#arma3_config
1 messages · Page 78 of 1
Wich sample?
Can't find one in the Arma Samples
So I tried using the sample config and it does not solve my problem.
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?
@low token Arma 3 Samples\Addons\Test_Character_01\model.cfg
Yeah I tried that, it did not solve the problem, but thanks
what did you try exactly
basically you have to swap A3_headgear_example with your p3d name
Yes that's what I did.
selection in the model?
Yes
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
(no smoothing)
Maybe have a look at the Vtol config
I'm asking for this https://cldup.com/G_ulhzWHMe.mp4
it works, it also is sync'ed in MP with server sending over the positions at regular intervals
BUT
all of the vehicles are local
so all the get in / get out / eject work only for the player itself, while they see the other players floating in the air
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
hence:
is there a way to make a "hovering" vehicle?
Invisible wheels.
is there a way to add conditions to assembleInfo
this thing can be assembled inside cars
= 💥
hovering unfortunately at the same height regardless of terrain bumps
but really, there isn't a physx param for gravity?
@Apollo#1366 just addonbuilder without binarize checked...
@summer moat
https://www.youtube.com/watch?v=rvs8QV59r9s
@viral rapids that is the same as using setVelocity or various equivalents
it doesn't hover though, how do you compute the necessary force to keep it STEADY up
Read the Description
Link to Example script is in there.
i am reading it dscha
and i'm also trying it
i might be applying it wrongly, but it is not overing, it just... woggles
Remove lines 45-49. That was testinger stuff (the Ropes part)
No clue what you do
i copied pasted your script and called the object that I want to hover OBJECT in my mission.
Is it a PhysX Object?
anyway, if this uses draw3d i'm back to the same problem
i need it to work in mp
i already have all of my system working in MP
Do you even read it?
/////Optional:```
Anyway, no clue what you do, other tried it before and it worked for them. ¯_(ツ)_/¯
I took that away
Test it with a Crate
ok
Could be the Plane Simulation stuff, that borks it (iirc i haven't used anything else, except a Crate/simple PhysX Object)
same result
- put a
CargoNet_01_box_Fin a mission, named itOBJECT
- put this object above the ground,
- run the code on
init.sqfexcept the last optional part
start the mission, it flies away and disappears
No clue ¯_(ツ)_/¯
am i supposed to use it differenlty from what I just stated?
That Codesnippet is for EditorConsole (and only an example of how it can work/be used)
More or less just copy Line 9-58, past it in the COnsole, Local, done
Not much someone can do wrong in there
Anyway, further stuff: #arma3_scripting
ok, it has been used successfully by others, not much anyone can do wrong about this script, got it
thanks for sharing
@viral rapids here https://drive.google.com/open?id=1mTe4q3FzmgvobfN6TIY5LynxXVho1egK
that's the working thing
Don't have Arma installed =}
interesting
then unfortunately this script doesn't work anymore.
will see if it's an easy fix.
no one knows about conditions for assembly ?
i suspect this is heavily hardcoded...
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
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
So I've been having some issues with turret classes.. two units can occupy the same cargo index https://pastebin.com/raw/27quRfar
change transportSoldier to 0
Is there a way to make a UAV not usable to anyone with a UAV terminal?
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
can do it in mission editor with disableUAVConnectability I think. no idea about config
Looking for a config solution, but cheers anyway 😃
maybe set isUav = 0; but still have crew = "B_UAV_AI";
guys, in the weapon config is the class Gunparticles. Can i make my own Particels? Where is the path of the Gunparticels ?
for examples
@junior bane get yourself an all in one config/config dump
Do dialogs show up in the config viewer if so where abouts?
To answer my own question yes they do and directly under configfile as their classname
Some are inclass RscInGameUI. Depends on what the dialog is
Have anyone a idea to create after bullets a particle effect? Can i create a new Magazine in the config with particle effect?
effectFly
it's what is used for the bubbles on the underwater rifle
but that particular effect (class AmmoUnderwater) has a condition enabled = "(distToSurface - 1) * (-1)"; so that it only shows under water
yeah i have found it with effectfly. Can i combine with my own effect?
yeah i have^^ works. great 😃 thx da12thmonkey 👌
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
try getting rid of the leading \
unless they have a pboprefix defining it as such
The root for most entries is a virtual addons folder made up of all the addons folders of all components, vanilla or mod.
@mod\addons
should never be used in such paths.
Thank you building now 🤞
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?
@mod
addons
config.cpp
textures
file.paa
// config.cpp
texture = "\textures\file.paa";
Assuming no PBOPREFIX
What tools?
what do you mean by tools?
What tools do you use to binarize the folder
Arma 3 Addon Builder
Did you add *.paa to "files to copy directly"?
No, but I have just checked and it is already there
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;
};
Still not working. For reference this is what I'm getting http://steamcommunity.com/id/Cool_As_Ice/screenshot/877501575001518769
I may have fucked up.
@mod
addons
component (= tag_component.pbo)
config.cpp
textures
file.paa
// config.cpp
texture = "\component\textures\file.paa";
Of course the pbo file has a name too...
Oh lol
I just checked out the screenshot.
I know what's wrong.
style = ST_PICTURE;``` do these require defines?
You don't actually use a RscPicture. You recreate the config yourself and made a RscText
Because the macros are undefined.
What Monkey said.
You need to include the header file with the macro defined...
Let me search...
#include "\a3\ui_f\hpp\defineResincl.inc"
This in line 1 of your config.
It should be the right one.
Sadly I don't have Arma on this machine.
Okay testing that now
They name the folder "hpp", but the files ".inc". This is baffling.
Yes, but you entered the picture path as "text" too. Don't argue with Czech programming.
1,1,1,1 means all channels full, not necessarily white when the picture itself isn't white.
1,0,0,1 would mean tint the picture red for example.
Yey
Thank you so much
This was more painful than it had to be.
Only in arma could displaying an image be so confusing
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.
i think its related to cost of the vehicle
I would love to have more control over this
I think reconfig with a mod or you would have to do some script magic is the only way
@wise fog But reconfig what exactly? That is the problem, what to change to slow down repair/rearm/refuel process?
disable that system and script a custom one instead
Would change the cost if kju is right
A custom one would most likely be the best and easiest result though
@stoic lily Oh, I think you are under erroneous assumption that I'm able to script anything 😛
I just want to slightly adjust he vanilla system
Would be easier to just learn and script rather then mess with BIs stuff 😂
cost doesnt just affect refuel time. It also affects AI calculation
so unless you want to screw everything else, dont touch it.
super shitty but thats arma... legacy bullshit
Good to know on both information - thanks
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.
Hi guys. does pip work on infantry?
I tried, but it turns black. maybe I did something wrong, or its not supported ..
It sometimes does
I think its about settings, I was able to get the active camo on uniform working
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
airCapacity = "x"; is about the only one that stands out, but is there more I need?
class ItemInfo>>>vestType = "Rebreather"; probably
@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
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
You need to modify the .p3d for that.
Same with adjusting the co pilot seat? @balmy sable
Yeap, the positions are set by special triangles in the .p3d file ("proxies").
Oooo okay, this'll be a fun learning curve 😄
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).
Almost every useful object in Arma uses proxies so whichever tutorial makes the most sense should be fine.
you can adjust the position by making new animations too. The proxy triangles just act as the centre coordinate for the animation
so if you increase the offsets in the .rtm, unit moves the same distance as if you'd moved the proxy
Okay cool, I'll have to play around with it
Does the Pylon loadouts only apply to airvehicles?
What if a land vehicle is capable of swapping out AA and Rocket pods for example?
@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
Got the A2 samples which're unbinarized @barren umbra
@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
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
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
Yeah seems easy enough, I gotta play and grasp the object builder
@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)
Slightly reassuring but I've now noticed the rotors don't spin 😂
Does anyone know whether airvehicles can utilise minrpm?
@neat harbor #server_admins
ty
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 ...
You could have both memorypoint and cfg issues... I can't think of any turret config tutorials. Best bet is to look at the A3 samples and arma 3 cfg's for different turrets. As well as https://community.bistudio.com/wiki/Turret_Config_Reference
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?
@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";
};
};
};
Wow that copy paste came out shit haha, but you get the idea
oww ok
thanks
and then whatever the "CUSTOMCLASSNAME" is i put in the "weapons[] =" of the unit script im assuming?
From my experience you dont need that for custom factions
yeah, but i want the gun for the custom faction to have set attachments
ile throw this in and give it a shot, see if it works
What you do with the above CUSTOMCLASSNAME is just put that into your soldier config and they will have the weapon
ok cool thanks
CowsSlot is sight, PointerSlot is silencer and UnderBarrelSlot is light etc.?
Pointer is lasers
under barrel is grip and bipod
there is one for muzzle but I forgot what the class it
cheers
hm can i define a new Turret for a Vehicle with Ammunation?
i have found
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
load order/missing requiredAddons
Missing requiredAddons
lol, it's only a snippet of the code, there is a CfgPatches with requiredAddons which includes the relevant A3 call
Are you sure the one you are using is really the correct one though?
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?
simple 0 is not working?
testing
i had used 0 before to no effect
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
@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?
Isn't the EBR marksman dlc?
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
I don't know if your code is perfectly correct. But I don't see anything wrong
Can you double check for me that I'm correct in saying that srifle_EBR_F is in A3_Weapons_F please?
Yeah I'll check. In the meantime. Can you answer my question?
I don't know if it's a marksman dlc weapon.
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
I found a ton of EBR's in the weapons pbos
Let me check srifle_EBR_F
@nimble sequoia UK3CB_BAF_L129A1
this is the source you have to start looking
its defined in two configs
class srifle_EBR_F: EBR_base_F //inherits 37 parameters from bin\config.bin/CfgWeapons/EBR_base_F, sources - ["A3_Weapons_F_LongRangeRifles_EBR"]
and one is loading before the second, while it should be the other way around
There, you need A3_Weapons_F_LongRangeRifles_EBR for this one, not A3_Data_F_Loadorder.
Updating base class ->srifle_EBR_F, by uk3cb_baf_weapons\addons\UK3CB_BAF_Weapons_L129\config.bin/CfgWeapons/UK3CB_BAF_L129A1/
ok, let me think
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
Yep, add A3_Weapons_F_LongRangeRifles_EBR to required addons and it's fixed.
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
I'm thinking about commy2's suggestion...
The all in one config says which config you need to require.
they talk nonsense - ignore them 😃
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
commy2 says add A3_Weapons_F_LongRangeRifles_EBR to requiredAddons fixes it... but A3_Data_F_Loadorder includes this class
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
I'm reading through your notes now kju - thanks to all that are helping
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
Shrug. You should've just posted the full config with the CfgPatches.
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[] = {};
};
};
What was the line in RPT again?
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)
´magazines[]` isn't actually a thing btw. No idea where that came from.
No idea either, it's not actually 'my' config, but I am trying to fix it.
Are there two definitions of UK3CB_BAF_L129A1 in the source code?
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.
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.
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.
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?
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.
Throw it on github and it's fixed in 5mins.
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.
Is there UK3CB_BAF_L129A1 in that other pbo?
That's what I'll be looking for (later today), but it's a very big pack, so not a quick job.
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.
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...
@Apollo#1366 as said get this: https://www.mythicsoft.com/agentransack
filter for *.cpp;*.hpp;*.h and for term class UK3CB_BAF_L129A1;
grep -irn --include=\*.{cpp,hpp,h} "class UK3CB_BAF_L129A1;" . 😁
if you happen to be on Linux/Mac which you probably aren't ^^
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
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
Interesting.
class MineBase;
class my_apers_mine : MineBase
{...};``` wouldnt that work?
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
https://youtu.be/Nut3tpLSnPI
that's the effect i'm trying to avoid
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?
do you mean headbang?
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
@hot pine do you have any idea why i cannot remove the effect?
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
?
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
does the weap have any recoil in the model.cfg?
the only cause i can see is that class CamShakeFire in our 40mm grenade ammo
ooh yes probably
it related to ammo/magazines?
but why would recoil affect the pilot, when the gunner turret has the weapon?
check the selection
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
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
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
you could not inherit from GMG_F and see if you have the same prob
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
Good idea 👍
it's not cam shake
it's recoil
if you want to reduce you can use muzzleImpurceCoef thing
muzzleImpulseFactor*
@hot pine would it be possible to get the formula for the recoil force that results from hit values and the impulsefactor?
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?
you have to include the "eye" point in the "gun" selection
which "gun" selection?
@hot pine - why would recoil in a weapon in a gunner turret of a cobra helicopter affect the pilot?
surely that is unwanted behaviour?
@junior bane i guess you have a nameSelection for the MainGun anim of the weapon
@strange egret I think already posted it somewhere, I can copy it next week
@livid heath it sounds logic, doesn't it?
thanks reyhard. I haven't seen it in the usual dev channel posts and also not around here
is there a way to edit the impact point of a weapon to match the sight?
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?
@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
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
Shot she'll has
ohhh its in the simulation?
Why are you so stubborn sometimes
i don't mean to be
i'm trying to fix the issue, and am very grateful for your advice
recoil base value is bullet dependant, not weapon dependant
ithought recopil was set in cfgweapons
its not set anywhere
it is in a handheld weapon
its hardcoded by some formula involving ammo hit value and possibly other things
well not for vehicles...
class cfgRecoils
etc
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
its new
click on wiki page history
OK added it a month ago
it's on stable already
array syntax is devbranch
so muzzleImpulseFactor = 0.01 should do the trick
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.
np 😉
i guess you spend a lot more time than me in vehicles
glad it's solved
cheers
is there a way to edit the impact point of a weapon to match the sight?
it's an aircraft
let me take a screen
https://gyazo.com/66126ed54476a6d6e4c48255e2a9cc86
repost 😅
@vital torrent edit head position in rtm?
basically it's not possible to "move" the bullet trajectory?
ok here's what i would do
you can angle it upwards @ Giallustio
i could move the weapons memory points but meh
@strange egret it doesn't affect the AI?
- lift the pilot proxy up a little, so his eye when zooming is exactly looking through the centre of the reticle
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
you can still make a HUD for it...
- 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
does that work on planes? Rockets and guns used to be fired exactly forward back in the day.
angling mem points I mean
yeah angling gun memorypoints does not work
I know it works with angled gunpod proxies in dynamic loadouts
possibly also main cannon (gunbeg gunend)
I could rise them
hrm well mine work great, i have quadcannons in the A1 skyraider that converge
but then the bullets would start from an higher point
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
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
try that already
i think it's only for hud
because i had no change at all
even with pretty high values
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
that is an idea, but the pilot will clip out of the cockpit lol
off for food now but i can look at it tomorrow
change the pose then
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
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
angling memory points works
so, you suggest to move to the hud cfg
reyhard, does the collimator uv set source work for vehicles or just for handweapons?
i did this for our cobra the other day
just for hand weapons
@hot pine i know they work with AT weapons for sure, but the AI aim is really bad
you can see the crosshair vs the reticle cross
yeah, that's why I would suggest moving head a little bit higher or move sight down
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
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
done
i need to center a bit the camera, but i think it's pretty good already
thanks guys
Is it possible to render PiP in the Class MFD using the Polygon Texture source?
@vital torrent where is your game crosshair in relation to your reticle? are they aligned?
fixed, ty
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?
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)
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
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
interesting find
@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
Here is the All in One Config for Apex, as of June 11th stable branch update (1.62.137494).I will be updating these periodically and will include dumps with...
@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
there is also deflection param in rvmat
does it have an effect on the result? Haven't tested with different materials
yes
deflection = 2; //material deflection coefficient, works as a simple multiplier of bullet deflecting value
aha interesting.
as said, i only made one test to get the nature of how this behaves. Might be linear. https://abload.de/img/2017-11-1815_55_43-_d7myl3.png Was alot of work as is, having a formula would be extremely handy.
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.
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?
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
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
crucial detail that information is...
I will just use an existing armor and mod it
But it will be on certain armor/person
define "use existing armor" ?
some armor from the workshop
and you have the unbinarized model with permission from the author?
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
Open-source also doesn't mean you can modify and redistribute it
Not redistribute
you say "cinematic" - do you want to make a video?
Yup
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.
barely anyone around here releases models as open source for arma...
I can always trying donating somehting like 10 dollars and try contacting the author if needed
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
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;
};```
Does anyone have a tutorial, preferably text based for getting a vehicle into arma
@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
How do I fix "Updating base class" message in RPT?
- don't change inheritance
- add the config patches of all references / imported classes to requiredAddons
fix it
physx is too much fun 👀 https://www.youtube.com/watch?v=0nDBV5ivygU
if i'm not mistaken you can't brake gradually, its all or nothing. Not ideal for racing...
with controller it is
ok then it must be tanks only. i cant remember when i sat last in a wheeled vehicle in arma
looks zippy 😄
Anyone mind telling me where I went wrong with this config? Getting a ton of "no entry" errors for RHS ATGMS (NmN).
https://gist.github.com/Neviothr/c6f1d877659c675cb22e218f87c703da
Fixed the above, I was missed a class rhs_ammo_atgmCore_base: M_Titan_AT {};.
@strange egret recoil formula
hit * (0.25/13) * initSpeed // assume hit 13 equals to 0.5 kg, hit 650 -> 12 kg
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)?
Regex?
@hot pine 💚
There is internal script which is not super fast since you need create vehicle before retrieving animation state
so the recoil, is it applied at vehicle center of gravity, center of object or where? And how does that torque tie into it?
@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..)
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.
@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 😑 )
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)
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
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
@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?
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
Why? The aren't dependent each other. For more, ->> #arma3_questions
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.
"tireForceAppPointOffset" == "center" in case of tanks
doesn't seem to help, is it even a bug that those force arrows are that far ahead or can I ignore that?
probably something wrong with geometry itself
That is showing up to me as well in arma3diag, didn’t get it fixed though
i get that all the time with my tanks...
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.
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
https://pastebin.com/D2ep0x0q take a look at this update config of T100 Varsuk
probably
accelAidForceYOffset = -4.0; // Y offset from the CoG where to apply the accelAidForce
causes your issue
thanks, guess the sample tank config is outdated then.
Will the Wiki ever be updated with the new PhysX jazz?
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
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.
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
There's no documentation of those entries other than in the setLight commands 😕
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
I don't trust myself with writing wiki documentation.
hardlimitend: Number - max distance hard limit end (end of fading of intensity to 0) in m```
color[] array is RGB values.
const/lin/quad values is similar to this - it just describes the style of attenuation https://developer.valvesoftware.com/wiki/Constant-Linear-Quadratic_Falloff
Thanks 👍
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?
@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
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.
@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
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?
not possible, unless individual reflector classes can be damaged individually - haven't dealt with that yet
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.
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.
Both pos and dir need to be hidden
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:
Did you checked if it's not part of another bone?
Sounds like a classic bone sharing problem
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.
@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
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?
Alternatively I would like to make a custom targeting pod, how would one go about adding the dynamic numbers such as target grids etc
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).
no, planes and helicopters use different animation sources
especially if the heli has afm enabled
Damn, too bad. Last time I tried, the AI was completely helpless at using the VTOLS
http://image.ibb.co/f7fANm/107410_20171127132020_1.png
Thanks reyhard & kju wheels now doing their thing and the tank drives (somewhat) realistic.
The struggle was mainly because my damper animations were inverted, had to switch the offset sign. <.<
gratz
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.
physX object with no collision lod falling through the ground?
https://i.imgur.com/zQrvCXL.jpg How can I make it so that the gunner doesn't die or flip over when his muzzle hits/traverses to the bags?
remove barrel in physX LOD?
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
maybe this will work?
https://community.bistudio.com/wiki/boundingBox
if so I will move channels ;P
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
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
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
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
Make Bosnia_CC_soundWheels inherit from class Sound;.
requiredAddons for that class is A3_Sounds_F.
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";
};
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.
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.
remove zbytek from shadow lod
should remove any hiddenSelections names from the shadow LODs really
Many thanks. I'll try that.
is there a list of default textures somewhere?
ground/terrain textures or vehicle textures?
cd /D p:\temp
dir /B/S *.paa > textureList.txt```
text[], unlike mat[], is using pairs instead of triplets of entries
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
do userActions work for weapons?
No.
Alright, thank you.
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
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
then just type in the console diag_mergeConfigFile ["P:\Path\To\Config\config.cpp"]
Is there interest on being able to set config at runtime?
stuff like
(configFile >> "CfgWeapons" >> "classname" >> "displayName") setConfigString "newDisplayName" ?
How do I load an addon with diag exe?
@grand zinc please let it happen god 🙏
@barren umbra Same as with default. -mod parameter
@grand zinc however i'd say the overloading from file is more convenient to work with
true. But my method also works in vanilla release build and (I hope) crashes less
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.
It's not worth the effort tho if no one uses it in the end. And it won't be open-source
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.
it does. But restarting mission should clear the cache
Good enough.
What would be popular is being able to reload the lighting.
Rumour is that the BIS internal builds can do it without reloading anything.
internal builds can do everything
You mean the AI can drive in the internal builds?!
lol
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
usually ammo/magazines/weapons/vehicles can be reloaded by simply spawning new entity
In diag; that may not be true in retail.
so if you merge ammo config all you need is to i.e. remove current weapon & add it again
in public diag
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
Atleast that's what I saw when I fixed magazineGroups. Which btw is still not implemented 😉
Dedmen is talking about in the retail build.
changing param of weapon == diagMerge + addWeapon
diagMerge probably takes care of deleting the cache
We don't know (well, Dedmen might) what happens in retail because as of yet there's no way to change configs in retail.
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?
it's using same principle as far as I know
But you can't clear the cache using diagMerge in retail. So I guess you need to find another way to do it
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)
true
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
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
envelope is lift. wrong setting to tweak if you want faster slow down
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?
look at the A3 plane sample and https://community.bistudio.com/wiki/CfgVehicles_Config_Reference
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
I still can't get rid of that wobble when AI tries to land in VTOL mode
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
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?
ghillies simply do not have backpack proxies
the same i can do it with vest
if it's a custom model, yes, you just don't put a vest proxy in there
yeah. thats the simple way (: thx!
@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?
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
My helicopter thing rolls down a hill by itself, is there any way to stop that?
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
@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
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
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
https://imgur.com/a/l9xZ9 anyone know how to edit this texture to remove the throns and add more grass?
@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
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?
@barren umbra i want to edit the arma 3 clutter for this texture to create the grass more like this http://www.terragalleria.com/images/np-rockies/thro25704.jpeg but i have no idea where to start? im using the gdt_wild_grass.paa file
@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
@round kernel shotSpread simulation is hardcoded to 9 pellets AFAIK
@round kernel Maube use the submunition thingy to create a "cluster" shotgun shell?
@barren umbra i hate to be that guy but where and the fuck do i find CfgSurfaceCharacters lol
@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
@turbid temple This might help you to settle your clutter-problems: https://pmc.editing.wiki/doku.php?id=arma3:terrain#clutter Otherwhise better go to #arma3_terrain as its more of that topic.
@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
@Gunther.S#1326 thanks man the guy we paid to setup our terrain didnt add all this stuff
oh tell me aboot it
this is what he gave us said it was finished https://hastebin.com/comukoyuzi.cs
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 ;/
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 "="
Because your GVAR macro is not defined
Would that all still be possible in a normal confg.ccp? Still getting the same error when I add it (PREP(addSitActions);)
Just include the header file from the sittings pbo at the top of the file.
#include "\z\acex\addons\sitting\script_component.hpp"
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?
@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 {};
Okay? What does that change tho (sorry for the amount of questions btw, trying to learn this stuff)
Doesn't look like you have CBA_Extended_EventHandlers defined anywhere, so you just inherit the class from ThingX. That's the wrong one.
Ah, okay. Still doesnt work tho
Is sitting enabled?
Yea
I assume in the init of the object? If so, nope
If you place it in the init you have to replace cursorTarget with this
Nope, doesnt work
hint str getNumber (configFile >> "CfgVehicles" >> typeOf cursorTarget >> "acex_sitting_canSit");
hint str getNumber (configFile >> "CfgVehicles" >> typeOf this >> "acex_sitting_canSit");
What does this say?
0
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
Uhm, havent used the config viewer before, you want me to go to the cup object and check or somewhere else?
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.
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;
};
Like this? ```
#include "\z\acex\addons\sitting\script_component.hpp"
class CBA_Extended_EventHandlers_base;
class CfgVehicles {};
No.
Sec.
Please do this:
copyToClipboard str configSourceAddonList (configFile >> "CfgVehicles" >> "CUP_office_chair");
And copy paste the result here.
["CUP_Editor_Structures_Config"]
#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.
Are the cup objects any different from base arma objects? in the acex config I was looking at it didnt have the CfgVehicles class
Ehhhh something broke, the chair is no longer in the game
nvm about before, i'm blind as ussual
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.
CUP_basin_a
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.
Didnt acex require ThingX?
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.
Ah, the acex wiki made it sound like it need to inherit from ThingX
It assumes the reader has done configs before. It's difficult for people that know a lot to predict what others might not know.
hint str acex_sitting_enable
?
true
And if you place a vanilla chair next to it you can sit on that, right?
Restarted the mission once? It might not work for a reloaded mission.
Still doesnt work
copyToClipboard str ([configFile >> "CfgVehicles" >> "CUP_office_chair", true] call BIS_fnc_returnParents);
["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";
};
how do you make a helicopter go faster using a config? I tried lowering bodyFrrictionCoef, but it didn't have an effect
[this] call acex_sitting_fnc_addSitActions
Into the init box, does that add it?
_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.
Yea, I f'ed up [this] call acex_sitting_fnc_addSitActions adding that made it work
Ah, but it does not work on it's own, right?
No
Good, sec.
Btw how do you get the colored text thing?
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
```
Ah, good to know
*jumpsAround*
Awesome that worked, now I just have to get reletive coords for a bunch of chairs. This is gonna be good
That was painful.
code
uiSleep 6000;
just testing
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...
Yea read that earlier, still seems wierd tho if the chair is on a slope it seems fine, only on flat surfaces
Something about invisible helper objects spawned by Enhanced Movement and Walkable Moving Objects.
Yea they share some code to be able to walk on objects, really sucks it interferes with acex. But again thanks for the help 😃
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?
They have wheel physX now
How do you add friction to physX wheels on helicopters? Mine rolls down the hill by itself
Ah, wheel physX. That's my problem
helicopters doesn't use physx wheels
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
Was it just planes, who received the PhysX stuff with JetsDLC?
yes. Helicopter suspension anims are still done with altitude based anims, rather than physx dampers
ew
Should have updated helis while everyone was at it haha
I can't imagine that integrating physX and RotorLib would have been an easy process though
especially when RTD is optional
Well from the PhysX suspension on the jets, wouldnt it be the same on the helis? Just for a heli instead of jet?
no, because there's some interplay between AFM and wheels/suspension/skids too
How do you make a helicopter go faster in flight? I tried lowering body friction coef, but it didn't do anything
maybe reduce mass
its a binarized model, I only can do config tweaks
@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).
ah yeah, I remember those now
had a discussion about whether "slide" etc. component was still needed for tanks a few weeks ago
but how you stop a craft from sliding downhill?
i dont think i have ever heard of a helicopter wheel brake functionality for A3...
AFM supposedly has it.
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
ground contact point needs isBrakable in the .xml <Features> as well, no?
what about the standard flight model?
IIRC BIS helis slide down hill too, so I dunno if it can be done without AFM
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
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?
OpticsIn/Out allows you to define multiple view modes
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?
ViewOptics is just pre OptisIn/Out way
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?
bolt action, rhs implements something like that on some rifles
and there is a mod for that
how does it work?
thank you, i will look into this
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
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;
};
};
class EventHandlers {
fired = "???";
};
this is my first foray into scripting, what would i need to plug in for fired?
Are you talking about this http://forums.bistudio.com/showthread.php?192780-Weapon-Eventhandler-Framework ?
yes i am
I don't know. Not really part of the base game. Is it just supposed to play that sound or animation too?
just the sound
it's for the pump sound after the gun has fired
I'd edit the sample to include a 0.1 s delay and fire the sound directly when you shoot the weapon.
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
Hmm.
But the click sound itself is short? The problem is that the player moves while firing and the 0.1s delay?
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
Give me a minute. I'll try something.
Sounds like an interesting problem.
What does the sound config look like of M12fired?
class CfgSounds
{
sounds[]={};
class M12fired
{
name="M12_fired";
sound[]=
{
"Borgun\sound\m12_fired",
1,
1,
10
};
titles[]={};
};
};
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.
awesome thank you i'll try that out right now
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.
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?
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?