#arma3_config
1 messages Β· Page 80 of 1
I need help with some stuff:
I want to change the weight of single items.
I want to modify the value how much a backpack/rig can carry.
And I want to modify how much stamina the player has.
Can somebody help me?
@jade brook hey thanks sorry i didnt see the notification π
Hia guys - I am trying to override the default winner and looser debriefings via description.ext - the wiki on the matter (https://community.bistudio.com/wiki/Debriefing) only shows for the loosing side, but my guess was "winner" would be the right work for winning side.
I also think they misspelled looser - so I added the two variants just to be sure.
However I still get the default one :-(
Here is my debriefing classes
`class CfgDebriefing
{
class winner
{
title = "You are victorious";
subtitle = "Yey!";
description = "Amazing work";
// pictureBackground = "";
// picture = "";
// pictureColor[] = {0.0,0.3,0.6,1};
};
class looser
{
title = "You have been defeated";
subtitle = "Buuhh!";
description = "Look at you now!";
// pictureBackground = "";
// picture = "";
// pictureColor[] = {0.0,0.3,0.6,1};
};
class loser
{
title = "You have been defeated";
subtitle = "Buuhh!";
description = "Look at you now!";
// pictureBackground = "";
// picture = "";
// pictureColor[] = {0.0,0.3,0.6,1};
};
};`
Thanks in advance
```cpp
[...]
``` @granite grotto
I want to modify the weight of an item from a mod. How can I do this?
something like this, probably ```C
class cfgWeapons
{
class object_Base;
class object_Parent : object_Base
{
class ItemInfo;
};
class object : object_Parent
{
class ItemInfo : ItemInfo
{
mass = ##;
};
};
};```
and correct requiredAddons[] entry in class cfgPatches
Thanks but where do I have to put this code in? Sorry I just have a little base of coding in Arma for missions stuff but not for modifying stuff etc.
@untold temple ? Sorry for the tag. I hope its okay
you write a config.cpp and make a new .pbo
yeah I already figured it out that I need to make new files but where? I cannot find a guide that shows the beginning. Everyone starts with You need to make a config.cpp or something like that
for a config addon it doesn't really matter where. You make a folder with what ever name you want the .pbo to have, make a text file in notepad or something and save it as config.cpp inside that folder and use an addon-making tool to pack the folder as a .pbo
ah ok
they could write this into the config tutorials.
and then I can handle this .pbo like a mod?
I guess I have to replace object_Base , object_Parent and ItemInfo. But where can I find these infos? Because it is from a mod so I cannot find the item in the wiki
@untold temple You still a whitey? tztztz @unreal musk and @astral pagoda
I think I found the name of the item
Hi all, Does anyone know about adding custom attributes to triggers, or adding custom trigger types?
Any really, I know how to add attributes to markers and modules, just haven't found the base class to add attributes to triggers.
Well I figured it out. You can add to CfgNoAIVehicles and inherit from EmptyDetector
https://cdn.discordapp.com/attachments/247357056732889088/404051514269761536/unknown.png
someone knows why is my bipod activated?
in the buldoozer is my bipod closed. but not ingame
possibly initphase=0 or 1 ?
in the model.cfg? or i need in the config a class?
actually is in my weapon config this:
deployedPivot="bipod";
hasBipod=1;
soundBipodDown[]=
{
"A3\Sounds_F_Mark\arsenal\sfx\bipods\Bipod_generic_down",
0.70794576,
1,
20
};
soundBipodUp[]=
{
"A3\Sounds_F_Mark\arsenal\sfx\bipods\Bipod_generic_up",
0.70794576,
1,
20
};
inertia = 0.2;
ok i solved the problem.
Model.cfg
change the Source ="Bipod_legs"; to Source = "bipod"
"bipod" is the Source for bipods directly on weapons.
"bipods_legs" is for attachment bipods with underbarrel
AH
you're inheriting from a DLC class
also some animationsources run backwards in game, like "reload"
it's great fun animating everything then realising you have to redo it all backwards hehe
^ run backwards, but only for certain classes too ^^
magazineGroups will be soon replaced with magazineWells
so any hackery revolving around it will be no longer needed
π²
Wonder if magazineWells will be arrays to put in both the mag and weapon class or class magazineWells similar to class compatibleItems
Woot? @hot pine Does that mean you guys scrapped my magazineGroups fix?
Instead of just implementing it?
or implemented with that new name
{
class Stanag556x45
{
BI_stanags[] = {30Rnd_556x45_Stanag,30Rnd_556x45_Stanag_Tracer_Red,30Rnd_556x45_Stanag_Tracer_Green,30Rnd_556x45_Stanag_Tracer_Yellow,30Rnd_556x45_Stanag_red,30Rnd_556x45_Stanag_green};
CUP_stanags[] = {CUP_30Rnd_556x45_Stanag1, CUP_30Rnd_556x45_Stanag2};
};
};```
```class CfgWeapons
{
class mk20_base_F: Rifle_Base_F
{
magazines[] = {30Rnd_556x45_Stanag}; // keep non empty, some script (arsenal) reed it only from here
magazineWell[] = {Stanag556x45};```
this way all magazines don't need to be preloaded/checked
oh, so MagazineWells is its own thing in the root config rather than arrays under cfgMagazines. Nice
Any info on removeWeaponCargo or anything to remove/get info on a specific magazine or weapon by id ? Seems to be only engine based right now, would love to have more control in inventories with those commands
@clear venture See magazineWell talk above. Should be easy to fix out magazineGroup code
the above design is still limited, is it not? like only one config can define magazineWell - so its back to load order/dependencies/the last config to set the magazines
instead it should be class Magazines inside a cfgWeapon class
the above CfgMagazineWells has this design at least with custom parameters inside class definition
you can append to the arraz
would be awesome if it worked like the CfgMagazines array
why would it be a problem though if you can just add the mags you'd want to add to the magazineWell[] array as a new custom array in the target CfgMagazineWells class?
you can apparently use that as a class and just have magazineclassname = 1 in the class
and that will count the same as a string in the array
oops sorry. not CfgMagazines
That
you can use a array of strings. or a class of entries
that would be optimal I think
I assume the arrays in class Stanag556x45 might be for some kind of arsenal or mission filtering?
like if you only want to show BIS mags, or mags from X mod, Y mod
I think it was so people can use class inhertiance instead of array appending
kju was about that you have to array append to the array in CfgWeapons. Which is kinda buggy/non intuitive
what triggerAnim is ? (CAManBase)
animation for right index finger when firing a weapon I believe
thanks, that sounds right
if you have situations with more the two configs wanting to update the same array, you run into issues
therefore you need an open ended design - which is a subclass with unlimited entries
you can then add new entries, or overwrite a given entry if really necessary/desired
// keep non empty, some script (arsenal) read it only from here
this alone shows the concept not well thought out - effectively this makes (existing) script interaction broken (instead the engine should merge on game start the definitions back to the "magazines[]" list)
They want to prevent having to scan all magazines
That was also required for magazineGroups
and will also be required if you want to merge into the magazines array
but i guess the magazineWell is OK for BI standards and A3 at EOL
yes the above is a simple hack
it may be good enough, but its not a good design as said
Yeah. As I said if it would work as with weapon attachments
as in. either array of strings. Or class of entries with value 1
Also easily allows mods to then set entries to 0
lets hope they figure this out finally for Enfusion
would script command to return compatible magazine help there?
jesus yes
magazines from magazineWell are appended to magazines[] array
so that could be probably easily returned
alright, I will ask about it
magazines from magazineWell are appended to magazines[] array
That would already solve it.
true
it's appended in engine
@clear venture that would solve that. If it enforces engine side to use correct casing.
Which it doesn't have to
It doesn't though
it's the users fault that wrote it wrongly into the magazines array
a engine command that retrieves these after the magazine class is instanciated would solve it
But if that engine command just returns the strings in the magazines array plus the ones from magazineWells it wouldn't help your case
And no one forces you to use correct casing for the magazineWells too. So that makes it kinda worse
@hot pine May I ask what caused you guys to start looking into magazineGroups again? And Why the rename? IMO magazineGroups is a better name
to avoid any compatibility issues - even though magazinesGroup almost didn't work at all, it could be still used someone (you are sort of best example in this case)
magazine wells & groups are configured in two different ways so it was better to separate both
Will magazineGroups be officially removed then? As they never really worked?
apropos magazines, bullets... could you provide us with details on the dispersion formula?
oooh
yes, magazineGroups will be removed
deflecting value it was
sin(ammoType->deflecting * surfaceDeflectionCoef)
so deflecting param is in degrees actually
@strange egret
hm - and where does the random distribution come in play?
there is no simple formula for that
surfaceDeflectionCoef is a material parameter? Or also ammo type?
in .bisurf i only see restitution and friction
Density = 8600;
rough = 0.1;
dust = 0;
bulletPenetrability = 1.5; // RHAe x 10
soundEnviron = "Empty";
isWater = "false";
friction = 0.7;
restitution = 0.3;
impact = "hitMetal";
soundHit = "Metal";
deflection = 2;
or is that a global value?
by default it is 1 guess
aha ok
gtg now
Is some way to spawn entry (basic B_Soldier_F model would be perfectly), for it would be spotable, attackable by enemy AIs, and would have damage system on, but would not run any other systems (for keep it's cpu use low as possible), basic units with disableai"all" still using noticeable more CPU then for example hunter (when no enemies around)
ok thanks so far
that was a nice interaction reyhard, thank you for answering to ded π
Huh? @clear venture
@worn pewter no. You can disable Simulation. Which disables the Simulation. Which disables damage and stuff
Which of my questions did you mean?
the original one about magazine groups a few months ago now π
@grand zinc disabling simulation do not disabling damage
@worn pewter Sure? Without simulation it can't simulate being hit and dying and stuff
@clear venture You mean me fixing it? π
shhhh
@grand zinc yeah, i'm sure pretty much
i'm looking into something like making new unit, which will fit the requirements, but not sure if i can and how to make it fit them
I'm quite sure that's in engine. Don't think you can make a AI-less AI with just config
@grand zinc thats sad :(
thanks for responce
Maybe you can make a Car with a Human model and skeleton and make it play Human Animations
y, but the task is it needs to be of west/east/inde. side
how did you measure cpu usage from disabled ai ?
@strange egret well,
500 AI of enemy sides (with no ammo), far from view=huge fps impact, disableAI"ALL" lowering the impact;
500 AI of same side far from view=fps impact more than 500 hunters in same conditions, disableAi"all": almost no changes;
@grand zinc They have empy side, whish is not attacked by ai :) , can it be changed ?
I think yes
you can create group with that side. Then create unit in that group
Or you can just make them civilian
no one attacks civilians
by default*
you can change side relations
and civs attack everyone.... they're dicks
@grand zinc you misunderstood, i need them be west for example
what is is that you are trying to accomplish?
So you need them on side west. But also on empty side
defining soldiers as vehicles and have them animate is impossible. If its enough to have them as static model then ok, but as animated model - not possible
@strange egret i want to add to game units with limited functionality, which will work with scripts and partialy the game's systems for increasing amount of units on map
@grand zinc i need entry on west side, which will not use more CPU than crate (well as low as possible)
Put the units onto a HC
already
Then you can kinda ignore the CPU load
this task still stays
"partially the games systems" - what exactly, because details make all the difference
@strange egret spotable, attackable by enemies, destroyable, thats all
do they need to be visible/ accurate to see or are they always out of view from actual players or observers?
@strange egret y, and visible
then this will not work
like i said - you cant animate vehicles the same way you do with characters
I guess you can make them stand still. somewhere
it will stand and do not need any knd of animations
so they will look like stupid puppets
Then get shot at by enemies. Then don't react to the shots at all
but they need to have a stance, or not?
You can just model the stance statically into the model
just a model, in static condition, its enough, if it will die mission event handler will trigger and script will handle some view things if needed
They will just stand their. Blood will splatter out of them and they won't react in any way nor die or whatever
You cannot ragdoll them
so you will have to move them into a static dead pose youself
how close is any possible observer/player going to get to them?
are they going to be replaced with real models at certain distance?
dedmen, you can model them into a static pose, but that means you have to create a unique model for every pose, and also for every different outfit
yup
i still do not understand how you think its possible to make (or i'm missing something?)
Didn't say it was a perfect Idea π
^and quite impossible, if its supposed to be vanilla or 3rd party character outfits
it's possible. With months of work to get even the basics kinda working.
I would just put them all to a HC and then ignore the CPU load on there
they will be very laggy and slowly react to things around them. But it'll work
Well actually I would just disable parts of their simulation. But that's out of your scope I guess
what you mean?
Just hack the engine like I always do
Can you make the exten. ? :)
at least figured it out, guess, thanks
Can you allow weapons to take attachments and not have proxies for them? So they are invisible on the weapon
whats that good for?
"internal upgrades" (esp. muzzle slot is suited for that)
well you can have no model or have a model with no 3D mesh in it
that way it might work as internal upgrades
that said, since most proxies require memorypoints to work correctly it would break the functionality.
you can have fake memory points tho
How do you change a container capacity (ie. how many items you can put inside)?
I think there is a supply config entry with a number?
ah I think I found it:
maximumLoad=2000;
transportMaxWeapons=12;
transportMaxMagazines=64;
transportMaxBackpacks=12;```
yeah
Not sure if the last 3 are still used?
It is kinda used. Don't know if it's still the same as in A2 though. Don't think so
Megabox created and tested!
maximumLoad=999999;
transportMaxWeapons=999999;
transportMaxMagazines=999999;
transportMaxBackpacks=999999;```
If anything fills it, then something has gone horribly wrong.
Fill it with bananas!
just make the banana have weight=999999
transportMaxWeapons=999999;
transportMaxMagazines=999999;
transportMaxBackpacks=999999;```
They don't work (tested before, someone from also mentioned it)
@barren umbra
Quoting myself from 11.2016:
maximumLoad is the only one that works/is beeing taken.
transportMaxWeapons, transportMaxMagazines and transportMaxBackpacks do NOT work. BUT it needs to be added to the Config (transportMaxXXX = 1;) to enable the Inventory```
They are used for something still. No Idea what
To enable the Inventory^^
Maybe only one of them?
But they have no effect, since everything uses the "Mass" of the Wpn itself
Yeah, could be that only one was needed. Toooooo long ago.
transportMaxWeapons=999999;
transportMaxMagazines=999999;
transportMaxBackpacks=999999;
eden box filling I think
I remember removing those and receiving ticket from QA 1 day later about something like that
But why are they still in, when they are not "working" or beeing used?
Or lets say: why are they "needed" 
Because the "hasInventory" function that checks if a thing has a inventory checks for these but not maximumLoad
maximumLoad actually belongs to the Inventory class. Where as TransportMax* belongs to the AI class
π€¦
Yes. Boxes are AI's. Just don't ask
(at that was the facepalm directed)
I wonder, can you make soldiers into "vehicles" you can get into as a driver?
:U
I remember I once had an issue where a soldier was spawned in without AI
That might be illegal in some countries
He appeared in the editor like an empty vehicle
Just curious as it could be used to make mechs or something like that
@strange egret @stone cove Fell asleep, thanks for the replies. Trying to get attachments to register being attached to the weapon so they are picked up by commands such as weaponItems
would ideally like to not have them visible on the weapons, if there is no way w/o that then I'll have to scrap it
alternatively does anyone know how to not hide muzzleflash with a suppressor on a weapon?
You can just move the attachment point 100m into the air I guess (for invisible attachment)
@grand zinc surprisingly it allows you to add attachments based on config
so if config allows it, weapons allow it and they don't show if you have no memory points or proxy positions for them
π
now I just need to figure out how to show muzzleflash
with a suppressor attached
hm π€
Are there muzzle attachments that don't disable them?
I only know of flash hiders and silencers. So it sounds like that having a muzzle attachment implies no muzzle flash. If so then you probably just can't
"just put it 100m into the air"... nothing could possibly go wrong π€¦
You need to define custom muzzle flash
That way we were able to make unique flashes per muzzle device
///! Custom muzzle flashes, use alternativeFire param to set it up for specific accessory
βclass rhs_muzzleFlash_dtk: ItemCore
β{
β scope = 2;
β //path to custom flash
β model = "rhsafrf\addons\rhs_muzzleflash\models\muzzle_flash_dtk.p3d";
β};
'''βclass rhs_acc_dtk3 : rhs_silencer_base
β{
β Author_Macro
β scope = 2;
β picture="\rhsafrf\addons\rhs_weapons\gear_acc\rhs_acc_gear_dtk3_ca.paa";
β model = "\rhsafrf\addons\rhs_weapons\acc\muzzle\dtk3\dtk3.p3d";
β displayName="$STR_RHS_ACC_DTK3";
β class ItemInfo: ItemInfo
β {
β mass=5;
β soundTypeIndex=0;
β class MagazineCoef
β {
β initSpeed=1;
β };
β class AmmoCoef
β {
β hit=1;
β typicalSpeed=1;
β airFriction=1;
β visibleFire=0.85;
β audibleFire=1.0;
β visibleFireTime=0.85;
β audibleFireTime=1;
β cost=1;
β };
β class MuzzleCoef: MuzzleCoef
β {
β dispersionCoef="0.96f";
β fireLightCoef="0.9f";
β recoilCoef="0.79f";
β recoilProneCoef="0.79f";
β };
β alternativeFire = "rhs_muzzleFlash_dtk3";
β };
β inertia = 0;
β};
β'''
hmm I'll try to look into that thanks
Could someone help.
I'm nearly 50... I can't code, but I'm almost there...
I have found/botched together the code below that enables me to add remove units from HC.
The last line should remove units from HC. Except it doesn't.
Question: What is the Object vs. Array error in the last line?
player addAction ["Add Group to HC",{player hcSetGroup [Group CursorTarget]}];
player addAction ["Remove Group from HC",{player hcRemoveGroup [Group CursorTarget]}];
@dense atlas #arma3_scripting would be the channel that might be better suited, but try cursorobject if you are looking at a player/ai ?
can you set a custom muzzleflash selection in the config of a weapon.. say like muzzleFlash="notzasleh";
nominally it's selectionFireAnim, but I'm not sure if it's working
I'm thinking about using createSimpleObject to put a model in a mission. Is it possible to embed textures in a P3D or force it to use a relative path that's compatible with createSimpleObject?
Are there any RHS guys here? I'd like to ask them about their BM-21, drones and emplaced weapons, unless someone else can answer things about the above
(Please tag me if you respond)
Specifically, if someone can link me a config/p3d for Artillery (vehicular and mortar) an airborne drone, and how to do a salvo with an MLRS, that is what I'm looking for.
If I config a weapon to use a handanim from a weapon included in the Marksman DLC, that shouldn't cause players to see the buy DLC icon right?
I don't think so
@stoic lily Taking a shot in the dark here, but it could be related to the new respawn screen. Could have a default role + equipment set to go with it.
role = "Assistant";
role = "CombatLifeSaver";
role = "Crewman";
role = "Default";
role = "Grenadier";
role = "MachineGunner";
role = "Marksman";
role = "MissileSpecialist";
role = "Rifleman";
role = "Sapper";
role = "SpecialOperative";
role = "Unarmed";```
do these fit to that?
Are they all in the same class? If so then i highly doubt it
these are all the types set in BI configs
Those look related to icons
yep, it's loadouts for the respawn screen
so nothing needed to do for mods, or is it useful?
if you want to have your units be compatible with that respawn system then you might consider adding those entries
Hello, In OFP you could give any vehicle weapon to a soldier with a addWeapon. In Arma 3 I can give missiles but not getling or miniguns ... can someone help ?
or would it be possible somehow to attach a "M134_minigun" to a katiba ? xD
@stoic lily You can't add getling/miniguns via script to a soldier
Apparently. As he just said
He wants to attach a minigun to a katiba. Which you can't via scripting but can (I guess) by adding a new muzzle to the config
Here is what happens : the katiba is holstered and a "No-weapon" Minigun is inhand... but you can_'t_ fireit...
the player has the minigun but he cannot fire it
but you can fireit You just said he can :o. Confusing
What happens when you try to switch firemode?
Any ideas ?
did you tried different weapons?
afaik I was able to use 35mm autocannon in the past in arma 3
I did try a few yes an only the missiles work. Getling and Minigun don't work.
I will try every weapon and see if I can find one that works
@hot pine just tryed with
player addMagazine "680Rnd_35mm_AA_shells_Tracer_Red";
player addWeapon "autocannon_35mm";```
didn't work
Is there anyone that can link me a config/p3d for Artillery (vehicular and mortar) an airborne drone, and/or that knows how to do a salvo with an MLRS?
@autumn crater As far as your Salvo, you can either fire it manually, or load AI under your command into a Sandstorm (Up to nine only occupied by gunners) and order them to stop. Then travel to an observation point and press "~" (Tilde) to select all of your units, you should have an order to "Fire Artillery" select AG, then choose how many rounds you want each unit to fire (I usually select Burst 4) and then wait for the rounds to come down.
Me, I'm looking to configure a new launcher, but I have no clue what any of the variables read as to the game.
@sullen fulcrum google is your friend
same kind of pages can be found for CfgMagazines and CfgAmmo
those are outdated AF
arma 3 samples
well yes those are good too
because that ref is ofp / first arma old
Then again, I've been able to use the same format as Arma 2.
on the other hand a game that has been around 17 years deserves considerable respect.
as for contributed information being out of date, there's an amazingly simple answer to that.
Can anyone direct me to a place where I could get an example P3D/Config for a turret or mortar/artillery?
@clear venture lol... Operation flashpoint : 2001. Indeed 17 years old.
and still remains highly immersive because storyline, thematics, and plot were more important than sexy leaves on trees. Snakeman's 400+ missions in a single campaign !!!! (pmc fury) will keep you occupied π
@hard chasm more important than sexy leaves on trees you hurt my feelings (actually not)
ah PMC Fury in OFP, those were the times...
Could anyone help me with the configuration of a disposable rocket launcher? I'm working with a team and none of us know how to get it to function like the way RHS has their M72A7 set up.
I'd suggest looking at https://github.com/acemod/ACE3/tree/master/addons/disposable
it's most likely 99% scripting because A3 doesn't have the functionality to do so through config
as far as I know anyway
Oh boy! Something I actually half know! (And nobody else on my team does.)
The gist is: add a fired event handler > check if the unit fired your AT weapon > replace the weapon with a new weapon that represents the used version
Noted. Many thanks.
Hide the magazines from the arsenal, ensure it spawns loaded...
if your team is comfortable with ACE id highly recommend to just implement their system
Thanks to ballistics, the general thought is Fuck no.
Do ctrlControlsGroup's inside ctrlControlsGroupNoScrollbar's not work? Im trying to have a structured text control within the inner controls group, but for some reason its causing the main outer control group to move/scroll rather than just the inner
@sullen fulcrum You do know that you don't need to use the entirety of ACE, right?
@analog remnant About those smoke pod
bascially you can have a rocket that spawns the smoke grenade submunition on impact
not that hard to make
I am not much in Config Editings kind of totally new
Just require for making Videos
Oh for the effect only. Maybe scripting would be a better solution after all.
You could still make a config for that though
@analog remnant https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines
shotDeploy
You need to stick something like that onto your smoke rocket and have it have some smoke grenade ammo for submunitionAmmo. That is if you want the smoke grenade effect. If you want some kind of effect like in blastcore or such, then you need to edit the rocket ammo effect.
Maybe there is a way to scan an area for any impact and spawn an effect where rockets hit.
Incidentally: I still need to test out the shotDeploy to see if its possible to have a true HEAT ammunition. That spawns the jet only when it hits the target and the jet is the actual penetrator
Oh fuck, someone's doing smoke rockets by using the Smoke Mortars, shotDeploy, and a manpad?
@barren umbra - it should be possible
@barren umbra I'm down, makes engine damage and stuff actually viable.
Most stuff I see just impacts the hull and damages that, in place of trying to damage the engine or fuel tank.
@barren umbra but the issue is that this is velocity dependant on the parent shot. True Heat jet would be pretty much independant of parent speed
thats the point
you can change the velocity of the submunition AFAIK
or maybe I was wrong
Oh, @barren umbra the goal is to leave ACE out as a dependency, being that we're a dependency for a mod that doensn't use ACE. And Basically the structure runs
Operation Trebuchet > OPTRE_CC (us) > OPCAN
That way it leaves OPCAN with minimal dependencies, and us with nothing more than the main mod.
So we're avoiding ACE like the plague.
Eh, sadly the launcher slot weapons do not accept any simulation other than "shotRocket"
wat
DAMN YOU BIS.
do you realize you can add ACE3 support without adding it as a dependency?
it's only some additional config entries, which, will do nothing if the AB module isn't loaded
Allow me to clarify here.
I have no fucking clue what I'm doing.
At all.
Whatsoever.
I was just asked to make a disposable launcher and sent a bunch of files.
So I'm gonna have a reloadable launcher that's SUPPOSED to be disposable, but I have no goddamned clue how to work the eventhandlers required to swap out a launcher for a useless (used) variant following the launcher being fired.
@barren umbra at present you can modify speed relative to parent only (to my knowledge). https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Ammo_changes_on_fly_and_on_hit
it would be awesome if they could do the same thing as they did for initspeed modifier for handweapons - positive values act as modifier, negative as absolute override based on parent projectile initspeed, instead of speed at time of impact
@strange egret You can't have submution simulation on the launcher at all
why not? Didnt the DLC with UXO add submunition to missile simulation?
@strange egret I tried and the launcher with ammo that used anything other than shotRocket did not work at all. The character didn't even take it off the back
this might propably be a hardcoded issue then
but for vehicle launcher missiles or rockets at least i would think that it should work
Yeah, but it would kinda suck if the new HEATness can't be used by the infantry. Also I already switched back to stable.
those changes where made long ago with laws of war (?) dlc. Nothing was changed to submun recently
Still the infantry AT weapons will have to use the old sucky method. I might give it another go on vehicles if I feel like it
yeah, but you need to use the "shotDeploy" submunition to spawn the penetrator on impact
Oh yeah, there was a mention that missiles can use submunition now
I vaguely remember that
Wait, so can they, or can they not use submunitions?
Pfft, screw that war crime in a can.
We can just make smoke launchers for when you need to cover your ass.
now we can finally do the MIRV version of FO's Fatman ^^
but they are not rockets or missiles
This reminds me: I really need to make that fatman like rpg round with GBU explosion effect. Maybe even with the bomb whistle
YES.
Anyone know why my config whould stop the inventory from loading? i dont get any errors
Thanks checking now
so if I take bis sample plan
and make it 20% size, it acts really strange.. which should be the value in config to scale down?
no value in config for scaling down
what kind of weight are you applying to your small craft?
small vehicles tend to have issues in Arma
i scaled everything in model with 0.2
including weight
(so new weight ~1 300 kg and 2 meter width)
horrible..
like wobbling up and down (pitch) and then crasch
wonder if i could lower the air resistance kinda or drag
are you using the physx config for the sample plane?
@meager elm Rapify errors have been fixed. cannot find you to PM direct
yeah
take the bis sample, straight of.. get "behaviour 1".. scale it down 50% and chopping of weight.. still "behaviour 1"
pass ~2 meters width, starts acting really strange
and its just scaling model, no config change
the master config.bin is built at game load and set in concrete
@narrow crow it could be something with the physx config still being for the large sized plane or perhaps some memorypoints get messed up on such small scale
or too small geometry pieces actually
if geomety pieces are too small I think the engine does not register them
that definitely would mess up everything
2 meters shouldn't be too small, but yeah i guess it might be hardcoded somewhere
no but if some of the individual components go to small when you scale them
I think walls dont work right if theyre less than 10cm
could be something like that
mass distribution is key. If your mass points are too close together you might get instable behaviour
put the mass components further out, but decrease weight instead for more stability. Remove mass from all the rest
...what i would try
hey guys, i'm having a problem with the virtual garage. I added some skin variants to our F-105 thunderchiefs and the virtual garage loads them up fine, but it doesn't change the skin on the actual plane model in the editor. i am wondering what is missing that the engine needs. we don't have a textures.lst nor tga files for the textures, could that be it?
ah, @strange egret thank you, that makes sense
@livid heath - are you using more hs in class textures than there hiddenSelections[]?
this is how it looks now, works perfectly, but the "extra geometry" size isn't wanted
@livid heath don't forget to check and double check the factions
class un
{
DisplayName = "UN";
author = "Swedish Forces Pack (Megadeth)";
textures[] = {"","","","\sfp_patgb360\data\body_white_co.paa","\sfp_patgb360\Data\top_white_co.paa","\sfp_patgb360\data\secondary_white_co.paa","\sfp_patgb360\data\undercarriage_white_co.paa","\sfp_patgb360\data\wheels_white_co.paa","\sfp_patgb203\data\un_logo_ca.paa"};
factions[] = {"sfp_swe_2035","sfp_swe_2015","sfp_swe_1990","sfp_swe_1981"};
};
not something you can influence without moving stuff in
memorypoints also count towards bounding box calculation
@hot pine count of selections == count of textures
hiddenselections[] = {"camo1","camo2","camo3","camo4","camo5","camo6","camo7","clan"};
hiddenSelectionsTextures[] =
{
"\pook_f105\data\empty_tail.paa",
"\pook_f105\data\d\02f105d.paa",
"\pook_f105\data\d\03f105d.paa",
"\pook_f105\data\d\04f105d.paa",
"\pook_f105\data\d\05f105d.paa",
"\pook_f105\data\d\06f105d.paa",
"\pook_f105\data\wheels.paa",""
};
should i remove clan from that array?
@narrow crow thanks mate what is this factionsarray? never seen it before
factions[] =
this must be included in any vehicle using the virtual garage?
when i make professional quality stuff, i use only tga and textures.lst, and the garage works perfectly
tga wat...
but this modded item here for some reason the textures dont apply to the spawned item in VR editor
the modded item has only paa
they show up in the garage, and seem to work but when you click ok, the plane remains the old version
i also dont have a textures[] = array
could that be the issue?
yes
hrm maybe its the presence of "" for the clan selection. maybe that needs an empty file in it
so the code wont execute if there is no filename in the textures list maybe
class TextureSources
{
class uns_f105f_camo
{
displayName = "USAF Camo";
author = "UNSUNG";
textures[] =
{
"\pook_f105\data\empty_tail.paa",
"\pook_f105\data\f\02f105d.paa",
"\pook_f105\data\f\03f105d.paa",
"\pook_f105\data\f\04f105d.paa",
"\pook_f105\data\d\05f105d.paa",
"\pook_f105\data\d\06f105d.paa",
"\pook_f105\data\wheels.paa",
""
};
factions[] = {"UNSUNG_W"};
};
thats my VG entry for example
the last one is ""
ok sorry granQ i hadnt realised your paste was fro mthat part of the config. as yo ucan see i do have factions and textures listed
should "clan" be included in the list hiddenselections in the first place?
am thinking maybe not, as it is handled some other way isnt it?
yes that fixed it. i removed clan fro mthe array and also the "" as blank texture
cheers guys
@hot pine is there a known issue with count and placement of hiddenselections[] array not matching the count and placement of textures in the VG textures[] array?
we have for example got a T34 with 3 camos i can add, but it also has a hidden barrel part
so the hiddenselections count is 4 (3 textures plus barrel), and the hiddenselections textures count is 3 (textures only)
Barrel us a hidden section not selection
i can confirm that having extra selections at the end of the array causes no issue
for example
hiddenSelections[] = {"camo1","camo2","camo3","camo4","camo05", "clan", "clan_sign"};
hiddenSelectionsTextures[] =
{
"uns_t34_t55\t34skins\t34_body01_v_co.paa",
"uns_t34_t55\t34skins\t34_body02_co.paa",
"uns_t34_t55\t34skins\t34_turret_nva_co.paa",
"uns_t34_t55\t34skins\t34_wheels_ind_co.paa",
"uns_t34_t55\t34skins\t34_body03_co.paa"
};
To add it name and place in hidden selections in model.cfg
this causes no problems with a 5 count textures[] array in VG
it seems adding a "" as a blank texture is what kills the process
thanks deano, i can do that way if needed, but i dont think it is the problem, can just add hiddenselections to the end of the array that dont have textures. im pretty sure this is how we do it normally
it seems not using a blank placeholder texture is the problem
will explore further
if you want to make selection empty use some procedural texture with alpha
@livid heath can you make a screenshot of the issue please - i am not exactly sure where your problem is
do you have class textureSources (and textureList[]) defined?
hiddenSelections needs all defined, whereas hiddenSelectionsTextures can be less elements from my experience
@stoic lily the issue is this:
- place silver plane in editor
- open virtual garage and spary it camo instead of silver. model shown in garage is now camo. click ok
- model placed in editor remains silver
this happens when you have a null entry in textures array
if you use the old hiddenselectionstextures array with a null entry, that system works fine, but virtual garage cannot handle it, the code stops working and the model is not changed
i have fixed it now by adding in the base texture instead of ""
ok so just happens within VG preview?
worth knowing i guess. this came up because im adding the new garage features to models we have a lot of hiddenslections shenanigans on lol
yes preview works but not changed in editor placed model
if using a "" as one of your textures
i suppose if the engine code could be changed to handle "" entries that would help, as sometimes we use them to hide an item on the cheap lol
as opposed to deanos suggested way, which we also use in equal extent for hiding parts
As regards said for a "" you have to have a texture on the model
So use in ob a macro with CA extension
Reyhard
we have also several definitions with last element "" - didnt notice the issue yet but its very likely true also here
Well I'm quoting old tech but I think good practice is macro on model define in model cfg and in CPP and hide unhide on init as necessary
As with hidden materials these days I should think
Via hidden selections array ""
Hiddenbselectiontexture array
happy to help lol
sorry for added work hehe
can confirm my t54 now works perfectly, having placed the base texure in the list
T54 sound nice
also of relevance, one of the tanks in that group has only 2 selections (body and turret) but 4 textures in the textures array - this causes no issue in the VG
oh no ignore me, i added a new garage hpp with only 2
for that specific tank
But they have all defined and a real texture defined so it should work anyway
yeah removing the "" iswhat fixed the garage
we might encounter some issues where we have hidden parts using the "" to hide, and if they are in front of the main textures in the array there may need to be some reordering to put those parts to the end of the array
as we cannot easily apply a texture to them (sometime they are proxies with many textures for example)
anyway i'm waffling. off to play some games
You might remember in A2 when people apply a 32 bit on hidden selections but alpha never show it's kinda same issue and fix
we have some models with 20+ hidden parts for a randomised look, gonna be fun updating these t othe new garage system π¦
i've never quite decided between using animate hide or hiddenselections
hiding geometry appears to be impossible, or am i wrong?
i could have sworn in A2 i had a lot of geo animated hidden, like gun wings on helis for example
No it works sane as Res component
oh ok
Make it a bone
ive noticed in A3 a lot of times for example on a heli with a hidden gunpod, the vis lod is hidden but the geo is still there
yeah i'll have to dive int othat specifically sometime soon
you might be right. though normally im pretty hot on selection naming
and adding bones
i just filed it in my head as something to mull over
Imagine A3 without need for fire,mass,view,physx lods it will run on a retail till
we have some helis with 4-5 variants all using hiddenselections for gunpods, rocketpods, ammo cans etc
rigging those on a model is pretty easy though, assuming you have a decent model to begin with
Physx lods may not even hide I had to abandon dynamic terrain because I couldn't animate the physx verts like the mass geo lod
ah i see yeah
so you could have had real 3d shell craters
but they keep collision of old part
Yeah the physx lod stay same
those kinds of things are ok for SP, but MP persistent missions would get clogged up
infamous tank barrels are best example of it
Well depends how much you allow to happen
" Yeah the physx lod stay same" - what do you mean?
I mean the vertices cannot be animated
they can be
So it stays the same shape as it did in initial
otherwise tank barrels wouldn't move
No you misunderstand
ah, single vertex?
Yeah
even roadway lod? (it's baked to physx)
Roadqay can but vehicle drive on Phys x unit walk on roadway
So no good for vehicle
roadway should be baked to physx
so physx vehicles can coolide with it
buuut
since physx update roadway lod is not baked to map placed objects
is that intentional?
Well I haven't touched for a while but for me the define driveon was a physx ref
yeah
So you can hide whole objects in physx LOD, just not manipulate physx verticies
Correct?
left is zeus placed & right is baked to physx
i've animated ramp on some object in roadway lod only once and vehicle was interacting with correctly
Is that physx draws? Can you do that w/ vehicles to see the physx wheels and such
Yeah but individual verts live ?
Old video but like this ?
https://youtu.be/Ky1jsYor4PM
I have also created a ramp with animations and both vehicles players work
Not stretching verts but they moved almost 2m in fold up
Reyhard, thats on devbuild? What command can I use to view that
Like this reyhard
https://player.vimeo.com/video/4824768
It's an old video but same thing
No that's me in arma 1
π
And in arma 3 no phsyx so broke
I'll try when Australia flu fools off
Got any info on undocumented commands in your secret dev documentation ? π
Yeah F4 = freedom
Hey where would be the hit dust effect of a shotshell type ammo determined? My ammo is set as explosive and while I have disabled all effects when it hits objects, hitting ground produces this large dust ring
actually I think I got it!
So I have a vehicle config that I need to edit because its having an issue. When I'm going for example 100km/h and brake and turn at the same time, it wont turn, it's front wheels will turn but it will just go straight until it stops. I don't know what value in the vehicles config needs changed to fix it
trying to pack real basic terrain into pbo, no binlog errors...only this
scanning for pbos to make....
preprocessing projects\jap\jap_burma.pbo
validating projects\jap\jap_burma\source\layers.cfg
ok
<scanning files to pack>
...............................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................
validating projects\jap\jap_burma\data\roads\RoadsLib.cfg
done
.........
<Creating a land_class config>
</land_class>
.
</endscan>
creating texheaders.bin
using binarise.exe to binarise wrp
<copying/crunching to temp>
.'xcopy' is not recognized as an internal or external command,
operable program or batch file.
cannot copy temp bin to source bin
Failed. View->output logs for projects\jap\jap_burma
jap_burma.pbo not produced due to error(s)
Job(s) completed in 8secs on Mon Jan 29 11:26:52 2018
.'xcopy' is not recognized as an internal or external command,
this is a normal windows command
something seems bugged on your system
when rewriting some configs in result they loosing some (not all) not touched lines, how is it defined, how to determine when it will happend ?
it doesn't if you inherit properly
@clear venture (hope didn't mistaked that its answer to me :) )
well, watching ACE having same issue question: how to make it properly ?
wat, we don't have that issue
xcopy and it's friends are standard dos tools supplied by the win os. you have bazongled your environ path.
@clear venture not really, that class is not base actually, its just relatively similar, so you just getting it out to avoid the lines loss, it will not work if there is not such similar class
@hard chasm "bazongled" ?
link to the file / line
config entries don't magically disappear, you either rewrite the class with a different parent or you intentionally change them
you don't 'see' it because there isn't one. π
and just in case:
https://imgur.com/a/HBsQS
I think our friend might need to revise how he thinks inherited classes work.
@clear venture oh, damn, i just now realized that i do not really know if its base in A3 configs or not :) , sor
but the point is, as you said "config entries don't magically disappear": when i'm writing for example
class TakeBag {
show = 0;
showWindow = 0;
textDefault = "";
};
there around 5 lines do disapear;
@clear venture but how to determine when it will be replaced entirely and when not ? (because i did some other edits and there only mentioned lines was replaced)
inherit properly, because in your case it's always
class two;
class one:two
{
scribble=whatever;
you=want;
};
any other 'lines' are inhetited from class two, which, in turn, _probably inherits more lines from class unknown,. _which, in turn, inherits even more lines from yet another class.
the one thing you cannot do is change the nature of the inhertience to either something else, or even, nothing at all. The (dot)rpt will scream at you
I mean, you can change the parent or redefine the class alright huehuehue
it might not do what you expect tho.
....and all other configs which use and assume the original inheritence will go awol
Awo? Awoooooo!
RUN RUN THE FURRY IS HERE
emm, i kind of know how inheriting works, i'm asking why and how to see when in targeted classes only written lines will be replaced ?
(or i'm mistaking and when you writing class it always replacng whole one from previous configs ?)
emm, i kind of know how inheriting works
Apparently no.
it will over-ride the same tokenname with whatever you change it to
well, possibly :)
mikero's post summarized what your issue is
if it originally said
one=three;
and you come along and say
one=four;
that's what you get
regardless of is it parameter or class ?
you can also replace them
....with new content, yes
but it's:
- not recommended
- bad for cross compat
- not what you want
you can also delete paramaters or classes, but both are tricky
haaaaaaaaaaaaaaaaaa
the delete operator is rare. it is normally only found in rscDisplays for the xbox.
class base {p=1;}
class A : base {p=2;q=3;} //result p=2,q=3
class B : A {q=4;} //result p=2,q=4
class B {q=5} //result you fucked up inheritance. So you overwrite the class. q=5 and p disappears.
well it doesn't really, it's just bi's way of not fixing the engine code to stop looking for them. (the delete operator)
I think Dedmen nailed the issue for you Ilais. You cannot change the class to whatever suits >you<
@grand zinc is this real ?
well that looks like answer, but :)) , y, i do not see any logic in the system at all
Same as in C++ or whatever else language has inheritance.
Although you can't really delete and overwrite existing classes cuz... Stuff
agreed
for ONCE that sqf is close to something else
That's not SQF though.. cough cough
so its just something like can overwrite, but need to manualy find all lines that will be scrapped and by tests get them all back in ?
No. If you inherit properly you can add and change entries in the class.
If you don't inherit properly you delete everything
@worn pewter for the last and final time you cannot alter class inheritence.
so just inherit properly and everything will be fine
@grand zinc
y, got that, but you wroote:
class base {p=1;}
class A : base {p=2;q=3;} //result p=2,q=3
class B : A {q=4;} //result p=2,q=4
Why is in class B no q=3 ?
oh ***, names, damn, {delete} my last 3 posts, do not understand what for to use such similar letters in cases like that
now everything is clear and logical, sorry, and thanks for help
and saying straightly, it looks like the classes just always overwrite same as parameters (if they not just called, ex."class t;"), the inheritance is just way of reinserting the entities (not some rule or anything (technically)), thats why i was so confused by the answers
@hard chasm ive had this before.
i have a long PATH.....which includes mikeros tools. if i update your tools it wipes PATH just leaving mikeros tools??
the inheritance is just way of reinserting the entities
that's what the word inherit means!!!!
if you inherit blue eyes from your mum , what other color did you thinkl they'd be?
@hard chasm i know and that i thought of, but just look on the answers, the answers says that "if you do not inherite classes properly they scrapping", and when i reasked you said that "parameters" do overwrite (not "all entities")
. if i update your tools it wipes PATH just leaving mikeros tools??
you are using a very old, very stale version of the tools. the only tool nowadays that alters the path= is depbo.dll and it does it silently. There's a bug in the microsoft os that limits the path to 1024 chars using the SETx command.
the dos SetX command will wipe the path clean if the current path exceeds 1024 characters. As stated, my tools no longer use SetX and do not cause this issue now.
the only way it could have happened is that you were using a very very ancient version of the tools. (at least 3 years stale)
deleted all mikeros tools...downloaded them again....no PATH issues π
god knows where you found that stale stuff
been on pute for years.....it fucked up my pute years ago, i had to do a restore. saved my PATH to a text file so im ok today.
... your what
type that word into google translate from french to english, and tell me the result
is that muggy sarcasm aimed at me?
pute means whore in french
wouldn't translate to anything, that insult is written with an n huehuehue
has someone experience with vehicle configuration for TFAR - we have the issue that certain (or in some cases all) vehicle positions dont work
for example
When you open Pz4(and maybe in other tanks) commander hatch no-one hear you outside tank when you talking, and when you open hatch on driver,loader,MG, people outside tank can hear you.
I might have little to none experience with that.
TFAR 0.9.12? Turned out is bugged and broken.
Nothing you can do
1.0 fixes that
@grand zinc thanks
not sure if here is the right channel, but is it possible to hide the miniguns from the ghosthawk?
hey guys, im trying to create a custom firemode but i cant find any documentation about how to change the actual rate of fire (not the aiRateOfFire)
reloadTime
really?
how odd
ah i see
thanks
there is a different param called magazineReloadTime. Thanks @untold temple
yeah, it's confusing that they refer to it as reloading, but it is technically correct
Quick thing. Could it be possible to make a rifle optic that automatically zeroes to the exact range of it's target in the same way tanks can ping a range?
doubt it but why not just try it?
If tanks can do it, then surely a scope can
it's tied to the weapon on tanks
requires a certain ballisticscomputer entry in cfgweapons
Hey @untold temple do you know how to make a weapon be able to lock onto people like the darter can? Obviously the laser designator on the darter wont acquire a lock on but its still able to select a target
it's not a weapon, it's due to how the camera works on the darter / TPODs
there's a setting in sensors for detecting people: class SensorTemplateMan;
so would it be possible to make a gun that can lock onto people?
it's not the weapon that tracks the target, it's the sensor
@eggbeast so I can pastebin you my turret config
anybody know how I can set up a static weapon to fire from multiple muzzles at once/alternating?
I've tried memoryPointGun arrays and gunBeg/gunEnd arrays to no success
hi
hey
alright I've managed to get it working (if anyone is also trying to solve this issue feel free to contact me for help)
Quick question: Do mikero's tools or any other tools have a tool for packing pbos that will automatically binarize all of the configs and rvmats inside?
Uh. yes.
Mikeros tools have a tool. PboProject.
BI has Addon Builder (or you can manually binarize)
Armake can also do it. Probably others too
They all pretty do, you are prob confused because most tools (except v.simple ones) will unrapify the files when you extract pbos.
I just didnt know cause i mainly use PBO manager as it was the first tool i started using and pbo manager doesnt unbinarize nor binarize configs in pbos
thanks for the answer
Yeah never use pbo manager in production, maybe just quick tests
Well best for packing quickly. But certainly not the "best"
thats what i meant, quickly
Anyone familiar with the new ACE NVG overlay and how to remove it from NVGs?
I read something about removing a specific file from the mod directory. Them the NVG's will behave as normal.
@round kernel
Hey Guys, I assume this is the correct spot to post this but I'm having issues setting up my functions pbo.
This is my current config in the pbo: ```
class CfgPatches
{
class Foski_Scripts
{
units[] = {};
weapons[] = {};
magazines[] = {};
requiredaddons[] = {};
requiredversion = 0.1;
};
};
class cfgFunctions
{
class Foski_Functions
{
class Foski
{
file = "\Foski_Scripts\Functions";
class init
{
preinit = 1;
};
};
};
};
and I have a file called 'fn_init.sqf' in the following directory '\Foski_Scripts\Functions\' but when ever I load into my game I get this errorScript \Foski_Scripts\Functions\fn_init.sqf not found```. Any input would be helpful!
@round kernel sorry for the early poke but I use the following for decreasing ACE's effects on NVGs (bear in mind this doesn't remove the overlay, just makes it the least prominent)
ace_nightVision_grain = 0;
ace_nightVision_blur = 0;
ace_nightVision_radBlur = 0;
ace_nightvision_border = "\z\ace\addons\nightvision\data\nvg_mask_hexes_thin.paa";
ace_nightvision_bluRadius = 0;
ace_nightvision_generation = 4;
ace_nightvision_eyeCups = 0;
https://ace3mod.com/wiki/framework/nightvision-framework.html
the first 3 may now be deprecated but i leave them in just for good measure
(also if this is for OPTRE don't worry the ACE Compat will be updated shortly)
Im not sure the compat will correct it for me, my implants don't go through yours. Either way, thanks.
@brave root Invalid PBO prefix
Hi is CfgArmorSimulations new and does anybody know if its in default class or which class the inheitance starts in vehicles ?
never heard of it until errors started popping up on dev Branch yesterday. So I assume it's new
errors might be because the base class isn't there
cheers ill check the cfgviewer and slap it in the class of my cheicls
show us wot ya got in pastebin
Hi, if i want to create one addon (i.e. ServerFiles.pbo) and i want in there more folders for optional things like ServerFonts and inside there a config.cpp
this is my folder structure:
@MyAddon
β addons
β ServerFiles.pbo
β ServerFonts
β Config.cpp
β OtherFolder
β Config.cpp
is this possible or do i need to create seperate addons?
possible.
Okay, thanks :D
has anyone tried the diag exe shots mode yet? what does it do?`
data about flying bullets afaik
I think we wanted that when fixing ACE Advanced Ballistics stuff.
But i just hacked my own debug output because Shots didn't work
It's meant to show the diagnostic stuff shown here https://forums.bohemia.net/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3261584
What defines what scopes or bipods a weapon can use? Just if it has said slot then it can take any of them?
Is there any way to open the floodgates and allow any scope/suppressor/bipod on any weapon?
Not without mods (CBA)
Ill look into CBA, thanks
@grand zinc what does that mean? an invalid pbo prefix?
your pbo prefix (https://community.bistudio.com/wiki/PBOPREFIX) isn't correct. Your files are actually in a different path than what you expect and thus the game doesn't find them
if you're using pboProject the prefix is set automatically without fuss since it\is\on\the\P\drive\in\the\correct\place
But the strange thing is, I'm not using a custom pbo prefix (I dont even have the txt file in my pbo directory) and I'm also using addon builder
Yes. That's exactly the problem
Okay tomorrow (currently in bed) and I'll test it and I'll let you know how I go. Cheers!
Anyone have an idea on how to have different crew for different seats in the vehicle, for example: Ghosthawk has B_HeliPilot_F in Pilot and Copilot seats and B_HeliCrew_F in gunner seats but i cant find any config reference of it
gunnerType in turret cfg @devout venture
thanks
Hi guys, is there a way to make an existing a3 model use a provided model.cfg instead of the default one binarized into the p3d?
I have everything setup, but it always seems to prefer the vanilla config over mine.
nah i doubt it but you could change some things in cpp animationsources and useactions maybe
^solved through pm, thx o7
I had actually setup everything correctly in config.cpp, but had an oversight in the model.cfg which I recovered from a similar object.
So it was actually still loading the default model included in the p3d.
"make an existing a3 model "
?
i call BS you unbinned you thief lol
? talking about drama lol
Yeah have to agree you can't just point a binarized p3d at a different model.cfg, guessing someone unbinned the model for you
Hmm, okay even with the corrected error still doesn't change the model it seems, throwing animationspeed errors.
So guess the only option is remake model or use existing selections then;
and unbin is something I'm well aware of but nope.
Sorry no drama today guys.
lets stick to facts then help will appear π
we all unbin educationally its just we dont repack
That is why I want to write my model.cfg and stick it to an existing model, I never even mentioned repacking models.
Weird that this isn't a thing really. I actually want to get rid of most of the animations in the current model. Guess I'll have to live with there being more.
disable iots simulation then maybe a fix
just got this on dev -> branch https://abload.de/img/20180202182738_1dloxe.jpg HYPE π±
it's been a few days since that was added
also LOAL glide bombs from today, altho they forgot some config entries and it just gives errors
the shots diag mode doesnt seem to work... at least i dont see it doing anything
A model.cfg has no meaning to the engine. It is ignored, the 'model.cfg' has been baked into the p3d by bis binarise and that's the end of it.
got a pretty dumb question, I made a sight by inheriting from the base ACO, just changed the name and texture, but I can't get it in the editor to show up on asdg jointrails
I try to add it with
class asdg_SlotInfo;
class asdg_OpticRail;
class asdg_OpticRail1913: asdg_OpticRail
{
class compatibleItems : compatibleItems
{
my_sight_name = 1;
};
};
but it's still not showing up in the editor
that's because you're doing it wrong and using a deprecated addon, it has been merged into CBA more than a year ago afaik:
https://github.com/CBATeam/CBA_A3/blob/master/addons/jr/cfgweapons.hpp#L619
correction, 2 years and a half ago π
I know that
I don't have asdg installed seperately
I'm using it as part of CBA
what's the right way to define it so it fits on a 1913 rail?
derp, it's because of that compatibleItems, gimme 5s so I can find the right way to inherit it
thx π
i'd guess the first one is for JR and the other vanilla inheritance
use the first one (non +=)
doesn't seem to work, it shows up as the only addition for certain weapons
for others, it doesn't show up
and on the weapons on which it shows up
it does this
RIP
for the "shows up as the only addition" don't use +=, the class may not support it, for that view issue it's likely you don't inherit properly for the scope
and shit I left the wrong link up π€¦
I didn't use +=
//asdg JR support
class asdg_SlotInfo;
class asdg_OpticRail;
class asdg_OpticRail1913 : asdg_OpticRail
{
class compatibleItems
{
my_scope_name=1;
};
};
class ItemCore;
class InventoryItem_Base_F;
class InventoryOpticsItem_Base_F;
class optic_aco;
class my_scope_name : optic_aco
{
displayName = "InheritanceTest";
};
my_scope_name is also declared in the cfgWeapons
hm, you know what would be nice? JR documentation
or me, I knew at one point but forgot π
hmmm
I think I got it
in hlc_core they use this
class asdg_SlotInfo;
class asdg_OpticRail : asdg_SlotInfo{};
class asdg_PistolOpticMount: asdg_OpticRail {
class compatibleItems {
hlc_optic_DocterV = 1;
hlc_optic_RomeoV = 1;
};
};
class asdg_OpticRail1913 : asdg_OpticRail{
class compatibleItems {
hlc_optic_LeupoldM3A = 1;
hlc_optic_ZF95Base = 1;
hlc_optic_VOMZ3d = 1;
hlc_optic_VOMZ = 1;
};
};
nope doesn't work
rip
you sure that you updated the mission?
class ButtonGroup: ctrlControlsGroupNoScrollbars
{
idc = -1;
x = 0.273125 * safezoneW + safezoneX;
y = 0.082 * safezoneH + safezoneY;
w = 40 * GRID_W;
h = 40 * GRID_H;
class Controls
{
class IconBackground: ctrlStatic
{
idc = 323231;
w = 40 * GRID_W;
h = 40 * GRID_H;
colorBackground[] = {0,0,0,0.75};
};
class IconImage: ctrlStaticPicture
{
idc = 100;
x = ??;
y = ??;
w = 20 * GRID_W;
h = 20 * GRID_H;
};
}
};
How would I go about centering the above IconImage within the main controls group?
That was easier than I thought, cheers
Maths and positioning always confuses me, no matter how hard I try :/
Does anyone know how I could have an RscPicture and RscText over a RscButton but still having the button maintain priority with focus, so if you click on the image it activates the button without affecting its visibility?
class ButtonItemsGroup: ctrlControlsGroupNoScrollbars
{
idc = -1;
x = 0.273125 * safezoneW + safezoneX;
y = 0.082 * safezoneH + safezoneY;
w = 40 * GRID_W;
h = 40 * GRID_H;
class Controls
{
class IconButton: ctrlButton
{
idc = 1;
w = 40 * GRID_W;
h = 40 * GRID_H;
colorBackground[] = {0.2,0.2,0.2,1};
colorBackgroundActive[] = {0.3,0.3,0.3,1};
colorFocused[] = {1,1,1,1};
};
class IconLabel: ctrlStructuredText
{
idc = 3;
x = 10 * GRID_W;
y = 28 * GRID_H
w = 20 * GRID_W;
h = 6 * GRID_H;
size = "6 * (1 / (getResolution select 3)) * pixelGrid * 0.5";
onLoad = "(_this select 0) ctrlSetStructuredText parseText ""<t align='center'>Items</t>""";
};
class IconImage: ctrlStaticPicture
{
idc = 2;
text = "gui\data\RscDisplayPlayer\items.paa";
x = 10 * GRID_W;
y = (10 - 2) * GRID_H
w = 20 * GRID_W;
h = 20 * GRID_H;
};
};
};
I can't seem to get the image AND the label over the button.
I just want the hover effect over the background to be honest. I thought I could just have an invisible button and somehow mimic the hover effect but had no success.
has anyone been able to turn old optics thermal google friendly through a cfg property? I've tried changing the material property inside the CCO/holo class cfg but it still doesn't allow thermals to pass unhindered. or are these thermal reactions baked into the actual models or rvmat issue?
almost certainly an .rvmat thing
Thermal imagers cannot see though glass IRL. There's a reason that they're always mounted in front of a scope
@untold temple thanks ill check the rvmat, shame its only SMA optics that have reasonable thermal passthrough.
@soft leaf actually this is fine
//asdg JR support
class asdg_SlotInfo;
class asdg_OpticRail;
class asdg_OpticRail1913 : asdg_OpticRail
{
class compatibleItems
{
my_scope_name=1;
};
};``` but that goes to the config.cpp / not under `cfgWeapons` container
your my_scope_name should be in cfgWeapons not in root config
class ItemCore;
class InventoryItem_Base_F;
class InventoryOpticsItem_Base_F;
class optic_aco;``` these go to `cfgWeapons` aswell
@knotty venture there is no way
if an element is above another, the element above always will get focus (that is valid for ALL UIs, though with others it is a bubbling event which means that you can solve it using code)
assuming that you want that image to be the background, you just have to change either the zindex (so that the button is at the very top again) or make the other elements accept clicking (in biki, search for ctrlAddEventHandler and check the handlers for it)
Trying to do a config dump with ConfigDumpFileIO but it doesn't seem to work
there aren't any instructions outside of how to execute the script so I have no idea if it even installed properly
Anyone here ever used it?
nvm it started working
printnodes_output = "";
printnodes_append = { printnodes_output = printnodes_output + _this; };
printnodes_newline = toString [10];
fnc_printnodes = {
_fnc_tabs = { _str = ""; for "_i" from 0 to _this do { _str = _str + " "; }; _str };
params ["_cfg", "_depth"];
if(isClass _cfg) then {
format["%1class %2 {%3", _depth call _fnc_tabs, configName _cfg, printnodes_newline] call printnodes_append;
for "_i" from 0 to count _cfg do {
[_cfg select _i, _depth + 1] call fnc_printnodes;
};
format["%1};%2", _depth call _fnc_tabs, printnodes_newline] call printnodes_append;
} else {
if(isNumber _cfg) then { format["%1%2 = %3;%4", _depth call _fnc_tabs, configName _cfg, getNumber _cfg, printnodes_newline] call printnodes_append; } else {
if(IsArray _cfg) then { format["%1%2[] = %3;%4", _depth call _fnc_tabs, configName _cfg, getArray _cfg, printnodes_newline] call printnodes_append; } else {
format["%1%2 = %3;%4", _depth call _fnc_tabs, configName _cfg, str getText _cfg, printnodes_newline] call printnodes_append; }; };
};
};
[configFile >> "test", 0] call fnc_printnodes
you also could grab this
should work too
though ... might exceed string length, so you might want to change the printnodes_append method
@kindred moss thx
there any documentation on the different simulation types used in cfgVehicles?
actually a better question may be, is there a way to disable the ability for a driver to get out/eject via config?
I'm filling a backpack with rhs mags
what's the difference between xx and the regular mag class?
like
rhsgref_30rnd_556x45_m21
//compared to
_xx_rhsgref_30rnd_556x45_m21
They have different names
_xx_ classnames are transportmagazines classes in a cfgvehicles container. Not magazines themselves
Anyone know why the hell this:
class CfgSpawns
{
class spawns
{
default_spawns[]=
{
[3159.49,6055.27,0],
[1911.41,3575.71,0],
[1989.29,4178.57,0],
[4341.99,4344.55,0]
};
};
};
Yields : ["[3159.49",6055.27,"0]","[1911.41",3575.71,"0]","[1989.29",4178.57,"0]","[4341.99",4344.55,"0]"] ingame?
class CfgSpawns
{
class spawns
{
default_spawns[]=
{
{3159.49,6055.27,0},
{1911.41,3575.71,0},
{1989.29,4178.57,0},
{4341.99,4344.55,0}
};
};
};
@clever kestrel
try that
Alright, thanks. I'll try that out
Works perfectly lol, wonder what's up with that
Its just how arrays are defined in C++
@clever kestrel its how nested arrays need to be in configs - gotta be { { "fff" } , { "hhh" } };
π
@knotty venture Never used arrays in c++, will have to familiarize myself with it
so array[] = { }; = yes
array = { }; = no
Yeah thats what I meant, shoulda clarified
I believe I did indeed do array[]
You did but the actual data was enclosed with []
Yep, that's what I did incorrectly. I'm not sure what you are trying to say exaclty Andrew?
I believe hes just saying how arrays are defined in c++, and giving example
just you can't do
default_spawns = { "data here" };
it needs to be
default_spawns[] = { "data here" };
thats the only place you can have brackets - not inside arrays
basically it can't be like regular sqf where you have default_spawns = [[coordinate1],[coordinate2]];
Oh...I see. Thanks for clarifying
np, I am tired so explaining that is so..so for me π
lol
@knotty venture If you want to use the hover event handler on a button you need to use a RscButtonMenu
Anybody knows a way of adding sudo downforce for a car ? ie higher speed = higher tracktion
Hey, Anyone Know why this is happening when I throw my grenade, im trying to use model="\A3\weapons_F\ammo\mag_univ.p3d" as the model but it just seems to freeze in mid air π
think the model needs geometry LOD and mass
so might not be able to do anything about it if you're not using a custom model
Ahh right cheers @untold temple
How does one remove this error: No entry 'bin\config.bin/CfgWeapons/ItemInfo.scope'? As i remember it came with an arma update and it has to do with mod configs but i never bothered to try and remove it.
wrong inheritance of iteminfo
needs to be done correctly from a class inside cfgweapons classes https://forums.bohemia.net/forums/topic/192259-config-errors-displaying/?do=findComment&comment=3056311
not just calling class itemInfo in the root config (as this does not exist)
thanks
my tank is sliding over the ground in 200 km/h..
and i tried with another tank model that is working fine, same result
so either model.cfg or physx code
The wheels only turn when its going 0-10 km/h then its like physx looses touch and it just keeps going, any ideas?
ok, helped putting the moi to 2
Is turret sights based on configs or models? I'm trying to fix a vehicle that has it's base of fire slightly under it's reticule.
model determines where the aim point, proxys head and barrel points are.
but also theres bullet drop
So if it has optics on, with it's own crosshair and the bullets are going just below that reticule. It would be the config based right?
no optics sit on top of the gun so their aim is above the barrel which is why you see the shots got below the crosshair
dont think theres anything in config for that.
or well zeroing could work
what turret is it?
Side gun on a modded vehicle, I fixed some other stuff I was familier with, but I'm never touched weapons on the vehicle
Basically it's like say a static HMG, were when you right click it has it's own fancy optics. But the crosshair in that makes everything shoot below, including the AI who overshoot.
is the optics forced to be always on?
Nope, set to 0
as if theyre not im not sure if AI uses them for aiming
at least on my testings setting up AI line of fire has been pain in the buttocks
with odd centered weapons at least
I would first test what force optics do to AI fire to confirm
copy
then messing with zeroing could help
but Im not quite sure if that needs also model changes.
when this groupIndicators is set to 0 it should disable the green indicator around a friendly player right ?
So I used the ALiVE Orbat Creator to Create a custom faction (which works) and I'm trying to create a custom naming scheme for the AI so it fits better with the theme. I found a thread on the internet which shows the correct syntax for creating one, which is all well and good, but it doesn't tell me where to put it or how to point custom faction cfg to the custom naming scheme. Do I create a seperate .cfg file and point the autogen.hpp config to it somehow? Do I just put it in the cfgpatches.hpp below the rest of the script? I'm a bit lost (this is my first ARMA mod).
Names meaning like "FirstName LastName" for individual soldiers.
@vestal marten have you made a cfgWorlds file?
also anyone know how to make a sight force you out of optics?
@vestal marten you could check the Arma3 configs on how they are done there and do the same
sorry, a sight force you out of night vision
@Trotskygrad#2605 what do you mean force out of optics?
lol
confused the two
like some riflescopes force your night vision up when you ADS
I want to configure some sights I inherit from to do that
have you checked any vanilla sight configs that do that?
good idea
figured it out
you have to change the visionMode Array in the optics modes of an optic
π
required an unholy class import though π
So does anyone know why a custom suppressor I have won't show any muzzleflash?
Here is my suppressor config:
the model has the proper proxy named "Zasleh2" and the memory LOD is setup as instructed but in-game no effect appears
that's not how it works
alternativeFire parameter is looking for a class in cfgweapons where the muzzle flash model is defined
muzzle attachments don't use their own proxy
they simply take the muzzle flash proxy from the base weapon model, move it to the offset memory point defined by the attachment, and swap the muzzle flash path
hmm
class OPTRE_muzzleFlash_suppressed: ItemCore
{
scope = 2;
model = "A3\Data_f\proxies\muzzle_flash\muzzle_flash_suppressor.p3d";
};
this is what I have
with alternativeFire="OPTRE_muzzleFlash_suppressed"
yeah, so you'd use alternativeFire = OPTRE_muzzleFlash_suppressed
in the suppressor item
alright now can I get away with defining that in a different config.cpp, so long as its in CfgWeapons right?
should be able to yes
alright will report back after checking
Is the damage of a weapon defined by the magazine or the weapon?
ammo