#arma3_config
1 messages ยท Page 79 of 1
oh my god it works
But only via debug console?
yeah, i might've flubbed the config so ill make sure that isnt the case
Paste it here, I'll have a look.
Scripts in config are tricky with those quote marks and \ escaped newlines.
also im noticing each shot and pump noise stays where it spawns so if im moving it doesnt stay on me
its less than a second long
Too long anyway I guess.
Is it two clicks? Maybe you can split them and just play two sounds.
Each time with a new position.
Otherwise the script is getting a bit too long for config.
There's no too long, but it'd be hassle to write.
yeah, im just wondering how bolt action rifles can keep their sounds on somebody
hmm, unless they don't.
So, what now?
what do the three numbers after a sound represent?
volume, soundPitch, distance
volume: Number (optional) Default: 1
soundPitch: Number (optional) - 1: Normal, 0.5: Darth Vader, 2: Chipmunks, etc. Default: 1
distance: Number (optional) - How far is sound audible (0 = no max distance) Default: 0.
Hey all, I have a bin file that I can't unbin with my tools. Do any of you want to help?
I'll send the file to you
im wondering if i increase the distance a little, the radius in which it sounds like you're leaving it behind will increase so it will be fairly unnoticable
Or I'll try something different.
like what?
Give me a minute.
roger
Try this via debug console:
player addEventHandler ["fired", {
params ["_unit"];
private _soundSource = _unit getVariable "M12_soundSource";
if (isNil "_soundSource") then {
_soundSource = "Building" createVehicleLocal [0,0,0];
_soundSource attachTo [_unit, [0,0,0], "LeftHandMiddle1"];
_unit setVariable ["M12_soundSource", _soundSource];
};
[{_this say3D "M12fired"}, _soundSource, 0.5] call CBA_fnc_waitAndExecute;
}];
If it works for you, can be converted to config.
aha it works!
Is this exactly how you want it?
the sound delay is too high but at 0.1 it seems to coincide with the pump really well
Ok. This breaks for respawning units atm. Would play the sound at the left hand of the corpse if the respawned unit fires.
Now to write a config version...
breaks for respawning units?
Nothing that can't be fixed.
No point in smoothing out the edges for a test.
sec.
What's the classname of the weapon?
bor_m12_base
Put this in config root (outside CfgWeapons):
class Extended_FiredBis_EventHandlers {
class CAManBase {
class bor_M12Sound {
clientFiredBis = "\
params ['_unit', '_weapon'];\
if !(_weapon isKindOf ['bor_m12_base', configFile >> 'CfgWeapons']) exitWith {};\
private _soundSource = _unit getVariable 'bor_soundSource';\
if (isNil '_soundSource') then {\
_soundSource = 'Building' createVehicleLocal [0,0,0];\
_soundSource attachTo [_unit, [0,0,0], 'LeftHandMiddle1'];\
_unit setVariable ['bor_soundSource', _soundSource];\
};\
[{_this say3D 'M12fired'}, _soundSource, 0.1] call CBA_fnc_waitAndExecute;\
";
};
};
};
Dang, fixed.
seems to be working flawlessly!
Ok. Now to fix the respawn thing.
class Extended_FiredBis_EventHandlers {
class CAManBase {
class bor_M12Sound {
clientFiredBis = "\
params ['_unit', '_weapon'];\
if !(_weapon isKindOf ['bor_m12_base', configFile >> 'CfgWeapons']) exitWith {};\
private _soundSource = _unit getVariable ['bor_soundSource', objNull];\
if (isNull _soundSource) then {\
_soundSource = 'Building' createVehicleLocal [0,0,0];\
_soundSource attachTo [_unit, [0,0,0], 'LeftHandMiddle1'];\
_unit setVariable ['bor_soundSource', _soundSource];\
};\
[{_this say3D 'M12fired'}, _soundSource, 0.1] call CBA_fnc_waitAndExecute;\
";
};
};
};
class Extended_Killed_EventHandlers {
class CAManBase {
class bor_M12Sound {
clientKilled = "\
params ['_unit'];\
private _soundSource = _unit getVariable 'bor_soundSource';\
if (!isNil '_soundSource') then {\
detach _soundSource;\
deleteVehicle _soundSource;\
};\
";
};
};
};
Delete the previous Extended_FiredBis_EventHandlers and replace it with these two.
I didn't join a server with respawn to test if it fixes the issue so definitely test it there too. But this should work.
The clicking would come from the corpses left hand, not your respawned unit.
Which is funny and creepy.
ahhhh alright, so pretty easy to notice haha
hmm, after respawning it doesnt make the pump sound anymore, not on the corpse or anything
Did you delete the Extended_FiredBis_EventHandlers I posted first and replace it?
It's slightly different.
oh shoot you know what i didnt notice they were both completely new
: )
alright now its working great, corpses aren't making ghostly pumping sounds and everything aligns and sounds wonderful
Nice.
I'm no expert, but it makes no sense that the rifle plays the sound when empty, right?
thats true, i think you'd just leave the chamber open or something
Replace this line:
[{_this say3D 'M12fired'}, _soundSource, 0.1] call CBA_fnc_waitAndExecute;\
With this:
if (_unit ammo _weapon == 0) exitWith {};\
[{_this say3D 'M12fired'}, _soundSource, 0.1] call CBA_fnc_waitAndExecute;\
The second line is actually the same, but it shows you where the new one belongs. It just exits the script if the fired round was the last one.
That should solve that issue.
Now I don't have to feel bad I never implemented this: https://github.com/CBATeam/CBA_A3/issues/82
Add Weapon Eventhandler Framework
Re: http://forums.bistudio.com/showthread.php?192780-Weapon-Eventhandler-Framework
yeah it looks like you know your way around a config script!
this might not sound like much, but, could i send you 15 bucks over paypal or something for your time and help?
Eh, too lazy to set up paypal.
i dont know how long it would've taken me to learn how to do all that, so thanks a ton, you're a gentleman and a scholar, and i wont forget it!
lol yw
physx is really killing me :/
really miss in OFP when you spent 1 second making the engine setup.. just entering "maxSpeed" and you were done
now its weeks of unwanted testing and tweaking and still only get it half way done
Tanks?
yeap
cars seems to often work fine with taking another config as base
but tanks, never get it right.. super fast acceleration and low top speed ๐ฆ
I can link here again later example of new config
It's pretty easy to tweak it since it's just usually tweaking of damping and dampingRateInAir
would be an o2script to verify the model setup be feasible and useful?
Already sent link to it here once
reyhard, so i heard, but doesn't seem to help me ๐ฆ
an o2script or sample config?
is there any version of this (https://community.bistudio.com/wiki/setAnimSpeedCoef) or something similar to it that can be defined at the config level?
you mean the speed= param for the animation?
the script command acts as a multiplier to that
then I'm not sure. @scarlet oyster might know if it's possible to make a particular unit type run their entire move set with a slower playback speed
https://community.bistudio.com/wiki/animateSource 2nd param is coef
@narrow crow https://pastebin.com/0gWwUcfT
if wheel radius is below 0.3m then it might be wise to increase size of the physx wheel
dampingRate & dampingRateInAir should be same
if you want to make vehicle faster then lower the value
for MOI just use that eval and replace 0.378626 with your wheel radius
don't be afraid to go with dampingRate to values around 200
Ok, Will try, thank you
it went like speeding deer on ice
my tank is only 16 ton, perhaps should had been heavier?
increase dampingRate then
I highly recommend using diagnostic.exe for changing those values
yeah, doing that...
and do you use i.e. virtual garage to restart vehicle stats after merging config?
Hello, i have a little question regarding configs. I am working on a weapon and i got it all working but it just ignores the amount of bullets the mag holds. its just infinite bullets, i checked if it was the config of the magazines by adding a allready existing magazine of the m14 but it still had the problem that the gun has infinite ammo
count is defined by the current magazine, so honestly most of us would have no clue what could be wrong, certainly not without you posting the config
Here it is https://pastebin.com/CBzYGznk
its not the whole config but just the parts used for the weapon,
Hey, I am very fuzzy when it comes to inheritance. Is there a way I can make this work? ```sqf
class Flag_JSDF: FlagCarrier
nvm \*facpalms\*
@rancid abyss I assume in the full config you have your weapons class TSIX_Benelli_base and class TSIX_Less_Lethal placed inside class cfgweapons and not just floating in the ether as some external class?
yes
how many rounds does the counter show?
I dunno if maybe it's because the reloadaction="GestureReloadM4SSAS"; isn't valid, so it's instantly changing between mags
Ill check that out in a few mins
don't really know why you have reloadaction in the mag either though. AFAIK it's deprecated to put a magazine-specific anim
the counter says 6/6
but it does not get lowered after a shot
also i removed that reload anim
@hot pine you said if the wheel is smaller than 0.3m radius, increase it - i got the impression as well, but what is the technical background to this? I have a vehicle with small wheels and it works like shit (it behaves as if the body or one wheel pair is draggin on the ground) despite several days of tweaking and fiddling
i tried larger wheels (dont remember if r>0.3m ), still no luck
Any one els has any idea why this happens
Derox - gisteren om 16:06
Hello, i have a little question regarding configs. I am working on a weapon and i got it all working but it just ignores the amount of bullets the mag holds. its just infinite bullets, i checked if it was the config of the magazines by adding a allready existing magazine of the m14 but it still had the problem that the gun has infinite ammo
Was there a config entry that protected the crew of a vehicle from taking damage when the vehicle itself becomes damaged?
Don't want my crew to get hurt by hitting the static weapon.
crewCrashProtection = 0.5; //less = better? 1.35 mrap 0.25 tank
crewExplosionProtection = 0.5; //more = better? 0.999 mrap 0.9995 tank
fireResistance = 10;```
"fireResistance" as in fire or bullets?
no this has nothing to do with bullet damage
its propably for fire places
vfx particles that are flagged with fire damage (i assume)
Hmm. I'll try to put the gunners proxy in a different component in the model.
I am not sure where else to ask this... 1. it -seems- that CaSe is not important in mod-file-names 2. it also seems that the whirly at-sign (cannot type it in here i guess) is also not needed in mod-folder-names. Is 1 and 2 correct? ( i use arma 3 as a steamversion with modfolders, not with steam-workshop-files)
@sullen fulcrum 1) it isnt, but keep it lowercase for linux compatibility. 2) @?
nods About (2), yes, that one, i use edited modfolders without that sign, and it works, yet in almost all mods i download, that is still used, is that also a compatibility thingy?
Oh I see, no it's more conventional.
It has become a common practice to start mod folder names with a "@" in front of the name to distinguish them from other files in the Operation Flashpoint directory.
Ah, an old tradition then it is kinda
It's like registering a tag.
If you haven't done that: https://community.bistudio.com/wiki/OFPEC_tags
oh, that went over my head
Seems to be something like a clan identifier for modcreators
If you plan to make public mods, it's a good idea to have your unique identifier to make sure they won't conflict with other mods.
nods and it helps finding your own stuff, when you have 5 versions of an AK47 from other authors
Hm, i feel like there should be a general Modding channel here...
are there any tutorials for making the config.cpp file? or is just reading the wiki the best way?
For a gun? Start from the A3 sample weapon; once it's working using that config.cpp start changing it to match your weapon.
If you link a pastebin here someone with an eye for configs would probably spot it pretty quickly.
this is the first time i've tried to mod. sorry.
I think I fixed it, but there is nothing in the virtual arsenal
No need, Arma has a very steep learning curve and all the information is scattered, so people are used to basic questions.
In 3DEN there's a "Config Viewer" that you can use to check if your mod config was loaded correctly.
You might also want to check the "addons" area to make sure the game is loading your .pbo.
And if your config and .pbo is definitely loading check that it has "scope = 2" in the config; if all that's fine you need to find the .rpt to see if there were some errors.
the addons folder in the arma 3 directory?
In the main menu of the game there's an "addons" area that shows you the list of addons loaded.
oh
Or you can skip straight to the .rpt which also has a list of loaded mods at the top.
Yeap, the config you can see in the "Config Viewer" in eden
at this point I genuinely dont know what im doing wrong
I feel like its something really obvious
Pastebin your config.cpp, someone here would've done a bunch of vests. ๐
i'll try
https://pastebin.com/pARDuRyU I guess if anyone could take a peek and see where I went wrong? Probably all of it.
how do I fix expected semicolon or eol?
line 46
ok then
DotJJ: What was wrong? I couldn't see anything.
@balmy sable line 46 eol
46?
in your pastebin... line 46
oh
my bad
i spent 15 minutes looking for something, only to realize I was missing a semicolon
in case of eol error it should also tell you where, usually...
now that i've done that, how would I put 2 carrier rigs in one mod? sorry if im ask stupid questions
by adding more classes in the same config.cpp
You just make another class:
class V_vest_new_2: Vest_Camo_Base
{
// Copy everything until the end "}":
}
Yeah, you should be able to copy and paste your existing one, giving it a unique name after "class" (e.g. "V_vest_new_2") and a new description to see if they both show up.
i dont think im doing this right
i tried and i failed. i'll try again later
how can i find out what caused binarize.exe to crash? is there a log somewhere? @hard chasm ?
it's impossible for any program that crashes to THEN print error inforamtion. only hope you have is (in this case) the binarise.log which sometimes indicates the last thing it was doing. There are 101 reasons for binarise to crash but at least one of the well known causes is bad 'mass' in the geolod.
pboProject does a whole list of checks of a p3d before it lets bis binarise anywhere near it (things that a half decent cruncher would check for anyway instead of the piece of shit we have to put up with) , a list of known crashmakers, but sadly, mass, can't be one of those checks.
"<Bis Binarise...>"
""Z:\Steam\steamapps\common\Arma 3 Tools\Binarize\Binarize.exe" -targetBonesInterval=56 -textures=p:\temp -binPath=P:\ k40_V_Chimera p:\temp\k40_V_Chimera"
"binarise crashed"
is what pboproject tells me
did the p3d ever work ? (or at least, not cause a crash? if so, you have your answer.
there are multiple p3d in there, many in a src folder - which if i'm not mistaken pbo project should ignore? or did i get that wrong?
Why can't mass be one of the checks?
source folders are moved to a place where binarise can't see them.
named "src" or "source" for the magic to happen?
source
why ian is because I onl;y have 25 hours in my day, chasing BI's bullshit and I'm sick of them,
Ah, yeap, naturally. Thought there might be some weird technical reason. ๐
I use my own binarise here as does (i think) tim dittmar, but it can't be released and be useful until bis just go away. because they'll keep changing the format rendering it useless.
Doesn't that involve calling PhysX to bake a bunch of things?
last properly working p3d binarise was the 1st instance of physx data at end of p3d. since hten they've alttered it twice., and it's a chase-my-tail playing constant catchup. so i prefer to wait until they piss off and stop breaking things.
enfusion for most of us will be a god send. they'll leave this engine alone.
no idea what went wrong, i'm guessing file synching/ leftovers issue... now it packs
I think enfusion's binary files are structured anyhow (like a binary form of XML).
i just hope nothing actually is in xml... xml is eye cancer
aww come on, that was inspired stupidity when they changed from simple-to-understand csv files to 8 lines of <xml> for EVERY english phrase, or gernan, or mogolian. That gave one of them job security, since writing mission storyline would take a week.
I think enfusion's binary files are structured anyhow (like a binary form of XML).
similar to oxygen3's tv4X files (alb format). it's not literal xml, but close.
@hard chasm a simple tool for that would be enough
Which is easier to write using XML
Basically what they did was making the language files more robust in regards of protocol
However, they could indeed have chosen something better than XML
I miss csv stringtables.
animateSource doesn't work in MP, but SP. What do?
eh? they must have broke it... that said, if you want to animateSource some hardcoded source (like turrets) then it might not work just for this particular type of animation source
what did you try it on?
It's a custom source.
If it works in SP, it should work in MP oO
Are you sure everyone got the same Addons?
It's not me who tried it, but I posted it here in case someone knows.
No duplicated Configs/.pbo's etc
i take it that the code on the wiki is basically a template right?
what 'code on the wiki' there's dozens of it.
it's not a 'template' in the C sense of the word, it's merely an example for you to copy, paste, and alter.
oh. close enough I guess
yes. sorry, your Q was a little vague ๐
my bad
everyone has to start somewhere.
lesson 101:
that 'code' has class statements. any time you see anything remotely similar, it's inside a config.cpp. And the instant it's a config.cpp, it's an addon.pbo
addon.pbos as opposed to mission.pbos MUST identify themselves to the engine. no two addons., perhaps obviously can be the same identifer. So, the magic there is you MUST in addition supply a cfgpatches class inside the config.cpp. viz:
class cfgPatc hes
{
class DotuFirstAddon
{
units[]={}; // no cfgVehicles in this instance.
weapons[]= {MYsoldierUniform}; // it does have a cfgWeapons
requiredAddons[]=0.1; // coz bis don't know how to use it.
};
};
class cfgWeapons
{
class MySolderUniform
{
as per the url above
};
};
lesson102:
ALL classes in ALL configs are merged together at game start. This means >your< classnames cannot be sameAs anyone else's.
to ensure that's never ever going to happen, you use a personal_tag on every classname you ever write (and it's a religious practice to do same to your p3d's (objects) and wrps (maps).
the tag system the community use is blah_something
blah_ is a permanently registered name you decode to use, forever more. example:
class djj_anything
{
};
to be honest, im still trying to wrap my head around the classes thing
understood. it will come.
best thing you can do, is get the above url working, and then change things to see what the effect is.
sounds like a plan
nothing but nothing succeeds like success.
so if you wanted multiple things in one mod, you would have to make a massive config.cpp file?
well a mod is not an addon. a mod, is one or more addons.
oh
so if you were making an island eg, you would have a
dtll_island.pbo (with it's config)
dtll_vegetation,pboi(with it's config)
dttl_buildings.pboi (with it's config)
and so on.
if you were making soldiers with weapons, your 'mod" would probably look like
dtll_soldiers.pbi with cfgVehcile comfig.cpp
dttl_weapons.pbo with a cfgWeapons.cpp
and on on
but there is NO hard and fast rule, you could, as easily, make one giiant pbo with config, or, you could, as easily break it down further to
dttl_weapons.pbo
dttl_magazxines.pbo
dttl_ammo,pbo
so how would I make a pack of custom vests? sorry if im asking too many questions
well you would do exactly that, you'd make:
dttl_pack_of_vests.pbo
it's all to do with worklow, and wrokflow means, what's managable.
it would make no sense to me, because of the way I do wrokflow to NOT have humans AND vests in the same pbo. but otthers DO, it's neither illegal, nor are they being dumb. they are managing their project in a ordered fashio that suits them best.
you just have to remember that the engine collects every single pbo and (effectively) makes one, single, huge one. it contains your mod, freds mod, and even bis addons.
from the engine perspective at game time, there are no individual addons and cettianly not 'mods'.
im just trying to put a few vests in for my mates and I cant seem to get this config file to work
all of these classes and stuff
class cfgPatches
{
class dttl_vests
{
.....
};
};
class cfgWeapons
{
class dttl_vest_with pink_dots
{
.....
};
};
it's THAT simple
if you don't have the above construct, it's not going to workl.
class anything : optional_ineritence
{
this=that
other=something;
}; <<<note the ;
you also need to use a decent editor such as notepad++ which will collapse or expand these { } for you., ot's smart enough to 'know'; when you've missed a }
or put too many
thats what i am using
well it should be a non-issue. you don't have to know how it works, just that the construct is correct.
if addon builder or pboProject is telling you have errors. fix them.
it says there is no errors, but when I go in game there is only 1 vest
im probably missing something again
what vest? yours?
yes
so add another
i think I did
if it's YOUR vest that's being selected, you've already made a working config.
class cfgWeapons
{
class dttl_my_pinkVest {..............};
class dttl_m_orangeVest{...........};
};
you tell me how hard that can be.
of course
oh
penny drops ๐
how can I reduce the sway of the binoculars? I find it ridiculously overexaggerated
Added: A new "swayCoef" weapon parameter < sometime in september or october
maybe try this
no idea how bino hand animation is handled... if its a static rtm then possibly weapons options, but who knows if its motion captured - BI have some terrible and nauseating jitter in some animations
is there a way to pack the edited texture with the addon so I dont get an error on another pc?
Of course. that's a common used of a patch_addon.pbo
Does anyone know whether you can change an aircrafts hud with a simple cfgPatch?
And thats all
yes. but, the changes you m,ake will affect all huds that you are altering.
you must have the addon you are patching as a requiredAddon[]= of your config.
if an existing class says:
class thingy
{
apples=green.paa;
};
and you come along and say:
class thingy
{
apples=red;
};
ALL addons that use apples will now be red. the great big huge proviso is, you must have the original apples as a requiredAddon
Ahh yep
patch_addon?
how would I do that?
Stop the silly questions pelease and just get on and make things. It's self evident in the context of the question that peter wanted to patch the original. And i gave examples above of how to do that so there was no reason for you to ask.
sorry.
Hi , I have a problem but transparent paa are no longer on my vehicles
This this product on all vehicles of a PBO
I tried to change the glass.paa but nothing changes
Yet the visualization in buildozer is good
The RVMAT is good too
ehm nice cars you have /eeeeeeh/
nice cars !
Any idea why my weapon is shooting wrong direction? It's oriented aiming left on the front view in o2. Konec and usti hlavne are in right positions, memory LOD seems quite complete.
It shoots 90 degrees to the right
reuse the memory points from the A3 weapon sample
and be sure you have the autocenter=0 in geometry lod
ye, the autocenter is there
then most likely your memory points are rotated or something
yea, something is wrong in memory LOD, pasted other memory and it works
is that a matter of konec/usti hlavne?
Fixed: looks like it's "konec hlavne" not "konec_hlavne" -.-
yeah it is picky and it has to use those proper names in order to work
if you wonder whats konec hlavne means its - end of the muzzle and usti je start of the muzzle
Can I add a scrollbar to RscEdit? I added:
colorScrollbar[] = {1,0,0,0};
class ScrollBar: ScrollBar {
color[] = {1,1,1,1};
};
to my control, but nothing happened.
RscEdit has no scrollbar class according to BIS_fnc_exportGUIBaseClasses and I inherited from the scrollbar base class. Or at least I thought.
that'd be a better reason than what I'd said ๐
Anyone got the config line of code to disable fov change with speed?
I remember back in Jets DLC there was something you use to disable it. Or do I just set the min and max fov the same so it cant change?
Eden has introduced the ability of having some features you can activate via the interface per unit - ie selecting camo defined in class textureSources
- is this available also via ZEUS somehow?
- or do you just define each camo variant as vehicle class instead/anyway
@stoic lily as far I know:
- No, Its only available inside 3DEN
- Thatโs at your own but I prefer having less variants as possible, letting mission makers select their configuration via 3DEN.
And yes, As you may think it should be a great addition a friendly IDE inside zeus per unit letting change the configuration "on-air" like 3DEN (pylons, components and texture sources) instead of doing it via script commands.
Eden attributes are mostly scripted though.
@boreal heart
look for
speedZomMaxSpeed
speedZoomMaxFOV
also there is param for controlling head motion - headGforceLeaningFactor
@ocean nacelle thanks!
@jade brook for this very reason it should be (possible) via ZEUS too
there is no way to reconfig gamma range(s) still right? I am not seeing it under CfgVideoOptions
Inside RscDisplayOptionsVideo
but i don't think it's possible to change the range of the slider
@hot pine Heya, can you help me out with some issues I'm having regarding the new interiors?
I've only changed magazines for vehicles, and the cannon on the Marshall.
Marshall: https://i.imgur.com/XzBDZlE.jpg - READY-TO-FIRE indicator is missing.
Marid: https://i.imgur.com/BVTvT9f.jpg - READY-TO-FIRE is redded out, and the MG/GMG read off the same ammo count.
Gorgon: https://i.imgur.com/vpsuUZy.jpg - AT MISSILE shows MG ammo.
Order of magazines is important
You would need to change mfd to accommodate magazines changes
@hot pine With the new 'hasDriver = "-1";' stuff, from my experiences you can drive from any positions in the vehicle, even sitting in a passenger seat or even on the roof (modded vehicles). Is there a way so this new addition can only be applied from the Gunner and/or the Commander positions only?
Otherwise troops that you're carting around can technically drive if they get cheeky
have you played with commanding parameter ?
Thank you!
hello guys, do you know how can i change the fuel consumption of my vehicles ?
(not the fuel capacity)
ah!
@fervent glacier use fuelCapacity
it's not in liters - it's amount of time you can use vehicle in game
(for everything except helicopters)
time ? in minutes ?
fuelCapacity = 20; // value multiplied by 6 is roughly how long the vehicle will be able to drive around in minutes. Real life values should be scaled down so managing fuel can be a gameplay element in longer A3 scenarios
algorithm takes into account rpm so fuel consumption is different when idling
I don't remember details right now but I can check it at work tomorrow
ok thank you
@hot pine What is this commanding parameter you speak of? First time I've heard of it
So, if I put the gunner turret as 'Commanding=1;' while I chuck the next turret as say 'Commanding=0.5;', that will work?
@hot pine with fuelCapacity = 1; i can drive for 3 minutes 15 seconds
(at full speed)
@fervent glacier @hot pine https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#fuelCapacity ... unless it changed with tank dlc development
reyhard, you told me a while ago that i can use gunnerType = <soldierclass> to specify what the crew for a position is. I have a problem with that: I put that in the commander turret (which is child of the gunners turret) to have a unique cmdr soldier model, but when loading it ingame, the commander soldier gets placed in the gunner seat instead.
Some weirdness with Eden IIRC.
Seems okay on our MarkV and UH-60s now I look. Those used to be affected by it
@fervent glacier https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#fuelConsumptionRate there is a limit how low a rate you can set (i was trying before to stop a vehicle explosion due to fuel in tank by making it a tiny fuel capacity (didnt work)
just checked again, its indeed fixed. I just loaded the wrong vehicle yesterday that had a wrong config (my error)
who can know how to change a sea sound to other sound
class EnvSounds/cfgWorlds
class Sea
{
name = "Sea";
sound[] = {"A3\sounds_f\ambient\waves\sea-1-sand-beach-stereo",0.0891251,1,200};
soundNight[] = {"A3\sounds_f\ambient\waves\sea-1-sand-beach-stereo",0.0707946,1,200};
volume = "sea*(1-coast)";
};
or the newer soundSetEnvironment when active
(soundSets+soundShader)
for example, it is correct? //////class Sea{
name = "$STR_DN_SEA";
sound[] = {"slm\sound\environment\swamp.wss",0.7, 1};
soundNight[] = {"slm\sound\environment\swamp.wss",0.7, 1};
volume = "sea*(1-coast)";
};
but it doesn't work
see second point - it overwrites old envSounds class
get a full config dump and search for sea
set an example correct
soundSetEnvironment[] = {"Meadows_Low_SoundSet","Meadows_High_SoundSet","Forest_Low_SoundSet","Forest_High_SoundSet","Forest_Rattles_SoundSet","Greek_Crickets_Day_SoundSet","Greek_Crickets_Night_SoundSet","Birds_Forest_Day_SoundSet","Birds_Meadows_Day_SoundSet","Wind_Low_SoundSet","Wind_High_SoundSet","Stratis_RainMeadows_Low_SoundSet","Stratis_RainMeadows_Medium_SoundSet","Stratis_RainMeadows_High_SoundSet","Stratis_RainHouses_SoundSet","Sea_SoundSet","Coast_SoundSet"};
class Sea_SoundSet
{
soundShaders[] = {"Sea_SoundShader"};
volumeFactor = 0.18;
spatial = 0;
loop = 1;
};
class Sea_SoundShader
{
samples[] = {{"A3\Sounds_F_Exp\Environment\ambient\Sea\sea",1}};
volume = "(altitudeSea factor [60,15]) * (altitudeSea factor [60,15]) * (waterdepth factor[0,1])*(waterdepth factor[0,1])";
};
in these classes to change a way to my sounds and shall work?
How do you config a module so it can be placed in Zeus?
@barren umbra get a config dump and check BI module classes
@TOTEMbl4#8175 yes and no. changing these would overwrite the sounds for all terrains. you need to make custom classes (copy or inherited) and assign them to your terrain class via soundSetEnvironment
Does createVehicle ignore initphase for animationSources when an object is created?
@wise fog initphase seems to work with createVehicle on a vehicle I have here
Hmm - possibly something else is messed up. Thanks @da12thMonkey#2096
initphase should be fine, check first using the normal 3den editor that it does, in actual fact, work at all.
there's a discrepency in some example configs where initphase has been applied to the model.cfg, not the config.cpp. afaik, in a model.cfg it is ignored.
Hello there, guys. It might be not the best place to ask, but I haven't found any place better. I've tried to fix Blastcore Edited configs, but repackaging PBO results into game losing path to the particles textures. Is there any better way of doing this? P.S. I've never dealt with Arma mods before, but I am not that retarded with coding, just need some explanation if possible.
@echo kettle do you have permission to edit/open it and modify it and repackage? Its frowned upon to do that. Your best bet would be to make another addon that overwrites the configs versus opening and editing someones work, besides just breaking paths ๐
Well, I am trying to contact author about his mod, but is seem he is abandoned community. And I've never done addons so I have no idea how to make "overwriting addons"
And I've unpacked pbo, just to find out what is wrong with the current mod
And I want to use it only for myself, since noone bothered about this particular bug
Is there any "how to" for making mod to the mod?
@echo kettle not really, but for example if you had mod a and mod b, mod a is models and configs, mod b could be just configs and if it ran after mod a (โmod b requires mod aโ) then the configs overwrite mod a if they are the same (I am pretty sure lol)
Okay, I see
Will research towards it then, if author will not go live
Maybe @stoic lily will help me, since he helped Paladin with his fix to Blastcore 2 or atleast give me his contacts, if Paladin okay with this.
+1 here too. it's a mistake you'll come to regret, effectively stealing, other people's work. you might not see it that way, but the community does, and a bad reputation takes moments to achieve and a long time to restore. It's not just politeness, the community will ignore you, and, your asklng for help as a result. trust me, you don't want that to happen.
that said, like everyone, you have to start somewhere, and the cause of your problems above are due to \hard\addresssing. everything in the bis universe uses \hard\addresses, with the exception of #includes. even the contents of the same pbo, can only be referenced via it's \root\prefix. If you wonder why that is, bis are too damn lazy to change the obvious. It's a fundamental misery we all put up with. (including most bis devs btw, who are just as pissed off with it)
Okay, I've seen mistake I've made there, that is why I am trying to get in contact with mod author. No malicious intentions were made. I hope, author will reply and problem will be solved.
Thanks for brief explanation
to be clear, there's nothing illegal or immoral in you hacking away at anyone's pbo and learning from it. The community has thrived on that very idea for the past 12 years. What you then do is make your own pbo in your own file\space, with your own tag_name, with the things you've learned, and improvements of your own. What you don't do, is hack the original and release it unless permission is given.
there's another, straightforward reason here, the end user has almost no way of knowing whether he has your pbo or the original.
I understand this quite clearly, since I've deeply connected to the mod community of another game. Main idea was to find out what is the problem with that mod, and contact original author. Never even thought about releasing it under my name - this is not right at all.
๐๐
Can anyone explain to me CfgPtaches?
My aircraft tends to lean and slip somewhat while turning (yawing, and very slowly at that) on the tarmac. Any specific values I should tweak?
@Vericht#0621 what about the other fixed versions on workshop? not fixed enough?
Can anyone explain to me CfgPtaches?
the nameOf the pbo is totally meaningless. it plays no part in the bis engine. you could rename any current pbo to apples, or giraffes, and the engine would not notice zny difference whatsoever.
when it comes to addons, the engine needs to identify each pbo. Since it's not the pbo's name,, it's the class inside a cfgPatches.
this name is the all imporatnt identity used by requiredAddons[]= (also in every cfpatches) to ensure that the pbo's listed in requiredaddons are loaded first, befire this one, (the engine quitre literally stalls the loading thread for this pboi until the other threads have loaded what's needed).
.... and the reason why other pbo's must load first, is that this pbo will alter the master config. bin. that config bin needs to be fully up to date befire it does so.
@stoic lily unfortunately all of them (at least based on Blastcore) have the same problem.
@echo kettle what specifically?
HE rounds on RHS M1A1 Abrams have no explosion particles at all, only a flash on impact and a mark on the ground
I've found out that shell explosion class has only classes that trigger the flash, but that is all. So couple more classes needed to trigger couple more particles effects, like smoke cloud and dirt fragments.
tank flashbang... now thats an revolutionary idea for urban combat and riot controll ๐
@echo kettle as long as its config changes, or you can replace references to other data, you can make a patching pbo instead
nice to hear
Okay, I've helped him to figured out the problem, he said he will update it on steam when he will have opportunity
Sorry if bothered fellow modmakers here too much
Hmm, addon builder seems to be converting \n in a file path into a line feed, any ideas on how to prevent this?
No, but that's hilarious.
I think it happens with armake as well
I've tried \\\n and \\n and they still convert that \n portion
or change the n ๐
trying / didn't work either, but I didn't replace all the \ with it, so I may retry that real quick
unfortunately can't
well, I guess maybe I could by pulling the files out
trying to set inhouse NVGs to use the new ACE NVG stuff
Specific line is ace_nightvision_border = "\z\ace\nightvision\data\nvg_mask_4096.paa";
I guess I could pull the file out and repack it with a different name, but that seems like a silly thing to have to do
true
I wonder why ACE itself is not having problems with that
(โฉ๏ฝ-ยด)โโโ๏พ.*๏ฝฅ๏ฝก๏พ MAGIC
I wish I knew
thank you.
Ur very welcume
anyway, some ppl mentioned that they wrote their own packing tool (like PboProj), maybe it's the same with the ACE-Guys ยฏ_(ใ)_/ยฏ
Not really no.
And since you mentioned "AddonBuilder"... meh, my bet is on that one
I may have figured something out... investigating
W h at, I doubt ACE is using AddonBuilder
ACE make script is using mikeros tools or AddonBuilder
Just try PboProject.... See โ
They are currently working on armake. I guess most of the devs use mikeros tools
Ah I figured it out...
So, AddonBuilder is not converting \n to a line feed
the error message that shows the path does though
and its not working because I have the wrong path
So not quite as silly as I may have led you guys to believe
but the line feeds in the error message look really silly: https://i.imgur.com/n6RS2l1.png
look really silly:
yep, it's caused by inattentive code that does a
printf(str);
instead of:
printf("%s",str);
been there, dun that
๐
does anyone have an inkling as to which pbo curator data is stored in?
wingrep is your friend, you use it to rapidly search thru all config.cpp's on the pDrive with a phrase you're looking for.
cheers
Hi are there any config gurus here that can give me a hand? I am making 101st and 82nd Airborne unit ranks for them. For some reason the ranks and patch do not appear on them in arsenal....
scope and scopeArsenal correct?
try scopeArsenal also to 2
OK I shall try thank you
this is probably a bit basic, but i made this for some of the guys im teaching. how to make muti-turret vehicles muzzle flashes rotate...
excellent stuff
Anyone know of a way to "inject (/force update)" config files while Arma is running? It is nuisance to restart Arma every time I make a minor config change. Appreciate all help!
Sweet, I really appreciate the quick response. From a quick glance at the wiki it looks like this will work with mod addons as well as all of Arma's base addons, is that true?
never used that but guys talked about it working fine.
okay awesome, thank you!
@Knesse#6658 works for most config code. most important part is you need to recreate the entity (via sqf or mission/terrain reload)
Anyone know how to muffle weapon sounds in vehicles like this? https://www.youtube.com/watch?v=PqQewm7T3EM&feature=youtu.be&t=2806
From beta / initial release.
not possible atm
attenuationEffectType?
it's not working with soundSets/Shaders
right-o
then the next question would be what filters and effects to apply to the sound file in an sfx editor to achieve the same what attentuation effecttype did
https://abload.de/img/cfgpatches9sjsr.png
getting a lot of mileage out of this model ๐ 32 weapon variants, 3 factions
Nice hefty classname
it's not possible to make changes to CfgCurator through a mission description right?
CfgCurator? No, not that I know of. As far as I know the only configs that are editable via mission description are the ones listed on the biki like CfgDebriefing and CfgFunctions, etc etc
Damn, looks like it's finally time to dip my toes into making addons
yipee
srs tho bohemia a toggle variable for turning off unit icons in curator would be easier
But is it with employee labor hours? Probably not
Plus, EOL is right around the corner
aye :p I was going to have to do it anyways I think
Is there any way to define selections outside of the model? ๐
Use Case: I want to add a searchlight to a vehicle but on the right position is no selection. I would love to just define an offset from model center and name it without having to hassle with the model itself.
Already scanned a lot of configs and didnt find anything remotely reminding of positions though
hoping someone here may be able to answer this question: how do I define a new category of markers when adding custom markers via an addon? I can make the custom markers and add them to the 'Flags' class, but ideally I would like to put my markers in their own category
doesn't seem like CfgMarkers has a categorization system
so there is no way to make a new category?
yes - you have a number of different cats
hmm
alright
add a marker class to CfgMarkerClasses and then use it in you markers with markerClass "the_name_of_your_marker_class";
apparently
apologies for the newbie question, but how do I add a new master class to CfgMarkerClasses?
(and can i do it in the config.cpp file of my addon?)
yeah adding
class CfgMarkerClasses {
class YourThingy {
displayName "YourThingy's Name";
};
};
to your config.cpp should work
thank you @gilded lake
no clue if it actually works though ๐
will have a test
Hi, I'm trying to edit the DrawObject class of CfgCurator, do I have to include all the sub classes (2D etc) or can I get away with just editing 3D? I've already tried packing the config as is (With a CfgPatches header) with no success.
{
class DrawObject
{
class 3D
{
alphaNormal = 0.5;
alphaNormalBackground = 0.5;
alphaSelected = 1;
alphaSelectedBackground = 0.9;
alphaHover = 0.7;
alphaHoverBackground = 0.7;
sizeNormal = 0.5;
sizeSelected = 1;
sizeTarget = 1.1;
sizeCoefStartDistance = 50;
sizeCoefEndDistance = 200;
texture = "\bink_core\data\CfgCurator\entity.paa";
textureBackground = "\bink_core\data\CfgCurator\selected.paa";
textureDisabled = "\bink_core\data\CfgCurator\entity.paa";
textureDisabledBackground = "\bink_core\data\CfgCurator\selected.paa";
....
};
};
};```
I believe you have to import all the child classes if you want to patch a child of a child class
I think
so to patch DrawObject you'd have to import all of it's subclasses to "reapply" them
also checkout https://community.bistudio.com/wiki/Class_Inheritance
Thanks! It's my first rodeo with add ons
@slate solstice whats your cfgPatches class
How can I get all of the cargo units + FFV seats into an array, with I can use in "forEach" command?
@stoic lily class CfgPatches { class bink_core { author = "shifty_ginosaji"; name = "Binkov RTS - Core"; url = ""; requiredAddons[] = {"A3_Functions_F_Curator","A3_Ui_F","A3_Ui_F_Curator"}; requiredVersion = 0.1; units[] = {}; weapons[] = {}; }; };
looks alright - did you verify A3_Functions_F_Curator is actually the one it gets defined (last)?
{
class DrawObject;
class DrawObject: DrawObject
{
class 3D
{
alphaNormal = 0.5;
alphaNormalBackground = 0.5;
alphaSelected = 1;
alphaSelectedBackground = 0.9;
alphaHover = 0.7;
alphaHoverBackground = 0.7;
sizeNormal = 0.5;
sizeSelected = 1;
sizeTarget = 1.1;
sizeCoefStartDistance = 50;
sizeCoefEndDistance = 200;
texture = "\bink_core\data\CfgCurator\entity.paa";
textureBackground = "\bink_core\data\CfgCurator\selected.paa";
textureDisabled = "\bink_core\data\CfgCurator\entity.paa";
textureDisabledBackground = "\bink_core\data\CfgCurator\selected.paa";
color[] = {"side"};
colorBackground[] = {1,1,1,0};
colorDisabled[] = {"side"};
colorDisabledBackground[] = {0,0,0,1};
colorLogic[] = {1,1,1,1};
colorLogicBackground[] = {0.5,0.5,0.5,1};
colorLogicDisabled[] = {1,1,1,1};
colorLogicDisabledBackground[] = {0.5,0.5,0.5,1};
colorPreview[] = {1,1,1,1};
colorPreviewBackground[] = {1,1,1,0.25};
colorPreviewDisabled[] = {1,0,0,1};
colorPreviewDisabledBackground[] = {1,1,1,0.25};
colorSelectionSquare[] = {0,1,0,1};
colorLineGroupingUnits[] = {0,1,1,1};
colorBBoxWhileDragging[] = {0,1,1,1};
colorGroupsPreviewColor[] = {0,1,1,1};
startIconFading = 250;
endIconFading = 750;
starLogictIconFading = 1000;
endLogicIconFading = 1500;
};
};
};
is this inheritance okay?
Hmm
Yep, DrawObject has no parents.
class CfgCurator {
class DrawObject {
class 3D {
};
};
};
None of these do have parent classes, so you don't need to reference any inheritance.
A3_Ui_F_Curator is the source config and has to go into requiredAddos.
it's there
What did you post?
I have the 1.76 all in one config open. I see the parents.
ah awesome
Yep, neither CfgCurator, nor DrawObject, nor 3D have any parent classes.
Even in your example.
config dump*
You're creating a config patch that is loaded into the master config after the original config from BI and that redefines some config entries.
Or are you asking why config patches need to copy the inheritance? Because that's just stupid as most things are informaticians cooked up.
column 1
wasn't sure if it would overwrite the entire CfgCurator, instead of just the classes I defined
You don't.
That'd require two configs:
// CfgPatches My_DeleteCurator_Patch
//requiredAddons A3_Ui_F_Curator
delete CfgCurator;
// CfgPatches My_ReplaceCurator_Patch
//requiredAddons My_DeleteCurator_Patch
class CfgCurator {};
I abbreviated CfgPatches of each of those for simplicity.
And it'd probably cause errors because the game either hard coded or scripted tries to access some of the entries you would've just deleted.
Maybe.
googles idiom "working like a treat"
Ah, nice. (Don't do this to non native speakers D: )
stand alone clasess (ones without : ) are a little bit tricky.
the absolute assumption here is that you are altering an existing class. To do that the class being modified MUST be part of requiredAddons. It's immaterial where in the comma separated list you place it btw, there is no precedence order. The engine stalls until each of them are satisfied (loaded).
there is one subtletly:
class thingy{}; // empties that class of everything it contains. Not delete, empty,
class thingy
{
pinkElephants=true;
};
ADDS (or modifies) pinkElephants to that class. The other protperties remain undisturbed.
class thingy{}; // empties that class of everything it contains. Not delete, empty,
this is only true if the (sub)class is not defined in this context/class already
this is only true if the (sub)class is not defined in this context/class already
This. It only works if you empty the sub class in a class that inherited the sub class.
I think you technically don't empty it, you redirect the inheritance to an empty class.
you are correct commy. it's a redirect, the underlying class itself is unaffected
Clears CfgMissions\MPMissions from all sub classes, thus cleans up the mission select screen from stock missions.
thats a fairly ugly hack. but effective i guess if you really want all gone
my approach to just delete BI stuff: https://pastebin.ubuntu.com/26250142/
btw kju did you update your remove-bis-classes for all the latest dlc releases?
the engine requires some classes to be present kju, such as turrets. they can't be deleted as such.
you got normal download link?
their contents can be removed, but the primary class must exist (and be empty).
@hard chasm class turrets is very special case. if you even do turrets: turrets {}; & parent class contains some valid entries inside then it will be still recognized as an empty class (but technically, all entries will be still there) if not defined again
That's also because class Turrets has "inheritance disabled" - as I call it unofficially. If you don't touch Turrets, then a sub class of CfgVehicles will keep all sub classes of Turrets and they'll show up ingame. But if you add a class inside Turrets, and don't reference other child classes, then those will be ignored by the game.
@hot pine I am not aware of anything unique in the engine code that treats class turrets in any different way to any other stand alone class.
class animations: animations {.... } is a very typical constuct , i am not aware and haven't tested for the effect of not having any properties in the body.
It's not about the classes themselves. More about what is recognized by the game as subclass in Turrets.
It's like the difference between the inheritance flag being true or false in configProperties. Class turrets "has it to false".
yep, having emtpy turrets:turrets {} screwed me over in the very beginning as well. You have to restate every turret class if you want to change something/add or remove stuff. Also, the order of the classes is very relevant.
You also need to keep the order in which they were defined to not switch around turret indices.
How do you make your custom rifle compatible with attachements from other mods? I copied the weapon slots from the vanilla MX, but I can only use Arma 3 attachments while the MX can take CUP and RHS stuff as well. Is it some CBA witchery?
yes, they use CBA joint rails
https://hastebin.com/utuwaragag.scala
"model.cfgs for this pbo have errors"
But these are the source files of the mm_bank.
I don't see any errors in the models.cfg but pboproject likes say that there are errors.
\mm_bank\model.cfg cannot have externs (class Default;}
class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; };
yus I fixed it
I just removed default all together to fix it
xD
{
class CommonwealthBank
{
isDiscrete=1;
skeletonInherit="";
skeletonBones[]=``` now
Would that cause issues? PboProject didn't pick up on any.
Is there a way to override settings for vehicle cargo capacity without modifying actual mod files?
short answer no. long answer = you can alter the existing capacity in a pbo of your own.
Would that cause issues? PboProject didn't pick up on any.
since you don't say what the 'issues' are, it's hard to tell what pboPro was supposed to find.
it's also fairly clear Carl that you haven't read any documentation (mine, or bis) regarding the inheritence tree for model.cfgs
if a model.cfg declares an extern, it means it is expecting a parent model.cfg to have that class.
@burnt oyster Fun little work around, vehicle + crate + attachTo = a new trunk! ๐
That is a fun idea
Hi ! comment faire pour que les lumiรจres soient รฉteintes lors du dรฉmarrage
class EventHandlers
{
init = "_this select 0 sethit [""hitlampe"",1];";
};
It does not work
Sorry : how to make the lights off when starting
Are you sure hitlampe is the name of a hit selection? Because it sounds like the name of a hitpoint instead.
That's the name of my HitPoint
class hitlampe {
selection = "something_else";
Like that?
No is not a class
just a point in lods Hit-points
I already use it for : statement = "this sethit [""Light33"",1]";
But when launching the mission, she is on
and I would like her to close
I think setHit may simply not work inside the init event. Like many other things.
init = "(_this select 0) spawn {_this sethit [""hitlampe"",1]};";
Try this instead. It makes the command leave the scope of the init script.
I'm testing this
nice one commy2.
I try.
another question ๐
how to manage the direction of particles
_source_water = "#particlesource" createVehicle [0,0,0];
_source_water setParticleCircle [0, [0, 0, 0]];
_source_water setParticleRandom [0, [0.005, 0.005, 0], [0.6, 0.6, 0], 0, 0.0025, [0, 0, 0, 0.01], 0, 0];
_source_water setParticleParams [
["\A3\data_f\ParticleEffects\Universal\Universal", 16, 12, 10], "",
"Billboard",
1,
1.5,
[0, 0, 0],
[1,1,0],
0,2,0.5,0.075,
[0.2, 0.2, 0.2],
[[1, 1, 1, 0.7], [0.25, 0.25, 0.25, 0.5],
[0.5, 0.5, 0.5, 0]],
[0.08],
0.002,
0.01,
"",
"",
"",
0.9,
true,
0.5,
[[0,0,0,0]]
];
_source_water setDropInterval 0.002;
_source_water attachTo [_HL_Gendarmerie,[0,0,0],"toilette_1"];
Looks like the wind does.
๐ฆ
[1,1,0],
That's the MoveVelocity if my tired eyes aren't lying to me.
[0,0,0] to make it not move I think
1,1 would be towards one corner of the map.
North-east I believe.
How i can generate a particles in house? Without scripting in mission? (Memory points?)
well you can just offset off the object themselves
idk about memory points but if possible would obv be better
Hi guys! Anyone knows if it's possible to add some lines of code to a .hpp that are in another addon? using it as a dependency of course.
@dry plover ๐
you just redefine the class structure, set the parameters you want to change and add in requiredAddons the other mod's cfgPatches name
so, add a new class to it.
class existing_class_in_hpp
{
class MyNewClass
{
blah blah;
};
};
//voila
Thanks for trying to help ๐ let me explain my problem.
The addon have a .hpp that add some lines of code to a class that are in a config.cpp, but this are not done in a "common way"(see the example below).
"Example.hpp"
class_a : class_x{
code };
class_b : class_x{
code };
class_c : class_x{
code };
This .hpp is included in other .hpp inside the original addon that process it(is related to sound config of weapons).
What i need to do is include my class(the one that i have already done to my addition to the addon).
So I need something that include this to that original .hpp
my_class: class_x{
code };
anyway, I'll try another aproach to it. Thank you all!
Looks like the most "common way" ever to me.
And if you are talking about #includes then maybe have a look at how the preprocessor works
class will inherit all parameters from class_x, regardless of whether class_x is getting params from an external .hpp or not
that's what #include preprocessor, and cfgpatches requiredaddons[] is for
๐ค thanks! I'll take a better look into it. I may be doing something stupid at some point here ๐
Are there any simple static MG configs out there? One extracted from A3 is a clutter of different assets and It's easy to miss something
By "simple" i mean just one weapon in config
Th base game ones are pretty bare bone. Don't think it will get easier than them.
@dry plover
my_class: class_x{
code };
Firstly, on the assumption that the existing config file is compiled into a config.BIN (in the pbo), the hpp files themsevles are utterly irrelevant. They are discarded at compile time at play no further part.
YOU< are not adding to an hpp file, >YOU< are adding to the result in a config.BIN
for your magic to happen without further fuss.
class nameOf_existing_class // a template declaration
{
class class_x; // an external reference to what you need
class my_class: class_x
{
blah blah
};
};// finito
there's nothing tricky here except your need to get your head around how inheritence patching works, and how to tell the compiler in YOUR pbo where the goodies are.
the key is inheritence patching, and as kju pointed out from the very first reply, is the single most vital aspect of it is to tell the engine where all this stuff is via requiredAddons[]=
That's it! I've figured out what I was doing wrong. It's working now... ๐ Thank you very much!
โฅ
Is there no easy way to create a new magazine without modifying all of the rifles to make it work?
i thought if I inherited a magazine's class, it would work as well
i thought if I inherited a magazine's class, it would work as well this
just don't forget to make it a compatible magazine in cfgWeapons also
magazines[] = {"Jordan_is_cool","new_magazine"};
unlike classes which are almost by definition, 'inherited'. you cannot add to an existing array.
bis have added the array[]+= syntax which is supposed to do exactly what you (and any other normal person) would want. But, of course, they stuffed it up so badly its unusable. (It 'works' under some very very esoteric conditions)
the same sillyness exists in model.cfgs, where, to add to an existing one you need to say
skeletonInherit=whatever;
it was too much to expect them to be able to use, at least that syntax, in config.cpp's. And, thank god they didn't, because they would have broken it.
so when does array[]+= work?
I was trying to avoid modifying each weapon's magazines[]
honestly, if I inherit 30Rnd_556x45_Stanag, then my magaine should be able to be compatable with any rifle that uses that magazine without modfying the weapon's accepted magazines
"then my magaine should be able to"
exactly
so when does array[]+= work?
try it for yourself. essentially, the array being added to must be only one class behind the one you're modifying (eg a parent) and for almost all cases that array's contents must be known (be in sight of) when the change occurs. which renders it bloody pointless. You'll get other anwers, most of them involving rubber chickens, friday afternoons, and if the moon's shining in the east, but for a straightforward, uncomplicated,
this += that;
forget it.
the were not even capable btw, of maintaing the standard 'type' coding for the binarised equivalent. that doesn't matter to an end user, but makes a mess for a coder, trying to keep things simple in rap / derap. Not even sure if bis can decode them.
for over a year you could NOT binarise this syntax, only config.cpp's understood them.
the sooner they go away and destroy the enfusion engine, the better off arma modders will be.
so when does array[]+= work?
when the parameterArray is already defined in the same class - otherwise it turns into an explicition definition/set your statement in the class and thus breaks inheirtance
Isnt there a more general magazine class array that can be defined for a weapon? I thought BI has introduced that so for example you could mod one array of stanag mags that would then be automatically patched into all weapons declaring that array as their group of mags. Ive never used it myself but i thought to look into it one day
Not on pc so hard to find ref for that sorry
Magazinesgroup = โstanagarrayโ
Stanagarray[]={โ30rnd_stanagโ, etc}
And if magazinesgroup is defined then magaZines[] is disregarded
That was how i thought it had been implemented
Excuse my lack of clarity am away from home
So this chap could access all bi weapons by patching a single or several external classes of mag groups rather than the weapons themselves
magazineGroups are broken. I fixed them a month ago and sent the fix to BI but they ignored it since then
Small question about damage materials: did something happen in an update (recently or not) that made you have to change anything about class Damage? The usual "path\material", "path\material_damage", "path\material destruct" won't work for any of my vehicles, says it won't load
just check (via the dotRpt file) that csat_shahan.pbo is in fact loaded. if so extract the pbo and check if those rvmats really are where you think they are.
Would they have changed if they're still in the same spot when I pack the PBO in my P drive?
well the chances here are that, in fact,, the pbo did not pack correctly for some reason. Best you check the pbo contents
but to answer your question directly. i am unaware of any issues with the damage mats, except for the very peculiar need to NOT \have a preceding slash in the file path.
Yeah, you're right, the RVMATs look like they haven't been packed. Made some adjustments to my addon builder and they're in there now. I'll go load up and take a look. Thanks, dude
I figured an update had broken something since this was last updated like, a year ago
class testempty;
class testemptybody { };
class testinhempty : testempty;
class testinhemptybody : testinhemptybody { };
class testfiled
{
class subclass
{
test = 1;
test2 = -1;
test3 = "test";
test4 = $localization;
test5[] = {1, "test", -1, {}};
};
class otherclass : subclass
{
test6 = abc;
};
};```
anybody sees any valid usecase i missed?
delete
Also, dunno if this overemphasizes the difference between "empty" and "emptybody", which is pretty much the same thing.
+= is missing, too
@jade brook as this is for parsing, the difference is important
there is also delete (for deleting inherited class)
delete classname;
occasionally really usefull
+= is very bugged.
what does delete do?
Delete the class.
if you inherit subclasses from parent, but dont want them for whatever reason you just delete that subclass
class foo {...};
delete foo;
``` thus would have no effect?
//config1:
class blah {
class blub {};
};
//config2, requiredAddons[] = {"config1"}; :
class blah {
delete blub;
};
It has to be in a different config patch, and it does not work with inheritance.
what do you mean by not working in inheritance?
//config1
class blah {
class blub {};
};
class blahChild: blah {};
//config2, requiredAddons[] = {"config1"};
class blahChild {
delete blub;
};
^ wouldn't work.
Are you sure?
yes
HitPoints is like Turrets and has inheritance disabled, no?
Did you check it from the config browser?
hm actually im not sure there
I'm like 99% sure you have to load the subclasses in class HitPoints exactly like you do with class Turrets if you want them to work.
So the class would be ignored anyway.
class testinhempty : testempty;
i have never ever seen this sytax. I don't think the compiler would understand it. perhaps it does, but it's first time for me.
Yeah, don't think that works. It's something you write as a beginner on accident, and then it crashes.
always supported that syntax in my config parsers and linters ๐
did not rly had any actual usecase for it but due to me making the {....} part optional it was working as sideeffect
delete
delete does not (of course) actually delete the property. it merely makes it unavailable for subsequent classes, to the point where you could create a new class of same name. thus:
class A
{
delete apples; // in some other config
};
class B:A
{
class apples
{
entirely new ballgame
the delete keyword applies btw to ALL tokenNames, not just classes, altho it's incidence of use is quite low to begin with (mostly it destrouys xbox rscGui)
Cool, didn't know.
hitpoints do not work like turrets - they carry over without redefining them again. Just tested.
๐ค
but it screws with the order of them - so if something relies on it -> SOL
That might be what I was thinking about. Because of hitIndex etc.
Those would be all jumbled.
you need to think for delete what the engine does - it builds the big class tree by parsing the various configs by their load orders/dependencies
now you have one big config. delete just removes the statement from it. thats it.
what makes it more complex that delete is applied when the given config is read to the big tree
this means if a config thereafter relies on it (class inheritance) or redefines the parameter, it fails
is it possible to make a vehicle just available as empty? side = 7 maybe?
Where would that appear in the editor? I can't remember ever seeing such a thing.
side=7 or empty?
Empty vehicles in the editor. You have to place them holding alt or some other key.
well i am still using the 2d one
I tried this once with the spotting scope for ACE, and gave up and just made a soldier using it for each side.
was wrong about 7 though:
// some basic defines #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define TEmpty 8
Dunno about the 2d editor. No one uses that anymore.
side = 8 is used by Rope, Land_Target_Dueling_01_F, TargetBaseX some other targets
I'd still use 2d editor but triggers are bugged.
and by empty compositions
side = 5 by some target classes - probably enemy to any side
side = 4 is All and all the objects i suppose
anyone know where I can find the classnames in the CUP structures.pbo content?
what characters can be the identifier of a class?
is bin\config.bin actually a valid name that could be used?
class some\binconfig.extorwhatever {};```
is that a valid name?
also ... is 1e+006 actually a valid number for config?`
the traditional utf alphanumeric PLUS underline are valid. punctuation is not.
the actual alpha characters depend on the language set(s) used in the character stream itself. Thus
class abcะคะฅะฉะช
is a valid mixture of usascii and cyrillic
is 1e+006 actually a valid number for config?
certainly. it's a float's property value
some\binconfig.extorwhatever
even if the above was valid, it's irrelevant. it's just anothjer name (label) for a class in the one, single master config.bin. At game time, there is no 'bin\config', nor any other. They are all merged into a single entity.
so config.bin is just arma internal valid ... meh ... so i do need to remove that crap each time -.-
anyways, ty
for want of a better, more accurate , explanation, all other configs are added to the bin\config.bin.
no explaination needed
the AllInOne config export just had that top-level class too (which i assumed already was "just" normal result due to recursive call on configFile ...)
in case somebody needs to check a config entry: https://cdn.discordapp.com/attachments/365803725123747841/398619554848178176/unknown.png
just chat with him ๐ @clever rivet
config loaded is from version 1.62.137494
neato!
Mates, please, point me to how to create own remote charge config? thank u ๐
@lofty zealot I can give you a native engine exported All in one config if you need. Not one that was generated with scripts that try to make it look close to what the engine would output
It is more a nice to have I guess
The All in one Config works
No need for the Extra hazzle ๐
Hello everyone
can i change in the cfgvehicles collisionEffect ? the particel effect of collision damage of 2 custom objects (car)
http://prntscr.com/hwu37p
Hi guys.. have a question about grenades config. Is it possible to play a sound (from the grenade object) just before detonation??
Like... "beep beep beep beep ... BOOM"?
Is it possible to add a new Waypoint type you can use in editor?
Yes, because I have done that once already. It obviously has to be a scripted waypoint, because stuff like GUARD and SAD are hard coded.
class CfgWaypoints {
class A3 { // called "Advanced"
class CBA_Task_Garrison {
displayName = "GARRISON"; // all caps
displayNameDebug = "CBA_Task_Garrison";
file = QPATHTOF(fnc_waypointGarrison.sqf);
icon = "\a3\3den\Data\CfgWaypoints\getInNearest_ca.paa";
};
};
QPATHTOF just expands to the filepath. The script is scheduled and the waypoint counts as completed once the script is completed, and I think is supposed to report true.
fullCrew [helo, "cargo", false]; Does not include units in FFV seats, those are counted as gunners. However "personTurret" also includes the crew of the helicopter. How can I get cargo and FFV guys into an array?
It has to work for any and all vehicles
I know that FFV seats have this in config isPersonTurret = 1; // or 2 So you would need to go through each turret in the vehicle and check if its config has "isPersonTurret >= 1" and if so then add it to the array
Oh, ok so the fullCrew return array does have the info it is a FFV seat
just a comment here folks regarding 'true' and 'false'. it does not exist in a parmfile as a boolean. it is a literal string "true" or "false' and would have to be tested as such, as a string. Yes, the boolean exists in sqf, but when 'returned' by sqf statements to the paramfile universe (such as a config.cpp/bin), it's a string.
what makes helicopters land on HELIPADs, is it something in model properties or config.cpp?
true/false aren't really real booleans in SQF
yes. they are.
they are the literal values, 'false' and not 'false'
They are SQF commands like player or date and so on
@jade brook About nades, yes. like a warning sound before explosion. Im not talking about a soundfly as that is already used in my config
I can't remember there being something like that in A3 or A2 vanilla, so you probably have to script that.
yep.. shame. Any advice? a command that detect like beforedestroy for particles maybe?
Can particle effects point to sounds? Can't remember.
you can use "BeforeDestroy - Name of the script to run right before destroying the particle." but dont know how could i apply that in this case
because its once the particle was created it seems
not before
so.. no use
{
simulation = "sound";
type = "Fire";
};```
fire particle effects are using it for example
ohh thanks reyhard again for the help. Will try asap
although for what you want achieve some particle conditions would be necessary
couldn't be soundFly just a single file with length equal to explosionTime?
@jade brook has shown me an interesting example for a new waypoint config. I did manage to create my own working custom WP, but but his example had an extra option you can check in the editor. How can I actually make use of that? THe orange DLC is ebo file so I can't look into it how the function is actually using that waypoint option.
class Demine //sources - ["A3_Functions_F_Orange"]
{
displayName = "CLEAR MINES";
file = "A3\functions_f_orange\waypoints\fn_wpDemine.sqf";
icon = "\a3\Ui_f\data\Map\MapControl\waypointeditor_CA.paa";
class Attributes //sources - ["A3_Functions_F_Orange"]
{
class ClearUnknown //sources - ["A3_Functions_F_Orange"]
{
property = "ClearUnknown";
displayName = "Deactivat All Mines";
tooltip = "When checked, the group will clear all mines in the area, otherwise it will target only mines known to the group's side.";
control = "Checkbox";
defaultValue = "true";
expression = "_this setWaypointScript (waypointScript _this + format [' %1',_value]);";
};
};
};```
I can gather that it sends the "true" value into the script, but no idea how the script makes use of it.
Check out https://community.bistudio.com/wiki/setWaypointScript.
Passing args to waypoint scripts is really weird.
how do u open a config file? can u use notepad++?
If it's .bin you need to debinarize it. Otherwise any text editor.
if as commy2 says, it is text, eg a config.CPP (not BIN), then notepad++ is your friend.
so ye ole script boys said this might be a config thing
but is there possibly a way
to have the gbu bombs have a delay? like what I mean is that
the bomb would hit the ground, and after a set delay time,like5 sec the bomb would blow up
aw thx
hmm so im more confidnet with zeus scripting more then config edit cause well that kinda scares me
so would there be away to set the explosionTime via script in zeus?
no
oh boi well heres hoping I dont mess up O.O
configs are static, set-in-concrete entities. sqf and paramfiles are chalk and cheese.
what would u reccomend I use to edit configs?
sqf is the worst possible language ever to see the light of day.
I see we got a very vocal hater here
hate? no
loathe
all of which is irrelevant. paramfiles, of which, config.cpp's are the major one, foillow the c++, python, perl, dotNet, java conventions of classes, properties, and inheritence. learn one, learn em all
BUT, if you're determined to use script, you're asking the quesiton in the wrong channel. you need the scripters channel, this, is config and it's friends.
@hard chasm No i wasn't needing any confusion resolved, just joking
Hi,
when working on new artillery guns, is there some calculator for determining ammo ranges?
@lone lion AFAIK not. just trial and error - with mergeConfig the tweaking is not as bad at least
so I wana find the gbu's config but idk which pbo its under?
use arma3p to unpack all game data
use wingrep to search thru all config.cpp's to find 'gbu'
hmm, first time I hear of mergeconfig, but I guess google is my friend
who mentioned merge config? not me.
you need to make your own pbo with your own cfgPatrches class and a modified gbu
there's always a chance that someone somewhere 'knows' which pbo 'flidgetXYZ' is, but it doesn't help you much since you have to extract that pbo anyway. Wingrep is faster, more accurate, and is your friend.
bis have equivalent tools to above, but whether they work or not, is an interesting excercise if you're bored.
Hello, do you know what colors "Red" "Green" "Purple" in the config editor ?
@sullen fulcrum they show that the config parameter is expecting either a string, array or number
can't remember exactly but I think arrays were blue/purple, numbers green and strings red/orange/pink
@stoic lily thx
thx ๐
hm amphibious tanks still seems bugged. Whenever i go in the water, it "stores" the input of the controller the moment i hit water. When i want to exit the water, it applies that input. It forces this input and keeps it that way until you are on land. If the input was bad (like steering to left during entering) you may not be able to exit the water at all, because it forces you to drive circles when close to the waterline.
I'm trying to retexture the plate carrier (Kerry) and I'm searching for what to put in the "model" field in the config of my mod
we just got an error report from a public. couldbe nothing, but i thought i'd ask here first (not even looked at my mod yet)
/CfgVehicles/uns_t54_nva/Turrets.FrontTurret: Undefined base class 'FrontTurret'
/CfgVehicles/UNS_ASSAULT_BOAT_NVA/Turrets.PKM_Turret: Undefined base class 'PKM_Turret'
/CfgVehicles.UNS_ASSAULT_BOAT_VC: Undefined base class 'UNS_ASSAULT_BOAT_NVA'
so he's getting this in his rpt.
the first two are all secondary turrets, possibly inheriting from NewTurret
did BI do anything to this in recent days? did i miss something?
looks like maybe they changed the inheritance in class turrets so it won't inherit in a patched child vehicle? will have to see if our vehicles have issues.
the classes listed are all present and have worked fine for 18 months or more
anyone else seeing unusual problems with inheritance in last few days?
not so far. will crunch a tank here.....
class Boat_Armed_01_base_F: Boat_F
{
class Turrets: Turrets
{
class FrontTurret: NewTurret
{
this is the only place a 'frontTurret' is created or modified
required addon
class CfgPatches
{
class A3_Boat_F_Boat_Armed_01
if that's helpful
the error is reporting it as a base class, which is nonsense. My guess is, the above addon isn't stated as required, OR, they broke it.
a 'base class' happens when the engine processes
class FrontTurret;
and cannot find it in the inheritence tree so assumes it's a root class similar to rscDisplays
if the requiredAddon is not stated correctly, later on in the rpt you will get
Updating base class ->FrontTurret, by blah blah
@Rob (aka Eggbeast)#3291 compare/diff his rpt vs your. most likely he is missing pbos or has sth else loaded that interferes
+1
Is there anything spacial I need to do in my config for TextureSource to stick to my vehicle? I see then in "Edit vehicle Apperance" but when I then click OK, it back to the default texture. What am I doing wrong?
@jade haven
class TextureSources
{
class NAME
{
displayName = "NAME";
author = "NAME";
textures[] = {HiddenSelectionsTextures file paths};
factions[] = {"BLU_F"};
};
};
@boreal heart ๐ฆ I have that and it works in the garage but will not apply to the vehicle in the editor. Thank you for your reply.
@jade haven No idea then, since I use the exact thing I copied and it works fine for me.
@boreal heart Thanks anyway. ๐
Hello everyone, please pardon my ignorance if this is a scripting question but I'm looking for what I would to be an existing config.
My Question:
I'm looking for the ArmA 3 stock explosion particle FX files and wonder if any of you know it's file(s) location?
Specifically, the GBU explosion and the Artillery explosion particle effects config/script.
somebody here _probably does, but wingrep is your friend. you can rapidly search thru all config.cpp's in the p:\a3 folder to locate what you want. This time, and every other time.
@hard chasm Thank you for the response and what's wingrep?
base arma 3 is weapons_f.pbo
the same answer as above Namenai.. Wingrep is your friend.
23:57:21 No speaker given for
23:57:21 "SC/BIS_fnc_log: [recompile] recompile BIS_fnc_missionTasksLocal"
23:57:21 "SC/BIS_fnc_log: [recompile] recompile BIS_fnc_missionConversationsLocal"
23:57:21 "SC/BIS_fnc_log: [recompile] recompile BIS_fnc_missionFlow"
23:57:21 "SC/BIS_fnc_log: [preInit] BIS_fnc_feedbackMain (1.00327 ms)"
23:57:21 "SC/BIS_fnc_log: [preInit] BIS_fnc_missionHandlers (0 ms)"
23:57:21 "SC/BIS_fnc_log: [preInit] BIS_fnc_storeParamsValues (0.999451 ms)"
23:57:21 "SC/BIS_fnc_log: [preInit] ""DeltaTime computation started"""
23:57:21 "SC/BIS_fnc_log: [preInit] BIS_fnc_keyframeAnimation_deltaTime (0 ms)"
23:57:21 "SC/BIS_fnc_log: [preInit] BIS_fnc_getServerVariable (0 ms)"
23:57:21 "SC/BIS_fnc_log: [preInit] ExileClient_fnc_preInit (182.003 ms)"
23:57:21 "ExileServer - Server is loading..."
23:57:21 "ExileServer - ServerPassword MATCH! server locked for init"
23:57:22 Client: Nonnetwork object 33d33700.
23:57:22 Call extension 'extDB2' could not be loaded: The specified module could not be found.
23:57:22 "ExileServer - MySQL connection error!"
23:57:22 "ExileServer - Please have a look at @ExileServer/extDB/logs/ to find out what went wrong."
23:57:22 "ExileServer - MySQL Error: Unable to locate extDB2 extension!"
23:57:22 "ExileServer - Server will shutdown now :("
23:57:22 Call extension 'extDB2' could not be loaded: The specified module could not be found.```
Trying to get my DB to connect but it wont? Do I need to make a call?
And the passwords match I checked a bunch of times
@sullen fulcrum Just go to exile discord, no need.
Pastebin these next time as well
Also, this has nothing to do with config editing
Anyone know how to hide the players weapons inside a vehicle with a custom crew animation? I've tried disableWeapons=1; but it doesn't seem to work.
My guess would be a hideObject command, not sure how'd go about it, but it might be a good place to start https://community.bistudio.com/wiki/hideObject
hideWeaponsDriver = 0;
hideWeaponsCargo = 0;
hideWeaponsGunner = 1;
in vehicle config
how can you edit the main menu and the role selection menu?
There is a open source re-made role selection menu by commy. Google "commy scripted lobby github" should find it
oh, thanks! ill search
Found it, thanks a lot, for anyone else: https://github.com/commy2/Arma-3-Scripted-Lobby
Dedmen, is there another way than scripted lobby though, how would that even work, the mission first downloads when u start joining?
Uhh... @jade brook knows that I guess
I think you can make a script execute when the server loads the mission
Hmm, i saw other servers before have it in an addon, is that possible? @jade brook
Is there a setting in the config section for helicopters for the gunners to increase the zoom range of the camera?
well zoom magnification
@toxic solar classOptics I believe
wats the location of the classoptics tho,im bad
again. wingrep is your friend! it will rapidly locate classOptics for you so that you don't have to ask. Even if someone told you, you would still have to look at the config to see how it's placed, and again, wingrep is your friend.
For example:
https://sourceforge.net/projects/grepwin/
wingrep is aguably a little better but grepwin is a fine tool too.
Yeah, grepwin was just the first one i used, soo... yeah. But technicaly do the same
well the point is you have to repack the pbo that it came in.
For testing purposes it's not necessary to binarise it, but most decent tools will automatcilly.
that's just the 1st part of your journey. The next part is to make your own pbo which inherites the orginal and modifies it when loaded in game, No one will thank you for altering bis pbo's (or anyone else's) directly. And in MP it will simply be rejected anyway.
what are the default font classes? i found one that was class DefaultFont, but it doesnt replace all the fonts
the default font is the one used when a specific font is not explicitly asked for.
Oh, aight, is there a way to replace other fonts, or main fonts?
yes a BIS employee even did an example mod for restoring the older purista font http://steamcommunity.com/sharedfiles/filedetails/?id=625815177&searchtext=purista+font
the 'main' font is the default font, otherwise as above using bi's font2tga, or my deFxy tool
I'm under the impression that you think all you have to do is add a trueType comic sans MS font, or Helvetica or Arial. It doesn' work like that. The engine has specially constructed paa files which provide character glyphs which broadly correspond to either the yrillic or Ansi code pages of the unicode code pages.
You can transform (almnost) any trytype font into paa using the above tools.
but that's where the similarity ends because paas are bitmaps and they don't expand to any pointsize that gives you a thrill, you have to create 10,12 and 14 point bold and italic yourself as fixed point bitmaps.
just came across this: https://community.bistudio.com/wiki/CfgAmmo_Config_Reference#airFriction
are these formulas for air friction true? wouldn't the -0.002 factor mean that the missile is accelerating due to negative friction, rather than thrust?
this seems really odd to me, because from experience in other sandbox games, I know that negative friction leads to self-accelerating objects, which over long periods of time can lead to some extremely unreasonable results, like a soccer ball rolling on a flat surface that keeps getting faster and faster
it's negative because it's acting in the opposite vector. If you use positive values, then it does indeed accelerate and IIRC some rockets in Arma were accidentally configured with +ve airFriction values at one point
hmm, but in the case of bullets, the equation is positive, yet they don't seem to accelerate either... is this one of those flawless BI consistencies or did I get that wrong? ๐
Missiles are behaving opposite to the bullets
There was an attempt to fix it but it caused major issues due to legacy code
Airfriction for missiles (& their whole physics) are quite flawed but that's it - not sure if there will be time to make it properly
bummer, but thanks for clearing that up ๐
Hi guys. Im having a problem with flickering pip. When using just one it works fine, but when having two, they flicker all the time. Can anybody tell me what the problem is?
@obtuse moon
how would that even work, the mission first downloads when u start joining?
Magic. (skipLobby = 1; briefing = 0;)
Hmm, i saw other servers before have it in an addon, is that possible?
Kind of. You still needskipLobby = 1;andbriefing = 0;in the mission.sqm.
-autoinit too *
is there a way to delete/get ID of a weapon from a container listbox while in the inventory
trying to create a drag->drop on ctrlcreate gui and delete said weapon (while getting attachment into on it) but inventory config and data all seems to be handled in engine and I seem to be looking out of scope
No, there is not.
Figured as much. Thanks
anyone know any way to make AI or a veh only target naval units? trying to make a anti ship costal missle defense. cant find anything in the bi wiki covering those cfgs
i tried using cost but ai will still target ground vehs
i guess you would have to script completely the weapon use
yeah that seems to be the answer i was expecting, thanks for the comf. think ill try setting it laser lock and then set all the big boats as laser targets till i can find a better solution
when i get time ill make a post to bi about them adding in the option to set weapons as navel or ship locking only
hey, I keep getting the issue where it says that the base class is undifined, altough it is? If been trying but nothing works... help?
Hey, I keep getting the issue where it says that the base class is undefined, although it is? I've been trying but nothing works... help? (These errors trigger me and your lazyness to not fix them and instead just copy-paste after I tell you to go here from #arma3_scripting triggers me even more)
Can you provide the full error message that you have? CfgPatches requiredAddons correctly setup?
class a3nl_car_2: a3nl_car2;
rapify x64UnicodeVersion 1.76, Dll 6.44 "config.cpp"
In File a3nl_vehicles\config.cpp: Line 563 rap: missing inheritence class(es)
so, it's not a 'base class' at all.
the syntax for above is wrong. look at any other inherited class to spot the error.
the names match, i just dont get what goes wrong here. I usually dont do much with configs.
Well the error message that you get says something doesn't match or is missing.
No one said that the names don't match. Syntax is still wrong
i've read over the entire thing but i cant find it. I've checked wit some else who knows more about it as well, still no clue.
class a3nl_car_2: a3nl_car2; = class a3nl_car_2; or class a3nl_car_2: a3nl_car2 {};
hi guys. can anyone explain why cars have two animations using the hitwheel sources, wheel_1_1_Damage and wheel_1_1_Damper_Damage_BackAnim for example
they seem to both do the exact opposite movement causing the effect to cancel out
it's so that the wheel rim moves the correct distance to make contact with the ground after the tyres are damaged
also gives the visual effect of tyres losing air by sinking the bottom of the tyre in the ground
in my jeep they have the same min and max values and phasing, and so simply cancel out
am trying to work out how they should be set up
ah i see i nthe sample model they have different values for each anim
ok thanks will meddle further with it. im guessing they shouldnt have the same value, and thus cancel out
this is in the sample model
class wheel_1_1_Damage: wheel_1_1_destruct
{
type="translation";
axis="Basic_Damper_Destruct_Axis";
memory=1;
selection="wheel_1_1_damper";
source="HitLFWheel";
minValue = 0.0;
maxValue = 1;
offset0 = 0;
offset1 = DamageOffset;
};
class wheel_1_1_Damper_Damage_BackAnim: wheel_1_1_Damage {selection="wheel_1_1_damper";offset1 = -1.2*DamageOffset;};
with
#define DamageOffset 0.2
so it looks like when you damage the wheel, it sinks 0.2m (w_1_1_d anim)
and then at the same time it also rises back 0.24m (w_1_1_d_d_b anim)
am i missing something? i would have thought the selection or the min and max values would be varied to create a slowly lowering tyre, but they are movements applied to the same selection in the same range of damage value
makes no sense to me
why have two contradictory animations?
why not just one?
the reason i ask is that my jeep is working great until you blow it up and then the wheels and axles are moving halfway through the engine block. trying to figure out what these anims should be doing so i can correct the maths
actually the sample class modifies those two animations and sets offset1 to the same opposite values 0.18 and -0.18
can anyone explain why it has two apparently canceling anims?
ahhh
s othe anims might be historical artefacts in class car
and so making them the SAME means they do indeed cancel, as perhaps they are not wanted any more
thanks man, that really helped me out of a bind
typical model project, 99% worked perfectly, done it in a few days, and stuck on this dumb 1% issue for several more days
i have those config values already wheelDamageRadiusCoef etc
so is this kind of height management for wrecks redundant now?
class destruct_heigh_ppt
{
type="translation";
source="damage";
selection="wheel_1_1_damper_land";
axis="land_move_axis";
memory=1;
minValue=0.999999;
maxValue=1;
offset0=0;
offset1=-0.4;
};
ok removing that extra anim seems to have really helped. thanks monkey for pointing me in the right direction there
it would seem by your comments that phsyx has done more harm than good, In this example by removing some of the abilities to configure different aspects of the p3d (in this case wheels and dampers). So, we're 'stuck' with however physx decides to do things.
It might turn out just fine, but that was never the intent of having a configurable asset.
it seems to me that there used to be a twin anim running to manage the damaged tyre height, and then when configs came in to manage it, as the physx engine can do it inherently, the animations were no longer required. however i guess so many modded cars using older simulation in early A3 would have been broken if BI had removed the anims from base car class, so the ysimply modified the mto counteract each other. or so it seems to me anyway
so i guess in terms of performance, physx managing it through config may be better than having to run two anims.
but i suppose the main thrust is that if physx expects to manage the tyre damage, then it shall have it lol
the older destructheight anim we had in there to place the wreck o nthe ground seems to now be redundant
im still seeing odd behaviour, like if i shoot the front tyre, the back of the car drops
this, despite all of the selections and names being correct afaik
Is there an artillery barrage picture available in vanila ArmA?
I have posted a topic
Bottom like, would anyone know where and when the script is kicked off when you select a target from the artillery computer or when you press the 'Fire' button
it might be simply hardcoded