigger
{
Commy = 1;
};
};```
:scream:
I mean, if you keep it consistent, sure. But I've seen them placed randomly with totally inconsistent indentation and mix between tabs and spaces.
This one can at least work with.
Yeah, brainfarts
Question is, 4 spaces or a tab?
I'm more triggered by you not using an OFPEC tag on that root level class "Dscha" tbqh.
Spaces.
The worst thing i had seen was like
class bla {Class a
{ class B
{```
4 of them.
https://i.imgflip.com/1yd55e.jpg @jade brook
Is there a deeper meaning behind this or am I wasting my time looking for one?
yes
Yes to both? As expected.
🍌
@clever kestrel @sullen fulcrum - I am currently using notepad ++ I'll have another look then I'll send the config via PM
Okay so I definitely don't see any missing
You're missing the ; at EOL for every other closing bracket.
L64 typo
mag_xx((SmokeShell,10);
two parenthesis. Looks wrong.
Same L90
Cheers, one more thing, error was line 47 for missing }
Ah working now, thank you very much
Good.
Thats the first time I had an error for not putting } at the end of every line
Ignore what the error says. It wasn't actually a missing }.
alright yeah, makes sense 😛
What does the "wheelCircumference" entry do in config.cpp? Aren't wheel sizes defined entirely by the class Wheels { centre and boundary } memory points?
Is it a variable used if non PhysX (like simulation=car). If so, does it have any effect when physX used (eg simulation = carx)?
If I remember right it affects how fast the wheel animation rotates
Thanks, I can check that.
Is it possible to have hand and leg IK movement applied to a drivers turned-in animation, but not to his turned-out animation?
leftHandIKCurve[] = {0};
rightHandIKCurve[] = {0};
leftHandIKBeg = false;
leftHandIKEnd = false;
dunno about legs but I would try replacing "hand" with "leg" or "legs"
I don't follow reyhard?
I have the following config.cpp code, which makes the APC driver move his arms and legs, following the driving controls.
driverLeftHandAnimName = "yoke_left";
driverRightHandAnimName = "yoke_right";
driverLeftLegAnimName = "pedal_left";
driverRightLegAnimName = "pedal_right";
But I only want it to apply when he's turned in. Not when turned-out.
Are you saying, put your code snippet in the definition for the turned-out animation?
Great, that's just what I need then. Thanks to both of you.
Hey, I am completely new to this stuff. I am trying to add a texture to the buzzard and have it show up in the virtual garage. But I dont know how to fix the error it is spitting up Undefined base class 'Plane_Base_F' ```class Buzzard_Tex_Test: Plane_Base_F
{
scope = 0; // A base class should has scope = 0 (private)
model = "\A3\air_f_gamma\Plane_Fighter_03\Flane_Fighter_03_F.p3d";
class EventHandlers: EventHandlers
{
// (_this select 0): the vehicle
// """" Random texture source (pick one from the property textureList[])
// []: randomize the animation sources (accordingly to the property animationList[])
// false: Don't change the mass even if an animation source has a defined mass
init="if (local (_this select 0)) then {[(_this select 0), """", [], false] call bis_fnc_initVehicle;};";
};
/*---------------------------------------------------------------------------
Texture sources
---------------------------------------------------------------------------*/
class textureSources
{
// This texture source will be available for every defined factions
class grey
{
// Display name of the texture
displayName = "Grey";
// Author of the texture
author = JoramD;
// Paths to the texture files, in the same order as the hidden selections
textures[] = {"\JSDF_Resources_DevTest\img\buzzard_tex_1.paa","\JSDF_Resources_DevTest\img\buzzard_tex_2.paa"};
// This source should be available for the following factions
factions[] ={};
};
};
};```
By defining the Plane_Base_F class and adding it's config patch to requiredAddons.
How would I define that? (I am sorry, complete noob here)
//requiredAddons "A3_Air_F_Beta"
class CfgVehicles {
class Plane_Base_F;
class MyTag_Buzzard_Tex_Test: Plane_Base_F {
...
};
};
Also delete the whole block about EventHandlers. You don't need it and you'd have to set up inheritance for it.
You're just trying to add a texture variant to an already existing class, right?
Yea
wait
// requiredAddons "A3_Air_F_Gamma_Plane_Fighter_03"
class CfgVehicles {
class Plane_Base_F;
class Plane_Fighter_03_base_F: Plane_Base_F {
class TextureSources {
class MyTag_MyTexture {
displayName = "My Texture";
author = "JoramD";
factions[] = {"OPF_F", "OPF_T_F"};
textures[] = {
"\a3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_body_1_brownhex_CO.paa",
"\a3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_body_2_brownhex_CO.paa"
};
};
};
};
};
Hope you have CfgPatches too.
Nice! That worked, where do you get this stuff tho? Just of off memory?
Thanks for the help 😃
Memory and the all in one config dump from the games master config.
Weird problem with an amphibious capable car (carX) that has canFloat = 1.
When it enters the water it continues to move forward (floating) with wheels turning, even when trying to reverse or with the engine off! No inputs will stop it or make it turn. Why?
Buoyancy LOD has single component, closed, convex. Geo LOD has property buoyancy = 1. Water effect memory points are below the surface.
Can anyone think of a way to stop a gun from firing at certain angles?
Does anyone have any info or possible a template for structures? I'm beginning my model making endeavor and I'm pretty much just going to be doing buildings, but other thanmaking them I'm completley clueless as to how I config them for the game CPP Files, Pboprefix etc etc
Amphibious car problem solved - was a typo in the config I'd inherited. "waterResistance = value", rather than "waterResistanceCoef = value".
Does it steer now in the water?
Am interested as our m113s need their amphibiousness fixing too
@sullen fulcrum have u tried the arma 2 sample models? They have destructible buildings
Question about dialogue: how can nestle text, buttons and such in a "holder"/"canvas" class so I can freely move everything just by moving the canvas, without the need to realign everything again?
Controls group?
Eh, new to dialogue editing. I have an hpp dialogue from a mod with needs some tweaking, how load it into the gui editor? i assume I would need to place it in the mission file and load it, right?
Also, is there a way to position stuff from the bottom of the screen? Just so the dialogue will never get cut off by the bottom of the screen
Do dialogues support calculations like this:
y = (-9.18 - 3 )
@livid heath Yes it does. Any help you need, let me know. We have both tracked and wheeled vics working in water.
i dont get it... why does my mortar force the optic to be parallel with the gun?
i copied the config from the standard mortar. I tried elevation mode 1 and 3 - they work, but the optic is always glued to the barrel, no free camera elevation possible
https://pastebin.com/5g11PJVL
try this animationSourceElevation = "ObsElevation";
assuming you have memory points and model itself setup correctly
also usePIP=2;
source elevation is for raising and lowering (moving up down). It's not for rotating
thats what elevationMode is for too, at least what you got it setup like
have any optics for it, or you just want freelook
i want to have it like the default A3 artillery:
you controll traverse with mouse and camera elevation. With page up+down you controll barrel elevation
for whatever reason it doesnt work and glues the view direction to the barrel (like any ordinary tank gun)
had the same problem it was partly model issue, partly config think reyhard helped me there 😃
can show you my config and model setup
what i dont understand is that it doesnt work with the vanilla config
from what you show you are basically using a workaround utilizing usepip and the other elevation source
at least from the looks of it
what I meantioned earlier it woldnt work w/o it
also I have no optics, well I do but its ironsight kinda type
requires memory points setup and thats it
so with animationsourceElevation you animate the two mem points for cameraDir and memoryPointGunnerOptics , correct?
ok thanks for the input. Guess i'll try that workaround then...
fml it doesnt work either, it just fails in different ways
@kindred moss could you show me the model.cfg as well?
sure
@strange egret https://hastebin.com/exuroxekug.scala
should mention its still kinda WIP optics arent done and its not finalized
do you increase elevation with the mouse? because in elevationMode = 1; the elevation source does not work
for whatever reason now the optic view direction (when in optic mode) does not follow mouse elevation. The animation source is triggered properly but the view is stuck forward. usePip=2 changes nothing in that regard (except view beeing forced into the air once again..)
Integer. With elevationMode = 3 the gun barrel is elevated via the page-up and page-down keys. (new in A3). Other options are unknown. ```
i know. vanilla mortar has mode 1 but it doesnt matter if 3 or 1
yes Im using mouse to change elevation and angle
What does memoryPointCirculumReference do in config.cpp?
1 is default elevation, 2 & 3 does almost same. Do you have separate mém point for camera? @strange egret
Hello everyone. I have been trying to LEGALLY retexture A3 houses since a while now, and I've got one very last try that I want to do.
I want to take advantage of the switch in textures that the A3 engine does when a building is damaged, more specifically:
class Damage
{
tex[]=
{
"A3\Structures_F\Data\Windows\window_set_CA.paa",
"A3\Structures_F\Data\Windows\destruct_half_window_set_CA.paa"
};
mat[]=
{
"A3\Structures_F\Data\Windows\window_set.rvmat",
"A3\Structures_F\Data\Windows\destruct_half_window_set.rvmat",
"A3\Structures_F\Data\Windows\destruct_full_window_set.rvmat"
};
};
My assumption is that each first element in the set of 3 under mat[] is the key that the engine will use to substitute the textures with when the building gets damaged. So, I could just switch the config for an A3 house and I would be able to retexture my houses by simply setDamage 0.7 on start on every house that I want to retexture.
Now, the issue I have is that I don't know how to change a class Damage under and existing config only for one map.
I don't want a config file that changes house texturing everywhere obviously.
So, I am familiar with configClasses and the such but I don't see ways to modify an existing config from script. Is there?
not in the standard game exe nor can you have cfgVehicles classes only for one terrain
both cfgVehicles and cfgWorlds are root classes that can not be encapsulated
damn damn and, did I mention, "damn"? 😄
this was my last hope, lappihuan-kenobi
well, not even using EVAL/EXEC and sticking with a config.cpp?
I mean, it would just be that a modify_houses.hpp be inlcuded OR NOT depending on the current world
maybe in description.ext then?
the preprocessor is done once you pack it into a pbo
and description.ext can only hold very few class types
I'm trying to understand what is meant with Note that there is deeper level of sophistication here that an _EVAL used in a #include in a config.cpp, could *separately* be used in sqf/sqs script.
cfgVehicles is not one of them
AH FUCK
but the command above is basically the same as diag_mergeConfigFile
yeah which is not available in standard arma
Can you make map displayed in dialogue window transparent? I do NOT map reducing the satellite textures' alpha, I mean transparent, like you can see through the map completely, so the what's behind the dialogue window is visible.
i think so yes
there should be a backgroundColor parameter where you can set the alpha to 1
custom dialogue
if you want it completely transparent why not just hide it?
you cant try ctrlSetBackgroundColor or maybe even ctrlSetTextColor as ctrls that use images use the text variable and those commands work on some
well ct_map has a backgroundColor so i would start with that
you're assuming that tablet is transparent behind the map though
it may not be
@digital valley Works perfectly fine, just changed the alpha from 1 to 0.6 in the ctrlSetBackgroundColor
very cool
And you can even do some pretty funky stuff with the background
https://cdn.discordapp.com/attachments/359412035504701442/374636537444302848/image.png
can you change the colors of the houses displayed on the map?
@hot pine i have one for memoryPointGunnerOptics && discreteDistanceCameraPoint, the other one for cameraDir
https://abload.de/img/2017-10-3022_46_35-mou3ueo.png
i assigned them as test via skeleton to the rotation of the sight, but that does nothing. Adding them to an the animated selection of the sight leads to same result.
It should be connected to the turret
You mean turret as in traverse animation? Or the turret in general?
The peephole (brass cuboid https://abload.de/img/mortar80sfvu8o.jpg) is child of sightbase and the sightbase is child of the barrel movement. I counterrotate the sight-base with elevation so it stays level. The camera needs to follow the peephole
so technically it is child of the "gun" and not "turret" when speaking in terms of animationsource
I think I've found a config typo in the A3 Samples \ Test_Car_01 \ physx.hpp:
"mMaxDroop"
should be
"maxDroop"
based on what is found inside the game all-in-one config dumps.
For modders that use the samples as templates, this is a fairly serious issue, as it results in them thinking they have set a maxDroop whereas in fact it does nothing?
ok we've implemented al lof the required parts for our m113s to be amphibious
thanks to apollo for your advice
however
feedback from our test team:
tested, water controllability is fantastic, and speed is okay, however the issue with shallow water in the swamp on Doung is still existant. A single time I got a case of rubbing it the wrong way and it sent my M113 flying, most of the time it either got stuck in place not being able to move forawrd backwards left or right, or the other common result of being stuck in a wierd turning circle where you're almost doomed forever to never get it out. However, deep water and river controllability are great (as well as nothing wrong with going on rice paddies) and so far that particular happening with shallow water I have only been able to create in the actual swamplands. All other places like shallow parts of the rivers on the map I didn't reproduce similar results.
so we have a maxfordingdepth of 2m (as we were driving under the water instead of canfloat =1) - could this have any bearing on waist deep water in the simulation?
our issue, Apollo, turned out to be the geo - i recreated the buoyancy geo as a single component, and then it was incorrect autocenter values causing them to fail to float
that took a while to figure out, as the config and geos were the same in all models but some would drive int owater and others float on it
changing autocenter to 1 fixed that issue
however, now we have this issue in medium depth water - the vehicle gets stuck and will no longer respond to steering. it will only go forward or back in a fixed arc
the vehicle is an m113 tracked APC but it inherits from wheeled_apc_f toi take advantage of the amphibious heritage
i wonder if this is why it fails, as it has no wheel_1_1_steering etc
having instead kolL1 etc
has anyone got a working tracked amphibious vehicle we can learn from please?
If you want to pm me a Dropbox link to the source files, I'll be happy to take a look as there's a few things it could be. Alternatively catch me late one evening and we can go through it live together.
Is it OK to ask ACE3 specific config questions here?
You can ask ANY Config related question in here
Different question is I'd you are likely to get an answer @fair hearth
Thanks! So from what I've worked out, ACE3 significantly increases the rate of barrel heating if using a suppressor. (Nice & realistic feature - as we come to expect from ACE3!) I've almost finished a mod that contains the OSS Helix suppressor. In real life, this reduces back pressure down the barrel compared to baffle style suppressors and as a result, barrel temperature increase. So I was wondering if it's possible to put something in the config file for this mod that will (slightly) reduce the barrel temp increase when using it. I think it's a heavier suppressor than the 'average' baffle suppressor so that would be the trade off in order to keep it balanced in the game mechanics.
Thank you. I'll have a read...
So if I understand that correctly, I can make the suppressor have less heating effect only if I reduce its effectiveness as a suppressor - either by reducing its visible flash reduction or its sound reduction (or both). I had hoped to make the 'penalty' for this improved heating coefficient higher mass and inertia as opposed to just a worse suppressor! I'll keep reading & thinking as to whether there's a way to achieve what I'm after but thanks again for pointing me in the right direction.
These are the only things that influece the heating with a supressor.
You can propose to the ACE team to add additional ways
@hot pine did you see my last response?
I am not finding anything for this, how can I make a truck fire weapons/rockets/ect for driver?
Like this:
class Truck_02_base_F: Truck_F {
weapons[] = {"TruckHorn3"};
driverIsCommander = 1;
class Turrets {
};
enableManualFire = 1;
weapons[] = {"Bomb_04_Plane_CAS_01_F"};
magazines[] = {"4Rnd_Bomb_04_F"};
};```
this doesn't give me any bombs 😦
No CfgPatches.
It does however give me the circle thing when I go 3rd person that shows up for bombs
yes
have cfgpatches
not the whole .cpp
also if cfgpatches wasn't there, I shouldn't even be able to spawn in "testsubject" createVehicle (getPos player); right?
I think you're better off adding a UserAction with a suicide bomber script.
also if cfgpatches wasn't there, I shouldn't even be able to spawn in "testsubject" createVehicle (getPos player); right?
^ Probably not.
UserAction. Maybe shortcut DefaultAction if you want it to trigger for LMB.
Think about how many ground vehicles in Arma actually are armed for the driver slot. It probably doesn't support this.
E.g. you can't aim as driver. No turret.
Maybe this bomb needs a turret.
well what about helo's, jet's, and horns of vehicles?
Nothing you know about helis or jets necessarily applies to cars or tanks.
there is an alocated number for weapon types on a vehicle isnt there 8:16:32 etc and some vehicvles cant have _x type wepaons unless you reconfig
alright I will try to make a horn into a weapon
its about the launchertype i think
yeah like GBUlauncher and such have a cost or value and only certain clases can have them
check my Bang bus i think on there is about every weapon you can have including mines
class RocketPods : LauncherCore {
class LauncherCore : Default {```
excluding lot'z that's the inheritance for that
ahh yea
forgot there were mods out there already that did that
perfect
iill paste bin but not sure what it has
thanks, saving me some time ❤
haha well they killed me
lol
the nomenclature was probably the most killing thing on it
lol
Hello there guys, so im having quite an issue here, im making a PvP mission and i want that: players have 4 respawns, but then after thats finished each side have their own pool so WEST has 16 tickets and INDEPENDENT has 8 tickets (assymetrical map balanced trough other conditions), so far i have this in my InitPlayerLocal.sqf
[player, 4] call BIS_fnc_respawnTickets;
[WEST, 16] call BIS_fnc_respawnTickets;
[INDEPENDENT, 8] call BIS_fnc_respawnTickets;
And i have this in my Description.ext
respawnOnStart = -1;
respawnTemplates[] = {"MenuPosition","Tickets","Spectator"};
But after the first 4 tickets are expired (don't matter which side) it says no more respawns are left
maybe thats for #arma3_scripting ?
im pretty sure you need a proxy to spawn a bomb from a bomblaunchjer weapon
@strange egret dunno, I can send you 2b14 podnos mortar from rhs if you would like to see how it's done
@hot pine that would be very kind
im gocan someone help me with a gunner proxyindex issue I;ve been having? Basically the cargo seat and the gunner turret arne't in sync
in the turret class I gave it the proxyindex that's in the model, but its the wrong one =/
and using the moveInCarog command puts me in the wrong spot as well
check that your Turret proxyType = matches the type of proxy in the model
proxyType = "CPGunner"; or proxyType = "CPCargo";
alright, I'll use proxyType = "CPCargo"; for all of them and see what happens
also for the first time, I've found a cargo proxy that has a different ingame position than the buldozer preview position
because in Buldozer it takes the animation from the proxy, rather than the cargoAction/gunnerAction config entry
is there somewhere in a vehicle config that sets the maximum number of seats? I can't get to some seats with the moveInCargo command
[[<NULL-object>,"cargo",5,[],false],[<NULL-object>,"cargo",6,[],false],[<NULL-object>,"cargo",7,[],false]] was returned, but I have 5 cargo indexes in my model
is it transportSoldier?
I'm betting thats the issue, I had it set to 3 in a parent class
yep, confirmed
all fixed now
Dedmen said come here istead of scripting so sorry for double post. I have a simple working dialog with buttons but the first button listed in class Controls continuously blinks. I've tried adding
blinkingPeriod = 0;
in the control thats flashing and in base defines and still cannot get it to stop blinking. Does anyone know about this? I can pastebin the hpps if it will help.
Its like a cursor flashing but its the whole button
Is there any way to control weapon recoil (via config) in FFV?
@grand zinc you know how the game internally handles config?
eg. does it differs between string, array etc.?
or is everything just a string and parsed as requested?
kk
@thorn leaf No.
😢
@lofty zealot Actually it is parsed when it is binarized.
both is ok for me
just means that internally, whilst running, arma is having everything "ready" as game value
at least for my purpose it will have
game_value is an actual type in the engine ^^ I'm quite sure config entries are not game_value's
😄
I know you ment generic game value
question is about how is a value of a config entry stored internally
a string is a string.
an array is an array of elements..
The elements are probably just subclasses with vtable
kk
I actually didn't check. But that's how BI usually does things.
someone was asking about this a couple of weeks ago http://steamcommunity.com/sharedfiles/filedetails/?id=1191555506
just a simple config edit that adds a turret class
last time i checked atv have no seatbelts, so not holding on to something on the thing might not be healthy for passengers - which explains why its not in vanilla
Its also not that difficult to keep yourself secured on a ATV as the second passenger with your legs. Plus if the vehicle isn't going that fast its kinda feasible
Any mods have some tips on sound editing for weapons?
Vehicles, etc?
Trying to understand how to implement custom sounds on a mod. How Arma deals with modified, custom sound files.
Can anyone here confirm whether cfgcloudlets (particles) don't update via config merging? Mine only seem to update after binarizing.
afair it's not possible on public diag.exe
try diag_alwaysLoadParticles true if it's working
Is it possible to have random weapon attachments?
So say I give a unit my custom names weapon... "petyr_m16" for a random example, when a unit spawns in can I have so it theres a random chance of getting different grips? or underbarrel attachments for example?
I'm relatively new to this whole thing and have what I suppose is a newbie problem.
I can't get my textures to load on my VTOL retexture. I would guess its a pathing problem, but I can't identify it.
I'm currently only working with placeholder 2048x2048 textures.
https://imgur.com/aXJWkjN
I want to replace the vanilla collision shapes models for animations. However i want to do that without changing the lines in the config (WAY too much work that way), I just want to do a straight up replacement, keeping the names and such the same. Can I just have a pbo with "a3\anims_f\data\geom\sdr" inside, with the new collision models inside?
WAY too much work that way
regex based search and replace should be simple
alternative
namespace/prefix: a3\anims_f\data\geom\sdr
and just pack this folder to pbo (might need a dummy config if there isnt any inside)
oh yeah, and I only need to find every class that uses that particular collision files, change the path to it and make sure the inheritance is 100% correct
do note that just editing the original a3 config and using everything inside of it will break any future additions BIS might make. That is why any edits to animations have to be be as an override config with makes it a bit time consuming to get all of the classes done correctly.
@barren umbra let me know what you are to change exactly, i will create you a config "template" for it
@stoic lily Nah, seems that editing this manually isn't as bad as I was afraid it would be.
kk
Damn, replacing the collisions via config didn't work for some reason
@barren umbra did you verify your config was active?
I'll try another day
Now for something completely different: is there a way to get a neat list of all of the weapons in the game, including mods and such? Also it would be great if similar list could be made for all uniforms, attachments, magazines, helmets, vests and attachments.
I only need class names and the wiki table has too much stuff, and you can't select only the class name column to copy the names
In order to get arsenal mod icons working , you need the mod.cpp in your folder or the directly in the config of the addon would work?
AFAIK only works from folder mod.cpp now
hmm that kinda sucks , because i would rather have it inside of the addon
so that method doesnt work right?
don't think it does anymore, no
I used to have an addon set up with cfgMods and the DLC thing to add icons, but that stopped working several patches ago
any idea why that was changed?
Nope. Was wound up in some changes they did to the arsenal function
What can you use as an animation source for a vehicle brake pedal? rpm works for accelerator and clutch
there should be a proper brake and accelerator source
yeah, brake and throttle sources were added in A3 for that purpose
they've been in since karts dlc at least, I think
oh right, must have missed that and continued with the old A2 way of fudging things
Yeah, I use that for reference often, but if you don't think something is there (because it didn't used to be), it's easy to miss changes. Works great, glad to know about it now. 😃
@hot pine yea just gave that a shot, doesn't work, I put a ticket in, kind of annoying we have to binarize even if we make the smallest change to particles.
have you tried packing without binarizing? still requires a restart but at least packing is fast
hmm, I haven't, that's worth a shot though, thanks @strange egret
I would still prefer config merge though
dont we all...
just doing shit on the fly makes everything go quicker 😛
i never binarize if i just want to quickly test something. Not worth the waiting time - esp. if you are not sure if it works. I only binarize when i want to find issues i would not spot otherwise. That and animations obviously
I've put in a ticket for cfgcloudlets and reset shapes now, hopefully they'll get sorted soon at some point, animations are broke on public dev diag.exe when resetting shapes.
if those get sorted I'll be happy as Larry
https://imgur.com/a/z4nrX
https://imgur.com/ICNfjua
https://imgur.com/RIhLpa9
https://imgur.com/XGS3pP6
https://imgur.com/MD1qCUL
Hello guys,i think i make good models for ARMA3 but i have big problems with configs for cars,maybe somebody can help me,i can give mt models but i want configs for that))))
why dont you show the cars you want configs for instead of something unrelated?
do you have a list of what models need configs?
How do you "pack without binarising"? I'm using mikero's pboProject, but can't see an option not to binarise.
I guess it's possible with BIS Addon Builder. But just want to check there isn't a way using mikero's tools too.
Could anybody give me a hand with applying textures to a model?
I've started getting into modding by following this tutorial here: http://armscor.blogspot.com/2013/09/arma-3-mod-basic-helicopter-tutorial.html
And I want to apply a texture to what I've put together using that tutorial, but unfortunately instead of creating a config from scratch the tutorial config has me inherit characteristics from a Pawnee type helicopter
Is there any way to still apply textures to a model set-up with a config like in that tutorial?
@Apollo#1366 makepbo
so anyone have any ideas or insight on how to improve HEAT like so?
https://www.youtube.com/watch?v=Lln_e-_PC_g
Basically what I want/need to do is shoot a projectile through walls of houses /ect and put some indirect damage on that I guess
you do disablecollision. but idk how well that would work
Well I want it to still explode when it hits a wall or truck
@Gunther.S#1326 maybe very high caliber in ammo and use a script to track when it should explode on certain hits
So basically don't use RocketCore?
@nimble sequoia mikero is hardcore anti unbinarized packing. PboProject only packs with binarisation.
Gunther, only via scripting. You simulate the explosive part of the ammo normally, and with eventhandler (HitPart) you spawn a kinetic projectile (bullet with no explosive) at specific speed and direction that you got from the HitPart EH. It was part of Old's Real Armor thing. Iirc bakerman(???) made the script part. I think RHS has this now - but i have never checked it myself.
that is the only way i know currently
i pray that tank DLC will bring a new simulation/method do do heat...
@strange egret I was interested when you said that you test without binarising because it saves time in development. That's something I'd like to know more about. kju mentioned that makepbo could do it, although being command line I guess it needs some documention reading to use. Is that how you do it, or do you use Addon Builder?
thanks @strange egret
I know RHS has the pentrators but I wasn't able to notice anything using houses/vehicles
looking at the config, the penetrators don't have damage
so I will give it a go tomorrow and if I get any luck I will post up
Hello in the config viewer I see some properties are highlighted red green and blue. What do the colours represent?
strings, numbers, and arrays