#arma3_config

1 messages · Page 78 of 1

low token
vital torrent
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You need the A3skeleton definition

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Check the samples for it

low token
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Wich sample?

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Can't find one in the Arma Samples

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So I tried using the sample config and it does not solve my problem.

summer moat
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hi all, i have a vehicle i’d like for people to be able to getin even if it’s moving. is there a way to specify the acceptable minspeed or something like that?

vital torrent
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@low token Arma 3 Samples\Addons\Test_Character_01\model.cfg

low token
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Yeah I tried that, it did not solve the problem, but thanks

vital torrent
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what did you try exactly

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basically you have to swap A3_headgear_example with your p3d name

low token
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Yes that's what I did.

vital torrent
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selection in the model?

low token
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Yes

summer moat
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Does anyone know if it's possible to configure a plane to fly veeeeery slowly (5m/s) while maintaining altitude and also be able to do PRECISE 90 degrees turns

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(no smoothing)

low token
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Maybe have a look at the Vtol config

summer moat
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it works, it also is sync'ed in MP with server sending over the positions at regular intervals

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BUT

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all of the vehicles are local

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so all the get in / get out / eject work only for the player itself, while they see the other players floating in the air

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so I'm thinking to use a global vehicle instead, however I have no idea how to make a vehicle "float" and make extremely precise turns

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hence:

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is there a way to make a "hovering" vehicle?

modern river
#

Invisible wheels.

sinful sail
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is there a way to add conditions to assembleInfo

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this thing can be assembled inside cars

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= 💥

summer moat
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hovering unfortunately at the same height regardless of terrain bumps

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but really, there isn't a physx param for gravity?

strange egret
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@Apollo#1366 just addonbuilder without binarize checked...

viral rapids
summer moat
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@viral rapids that is the same as using setVelocity or various equivalents

viral rapids
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no

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This uses PhysX (AddForce). Read the Description

summer moat
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it doesn't hover though, how do you compute the necessary force to keep it STEADY up

viral rapids
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Read the Description
Link to Example script is in there.

summer moat
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i am reading it dscha

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and i'm also trying it

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i might be applying it wrongly, but it is not overing, it just... woggles

viral rapids
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Remove lines 45-49. That was testinger stuff (the Ropes part)

summer moat
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while falling

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ok

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sorry not working, model gets a force applied and disappears

viral rapids
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No clue what you do

summer moat
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i copied pasted your script and called the object that I want to hover OBJECT in my mission.

viral rapids
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Is it a PhysX Object?

summer moat
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yes

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it's a plane.

viral rapids
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Others tried it before, worked for them

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....

summer moat
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anyway, if this uses draw3d i'm back to the same problem

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i need it to work in mp

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i already have all of my system working in MP

viral rapids
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Do you even read it?

#
/////Optional:```
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Anyway, no clue what you do, other tried it before and it worked for them. ¯_(ツ)_/¯

summer moat
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I took that away

viral rapids
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Test it with a Crate

summer moat
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ok

viral rapids
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Could be the Plane Simulation stuff, that borks it (iirc i haven't used anything else, except a Crate/simple PhysX Object)

summer moat
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same result

#
  1. put a CargoNet_01_box_F in a mission, named it OBJECT
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  1. put this object above the ground,
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  1. run the code on init.sqf except the last optional part
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start the mission, it flies away and disappears

viral rapids
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No clue ¯_(ツ)_/¯

summer moat
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am i supposed to use it differenlty from what I just stated?

viral rapids
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That Codesnippet is for EditorConsole (and only an example of how it can work/be used)

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More or less just copy Line 9-58, past it in the COnsole, Local, done

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Not much someone can do wrong in there

summer moat
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ok, it has been used successfully by others, not much anyone can do wrong about this script, got it

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thanks for sharing

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that's the working thing

viral rapids
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Don't have Arma installed =}

summer moat
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interesting

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then unfortunately this script doesn't work anymore.

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will see if it's an easy fix.

viral rapids
summer moat
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_veh = objectParent player; returns an objNull

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no need

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done here.

sinful sail
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no one knows about conditions for assembly ?

strange egret
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i suspect this is heavily hardcoded...

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download latest all-in-one config (google) and search it for the action if you can find stuff and then test it out if you find something

sage steppe
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Hey, is there a way to turn a players saturation up via script or mod config? I think the game looks way nicer with saturation so want to push it to my mods as a preset

dull bolt
hot pine
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change transportSoldier to 0

boreal heart
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Is there a way to make a UAV not usable to anyone with a UAV terminal?

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I.e the CRAM that came with the jets DLC, I want it to be there on the map but I dont want players to be able to select it from the list

untold temple
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can do it in mission editor with disableUAVConnectability I think. no idea about config

boreal heart
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Looking for a config solution, but cheers anyway 😃

untold temple
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maybe set isUav = 0; but still have crew = "B_UAV_AI";

junior bane
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guys, in the weapon config is the class Gunparticles. Can i make my own Particels? Where is the path of the Gunparticels ?

for examples

stoic lily
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@junior bane get yourself an all in one config/config dump

junior bane
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i found it

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i make this, merci ^^

grand sundial
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Do dialogs show up in the config viewer if so where abouts?

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To answer my own question yes they do and directly under configfile as their classname

untold temple
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Some are inclass RscInGameUI. Depends on what the dialog is

junior bane
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Have anyone a idea to create after bullets a particle effect? Can i create a new Magazine in the config with particle effect?

untold temple
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effectFly

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it's what is used for the bubbles on the underwater rifle

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but that particular effect (class AmmoUnderwater) has a condition enabled = "(distToSurface - 1) * (-1)"; so that it only shows under water

junior bane
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yeah i have found it with effectfly. Can i combine with my own effect?

untold temple
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yes

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type = parameter in your effect, points to the CfgCloudlets classname

junior bane
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yeah i have^^ works. great 😃 thx da12thmonkey 👌

grand sundial
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What is the root when loading images throught the text parameter when creating gui elements?
currently I am using the form text = "\ModName\Addons\AddonName\Data\image.paa"; But that is just displaying the text literally not the image

untold temple
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try getting rid of the leading \

jade brook
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"\component\folder1\folder2\file.ext"

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modname\addons is definitely 100% wrong

untold temple
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unless they have a pboprefix defining it as such

jade brook
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The root for most entries is a virtual addons folder made up of all the addons folders of all components, vanilla or mod.

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@mod\addons
should never be used in such paths.

grand sundial
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Thank you building now 🤞

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I still can't get it to work. If I had Image.paa directly inside the folder being built into the pbo what would I write?

jade brook
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@mod
    addons
        config.cpp
        textures
            file.paa


// config.cpp
texture = "\textures\file.paa";

Assuming no PBOPREFIX

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What tools?

grand sundial
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what do you mean by tools?

jade brook
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What tools do you use to binarize the folder

grand sundial
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Arma 3 Addon Builder

jade brook
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Did you add *.paa to "files to copy directly"?

grand sundial
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No, but I have just checked and it is already there

jade brook
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hmm

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What config entry is it? What does the config look like?

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Probably RscPicture.

grand sundial
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class NYREX_background
    {
        idc = -1;
        type = CT_STATIC;
        style = ST_PICTURE;

        colorBackground[] = { 1, 1, 1, 0 };    
        colorText[] = { 0, 0, 0, 1 };        
        font = TahomaB;                        
        sizeEx = 0.023;
        text = "textures\file.paa";
        x = 0 * safezoneW + safezoneX;
        y = 0 * safezoneH + safezoneY;
        w = 1 * safezoneW;
        h = 1 * safezoneH;
        moving = 1;
    };
jade brook
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"\textures\file.paa";

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leading backslash

grand sundial
jade brook
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I may have fucked up.

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@mod
    addons
        component (= tag_component.pbo)
            config.cpp
            textures
                file.paa


// config.cpp
texture = "\component\textures\file.paa";
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Of course the pbo file has a name too...

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Oh lol

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I just checked out the screenshot.

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I know what's wrong.

untold temple
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        style = ST_PICTURE;``` do these require defines?
jade brook
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You don't actually use a RscPicture. You recreate the config yourself and made a RscText

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Because the macros are undefined.

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What Monkey said.

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You need to include the header file with the macro defined...

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Let me search...

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#include "\a3\ui_f\hpp\defineResincl.inc"

This in line 1 of your config.

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It should be the right one.

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Sadly I don't have Arma on this machine.

grand sundial
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Okay testing that now

jade brook
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They name the folder "hpp", but the files ".inc". This is baffling.

grand sundial
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okay somthing happend

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I can see the outline of the image but everything is black

jade brook
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Well

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colorText[] = { 0, 0, 0, 1 };

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RGB are all 0

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So... it's black^^

grand sundial
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but it is an image not text?

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if it was 1,1,1,1, would it not be all white?

jade brook
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Yes, but you entered the picture path as "text" too. Don't argue with Czech programming.

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1,1,1,1 means all channels full, not necessarily white when the picture itself isn't white.

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1,0,0,1 would mean tint the picture red for example.

grand sundial
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Well thats what it means but not what you would think

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and sucess

jade brook
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Yey

grand sundial
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Thank you so much

jade brook
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This was more painful than it had to be.

grand sundial
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Only in arma could displaying an image be so confusing

barren umbra
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Is there any setting anywhere with controls how fast vehicles get refueled/rearmed/repaired when next to service vehicles? I don't like how fast it is in vanilla.

stoic lily
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i think its related to cost of the vehicle

barren umbra
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I would love to have more control over this

wise fog
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I think reconfig with a mod or you would have to do some script magic is the only way

barren umbra
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@wise fog But reconfig what exactly? That is the problem, what to change to slow down repair/rearm/refuel process?

stoic lily
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disable that system and script a custom one instead

wise fog
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Would change the cost if kju is right

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A custom one would most likely be the best and easiest result though

barren umbra
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@stoic lily Oh, I think you are under erroneous assumption that I'm able to script anything 😛

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I just want to slightly adjust he vanilla system

wise fog
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Would be easier to just learn and script rather then mess with BIs stuff 😂

hot pine
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Rearm is hard-coded to 20-25s

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Rearm is hard-coded to 20-25s

strange egret
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cost doesnt just affect refuel time. It also affects AI calculation

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so unless you want to screw everything else, dont touch it.

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super shitty but thats arma... legacy bullshit

wise fog
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Good to know on both information - thanks

barren umbra
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I really liked the system they have in the Support multiplayer game mode. The service you get on the helipad is really nice. Also the vanilla services do not work if you start a local server from a launcher and join it (so you can split the cores), it just does not function in that case.

fathom thorn
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Hi guys. does pip work on infantry?

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I tried, but it turns black. maybe I did something wrong, or its not supported ..

barren umbra
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It sometimes does

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I think its about settings, I was able to get the active camo on uniform working

boreal heart
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What config codes would I need to make a vest into a rebreather? I've gone through the actual rebreather config but nothing stands out, probably right infront of my eyes but cant find it

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airCapacity = "x"; is about the only one that stands out, but is there more I need?

untold temple
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class ItemInfo>>>vestType = "Rebreather"; probably

boreal heart
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@untold temple Cheers I'll see what I can do. Also the Uav question I asked previously, your answer seemed to work for the time being 😃 Cheers

fast mica
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Anyone able to point me in the right direction for adding more seats to a helicopter and adjusting the co pilot position? For A2 UH-1H Huey

balmy sable
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You need to modify the .p3d for that.

fast mica
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Same with adjusting the co pilot seat? @balmy sable

balmy sable
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Yeap, the positions are set by special triangles in the .p3d file ("proxies").

fast mica
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Oooo okay, this'll be a fun learning curve 😄

balmy sable
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If you have a look at some of the tutorials for Object Builder/O2 you'll be able to get started on that (unless you want to learn a 3D modelling package like Blender).

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Almost every useful object in Arma uses proxies so whichever tutorial makes the most sense should be fine.

untold temple
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you can adjust the position by making new animations too. The proxy triangles just act as the centre coordinate for the animation

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so if you increase the offsets in the .rtm, unit moves the same distance as if you'd moved the proxy

fast mica
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Okay cool, I'll have to play around with it

boreal heart
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Does the Pylon loadouts only apply to airvehicles?

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What if a land vehicle is capable of swapping out AA and Rocket pods for example?

barren umbra
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@fast mica In CUP we already added more seats to the UH-1H (up to 13 cargo, from 4), but you do need unbinarized p3d to add more proxies

fast mica
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Got the A2 samples which're unbinarized @barren umbra

barren umbra
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@fast mica Not sure what you need to do to make it work in A3, I didn't make the conversion. I only added some extra seats

fast mica
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I've managed to rewrite the configs with the test helicopter config, it legitimately works which is fab. I only need to work out how to add more seats and ideally a few seats people can fire from

barren umbra
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It's not that hard really, you just copy the proxies from other seats and make sure they are named correctly and positioned where you want them, you just need to put those proxies on all of the lods. You can look at CUP's UH-1H config to check how the FFV seats are done, those are just config stuff, they use the seat proxies

fast mica
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Yeah seems easy enough, I gotta play and grasp the object builder

fast mica
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@barren umbra With my seat dilemma, it seems as if the seats are all there actually. ( I think it's because I'm looking for the different named options like the other mod helis, gotta test it some more)

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Slightly reassuring but I've now noticed the rotors don't spin 😂

boreal heart
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Does anyone know whether airvehicles can utilise minrpm?

stoic lily
neat harbor
#

ty

junior bane
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had anyone a tutorial for Vehicle turrets?

I cant turn around in third Person - in Ego i can move the turret, but not the playercam
I cant Shoot
im in comanding - can i disable it?

I have looking in the samples and in the offroader HMG.
But something is missing or something i did wrong ...

astral rivet
mint pike
#

G'day there boys, im making a custom faction/unit, and im trying to have it so the gun spawns with attachments, anyone able to point me in the right direction?

boreal heart
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@mint pike

class cfgWeapons
{

class PARENTCLASS;
class CUSTOMCLASSNAME: PARENTCLASS
{
    class LinkedItems
    {
        class LinkedItemsOptic
        {
            item = "ATTACHMENT CLASSNAME";
            slot = "CowsSlot";
        };
        class LinkedItemsAcc
        {
            item = "ATTACHMENT CLASSNAME";
            slot = "PointerSlot";
        };
        class LinkedItemsUnder
                       {
                              item = "ATTACHMENT CLASSNAME";
                              slot = "UnderBarrelSlot";
                        };
    };
};
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Wow that copy paste came out shit haha, but you get the idea

mint pike
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oww ok

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thanks

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and then whatever the "CUSTOMCLASSNAME" is i put in the "weapons[] =" of the unit script im assuming?

boreal heart
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From my experience you dont need that for custom factions

mint pike
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yeah, but i want the gun for the custom faction to have set attachments

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ile throw this in and give it a shot, see if it works

boreal heart
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What you do with the above CUSTOMCLASSNAME is just put that into your soldier config and they will have the weapon

mint pike
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ok cool thanks

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CowsSlot is sight, PointerSlot is silencer and UnderBarrelSlot is light etc.?

boreal heart
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Pointer is lasers

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under barrel is grip and bipod

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there is one for muzzle but I forgot what the class it

mint pike
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cheers

junior bane
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hm can i define a new Turret for a Vehicle with Ammunation?

junior bane
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i have found

nimble sequoia
#

I'm seeing this in the rpt:
Updating base class ->srifle_EBR_F, by uk3cb_baf_weapons\addons\UK3CB_BAF_Weapons_L129\config.bin/CfgWeapons/UK3CB_BAF_L129A1/ <snip>

Is there anything wrong with this inheritance in CfgWeapons?
https://hastebin.com/bejatajike.scala

stoic lily
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load order/missing requiredAddons

jade brook
#

Missing requiredAddons

nimble sequoia
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lol, it's only a snippet of the code, there is a CfgPatches with requiredAddons which includes the relevant A3 call

grand zinc
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Are you sure the one you are using is really the correct one though?

livid heath
#

does anyone know how to remove camshake on crewmen?

#

class CamShakeFire
{
power = -1;
duration = -1;
frequency = -1;
distance = -1;
};
class CamShakePlayerFire
{
power = -1;
duration = -1;
frequency = -1;
distance = -1;
};

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i've tried this, as basically my grenadelauncher ammo is inheriting from a grenade with camshake on it

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and i cannot for the life of me remove it on my vehicle grenade launcher ammo

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i tried using delete on the class and that wouldnt work

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ive triedsetting the values to -1 in case that might have worked

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it seems i might have to go all the way back up the inheritance tree and change my bases to avoid this feature being established in the first place

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what happens as a result is that the grenade launcher, fired fro mthe cobra nose, is causing the pilot view to shake all over the place

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camshakefire appears to be passing on default values to the pilot

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and i can't stop it

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anyone ever attempted to fix this issue?

hot pine
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simple 0 is not working?

livid heath
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testing

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i had used 0 before to no effect

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BUT i just looked again at the configviewer and it seems some of the default values have been changed recently, so am resetting to defaults with 0 power

nimble sequoia
#

@grand zinc We're using A3_Data_F_Loadorder, which includes A3_Weapons_F, of which srifle_EBR_F is a member. With this questioning over the requiredAddons, can I take it that the actual inheritance code I posted looks correct to people?

grand zinc
#

Isn't the EBR marksman dlc?

livid heath
#

class CamShakeFire
{
power = 0;
duration = 0.2;
frequency = 20;
distance = 0;
};
class CamShakePlayerFire
{
power = 0;
duration = 0.1;
frequency = 20;
distance = 1;
};

#

default values on 40mm gmg ammo - still no use

grand zinc
#

I don't know if your code is perfectly correct. But I don't see anything wrong

nimble sequoia
#

Can you double check for me that I'm correct in saying that srifle_EBR_F is in A3_Weapons_F please?

livid heath
#

that's the effect i'm trying to avoid

grand zinc
#

Yeah I'll check. In the meantime. Can you answer my question?

nimble sequoia
#

I don't know if it's a marksman dlc weapon.

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I don't think it is, looking through the list

#

srifle_EBR_F = "Mk18 ABR 7.62 mm"
Marksman DLC = Cyrus, ASP-1, Mk-1 EMR, SPMG, Mar-10, Mk14, Navid

grand zinc
#

I found a ton of EBR's in the weapons pbos

jade brook
#

Let me check srifle_EBR_F

stoic lily
#

@nimble sequoia UK3CB_BAF_L129A1

#

this is the source you have to start looking

#

its defined in two configs

jade brook
#
        class srifle_EBR_F: EBR_base_F //inherits 37 parameters from bin\config.bin/CfgWeapons/EBR_base_F, sources - ["A3_Weapons_F_LongRangeRifles_EBR"]
stoic lily
#

and one is loading before the second, while it should be the other way around

jade brook
#

There, you need A3_Weapons_F_LongRangeRifles_EBR for this one, not A3_Data_F_Loadorder.

stoic lily
#

Updating base class ->srifle_EBR_F, by uk3cb_baf_weapons\addons\UK3CB_BAF_Weapons_L129\config.bin/CfgWeapons/UK3CB_BAF_L129A1/

nimble sequoia
#

ok, let me think

stoic lily
#

this says:

#

config 1: class UK3CB_BAF_L129A1;
config 2: class UK3CB_BAF_L129A1: srifle_EBR_F

#

so it tells you it goes from no parent to srifle_EBR_F

jade brook
#

Yep, add A3_Weapons_F_LongRangeRifles_EBR to required addons and it's fixed.

stoic lily
#

either config 1 is wrong defined, or you need to fix the load order (1 to depend on 2 via requiredAddons)

#

@nimble sequoia dont think - but use agent ransack or similar search tool to scan your configs

nimble sequoia
#

I'm thinking about commy2's suggestion...

jade brook
#

The all in one config says which config you need to require.

stoic lily
#

they talk nonsense - ignore them 😃

nimble sequoia
#

😉

#

I'm using the all-in-one-config dump...

stoic lily
#

you can verify it by checking the order of your cfgPatches class in a config dump

#

it will show the actual load order and tell you currently your config 1 is loaded before 2

nimble sequoia
#

commy2 says add A3_Weapons_F_LongRangeRifles_EBR to requiredAddons fixes it... but A3_Data_F_Loadorder includes this class

stoic lily
#

yes thats not the problem

#

as said ignore his point here. its not relevant

#

these warnings are to tell you about inheritance mismatch - aka the parser finds something strange when it builds the complete config tree in memory

nimble sequoia
#

I'm reading through your notes now kju - thanks to all that are helping

stoic lily
#

Updating base class ->LIB_Truck_base, by WW2\Core_f\alarm9k_SmarterTanks_f\config.bin/CfgVehicles/LIB_SdKfz222_base/ (original WW2\Core_f\alarm9k_SmarterTanks_f\config.bin)

#

if you run the dev branch exe, it also tells you the second config it found not matching

#

however you need to find the first one

#

in my case this happened as the first config had requiredAddons[] = {}; and thus was loaded first with doing class LIB_SdKfz222_base; while it has to be loaded last/after the actual vehicle configs

jade brook
#

Shrug. You should've just posted the full config with the CfgPatches.

nimble sequoia
#

It wouldn't really help you commy2, it's nested

#

class CfgPatches {
class UK3CB_BAF_Weapons_L129 {
author = AUTHOR_3CB;
name = "3CB BAF Weapons - L129";
url = WEB_ADDRESS_3CB;
requiredAddons[] = {"UK3CB_BAF_Weapons_Ammo"};
requiredVersion = 0.1;
units[] = {};
weapons[] = {
"UK3CB_BAF_L129A1",
"UK3CB_BAF_L129A1_Grippod",
"UK3CB_BAF_L129A1_AFG",
"UK3CB_BAF_L129A1_FGrip",
"UK3CB_BAF_L129A1_FGrip_Bipod",
"UK3CB_BAF_L129A1_Bipod"
};
magazines[] = {};
};
};

jade brook
#

What was the line in RPT again?

nimble sequoia
#

Updating base class ->srifle_EBR_F, by uk3cb_baf_weapons\addons\UK3CB_BAF_Weapons_L129\config.bin/CfgWeapons/UK3CB_BAF_L129A1/ (original uk3cb_baf_weapons\addons\UK3CB_BAF_Weapons_L129\config.bin)

jade brook
#

´magazines[]` isn't actually a thing btw. No idea where that came from.

nimble sequoia
#

No idea either, it's not actually 'my' config, but I am trying to fix it.

jade brook
#

Are there two definitions of UK3CB_BAF_L129A1 in the source code?

nimble sequoia
#

This is what the nested cfgPatches comes down to:
requiredAddons[] = {
"A3_Data_F_Loadorder",
"cba_xeh",
"cba_jr"
};

#

We use that in all our mods, and it seems to work everywhere else, so I'll be surprised if it's just wrong for this one weapon.

jade brook
#

Can you ctrl+f the folder for class UK3CB_BAF_L129A1 ?

#

Looks like there two configs with that weapon and one isn't requiring the original, but only uses it as reference.

nimble sequoia
#

Could be - I'll try to check that.

#

I think that's what kju was suggesting - check for 2 definitions of the weapon class with differing inheritance? I guess they'd need to be in different files for that to happen.

jade brook
#

That's what I suspect, but it would mean that the rpt message is very unhelpful in claiming some config as the original which obviously isn't the original.

#

Or are there multiple configs in that pbo?

nimble sequoia
#

No, just the one config, that's what is confusing me. But I'm running a full pack of pbo's, so am going to remove as much as possible and check the rpt's again.

jade brook
#

Throw it on github and it's fixed in 5mins.

nimble sequoia
#

Having removed other weapon pbo's the error has gone, so it does look like there is another erroneous definition somewhere in one of the other pbo's.

jade brook
#

Is there UK3CB_BAF_L129A1 in that other pbo?

nimble sequoia
#

That's what I'll be looking for (later today), but it's a very big pack, so not a quick job.

jade brook
#

I can just search with sublime text through a folder of files and it takes like a minute on this 7 yo laptop for BWA3.

nimble sequoia
#

sounds interesting, I'll google that

#

thanks again for the help, have to run now

jade brook
#

If you find:

class UK3CB_BAF_L129A1;

in any of those config patches, you need to add the origin on UK3CB_BAF_L129A1 which is UK3CB_BAF_Weapons_L129 to requiredAddons of that config patch.

#

This is why we put all rifles into one config for BWA3...

stoic lily
#

filter for *.cpp;*.hpp;*.h and for term class UK3CB_BAF_L129A1;

gilded lake
#

grep -irn --include=\*.{cpp,hpp,h} "class UK3CB_BAF_L129A1;" . 😁

#

if you happen to be on Linux/Mac which you probably aren't ^^

river arrow
#

A question about RscPicture controls. Is there any flag that can be used (in either style or type) that changes scaling behavior on an image. Im aware you can set it to clip, repeat or fit, but I was wondering if you change from LERP to nearest or just don't smooth

livid heath
#

so the vehicleclass "Mines" is hardcoded. who knew?

#

if you make a new class of mine, be sure to keep this vehicleclass, or else placing the vehicle part of the mine in the editor or mission will result in non-working behaviour

#

just had to clone an apersmine and then gradually introduce my changes (model, ammo, etc) and all worked til i changed the vehicleclass

jade brook
#

Interesting.

kindred moss
#
class MineBase;
class my_apers_mine : MineBase
{...};``` wouldnt that work?
livid heath
#

yep, we just give everything a custom vehicleclass in unsung

#

but mines behaviour is hardcoded

#

worth knowing

#

am now wondering how many other functions rely on keeping vanilla vehicleclasses :/

#

just gonna re-post my query as it got swamped yesterday

#

does anyone know how to remove camshake on crewmen?
class CamShakeFire
{
power = -1;
duration = -1;
frequency = -1;
distance = -1;
};
class CamShakePlayerFire
{
power = -1;
duration = -1;
frequency = -1;
distance = -1;
};
i've tried this, as basically my grenadelauncher ammo is inheriting from a grenade with camshake on it
and i cannot for the life of me remove it on my vehicle grenade launcher ammo
i tried using delete on the class and that wouldnt work
ive triedsetting the values to -1 in case that might have worked
it seems i might have to go all the way back up the inheritance tree and change my bases to avoid this feature being established in the first place
what happens as a result is that the grenade launcher, fired fro mthe cobra nose, is causing the pilot view to shake all over the place
camshakefire appears to be passing on default values to the pilot
and i can't stop it
anyone ever attempted to fix this issue?
https://community.bistudio.com/wiki/CfgAmmo_Config_Reference#CamShake

#

class CamShakeFire
{
power = 0;
duration = 0.2;
frequency = 20;
distance = 0;
};
class CamShakePlayerFire
{
power = 0;
duration = 0.1;
frequency = 20;
distance = 1;
};
default values on 40mm gmg ammo - still no use

#

it doesnt affect the crewman using optics view with modeloptics, but pilots dont really have one

#

just weird that changing the values has no effect on the pilot?

hot pine
#

do you mean headbang?

livid heath
#

yes

#

the pilot moves rapidly backwards and forwards

#

and so does the gunner

#

in the vid i linked you can see them both headbanging

#

maybe i should have put some Maiden on the soundtrack lol

livid heath
#

@hot pine do you have any idea why i cannot remove the effect?

boreal heart
#

Would that be the velocity thing where when you accelerate you go back, and then forward when you decelerate? Maybe it keeps doing that 24/7

#

?

livid heath
#

no, it is related 100% to firing the grenade launcher in the chin turret

#

it happens also to the m113 and static weapons we have with the same weapon added

vital torrent
#

does the weap have any recoil in the model.cfg?

livid heath
#

the only cause i can see is that class CamShakeFire in our 40mm grenade ammo

#

ooh yes probably

kindred moss
#

it related to ammo/magazines?

livid heath
#

but why would recoil affect the pilot, when the gunner turret has the weapon?

vital torrent
#

check the selection

livid heath
#

pilot and gunner are not part of the gun or turret selection

#

it is a rotating chin turret

#

it can probably be repro'd by adding a stock 40mm GMG to a kajman gunner turret

#

then have the pilot fly while the gunner shoots it

#

it's a crazy behaviour

#

and for some reason once your ammo inherits from the grenade containining the class CamShakeFire , you're unable to remove it in any way that I can figure out

#

setting al lthe values to 0 or -1 does nothing to change the behaviour

#

seems really strange

kindred moss
#

does camera actually shake when you fire a weapon or character only moves affected by recoil?

#

in case the later you might need custom gunneraction or something alike, its due to animation maybe

livid heath
#

im almost certain its camshakefire

#

ok here's my weapon config

#

weapon in the vid is uns_M129_cobra_GL firing uns_M75_GL_302rnd magazine containing Uns_G_40mm_HE_v ammo

#

i think the issue is very specific to grenade launchers mounted on vehicles where the driver has not got forced optics

#

so if you mount a GMG on a stock vehicle, it should be seen in a vehicle with turned out driver

#

i will see if i can repro it

#

unfortunately the documentation for CamShakeFire does not explain how to prevent the effect from happening

#

i don't define any recoil. but my weapon inherits from GMG_F

vital torrent
#

you could not inherit from GMG_F and see if you have the same prob

livid heath
#

i guess im more trying to report it as an unexpected issue with the class camshakefire

#

but i can try to go further up the inheritance tree

#

what i will do initially is add some machine gun mags and ammo to the same weapon and see if that removes the problem

#

that will prove if it is ammo related

vital torrent
#

Good idea 👍

hot pine
#

it's not cam shake

#

it's recoil

#

if you want to reduce you can use muzzleImpurceCoef thing

#

muzzleImpulseFactor*

strange egret
#

@hot pine would it be possible to get the formula for the recoil force that results from hit values and the impulsefactor?

junior bane
#

can i move the memorypoint with the object? because im in trouble with turret optic. i click left mouse button, he goes in the optic and and the cam stuck and i can move only my turret.. or what is the problem?

vital torrent
#

you have to include the "eye" point in the "gun" selection

junior bane
#

which "gun" selection?

livid heath
#

@hot pine - why would recoil in a weapon in a gunner turret of a cobra helicopter affect the pilot?

#

surely that is unwanted behaviour?

vital torrent
#

@junior bane i guess you have a nameSelection for the MainGun anim of the weapon

hot pine
#

@strange egret I think already posted it somewhere, I can copy it next week

#

@livid heath it sounds logic, doesn't it?

strange egret
#

thanks reyhard. I haven't seen it in the usual dev channel posts and also not around here

vital torrent
#

is there a way to edit the impact point of a weapon to match the sight?

strange egret
#

normally you would do the opposite...

#

also how exactly do you want to match the impact point? What kind of sight is it? A full reticle with range marks or just a fix crosshair / iron sight?

vital torrent
#

it's an aircraft

#

let me take a screen

livid heath
#

@hot pine ok when i added a minigun mag to the 40mm GMG grenade launcher weapon (in its permitted mags, and in the helicopter vehicle turret config) - the weapon can be reloaded wit hminigun mag, and has no shake effect

#

this means it must be the ammo causing the issue

#

camshakefire

#

rather than the weapon, with any associated recoils

hot pine
#

Lol

#

Believe me, it's recoil

#

Shot bullet doesn't have recoil

livid heath
#

if i reload the 40mm mag it shakes, if i reload the minigun mag (both in the same 40mm weapon) then the behaviour toggles on and off

hot pine
#

Shot she'll has

livid heath
#

ohhh its in the simulation?

hot pine
#

Why are you so stubborn sometimes

livid heath
#

i don't mean to be

#

i'm trying to fix the issue, and am very grateful for your advice

strange egret
#

recoil base value is bullet dependant, not weapon dependant

livid heath
#

ithought recopil was set in cfgweapons

strange egret
#

its not set anywhere

livid heath
#

it is in a handheld weapon

strange egret
#

its hardcoded by some formula involving ammo hit value and possibly other things

#

well not for vehicles...

livid heath
#

class cfgRecoils
etc

strange egret
#

irrelevant for vehicles

#

to my knowledge anyway..

livid heath
#

i wasn't aware of that

#

recoil = "M240Recoil";

#

etc

#

thats what i assumed reyhard meant

#

nobody mentioned simulation being a factor

#

so im not being stubborn, im scientifically tackling the issue 😉

#

ok so i mus tchange simulation type in my ammo - outstanding

#

or muzzleImpulseFactor

#

wel lthat's a mystery i have never seen or used this factor before

strange egret
#

its new

livid heath
#

so apparently it goes in the magazine?

#

how new? like dev branch or main?

strange egret
#

click on wiki page history

livid heath
#

OK added it a month ago

hot pine
#

it's on stable already

#

array syntax is devbranch

#

so muzzleImpulseFactor = 0.01 should do the trick

livid heath
#

class uns_VGLmagazine_base: uns_Vmagazine
{
muzzleImpulseFactor[]={0,0};

#

fixed

#

thanks so much

#

😃

#

array worked in non dev

#

i wasn't being stubborn there mate, was just trying to fix the issue by diagnosis. apparently faulty on my part but there we go.

hot pine
#

np 😉

livid heath
#

i guess you spend a lot more time than me in vehicles

hot pine
#

glad it's solved

livid heath
#

cheers

vital torrent
hot pine
#

@vital torrent edit head position in rtm?

vital torrent
#

basically it's not possible to "move" the bullet trajectory?

livid heath
#

ok here's what i would do

strange egret
#

you can angle it upwards @ Giallustio

vital torrent
#

i could move the weapons memory points but meh

#

@strange egret it doesn't affect the AI?

livid heath
#
  1. lift the pilot proxy up a little, so his eye when zooming is exactly looking through the centre of the reticle
strange egret
#

AI should be able to compensate. But if you angle it upwards the bullet still has a firing arc and it is not parallel to pilot sight

#

do you have pilot HUD set up properly? or is this just a texture?

#

looks like later to me

vital torrent
#

texture iirc

#

it's an old a2 model

strange egret
#

you can still make a HUD for it...

livid heath
#
  1. then (using heavy tracer ammo) tweak the position of your muzzle memory points (usti hlavne) relative to the chamber memory points (konec hlavne)so they converge at say 400m away in the centre of your reticle
untold temple
#

does that work on planes? Rockets and guns used to be fired exactly forward back in the day.

#

angling mem points I mean

strange egret
#

yeah angling gun memorypoints does not work

untold temple
#

I know it works with angled gunpod proxies in dynamic loadouts

strange egret
#

possibly also main cannon (gunbeg gunend)

vital torrent
#

I could rise them

livid heath
#

hrm well mine work great, i have quadcannons in the A1 skyraider that converge

vital torrent
#

but then the bullets would start from an higher point

livid heath
#

though a little offset is normal, and expected, for example if you have a left wing cannon, you expect it to hit a little left of your center

strange egret
#

try gunAimDown = 0.0; /// adjusts the aiming of gun relative to the axis of model
headAimDown = 0.0; /// adjusts the view of pilot to have crosshair centred
first

vital torrent
#

try that already

#

i think it's only for hud

#

because i had no change at all

#

even with pretty high values

livid heath
#

i think moving the pilot is key to solving your problem

#

if he moves up the tracers will also move up relative to the front sight glass

#

feel free to pm me your model

vital torrent
#

that is an idea, but the pilot will clip out of the cockpit lol

livid heath
#

off for food now but i can look at it tomorrow

strange egret
#

change the pose then

livid heath
#

oh, so when you zoom in, how far off fro mthe centre of your glass reticle is the weapon cursor? that's what i normally set up first

strange egret
#

changing view angle limits and default view (in config) also changes relative position

#

if its just a solid texture it will always be off, no matter what you do

hot pine
#

angling memory points works

vital torrent
#

so, you suggest to move to the hud cfg

livid heath
strange egret
#

reyhard, does the collimator uv set source work for vehicles or just for handweapons?

livid heath
#

i did this for our cobra the other day

hot pine
#

just for hand weapons

vital torrent
#

@hot pine i know they work with AT weapons for sure, but the AI aim is really bad

livid heath
#

you can see the crosshair vs the reticle cross

hot pine
#

yeah, that's why I would suggest moving head a little bit higher or move sight down

livid heath
#

it is pretty vital to match the weapon crosshair close to your reticle centre

#

yeah same rey

#

get the centres aligned before yo utouch the weapon mem points

vital torrent
#

i will

#

ty guys!

livid heath
#

yo ucan squash the pedestal of the glass to lower it

#

if needed

#

in the pic i just linked yo ucan see the game crosshair almost lined up with my reticle

#

i left it slightly off line because in reality the rockets dip

#

so it was a best-fit for the rockets / minigun / thumperetc

#

the right side 20mm cannon hits slightly left on the reticle, but its height is good

#

i have no issue with that variation

#

so line up your pilot eye/ game crosshair / reticle, then massage your muzzle mem points

#

job done

vital torrent
#

done

#

i need to center a bit the camera, but i think it's pretty good already

#

thanks guys

astral rivet
#

Is it possible to render PiP in the Class MFD using the Polygon Texture source?

livid heath
#

@vital torrent where is your game crosshair in relation to your reticle? are they aligned?

vital torrent
#

fixed, ty

turbid coral
#

Guys, a quick question

I am trying to store some values in parsingNamespace via Config

like this

class CfgPatches
{
    class mode
    {
        units[]={};
        weapons[]={};
        requiredVersion=0.1;
        requiredAddons[]={};
        author[]={"longbow"};
        magazines[]={};
        ammo[]={};
    };
};

__EXEC(mode= "test")

But
parsingNamespace getVariable ["mode",""] returns me an empty string.

why?

balmy sable
#

Because the "mode=..." gets executed in binarize.exe when it's building your addon into a .pbo, and then binarize.exe just releases everything in "parsingNamespace" when it exits.

#

Also I assume parsingNamespace is cleared every mission load anyhow (well after all the addons have been loaded) too.

#

If you want to store random things in configs, just create classes prefixed with your OFPEC registered tag, like:

class lngb_SomeNiceVariables
{
    mode = "test";
};

(where "lngb_" would be your OFPEC prefix)

turbid coral
#

then new question comes

#

is there a good getter for booleab values from config?

#

I recall I had it working from missionConfigFile

#

seems does nto work from just configFile

turbid coral
#

resolved, if I build mod with Addon Builder from tools and binarize option is enabled - then nothing goes to parsingnamespace, if disable binarization - it works

stoic lily
#

interesting find

radiant inlet
#

@jade brook A while back you helped me out with adding a texture to the game, how did you get a "all in one config dump from the games master config" you were talking about

jade brook
strange egret
#

@hot pine when you are at digging for the formula for recoil, having the formula for bullet bounce angle (based on angle of bullet impact to target plate and deflecting value in cfgammo) would also be extremely helpfull

#

testing this empirically is a butt load of work... i made one test for just one deflecting value with 1200 shots, counting number of deflections at various angles xD

hot pine
#

there is also deflection param in rvmat

strange egret
#

does it have an effect on the result? Haven't tested with different materials

hot pine
#

yes

#

deflection = 2; //material deflection coefficient, works as a simple multiplier of bullet deflecting value

strange egret
#

aha interesting.

#

next question - when bullets penetrate material, the exit angle can change randomly. Can the magnitude of this effect be modified by material or bullet settings?

#

i have bullets with long tracer (sort of laser effect), when they penetrate and go in a different direction it looks extremely stupid, as you see the tracer rotate to change path. Wonder if this issue can be reduced or eliminated in some way.

#

currently i have to set caliber=0 to prevent any penetration, which is obviously problematic when the laser is supposed to be used for AT purposes.

winged fjord
#

Hi guys anyone willing to help me? I want to make it whenever you shoot someone there will be sparks coming from the person instead of blood

#

It's for a cinematic

#

I have no idea really about scripting beside some basic stuff. Maybe there is a mod or something anyone knows?

strange egret
#

what hit effects will be used is defined in the firegeometry lod of the model itself, and this is baked into the model ->no way to change it

#

only way would be to overwrite the effects definition with something else temporarily

grand zinc
#

But he is making the model.
Which he didn't write. But he did in #arma3_scripting

#

I want to make a heavy metal armor and when you shoot the person with the armor sparks come out

strange egret
#

crucial detail that information is...

winged fjord
#

I will just use an existing armor and mod it

#

But it will be on certain armor/person

strange egret
#

define "use existing armor" ?

winged fjord
#

some armor from the workshop

strange egret
#

and you have the unbinarized model with permission from the author?

winged fjord
#

I will try and see if there is an open source one

#

If armorholic would work I can send you one

#

But the site is out of the air or osmething

grand zinc
#

Open-source also doesn't mean you can modify and redistribute it

winged fjord
#

Not redistribute

sullen fulcrum
strange egret
#

you say "cinematic" - do you want to make a video?

winged fjord
#

Yup

sullen fulcrum
#

The license must allow modifications and derived works, and must allow them to be distributed under the same terms as the license of the original software.

strange egret
#

barely anyone around here releases models as open source for arma...

winged fjord
#

I can always trying donating somehting like 10 dollars and try contacting the author if needed

strange egret
#

like i said - if its just for one scene you could replace the blood effect wholesome with sparks. But if you need special distinction or dont want to shoot a very specific scene, you can only modify the model.

#

which requires the files and also permission from the author

winged fjord
#

aLRIGHT

#

Also

#

Is armorholic down

strange egret
#

appears so

#

couldnt reach it yesterday

vital torrent
#

Has anyone ever worked with the thingEffect class? It seems that the timeToLive entry and the disappearAtContact entry have no effect, the object will disappear after few secs (can't say if it's time related or impact related

        model = "\fow\fow_weapons\ammo\cartridge_303brit";
        submerged = 0;
        submergeSpeed = 0;
        timeToLive = 60;
        disappearAtContact = 0;
        airRotation = 1.65;
    };```
wispy patio
#

Does anyone have a tutorial, preferably text based for getting a vehicle into arma

livid heath
#

@winged fjord so yo ucan make a neckscarf accessory, that can be worn with a vest. the model would be a transparent mesh (i.e. completely see through texture) and then apply a "metal_plate" rvmat to its fire geometry, and have it cover your players entire chest. that would be a cheap and easy way to achieve what you are seeking, though it may not fit perfectly to your character especially if he is bending and wearing different shaped vests

sullen fulcrum
#

How do I fix "Updating base class" message in RPT?

jade brook
#
  • don't change inheritance
  • add the config patches of all references / imported classes to requiredAddons
sullen fulcrum
#

This is going to be a pain 🤦

stoic lily
#

fix it

south olive
strange egret
#

if i'm not mistaken you can't brake gradually, its all or nothing. Not ideal for racing...

south olive
#

with controller it is

strange egret
#

ok then it must be tanks only. i cant remember when i sat last in a wheeled vehicle in arma

wise fog
#

looks zippy 😄

south olive
#

yeah 😄

#

but its still super raw, even tho its alredy a lot of fun to drive

sullen fulcrum
sullen fulcrum
#

Fixed the above, I was missed a class rhs_ammo_atgmCore_base: M_Titan_AT {};.

hot pine
#

@strange egret recoil formula
hit * (0.25/13) * initSpeed // assume hit 13 equals to 0.5 kg, hit 650 -> 12 kg

ocean nacelle
#

Hi folks,
How do you code the “class SimpleObject” to every vehicles (consider big mods like RHS, FFAA, CUP) at a reasonable time without wasting A LOT of time on it?
Do you have any script/tool to do it “semi-automatically” (considering further little tweaks manually)?

lofty zealot
#

Regex?

strange egret
#

@hot pine 💚

hot pine
#

There is internal script which is not super fast since you need create vehicle before retrieving animation state

strange egret
#

so the recoil, is it applied at vehicle center of gravity, center of object or where? And how does that torque tie into it?

ocean nacelle
#

@stoic lily Yes I see.. But any regarding to SimpleObject config, right? I'll try to do it then..

#

@hot pine The ideal "tool" should be an external IDE where you can adjust it manually and communicating it via Interceptor, and previewing it with BIS_fnc_adjustSimpleObject.
But too much time/resource consuming for just a little tweak (even If I have a bunch of vehicles to tweak I think..)

strange egret
#

if you do a large mod, you usually do it bit by bit, not everything at once, so the issue for large mods becomes less pressing.

ocean nacelle
#

@strange egret Yeah but me, as a FFAA MOD developer, considering a mod which was started even before the Arma 3 released, things like this do usually pass under our radar (being said, the one who "track" this new features is me and can't handle all of them 😑 )

radiant inlet
#

Is there a way to make new .bisign's for a existing mod and then package those in with another mod? Trying to use the Lythium map but not have the FFAA mod as an optional (aka have naked people running around)

grand zinc
#

Sure. Arma 3 tools has the tools to create your own bikey and then sign whatever pbo you want with it

#

but you have to create your own bikey. You can't make bisigns for the authors bikey

radiant inlet
#

But would it be possible to only have the key/bisigns included in another mod?

#

I know about the keys and bisigns but I dont have a clue if you can package it into another mod

ocean nacelle
#

@radiant inlet As @grand zinc says, Arma 3 Tools allow it. But should I remember you can't reupload other user's content to SW (Yes, even if it's for a Mod-Re-Pack which can decrease the size of the modpack your group uses) due to Steam EULA/Mod license? or should I do it?

radiant inlet
#

Yea I know thats why I need a solution where I dont reupload the entire mod but I cant seem to figure out a way to only be able to load Lytium and not the FFAA mod 😑 @ocean nacelle

#

Easiest thing for me would be if the FFAA devs used seperate keys for the mods but they dont

ocean nacelle
thorn shadow
#

http://ibb.co/b3AFHm

I'm struggling to get the tank physiX right.
When driving forward or backwards the tank only leans in that direction but won't move.
I'd guess the move force is applied too far up front and the log even says something about it:

tireForceAppPointOffset is set above the center of mass. This will result in odd vehicle behaviour  (..)

Problem is, I don't have a tireForceAppPointOffset neither does the sample tank by BI.
Should I define that config and for every wheel or only one?
What else influences the attack point for the movement force? I've tried geometry mass but it doesn't do anything.

hot pine
#

"tireForceAppPointOffset" == "center" in case of tanks

thorn shadow
#

doesn't seem to help, is it even a bug that those force arrows are that far ahead or can I ignore that?

hot pine
#

probably something wrong with geometry itself

ocean nacelle
#

That is showing up to me as well in arma3diag, didn’t get it fixed though

strange egret
#

i get that all the time with my tanks...

thorn shadow
#

http://image.ibb.co/b1K0k6/107410_20171123140931_1.png
http://image.ibb.co/mym2yR/107410_20171123140932_1.png

Man this physX is a pain in the ass, I'd rather manually pack the uv map again than continue fiddling these values.

  • maxDrop and compression is identical to the damper offset, why do the wheels still sink into the ground?

  • accelerating or braking rocks the tank front and back like a seesaw, enginePower is only 202 Kw, what else could influence this? (15t tank)

physX
https://pastebin.com/FjUmWaCa

model.cfg
https://pastebin.com/TmASsYLJ

(edit): max drop in physX is currently smaller than model cfg to thest when the wheel is no longer undeerground the phsX omega whas at 800 originally.

hot pine
#

when damper source is 0.5 there is neither compression or droop present

#

if offset0 & 1 is not equal, then 0.5 animation will be either slightly higher or lower than physx wheels

#

probably
accelAidForceYOffset = -4.0; // Y offset from the CoG where to apply the accelAidForce
causes your issue

thorn shadow
#

thanks, guess the sample tank config is outdated then.

hot pine
#

indeed

#

you can also use sprungMass = -1 for automatic calculation of that value

boreal heart
#

Will the Wiki ever be updated with the new PhysX jazz?

hot pine
#

Yes

#

There are still new parameters incoming for 1.78 though and we are still not sure how to approach few remaining critical issues so it can take some time

sullen fulcrum
#

Does anyone have a commented, vanilla CfgWeapons?

#

I cannot find details about the below entries ```CPP
class CfgWeapons {
class ItemCore;
class InventoryItem_Base_F;
class InventoryFlashLightItem_Base_F: InventoryItem_Base_F {};
class acc_flashlight: ItemCore {
class ItemInfo: InventoryFlashLightItem_Base_F {
class FlashLight {
color[] = {7000, 7500, 10000}; // Colour of the light
ambient[] = {6, 9, 9}; // I can't remember
intensity = 2.5; // Brightness intensity
size = 1;
innerAngle = 40;
outerAngle = 120;
coneFadeCoef = 10;
position = "flash dir";
direction = "flash";
useFlare = 1;
flareSize = 1.5;
flareMaxDistance = "600.0f";
dayLight = 1;
class Attenuation {
start = 0.5;
constant = 0;
linear = 0;
quadratic = 1;
hardLimitStart = 200;
hardLimitEnd = 300;
};
scale[] = {0};
};
};
};
};

#

color, size, coneFadeCoef, hardLimitStart, scale, etc.

grand zinc
#

Well.. It's a flashlight..
And what the code you posted says what color is.

#

Check out the setLight script commands. Most of that stuff has a similear command

sullen fulcrum
#

There's no documentation of those entries other than in the setLight commands 😕

grand zinc
#

Make it yourself I guess.. I remember that I looked at them recently.. I think when checking if you could do NV only lights..
Don't think I wrote that stuff down tho

sullen fulcrum
#

I don't trust myself with writing wiki documentation.

untold temple
#
hardlimitend: Number - max distance hard limit end (end of fading of intensity to 0) in m```
#

color[] array is RGB values.

sullen fulcrum
#

Thanks 👍

thorn shadow
#

Hey it's me again, still failing at physX. Wish there were a documentation that lists common mistakes so I don't have to ask every time something doesn't work.

The performance(engine & gear) settings are identical to bi mbt t-100 reyhard gave me the other day, still the tank only drives <10 km/h and jerks every now and then.
It too can't seem to drive in a straight line, sometimes swaying or leaning slowly left and/or right.

(I have validated the geo and phys lod, recreated all wheel memory points perfectly aligned and symmetrically, weight is too distributed evenly.)

any hint's what it could be?

stoic lily
#

@thorn shadow pray to X3KJ, El Tyranos, RedPhoenix and reyhard (or send large sums of money) 😄

#

you check check our configs (IFA3) for references and PM me if you want a tank model to compare

thorn shadow
#

money? no problem I'm back in a min * grabs his gun *
The model could help, I feel like I've tried every param in the config there is.

strange egret
#

@thorn shadow settings may be identical, but wheel parameters and especially suspension setup (not only params, but also the memorypoint positions) have drastic effects on handling

hot pine
#

usually tweaking
dampingRate
dampingRateInAir
is enough

#

lower value == faster vehicle

zinc oak
#

Question regarding lights on animated parts of a vehicle. Working on porting the arma 2 Takistan landrovers across. Have everything work regarding the vehicle as a whole / plus the weapon systems. However, I have added in animated parts of the model - such as allowing the user in the virtual garage to hide the fuel cans on the side, hide the canvas roof, the spare wheels, the radio rack between the front seats, the military light covers on the headlights, and the whole front bumper / grill. Again, for the most part that works without issue. Unfortunately, I've encountered a problem when hiding the front grill. The grill contains a set of additional spotlights. I've added these as working lights, which switch on and off with main headlights. Again, this all works well. Now, the tricky part. I want them to completely disappear when the front grill is hidden. I have this working to an extent. Initially, when the grill was hidden, everything would go, apart from the two floating light spheres / flares which remained in place. Hoping to remove them, I added the 4 memory points for the two spotlights (position and direction) to 'front_grill', so that they too would hide when the grill did. This worked. When the grill was removed, the light spheres / flares also disappeared from the front grill. Unfortunately, because the memory points are now hidden along with the grill, I have a floating light sphere in the centre of the vehicle - presumably because the Left_2 and Right_2 reflectors in the config.cpp can no longer find the associated position memory points to apply the flares too. How would I resolve this? How can I get the light flares / spheres to completely disappear when the animated front grill / spotlights are hidden? I effectively just want to turn those two lights off, while leaving the main headlights on. Any suggestions?

strange egret
#

not possible, unless individual reflector classes can be damaged individually - haven't dealt with that yet

sullen fulcrum
#

Hey the reskin that im modding in wont appear in zeus item selection and when i use a supply box in zeus and want to insert the item. Got scope , scopeCurator and scopeArsenal all on 2. My item works perfectly and shows up in eden editor and i too can put it in ammo boxes within eden but not in zeus. All unoffical addons in game master doesnt work and applying a script BIS_fnc_activateAddons in eden editor doesnt work too.

zinc oak
#

X3KJ. You can shoot out the spotlights individually. Much like the headlights. Also, I think it can be done. If you check out the CUP datsun. It has a rollbar with two additional spotlights on them. With the roll bar there and the lights on, the spotlights light up and have light flares. When you hide the rollbar via editing the vehicle's appearance in Eden or the virtual garage, the spotlights hide along with the rollbar and the light spheres don't appear in place or inside the vehicle. I just don't know how they did the latter.

hot pine
#

Both pos and dir need to be hidden

zinc oak
#

hi reyhard. I've done that. The four memory points for the spots on the front grill (pos and dir) are part of 'front_grill'. When the grill is hidden, the lights and flares disappear from the front of the vehicle. Unfortunately, I then get a floating light sphere inside the land rover, as if the reflectors in config.cpp can't find the correct pos and dir for the spot lights, so it defaults to the centre of the vehicle.

#

Grill unhidden and lights on. Spotlights there with lights and flare:

#

grill hidden:

hot pine
#

Did you checked if it's not part of another bone?

#

Sounds like a classic bone sharing problem

zinc oak
#

hmm, okay. I did make sure front_grill is not part of damageHide or any other section other than camo for reskinning it. I am not sure about the bone. I'll have to check that. Not sure what it would be sharing though.

#

I'll look into that, thanks.

strange egret
#

@zinc oak you can setdamage to the light points that are to be hidden then.

#

only caveat are repair things

#

it possibly matters if your lights to be hidden are agreggated with the normal front headlights for the purpose of hiding

slim umbra
#

Hi, I would like to take the targeting optics used on the MELB and use it on a different aircraft or UAV. Can this be done and how would I go about it?

slim umbra
#

Alternatively I would like to make a custom targeting pod, how would one go about adding the dynamic numbers such as target grids etc

barren umbra
#

Is there a way to switch the Xian (CSAT VTOL) from tiltrotor to helicopter flight model, without breaking all the animations and stuff? I tried with just config tweak, but pretty much all of the animations broke (rotors didn't turn, gear was always out and such).

untold temple
#

no, planes and helicopters use different animation sources

#

especially if the heli has afm enabled

barren umbra
#

Damn, too bad. Last time I tried, the AI was completely helpless at using the VTOLS

thorn shadow
stoic lily
#

gratz

sullen fulcrum
#

Hey i made an item and whenever i place it in editor and play the scenario the item dissapears after one second, anyone had this issue before? im checking the confiq and nothing seems to odd with the mod file.

thorn shadow
#

physX object with no collision lod falling through the ground?

thorn leaf
untold temple
#

remove barrel in physX LOD?

thorn leaf
#

it's using RHS statics

#

so need's to be scripting or reconfigured I guess

#

I know I will already need to limit traverse

#

ect

#

if so I will move channels ;P

untold temple
#

I can ask the guys about modifying the physX LOD for the next version of the mod

#

but it might not be practical to do, if the AI decides it now wants to shoot through walls etc. if it can aim the gun through

thorn leaf
#

would always be nice if they just make some fortified versions of their statics and I don't gotta worry about it? haha

#

using any direct fire static is really hell to use in any pvp enviornment

#

I was so happy when the uparmored mraps got turn in option

#

such a crucial part to making them somewhat useful

kindred moss
#

cfgMods/mod.cpp bricked again? icons in VA dont work/behave odd, on the left side in VA there are no icons for custom mods, on bottom right sometimes icon is displayed for gear, but out of wrong mod in case you have more loaded, but once you hover over it, it turns into Apex icon
Weapons icons on left are gone too in VA with the difference that they all in all cases default to Apex icon
Mod icons work only in Eden editor... I'd write a bug report but something tells me its already known :))

#

tested on RC, no rpt errors

summer moat
#

Hi all, I have this in my config.cpp:

class CfgSFX
{
    class Bosnia_CC_wheels
    {
        sound0[] = {"\bosnia_cablecar\sounds\wheels_loop", 0.15, 1.3, 100, 1, 0, 0, 0};
        sounds[] = {sound0};
        empty[] = {"", 0, 0, 0, 0, 0, 0, 0};
    };
};

and

class CfgVehicles
{
    class Bosnia_CC_soundWheels
    {
        sound = "Bosnia_CC_wheels";
    };
};
#

when I load the mod, I get No entry 'bin\config.bin/CfgVehicles/Bosnia_CC_soundWheels.scope

#

...any ideas...?

#

if i put the same in description.ext with path corrections, everything works fine

jade brook
#

Make Bosnia_CC_soundWheels inherit from class Sound;.

#

requiredAddons for that class is A3_Sounds_F.

summer moat
#

so...

#

yeah apparently this is needed:

    class Bosnia_CC_wheels
    {
        name = "Bosnia_CC_wheels";
        Bosnia_CC_wheels[] = {"\bosnia_cablecar\sounds\wheels_loop", 0.15, 1.3, 100, 1, 0, 0, 0};
        sounds[] = {"Bosnia_CC_wheels"};
        empty[] = {"", 0, 0, 0, 0, 0, 0, 0};
    };
#

and

#
    class Sound;
    class Bosnia_CC_soundWheels: Sound
    {
        scope = 2;
        sound = "Bosnia_CC_wheels";
        displayName = "Bosnia_CC_wheels";
    };
jade brook
#

scope 1 is needed. scope 2 is a bad idea.

#

Unless you do want this to be placable with the editor.

#

Requirement for spawning with a script is scope 1.

summer moat
#

oh yes indeed

#

thanks.

zinc oak
#

Anyone know how to resolve errors like this that are generated in the bin log when using Mikero tools to pack up the mod into a .pbo? This is from the Land Rover port I am working on. Seeing: 'Selection zbytek needs a section. The shadow volume may not work well' in the logs, along with other Selections being mentioned. It doesn't appear to be causing an issue, but I'd like to remove the potential problem if possible.

hot pine
#

remove zbytek from shadow lod

untold temple
#

should remove any hiddenSelections names from the shadow LODs really

zinc oak
#

Many thanks. I'll try that.

dreamy sonnet
#

is there a list of default textures somewhere?

#

ground/terrain textures or vehicle textures?

stoic lily
#
cd /D p:\temp
dir /B/S *.paa > textureList.txt```
hot pine
#

text[], unlike mat[], is using pairs instead of triplets of entries

hot pine
#

Jets DLC asset bug

#

either I will try to contact B01 or fix it by myself later

untold temple
#

I maybe need to check that on our MiG-29 and T-50 exhausts as well mate :D. I think I used a triplet on the afterburner hiding tex. Ed:- Nope, it's fine, we have a pair

brave root
#

do userActions work for weapons?

jade brook
#

No.

brave root
#

Alright, thank you.

barren umbra
#

how do you set up the live config editing? I want to test some aircraft config settings, it would be a huge pain in the ass to constantly restart Arma after making each change

untold temple
#

diagnostic .exe

#

comes with dev branch

grand zinc
#

Grab intercept. And use script commands to set config values at runtime. (I didn't release that yet)
Or diag exe with the mergeConfigFile command

untold temple
#

then just type in the console diag_mergeConfigFile ["P:\Path\To\Config\config.cpp"]

grand zinc
#

Is there interest on being able to set config at runtime?
stuff like
(configFile >> "CfgWeapons" >> "classname" >> "displayName") setConfigString "newDisplayName" ?

barren umbra
#

How do I load an addon with diag exe?

stoic lily
#

@grand zinc please let it happen god 🙏

grand zinc
#

@barren umbra Same as with default. -mod parameter

stoic lily
#

@grand zinc however i'd say the overloading from file is more convenient to work with

grand zinc
#

true. But my method also works in vanilla release build and (I hope) crashes less

jade brook
#

Don't name the command "setConfigString". Just setConfig and make it figure out on it's own if rhs is an array, number, string or bool.

grand zinc
#

It's not worth the effort tho if no one uses it in the end. And it won't be open-source

jade brook
#

I wonder if the game even accesses the config values for things like ammo. It might cache them instead somewhere after the first use and so changing the config would have no effect.

grand zinc
#

it does. But restarting mission should clear the cache

jade brook
#

Good enough.

balmy sable
#

What would be popular is being able to reload the lighting.

#

Rumour is that the BIS internal builds can do it without reloading anything.

grand zinc
#

internal builds can do everything

balmy sable
#

You mean the AI can drive in the internal builds?!

jade brook
#

lol

balmy sable
#

I feel cheated now.

#

😉

stoic lily
#

yeah overcoming the limitations of mergeConfig would definately see use

#

another very useful thing would be modifying sounds on the fly/without game restart

#

-filePatching doesnt work for them - likely as the engine caches sounds on first play

hot pine
#

usually ammo/magazines/weapons/vehicles can be reloaded by simply spawning new entity

balmy sable
#

In diag; that may not be true in retail.

hot pine
#

so if you merge ammo config all you need is to i.e. remove current weapon & add it again

#

in public diag

grand zinc
#

ammo/magazines/weapons/vehicles are read from config and cached on first instanciation.

#

I guess the cache is deleted on mission end but I didn't test that

hot pine
#

?

#

I'm telling you what I'm using all the time in the work

grand zinc
#

Atleast that's what I saw when I fixed magazineGroups. Which btw is still not implemented 😉

balmy sable
#

Dedmen is talking about in the retail build.

hot pine
#

changing param of weapon == diagMerge + addWeapon

grand zinc
#

diagMerge probably takes care of deleting the cache

balmy sable
#

We don't know (well, Dedmen might) what happens in retail because as of yet there's no way to change configs in retail.

barren umbra
#

I'm essing around with the flight model for the CSAT VTOL, I'm trying to make it less lumbering, more responsive and generally easier to fly (at least for the AI). Any tips?

hot pine
#

it's using same principle as far as I know

grand zinc
#

But you can't clear the cache using diagMerge in retail. So I guess you need to find another way to do it

balmy sable
#

Mmm, it's not quite the same, retail doesn't rescan textures/rvmats for everything when you WM_ACTIVATE for example.

#

Pretty sure KK said at some point configs aren't hashed, so traversing them is linear in the size of the class (e.g. finding a vehicle in CfgVehicles makes it loop through every vehicle comparing strings)

grand zinc
#

true

barren umbra
#

could someone explain to me how the envelope for the aircraft works?

#

I want to make it very easy for the Xian to lose speed when pilot wants to land

barren umbra
#

how do you limit plane's max speed?

#

I think what I want to do is reduce the momentum the VTOL has, so you can stop very fast to land

#

no idea how to achieve that though

strange egret
#

envelope is lift. wrong setting to tweak if you want faster slow down

barren umbra
#

my god the AI completely helpless if you ask them to land a VTOL, they will haply fly into a mountainside when trying to slow down

#

@strange egret What should I change then?

barren umbra
#

I think it woulb be best if I could just disable the plane flight mode and keep the VTOL in VTOL mode at all times

barren umbra
#

I still can't get rid of that wobble when AI tries to land in VTOL mode

barren umbra
#

Holly crap! I switched the Xian's simulation from airplaneX to helicopterrtd. It broke the fans and nozzles angle animations, but stuff like gear, or the rear ramp works fine.

#

And the whole thing now controls like a helicopter

junior bane
#

give a methode to make vest and backpacks visible after equip uniform? I know the Ghillie suit hiding the backpack. Is the same for vest too?

untold temple
#

ghillies simply do not have backpack proxies

junior bane
#

the same i can do it with vest

untold temple
#

if it's a custom model, yes, you just don't put a vest proxy in there

junior bane
#

yeah. thats the simple way (: thx!

boreal heart
#

@untold temple Out of curiosity with that, does the vest armour still apply?

#

If there is no proxy for the game to pick up, how does it know where to apply the armour values?

barren umbra
#

damn, for some reason the craft not only flies pretty slowly, but also gains height in "level" flight with results in AI flying pretty high, even if told not to do

barren umbra
#

My helicopter thing rolls down a hill by itself, is there any way to stop that?

barren umbra
#

Oh discovered a nifty thing, settings minBackRotorDive and maxBackRotorDive can stop the helicopter AI from wobbling. I set it to -90 and 90 and AI is able to stop from 400kph to 0 without doing that nose up, gain attitude maneuver
and I just noticed its not the main rotor, with I meant to edit. However as it turns out setting this for the main rotor has the same ffect

untold temple
#

@boreal heart yes, armour is still applied. The vest's model has nothing to do with modifying the unit's armour values really, it's all config modifiers - buffs to the base unit's armour hitpoint values

barren umbra
#

I want to inherit a turret to swap a guns in it, how do I set up the inheritance for the turret so I don't mess everything up? Like other turrets or FFV

#

and maybe swapping optics

untold temple
#

you have to inherit every turret

#

like if you only want to edit turret1, you'd still need to add class turret2: turret2{}; etc. etc. etc.

#

just seems to be the way class turrets works

turbid temple
barren umbra
#

@turbid temple You mean the ground texture? Usually its just a simple replacement with the textures for the terrain, they are usually located in the map's pbo

round kernel
#

Trying to config a shotgun shell that shoots pellets. I don't want to it to shoot 8 pellets though. I'd rather 4. Anyone know the config name for that?

turbid temple
barren umbra
#

@turbid temple oh, thats "class CfgSurfaceCharacters", you bascially tell the game what clutter is used for what surface and how much of it will appear, you can have several clutter for a surface and set the ratio between them. If you want to add more clutter models, or clutter from different maps, then you need to add them to the "class Clutter"
All of this is in the map config

untold temple
#

@round kernel shotSpread simulation is hardcoded to 9 pellets AFAIK

barren umbra
#

@round kernel Maube use the submunition thingy to create a "cluster" shotgun shell?

turbid temple
#

@barren umbra i hate to be that guy but where and the fuck do i find CfgSurfaceCharacters lol

barren umbra
#

@Corbinnator#7750 you unpack the whatever pbo that the map comes in, then you will have the config with you edit like a normal text document

strong skiff
thorn leaf
#

@turbid temple clutter reconfig will def be an easy way to reconfigure the terrains clutter

#

like so

#

open up the config viewer of the terrain you want to mess with.. find the path to cfgclutter, rewrite the clutter(s) and change the models to what you want

#

just to simplify what the others posted

turbid temple
#

@Gunther.S#1326 thanks man the guy we paid to setup our terrain didnt add all this stuff

thorn leaf
#

lol

#

sucks

turbid temple
#

oh tell me aboot it

thorn leaf
#

anyways if you don't have any clutter to begin with sounds like you gotta do some terrain making troubleshooting

#

yep missing some stuffs

#

what Cosmo said should help you but will be a bit tedious ;/

radiant inlet
#

Kind of a wierd question, what does this do? class CBA_Extended_EventHandlers;

#

Okay, now I am really lost, I am trying to add more chair positions to acex and I copied this directly from acex: class ThingX; class CUP_office_chair: ThingX { class EventHandlers { class CBA_Extended_EventHandlers: CBA_Extended_EventHandlers {}; }; GVAR(canSit) = 1; GVAR(sitDirection) = 180; GVAR(sitPosition)[] = {0, -0.1, -0.45}; ACEGVAR(dragging,canCarry) = 0; };
but it wont work, giving me an error: encountered "(" instead of "="

grand zinc
#

Because your GVAR macro is not defined

radiant inlet
#

Would that all still be possible in a normal confg.ccp? Still getting the same error when I add it (PREP(addSitActions);)

grand zinc
#

sure

#

and PREP is probably also a missing macro

jade brook
#

Just include the header file from the sittings pbo at the top of the file.

#include "\z\acex\addons\sitting\script_component.hpp"
radiant inlet
#

That worked 😃 Now I still need to figure out how to get that damn chair to work....

#

Is there anything obvious I am doing wrong in the stuff up there?

jade brook
#

@radiant inlet
Add class CBA_Extended_EventHandlers_base; to the root of the config (same level as (= outside of) CfgVehicles) and change:

class CBA_Extended_EventHandlers: CBA_Extended_EventHandlers {};

to

class CBA_Extended_EventHandlers: CBA_Extended_EventHandlers_base {};
radiant inlet
#

Okay? What does that change tho (sorry for the amount of questions btw, trying to learn this stuff)

jade brook
#

Doesn't look like you have CBA_Extended_EventHandlers defined anywhere, so you just inherit the class from ThingX. That's the wrong one.

radiant inlet
#

Ah, okay. Still doesnt work tho

jade brook
#

Is sitting enabled?

radiant inlet
#

Yea

jade brook
#
[cursorTarget] call acex_sitting_fnc_addSitActions
#

Does this make it add it?

radiant inlet
#

I assume in the init of the object? If so, nope

jade brook
#

If you place it in the init you have to replace cursorTarget with this

radiant inlet
#

Nope, doesnt work

jade brook
#
hint str getNumber (configFile >> "CfgVehicles" >> typeOf cursorTarget >> "acex_sitting_canSit");
hint str getNumber (configFile >> "CfgVehicles" >> typeOf this >> "acex_sitting_canSit");
#

What does this say?

radiant inlet
#

0

jade brook
#

Should be 1. Looks like the config isn't loaded? Can you check it inside the config viewer if the entry is there and set to 1?

#

Remote debugging

radiant inlet
#

Uhm, havent used the config viewer before, you want me to go to the cup object and check or somewhere else?

jade brook
#

The cup chair.

#

Just to confirm that the config is loaded or isn't loaded.

#

If the entry isn't there or 0, then it looks like your edited config is missing. I don't know why, but it's no surprise it doesn't work then.

radiant inlet
#

As far as I can see there is no entry there

#

Basicly what I am currently trying to do is have a single pbo (with just a config.ccp) add support for this chair and this is that config.ccp

#include "\z\acex\addons\sitting\script_component.hpp"
class CBA_Extended_EventHandlers_base;

class CfgPatches
{
    class jsdf_devtest
    {
        name = "JSDF DevTest";
        author = "JoramD";
        url = "http://www.jsdf.co.uk/";
        requiredVersion = 1.78;
        requiredAddons[] = {};
        units[] = {};
        weapons[] = {};
    };
};

// CUP_office_chair
class ThingX;
class CUP_office_chair: ThingX {
        class EventHandlers {
                class CBA_Extended_EventHandlers: CBA_Extended_EventHandlers_base {};
        };
        GVAR(canSit) = 1;
        GVAR(sitDirection) = 180;
        GVAR(sitPosition)[] = {0, -0.1, -0.45};
        ACEGVAR(dragging,canCarry) = 0;
};
jade brook
#

Oh. I see what you're missing.

#

CfgVehicles {};

radiant inlet
#

Like this? ```
#include "\z\acex\addons\sitting\script_component.hpp"
class CBA_Extended_EventHandlers_base;
class CfgVehicles {};

jade brook
#

No.

#

Sec.

#

Please do this:

copyToClipboard str configSourceAddonList (configFile >> "CfgVehicles" >> "CUP_office_chair");

And copy paste the result here.

radiant inlet
#

["CUP_Editor_Structures_Config"]

jade brook
#
#include "\z\acex\addons\sitting\script_component.hpp"

class CfgPatches {
    class jsdf_devtest {
        name = "JSDF DevTest";
        author = "JoramD";
        url = "http://www.jsdf.co.uk/";
        requiredVersion = 1.78;
        requiredAddons[] = {"CUP_Editor_Structures_Config"};
        units[] = {};
        weapons[] = {};
    };
};

class CBA_Extended_EventHandlers_base;

// CUP_office_chair
class CfgVehicles {
    class ThingX;
    class CUP_office_chair: ThingX {
        class EventHandlers {
            class CBA_Extended_EventHandlers: CBA_Extended_EventHandlers_base {};
        };
        GVAR(canSit) = 1;
        GVAR(sitDirection) = 180;
        GVAR(sitPosition)[] = {0, -0.1, -0.45};
        ACEGVAR(dragging,canCarry) = 0;
    };
};
#

Note how the object is inside CfgVehicles and how I added it's config patch to requiredAddons.

radiant inlet
#

Are the cup objects any different from base arma objects? in the acex config I was looking at it didnt have the CfgVehicles class

jade brook
radiant inlet
#

Ehhhh something broke, the chair is no longer in the game

#

nvm about before, i'm blind as ussual

jade brook
#

Close the game, start without your mod, but with CUP and execute:

copyToClipboard configName inheritsFrom (configFile >> "CfgVehicles" >> "CUP_office_chair");
#

And copy the result here.

radiant inlet
#

CUP_basin_a

jade brook
#

Change:

    class ThingX;
    class CUP_office_chair: ThingX {

to:

    class CUP_basin_a;
    class CUP_office_chair: CUP_basin_a {

Try again with your mod.

radiant inlet
#

Didnt acex require ThingX?

jade brook
#

CUP_basin_a apparently is the base class of CUP_office_chair.

#

ThingX is the base class of Land_CampingChair_V1_F.

#

It's not so much ACEX that requires it and more like the chair.

radiant inlet
#

Ah, the acex wiki made it sound like it need to inherit from ThingX

jade brook
#

It assumes the reader has done configs before. It's difficult for people that know a lot to predict what others might not know.

radiant inlet
#

True

#
``` that is now 1 but it still doesnt allow me to sit on it
jade brook
#
hint str acex_sitting_enable

?

radiant inlet
#

true

jade brook
#

And if you place a vanilla chair next to it you can sit on that, right?

radiant inlet
#

Yep

#

Been using a missionfile with all chairs in it the entire time

jade brook
#

Restarted the mission once? It might not work for a reloaded mission.

radiant inlet
#

Still doesnt work

jade brook
#
copyToClipboard str ([configFile >> "CfgVehicles" >> "CUP_office_chair", true] call BIS_fnc_returnParents);
radiant inlet
#

["CUP_office_chair","CUP_basin_a","Base_CUP_Furniture","NonStrategic","Building","Static","All"]

#

Btw dont know if this is helpfull but this is from a config dump

    {
        displayName = "Office Chair";
        model = "\ca\structures\furniture\chairs\office_chair\office_chair.p3d";
        mapSize = 0.463028;
        icon = "iconObject_1x1";
        editorPreview = "cup\terrains\cup_terrains_editor_c\data\cup_office_chair.jpg";
    };
barren umbra
#

how do you make a helicopter go faster using a config? I tried lowering bodyFrrictionCoef, but it didn't have an effect

jade brook
#
[this] call acex_sitting_fnc_addSitActions

Into the init box, does that add it?

radiant inlet
#

Nope

#

Actually I may have f'ed up, one sec

jade brook
#
_action = ["TEST", "test","",{_target setDamage 1;},{true},{},[], [0,0,0], 100] call ace_interact_menu_fnc_createAction;
[this, 0, [], _action] call ace_interact_menu_fnc_addActionToObject;

Does this add an action to the chair?

#

Init box again.

radiant inlet
#

Yea, I f'ed up [this] call acex_sitting_fnc_addSitActions adding that made it work

jade brook
#

Ah, but it does not work on it's own, right?

radiant inlet
#

No

jade brook
#

Good, sec.

radiant inlet
#

Btw how do you get the colored text thing?

jade brook
#

Add:

class Extended_Init_EventHandlers {
    class CUP_office_chair {
        class jsdf_initChair {
            init = QUOTE(call FUNC(addSitActions));
        };
    };
};

to the config.

#

Sorry wait

#

Fixed, was the wrong function. 😓

#

colored text
```cpp
config
```
or

#

```sqf
code
```

radiant inlet
#

Ah, good to know

viral rapids
#

*jumpsAround*

radiant inlet
#

Awesome that worked, now I just have to get reletive coords for a bunch of chairs. This is gonna be good

jade brook
#

That was painful.

eager frost
#
code
uiSleep 6000;

just testing

radiant inlet
#

Yea... Thank you for the help

#

Huh, now I have the issue of sitting on air... enhanced movement and acex dont like eachother do they...

jade brook
radiant inlet
#

Yea read that earlier, still seems wierd tho if the chair is on a slope it seems fine, only on flat surfaces

jade brook
#

Something about invisible helper objects spawned by Enhanced Movement and Walkable Moving Objects.

radiant inlet
#

Yea they share some code to be able to walk on objects, really sucks it interferes with acex. But again thanks for the help 😃

tiny sky
#

I've been out for a while, anyone else have problems with planes bouncing around on taxi (usually leading to a crash), presumably after Jets released? I'm trying to update that. Did Jets update something I didn't see?

untold temple
#

They have wheel physX now

barren umbra
#

How do you add friction to physX wheels on helicopters? Mine rolls down the hill by itself

tiny sky
#

Ah, wheel physX. That's my problem

hot pine
#

helicopters doesn't use physx wheels

untold temple
#

helicopters don't have physX wheels. They have rolling wheels in AFM, in which case you'd need to configure the brakes. If it's not in AFM, I'm not so sure what makes them slide

viral rapids
#

Was it just planes, who received the PhysX stuff with JetsDLC?

untold temple
#

yes. Helicopter suspension anims are still done with altitude based anims, rather than physx dampers

viral rapids
#

ew

boreal heart
#

Should have updated helis while everyone was at it haha

untold temple
#

I can't imagine that integrating physX and RotorLib would have been an easy process though

#

especially when RTD is optional

boreal heart
#

Well from the PhysX suspension on the jets, wouldnt it be the same on the helis? Just for a heli instead of jet?

untold temple
#

no, because there's some interplay between AFM and wheels/suspension/skids too

barren umbra
#

How do you make a helicopter go faster in flight? I tried lowering body friction coef, but it didn't do anything

livid heath
#

maybe reduce mass

barren umbra
#

its a binarized model, I only can do config tweaks

ocean nacelle
#

@da12thMonkey#2096 the driveOnComponent[] parameter is used when AFM is not activated. Which literally are the sections where won’t be damaged when Heli is toaching the ground. (If you don’t set up it then it would behalf exactly the same but taking more damage).

untold temple
#

ah yeah, I remember those now

#

had a discussion about whether "slide" etc. component was still needed for tanks a few weeks ago

barren umbra
#

but how you stop a craft from sliding downhill?

strange egret
#

i dont think i have ever heard of a helicopter wheel brake functionality for A3...

jade brook
#

AFM supposedly has it.

hot pine
#

as mentioned before, afm has it

#

it's enabled with numberPhysicalWheels = 3; (0 - no wheels with brakes, 3 - wheels with brakes, etc)

#

not sure if some other param was needed

untold temple
#

ground contact point needs isBrakable in the .xml <Features> as well, no?

barren umbra
#

what about the standard flight model?

untold temple
#

IIRC BIS helis slide down hill too, so I dunno if it can be done without AFM

barren umbra
#

yeah, but after I made Xian (CSAT VTOL) use the helicopter simulation it pretty much rolls around like the wheels have no friction at all

boreal heart
#

Can someone explain to me the difference between 'class ViewOptics' and 'class OpticsIn' when it comes to optics in ground vehicles?

#

I'm confused as to what the difference between them is

#

Also I'm guessing 'class ViewGunner' is the 1st person view from the gunner when they're turned out?

hot pine
#

OpticsIn/Out allows you to define multiple view modes

boreal heart
#

Well what is ViewOptics supposed to define exactly? Is it the first zoom level of the optics? But if thats the case isnt the first zoom level of OpticsIn supposed to do that? So they kinda cancel each other out?

hot pine
#

ViewOptics is just pre OptisIn/Out way

calm bramble
#

hey fellas, i've been fiddling around with my own attempt at a shotgun mod lately, but i can't figure out how to properly implement the pump noise. is there a way to have a sound play after each shot?

odd token
#

bolt action, rhs implements something like that on some rifles

#

and there is a mod for that

calm bramble
#

how does it work?

odd token
#

rhs has some shotguns, you should take a look at them

calm bramble
#

thank you, i will look into this

odd token
digital granite
#

I have this weird issue where when i spawn a unit and the guy is clearly using the uniform I assigned him but in the inventory, the uniform doesn't show up. When I look at the va, it comes up empty

calm bramble
#

how would i implement the weapon eventhandler framework into my own rifle? I place this within my weapon class in the weaponscfg

    class bg_weaponparameters
    {
        class onFired_Action
        {
            HandAction = "";
            Actiondelay = 0.1;
            Sound = "M12fired";
            Sound_Location = "LeftHandMiddle1";
            hasOptic = false;
        };
    };
jade brook
#
            class EventHandlers {
                fired = "???";
            };
calm bramble
#

this is my first foray into scripting, what would i need to plug in for fired?

jade brook
calm bramble
#

yes i am

jade brook
#

I don't know. Not really part of the base game. Is it just supposed to play that sound or animation too?

calm bramble
#

just the sound

jade brook
#

With a delay of 0.1s?

#

Because I don't think you need the mod for that then.

calm bramble
#

it's for the pump sound after the gun has fired

jade brook
#

I'd edit the sample to include a 0.1 s delay and fire the sound directly when you shoot the weapon.

calm bramble
#

i guess that would simplify things. one problem ive run into in the past with that is that the full sound will remain where it originally started, so im someone is running or turning, they'll find that the audio from each shot continues from where it started and doesn't stay with them

jade brook
#

Hmm.

#

But the click sound itself is short? The problem is that the player moves while firing and the 0.1s delay?

calm bramble
#

yeah its like a quick shotgun pump, the 0.1 delay is so that it aligns with the gun's pump animation. i assumed the
Sound_Location = "LeftHandMiddle1";
would keep the sound on the player so it doesn't just hang in the air wherever it spawned

jade brook
#

Give me a minute. I'll try something.

#

Sounds like an interesting problem.

#

What does the sound config look like of M12fired?

calm bramble
#

class CfgSounds
{
sounds[]={};
class M12fired
{
name="M12_fired";
sound[]=
{
"Borgun\sound\m12_fired",
1,
1,
10
};
titles[]={};
};
};

jade brook
#
            class EventHandlers {
                fired = "[{\
                    params ['_unit'];\
                    playSound3D [\
                        'Borgun\sound\m12_fired.wss',\
                        _unit, false,\
                        AGLToASL (_unit modelToWorldVisual (_unit selectionPosition 'LeftHandMiddle1')), 1, 1, 10\
                    ];\
                }, _this, 0.1] call CBA_fnc_waitAndExecute;";
            };
#

I think that is right. Try this.

calm bramble
#

awesome thank you i'll try that out right now

jade brook
#

0.1 is awfully short delay. I guess you haven't timed that yet though.

#

I had to increase to 0.5 to check the tracking.

calm bramble
#

yeah itll probably need some adjustments once i can get the sound hopping

#

hmm, not playing any sound

#

i put this within my rifle in the weaponscfg, or is it it's own thing?

jade brook
#

Direclty inside
class Riflename

#

Or shotgunName
in this case I suppose.

#
player addEventHandler ["fired", {[{
    params ['_unit'];
    playSound3D [
        'Borgun\sound\m12_fired.wss',
        _unit, false,
        AGLToASL (_unit modelToWorldVisual (_unit selectionPosition 'LeftHandMiddle1')),
        1, 1, 10
    ];
}, _this, 0.1] call CBA_fnc_waitAndExecute;}];
#

If you execute this ^ via debug console, does it work?