#arma3_config
1 messages · Page 81 of 1
bad weightin / no geometry / no geometry lod named property autocenter 0
see samples
for reference
and enable named properties in OB window menu
I'm getting the error of "external classes, but not defined where they are", requireaddons thing.
Issue is.. there are no requiredaddons?
The parameter is there, but you don't need a mod to use the hat I'm making.
Oh wait..
no you need vanilla files
as required addons if youre inheriting from vanilla configs
yes figured that out
looking at samples now to see why hat is on crotch instead of head
It has autocenter = 0.
Uhh.. one of the properties like.. "head" only has 2 percentages instead of 3
like the sample does
there are named selections and named properties
not the same thing
why would it have more than that?
head is there for it to follow head bone animation
camo is there because it has hiddenselection
The sample version has "-baseballcap_01"
mine has "campaign_h" but not in the weight list
ah alright
so you have the named property autocenter with value 0 in named property list?
Yes.
do you have a model.cfg with man skeleton and class nameOfYourHat using that skeleton
Yes, it has the skeleton part + class of the name of the hat.
If you mean.. raised off the ground in OB.
yes
alright
where?
model.cfg
Err..
no no
well.
yes, I didn't.
I already had one
looked at the sample and it looks so much longer than mine.
wheres the other one from?
Unsure.
its your model?
id try with the samples model.cfg
alright
looking at the sample config.cpp
and noticed theres a cfgHeadgear
which I don' thave
.hpp?
yes
thats just for organaising the config differently
ah, alright.
its still loaded with include into the config.cpp
do you have some old pbo overwriting the fixed addon?
sure
i didn't put a texture on it yet
It doesn't move to the head movements. It's attached to the player though.
did you use the sample model.cfg
Yes.
and switch the armaman as your p3d
class ArmaMan: Default
{
htMin = 60; // Minimum half-cooling time (in seconds)
htMax = 1800; // Maximum half-cooling time (in seconds)
afMax = 30; // Maximum temperature in case the model is alive (in celsius)
mfMax = 0; // Maximum temperature when the model is moving (in celsius)
mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)).
tBody = 37; // Metabolism temperature of the model (in celsius)
sections[] =
{
"osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury", "injury_body", "injury_legs", "injury_hands",
"clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head", "insignia", "ghillie_hide"
};
skeletonName = "OFP2_ManSkeleton";
};
class A3_headgear_example: ArmaMan{};
class A3_headgear_NVGslot: ArmaMan{};
class A3_character_example: ArmaMan{};
class A3_vest_example: ArmaMan{};
};
or make new class?
that inherits from armaman
like the ones under it
So.. change "class A3_headgear_example" to name of P3D.
I had the example
If it inherts, I don't need to put the "htMin" and such, under the new class, right?
yes
samples hold answers to most questions
yeah
but youre welcome. Great that you got it working
One more question
What is the.. class name for Headgear?
That I put into requiredAddons
I can’t remember.. a3_weapons_f_headgearitem? Or something
A3_Characters_F
oh
thats the requiredAddon you'll want to use if you're inheriting from vanilla headgear
np
rip broke it again
I changed the p3d file to a new one and now it floats on my head, but isnt connected. Autocenter is 0.
Used the sample file to import new obj file for OB.
does the headgear have the "Head" selection
post a pic of the headgear in OB with selections visible
How do I define the selection as head
just select it then right click in selections click "New" and type "Head"
you don't need to do any weighting or anything since its just a helmet
Alright done
It didnt do that when I used sample OB file for a baseball cap earlier, so.
Guess thats why it didnt work
So.. it doesn’t even show up when I equip it 😂
Oh.. its high up in the sky
Getting the AI to use bombs like candy on all targets...
I set the cost to 100, set the AI flag to almost all targets.
Doesn't seem to want to use them unguided.
Planes ignore infantry unfortunately
Yea, at this point I just want them to use the bombs freely
And use them with preference over other things
Should be possible - just double check friction & ai firemodes
I was playing with that recently and managed to convince air to use cluster bombs on vehicles
That sounds awesome.
Dealing with a very odd path issue. Currently have icon issues with some of our weapon accessory pictures. The config for the pso looks like this.
class DSR_optic_PSO3: ItemCore
{
displayName="PSO-03";
author="Crazy Mike";
picture="\dsr_weapons\acc\pso3\data\ui\dsr_pso3_ca";
model = "\dsr_weapons\acc\pso3\pso3.p3d";
scope = 2;
descriptionShort = "Long Range Russian Scope";
weaponInfoType = "RscWeaponZeroing";```
PBO is packed with pboProject without issue. Once run on a server it produces this error
Picture \dsr_weapons\acc\pso\data\ui\dsr_x_ca.paa not found```
does that cause issues with the change in file name? dsr_pso3_ca.paa vs dsr_x_ca.paa
There is no call in any of our configs for dsr_x_ca.paa
Will try adding the quotes and check.
_x_ca.paa is usually used for old handling of weapon attachements icons
if you are using new method - https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Inventory_icons_overlay_method - then such errors shouldn't appear
the quotes are only necessary if spaced filenames are used. the fault as reyhard pointed out was the lack of a paa extension. By default, picture= assumes a paC , not a paA (both are identical internally anyway)
Having issues with a mod im working on the vehciel when I put it in game was intially floating but moved perfectly fine now i have fixed the floating but now it wont move at all any ideas as to a fix?
lift the anchor
question
In OB, I'm changing the texture of the face prop. to a color instead of a texture file, do I have to define the selection under "hiddenSelections[]"
in config
rip now the hat is invisible
your objects / weapons / vehicles you mean?
zeusScope= or some_damn_silly_name_forScope=2;
scope 2 or scopeCurator 2
i meant scope= as original.
grief
screw that
nothing wrong with an arsenal,, but making up rules on the fly, is.
like, scope was already there, why add new config entries tho
job security
if you saw the arsenal func you wouldn't say that
plus, they don't want a simple tool to ccheck for displayable classes, which they can't break later.
but then again it was made in what, a month, so I guess it explains a lot of things
it's a damn stupid parameter, there is no
scopeBlaBllah=private; // or
scopeBlahBlah=protected;
so what was the point?
the old bis used common sense with
canfloat=true;// or
attendant=false;
but this fresh load of potato farmers couldn't dream up
isArsenal=true;
i do indeed
haaaaaaaaaaaaaaaaaaa
mikero gets a <slap>
hmmm,. maybe that's the reason!
(just to make your day alganthe, true and false are valid in model.cfg's, and probably fsm files too_.
I'm trying to experiment in adding a custom item to the game (never done this before), but I created the following config.cpp and loaded the mod, but my item is not coming up in the zeus search, any help is appreciated. ```c++
class CfgPatches
{
class MyMod
{
name = "MyMod";
author = "Manason";
units[] = {};
weapons[] = {My_Items_Phone};
requiredVersion = 1.80;
requiredAddons[] = {};
};
};
class CfgWeapons
{
class My_Items_Base
{
class ItemInfo
{
weaponType = 0; //occupies no slot
allowedslots[] = {701, 801, 901}; //allowed in clothes, vest, and backpack
}
};
class My_Items_Phone : Shale_Items_Base
{
displayName ="iPhone";
descriptionShort="An ordinary looking iPhone";
picture = "\mymod\images\iphone.paa";
model = "\mymod\models\iPhone5.p3d";
};
};```
here it is with syntax highlighting and one of the lines fixed: ```sqf
class CfgPatches
{
class MyMod
{
name = "MyMod";
author = "Manason";
units[] = {};
weapons[] = {My_Items_Phone};
requiredVersion = 1.80;
requiredAddons[] = {};
};
};
class CfgWeapons
{
class My_Items_Base
{
class ItemInfo
{
weaponType = 0; //occupies no slot
allowedslots[] = {701, 801, 901}; //allowed in clothes, vest, and backpack
}
};
class My_Items_Phone : My_Items_Base
{
displayName ="iPhone";
descriptionShort="An ordinary looking iPhone";
picture = "\mymod\images\iphone.paa";
model = "\mymod\models\iPhone5.p3d";
};
};```
Apparently I suck at syntax highlighting, oh well.
damn, ever heard of pastebin? screen full of code here ugh
oh and by the way:
``` cpp
not
```c++
wonder how such wall of text shows up in mobile devices, or is the scaling just the same as in desktop/browse, hmm.
Not so much of a wall of text on desktop, but it's pretty large
dunno what settings you run discord on, I use even the compact one and hes above wall of text is like 90% of the screen space. so yeah.
¯_(ツ)_/¯
Thanks @clear venture @hard chasm
Another question, does anyone know what could be the reason that the RVMAT of this uniform sometimes doesnt load, i have used hiddenselectiontextures and hiddenselectionmaterials for it. and sometimes it loads but sometimes it doesnt
Ahh oke
With all current attributes and stuff, would it be possible to create helmet mounted Binoculars? Basically NVGs with 2 normal modes, one of witch would have a binocular overlay and zoom obviously
overlay, sure - you just set the modelOptics path. Not so sure about zoom. Current NVGs inherit from Binoculars actually but with opticsZoomMin/opticsZoomMax parameters set to 1
however, since they don't modify opticsZoomInit (default magnification value) inherited from the Binocs it would appear that the NVG simulation ignores opticsZoom
did some quick googling, couldn't find the answer
what does the primaryAmmoCoef variable do for the soldier class?
I think it determines how little ammo the soldier has to have left to trigger the "running low on ammo" callout and automatic rearming on ammo boxes etc.
secondaryAmmoCoef should be like 0.5 or something and I had to decrease it for the BW anti tank soldiers that use disposable launchers to not cry about low ammo immediately after getting placed. It's been years though so I'm not 100% sure on this.
Nah, that's all the soldiers skill and that is the same for everyone.
gotta mess with asr ai config then
The only things that could differentiate soldier "skills" by class are the things you can set with setUnitTrait. camoCoef, audibleCoef, engineer, hacker, medic, eod...
Can someone point me to a resource explaining how to properly create a CfgWeapons? Trying to create a single inventory item and have gone through the wiki for it but I see examples using things like ItemInfo class or ItemCore which isn't explained and doesn't even seem defined
It's a script command to edit config based soldier "skills" or traits.
In config those traits have different names.
attendant = 1;
engineer = 1;
uavHacker = 1;
detectSkill = 24;
camouflage = 1.6;
Stuff like that. Nothing about weapon accuracy. Ai weapon accuracy is defined in the weapons fire modes, not the soldiers. It's weird but that is how it is.
nah a lot of games set it up like that
when I modded doorkickers it was the same stuff
wargame too 😛
@soft leaf Here is my config.cpp that I'm trying to get working: https://pastebin.com/0J5uhYXd
you're making your own item base class when you should be inheriting form the existing bohemia one
an item that is in your inventory, no special slot no special action
Doesn't really work in the base game.
They're all some kind of special item like radio or watch or helmet etc.
like a first aid kit
Then you could use your item to heal yourself.
ok, then let's say a radio, would just be normal but could go in the radio slot then right?
So how does ACE make things like bananas, which seem like an item that is nothing more than a model and a picture
they're mine detectors
does that mean I can detect mines with bananas
class CfgPatches {
class MyMod {
units[] = {};
weapons[] = {"MyItem"};
requiredVersion = 1.80;
requiredAddons[] = {"A3_Weapons_F"};
};
};
class CfgWeapons {
class ItemCore;
class InventoryItem_Base_F;
class MyItem: ItemCore {
type = 131072;
class ItemInfo: InventoryItem_Base_F {
type = 302; // "bipod"
allowedSlots[] = {701,801,901};
mass = 6;
scope = 2;
};
model = "\models\iPhone5.p3d";
picture = "\images\iphone.paa";
displayName = "phone";
descriptionShort = "this is a test phone";
};
};
Is there a server setting that makes mines undetectable? Cause that could work
This works, however, the item will NOT appear in the virtual arsenal.
it will appear in ace arsenal tho;.. in the bipod tab 😄
How do I make it appear in the virtual arsenal and editor?
You can't without editing the arsenal.
Editor is independant from this.
Editor you'd have to create a ground weapon holder containing this item.
so I have to spawn the item in via script to test if it works in game then?
No, you have to create a ground weapon holder class to create it with the editor.
That is under CfgVehicles. It's essentially an invisible box containing your item.
Same as when you drop a weapon ingame.
Alright, I'm going to play around with this and see if I can get a phone down on the ground, thanks for the help
With the arsenal, you have no chance. Unless you make your addon depend on CBA and use CBA_MiscItem as base class: https://github.com/CBATeam/CBA_A3/pull/744
This was the reason why CBA_MiscItem base class was made.
Alright. Editor for me is important but I don't really need to use the arsenal for this mod
Well it includes the editors arsenal, but the editor placeable item you can still get with what I posted before without CBA.
So if I use CBA_MiscItem do I still need a CfgVehicles?
For the editor placed item, yes.
For the arsenal, including the editor's arsenal, no.
I have a question about the logo in a squad.xml and its appearance on vehicle. Basically I have a retexture of a Vanilla vehicle e.g. a Little Bird. I also have a squad.xml with a logo to show on the shoulder of a unit...however, I really don't want the logo to show on a vehicle. Does anyone have an idea what I could do?
you can't
anyone here familiar with plane - aircraft tweaking?
@glossy flax -
class SquadTitles { name = "clan_sign"; color[] = {0, 0, 0, 0.75}; };
try to replace clan_sign with i.e. camo1
@hot pine So this goes into the vehicle config? If yes, is "SquadTitles" the spot where the Logo would appear normally?
sorry, after rethinking, i realized it's a bit different thing but you can try
selectionClan = "clan";
instead
SquadTitles were meant to display title on vehicles, using similar tech to plate numbers
where selectionClan defines where clan texture is applied
Hello guys. May be I already asked this question.
Is there any way to slowdown units turnrate?
Hey Guys, if got the following problem, I extendet the RHS CH53E config with this to add a texture to it. This works fine, but it causes a problem in a mission, where the helo starts with no fuel. The Issue is that the helo gets fuel set to 1 at the mission start. Does anybody know why? This is the config: ```SQF
class CfgVehicles
{
class Helicopter_Base_H;
class rhsusf_CH53E_USMC : Helicopter_Base_H
{
class textureSources
{
class BwOld
{
displayName="BwOld";
author= "Simmax & Salbei";
textures[] = {"grad_textures\data\textures\ch53_1_co_1.paa"};
factions[] = {"rhs_faction_usmc_wd","rhs_faction_usmc_d"};
};
};
};
};
Inheritance is correct?
yes, it is
Sounds like the inheritance is broken.
Then the big question is what do I have to change to fix it?
This is what the config viewer displays as parents: ["Helicopter_Base_H","Helicopter_Base_F","Helicopter","Air","AllVehicles","All"]
You also need to add the correct addon to requiredAddons in CfgPatches to make the inheritance work.
requiredAddons also correct?
I took the one where the model is, I think that I should take the one where the config is. Thanks allot for the help! 👍
It's definitely rhsusf_c_ch53 😉
Thanks @untold temple thats the one
Sadly I'm back from testing and the problem still persists.
I changed the required Addons, but it didn't fix it
Does anyone have an idea?
" helo gets fuel set to 1" cant you put inthe evenhandler init = "this setfuel 0"
in the config
I checked it and on init fuel is 0 but between 1-3secs after start fuel goes to 1
Are you sure that is caused by your config?
Yes either that or the import of the new ACE settings.Those are the only things I changed. I checked the Trigger that should geive the Helos fuel and it does not fire.
I don't see how. Did you delete the old heli and the init box or the object name got lost due to that?
I deleted all helos and the trigger. Then I spawned a new helo and the problem persists
I think this is an error in your mission scripts and not the config.
So i just did some tests and if the helo has his standard texture it does not get fuel. But if I use my texture it does get fuel.
I also tried this on a new mission and it persists
what property do you need to add to give all uav's nvgs and thermals? only the scoped uav optics have vision modes but third/first nothing at all,
tested added: nightVision = true;
what should i be looking for in order to remove this error: No entry 'bin\config.bin/CfgWeapons/WeaponSlotsInfo.scope'.
nvm, I found out that all of the "No Entry" errors are when a base class is defined but it doesnt actually exist
i assume he propably means how fast infantry can rotate on the spot - dont think those values have effect on infantry rotation
@stoic lily what? Original config doesn't have turret class. Do you think body is turret?
@strange egret yes you are right. Prone players should not rotate as helicopter rotor. May be something about animations, but my tests failed
@hot pine Okay, what exactly should I do with that? Just put it in my vehicle config? If yes, thats not working xD If I need to define something...I don't know what.
I have looked around a bit but I can't find any real documentation on this!
i am not quite sure if WGL in OFP managed to limit it or maybe smookie. so maybe doable via anims - or was in the past
selectionClan = ""; plus add "clan" to hiddenSelections[] array in the end
Okay, that seems to have worked...only thing: My textureList doesn't seem to work anymore. (By the way, the vehicle is the civ SUV)
hiddenSelections[] = {"Camo_01","clan"};
selectionClan = "";
textureList[] = {"Red",0,"Black",1,"Gey",0,"Orange",0};
...```
Worked before (it was always black) now its always red! Any idea why?
weird
i just saw some error in my log
"showcamonethull - unknown animation source showcamonethull"
it is about showcamonethull, showcamonetturret and showcamonetcannon ... never seen this stuff before
is "Camo_01" a valid name? @glossy flax
no?
I think I copied the wrong xD
Will test it with Camo1
Yeah, obviously that fixed it! ^^
So now that this is done another question: I have a weapon and I want it so that when I zoom (so basically use the optic) my HUD completely disappears. How can I do that? (before someone asks: We use the Press Assets mod and I want to use the Photo Camera for Screenshots!)
Question for physx configuration: is sprungMass (in wheel class) the total weight (with wheels) divided by 4? or excluding the wheel weight?
can anyone tell me wher ethe NoGlasses class is in the default arma directories so I can get an idea how specific headwear items are set up
and G_NATO_casual, etc
Just a mass from Geo loď @dull bolt
@soft leaf , assuming you've extracted the game data ion P:, then wingrep is your friend for this type of question. It will rapidly locate the classname of interest for you in the spcecific conf.cpp. Don't leave home without it, you'll use it over and over again.
It's possible to hide a weapon in Arsenal, because i have a weapon need to be hidden in Arsenal
Set scopeArsenal = 0 to block it from Arsenal completely. But if it's a variant of an existing weapon, just don't add the baseweapon parameter, and it will use the parent class as baseweapon.
Thanks working fine.
erm question... has anyone else experienced enableDebugConsole = 2; not working for missions that have previously worked with it when i use a3diag.exe. ? I have used a test mission since ages, it always had debug console. Now it suddenly doesnt work anymore (uses mode 2)
tried with arma_64x as well - no dice. Unpacked mission to re-check, still has enableDebugConsole=2 in description.ext
check the 3DEN setting
usually description.ext settings take precedence over 3DEN but it may have changed
enableDebugConsole no longer works in SP or something.
intentionally? wow, fuck me...
@clear venture it's a "finished" missions, not in 3den
@strange egret doesn't matter, 3DEN attributes are saved in the mission.sqm
what should i look out for? I cant remember having it in eden at any point (it predates it)
intentional
Dunno, checkBIS_fnc_isDebugConsoleEnabledor whatever it's named. That function controls this. KK changed it and it broke the debug console in SP outside the editor. I made this for CBA: https://github.com/CBATeam/CBA_A3/pull/843, so we can at least re-add the debug console to the Arsenal mission in ACE again.
Anyone tried configuring a bayonet as a fully automatic machinegun that shoots invisible bullets .5m?
most melee weapons across the board are made like that
Yea I have seen a few
I am just trying to figure out the best way to make the IFA ones work
they go in the suppressor slot and ideally I would like to make them work like a secondary fire mode
Is that even possible to disable/enable based off a suppressor?
Aka bayonet
the fake gun approach is probably simplest
just need to check the range on hit to determine if its valid
firemode that also checs if bayonet is on and if not does no/reduced damage
as you poke only with the rifle
yeah
Hmm if I did that though that means you would still always have the option to switch melee with no bayonet right?
Maybe that's cool actually
that can be injected to some arma man base class
Bayonet does more damage.. no bayonett just like clubbing someone
you could play different melee animation too depending on if bayonet is on
That does sound really nice.. also sounds a bit above what I am used to doing
Haha
Still thanks for the brainstorming help maybe I can come up with something in the future
To your knowledge, have you seen any melee configed something like that before so I can get a better idear?
hmm dont think quite like that. the dayZ axe swinging type things mostly, not sure if I've seen bayonett done anywhere myself.
i would do it this way - use bayonett as secondary weapon like an underslung grenade launcher
attach/detach bayonett by weapon switching actions (either manual, or have a script detect attaching the bayonett and then swap out weapons for one with bayonett underslung weapon)
Okay, so I guess my biggest frustration right now is I've got a loadout called WEST1 .... but nothing I try adds it to the side's respawn loadouts. The wiki has [west, "WEST1"] call BIS_fnc_addRespawnInventory; as the call, but it complains that there should be a ] instead of a w .
and WEST1 is defined in CfgRespawnInventory class
Has anyone ever tried to figure out why the UTS 15 mod makes Robert Hammer's pistols eject shotgun shells?
if anyones even familiar with it
propably a script that is not well written
How do I get a model to show the texture in the relevant data files? I have a fully configed weapon but the model isn't showing the textures. What do I need to do to get the textures to appear?
Is there a SetTexture command or something I should be adding th config
the actual model needs to be set to use the textures
simples way is to use Object buillder for that
@red wharf @snow raptor hammertime
yeah not you the other weird one
block works very well
anyhow @round kernel have you assigned your textures on the model and preferably created a rvmat material for it
I am doing the config for someone else, but they said yes when i asked that.
if the model has textures set right then they would show up
I have multiple rvmats
details, grips, lower,tube
with AS,CO,NOHW,SMDI.paas for each
sounds about right
though if theres so many textures it may be unnecessary heavy on textures. but thats not the issue here. more of an performance hogging thing that
you might have wrongly set up tools/p: drive
the rest of the stuff works. bleh, arma is finicky
more often than not it is user error ;D
did you get the model as .p3d or did you have to unpack it?
from pbo
as if its unpacke from binarized pbo you cant edit it anymore
unless it wasn't binarized, which is extremely unlikely
i do not know, I was sent it over google drive.
I dont want to clog this but if someone wouldn't mind helping i can PM
is there something id need to do to setup object builder? i can use the publisher and similar tools already
uh
so
you’re editing the config of someone elses work
are u the one packing it and such or do u send it back to your friend
and then he does it
yep 🚓
you can alter existing texture names in a binarised p3d using deP3d.exe, but you can't add or delete Not sure if even changing them is a skummy thing to do nowadays. In the days of ofp, it was 'accepted' that while others loved your tank, it was also 'ok' to change the clan sign from one country to another.
Well I can't even open object builder
to see if it is binarized
I told him the troubleshoot
and he will get back to me
odd that you cant even open the program
even when I hadn't set up my P: Drive I could still use Oxygen
Yea if it was unable to save id be onboard. Refuses to even open though
well, hang on, refuses to open can mean two things. if object builder refuses to open you have one hell of an issue with your install of steam tools.
if it refuses to open a binarised p3d, that's a very different story
Anyone knows if zeroing1 works on vehicle weapons or just infantry weapons?
My config/model.cfg works great with reload as animation source, but zeroing1 seems to have no effect at all.
what about zeroing.0 and zeroing.-1?
and did you set up a custom animationSource for it with the weapon = parameter like the gatling animations for the Ghosthawk's miniguns?
zeroing is broken on vehicles
rip
@half ocean yea the program itself doesnt open
I select it, steam says 'running' then 'syncing' then is back to as if I never opened it.
this takes place over about 5 seconds haha
is "opticsOut" a valid class on a turret for tanks? feels like not really workign for me.
my feeling is that it uses the opticsIn values but with the other "gunnerOpticsOut" model
you made the guns?
Yeah
all memorypoints in place?
It's odd because I used the same classes each time just with the small edits like mag size, etc so I don't know why some don't work
yeah
I guess you'd have to figure out the difference between the working and not working ones ^^
unlikely. animations should have nothing to do with firing
and then divide and conquer
firing can trigger them
Allright, I'll put a mag that I know works in one of the guns that doesn't and see what happens then
Yeah I am
and it was the magazine as it fires now that I'm using a working mag in the gun
addon builder lets through just about all errors
pboProject is far better alternative for more error free packing
Having a problem with my parachute mod, where some canopies start on fire when they hit the ground. I saw a previous SPOTREP with the line "Fixed: Destroyed parachute doesn't start to burn" and I was wondering if anyone in here had an idea how this was fixed. Thanks.
I need to know something similar regarding making a plane class vehicle completely impervious to all damage
probably need to fiddle with hit/damage eventhandler @tender folio
yeah i was hoping I wouldn't need to do that
was trying to make a plane that could survive crashing
insane amount of armor aand there may be a config value for collision damage modulating
ive change epeImpulseCoef and set a crazy high armor value and even disabled the destructEffects
seems like a HandleDamage EH is my only hope
there are reason why drop pods dont work irl. ;D
tell that to DARPA
Would it be possible to make PIP pilot camera fov match the actual pilot camera fov?
In other words is there a way to get the pilot camera fov via script?
or you can map pip screen from panels to model
since those have even synced view mode
How would I do that?
It says right there on how to use it.
I mean using panels to do that
Becouse now I just do it the old way
I apologise if it is trivial
https://community.bistudio.com/wiki/Arma_3_Custom_Info
#(argb,512,512,1)r2t(transportpipviewprimarygunner,1.0)
class Components
{
class VehicleSystemsDisplayManagerComponentLeft : DefaultVehicleSystemsDisplayManagerLeft
{
class Components : Components
{
CI_FEED(Driver)
};
};
class VehicleSystemsDisplayManagerComponentRight : DefaultVehicleSystemsDisplayManagerRight
{
class Components : Components
{
CI_FEED(Driver)
};
};
class ForcedCam
{
componentType = "VehicleSystemsDisplayManager";
defaultDisplay = "VehicleGunnerDisplay";
x = 11;
y = 11;
class Components
{
class VehicleGunnerDisplay
{
componentType = "TransportFeedDisplayComponent";
source = "PrimaryGunner";
};
};
};
};```
Thank you, very very much
any tips from changing config formats for a3l servers
like for example a a3l format to an altis life format
Is there a way to create Line particle source instead of point one?
Ok , will do then
im trying to get a grenade launcher attachment to fire homing missiles, functionally it works but there is no visual cue (white box thingy) or audio beeping like most lockable weapons.
class Rifle_Base_F;
class UGL_F;
class Rifle_Long_Base_F : Rifle_Base_F{};
class DMR_05_base_F : Rifle_Long_Base_F{};
class srifle_DMR_05_blk_F : DMR_05_base_F{};
class MY_RIFLE_WITH_HOMING_GL : srifle_DMR_05_blk_F
{
muzzles[] = {"this", "HOMING_GL"};
class HOMING_GL: UGL_F
{
magazines[] = {"8Rnd_82mm_Mo_LG", "8Rnd_LG_scalpel"};
ballisticsComputer = "1 + 4 + 8 + 16";
canLock = 2;
lockAcquire = 0;
weaponLockDelay = 1;
weaponLockSystem = 0;
};
};
what properties do i need to add to get it working with lock feedback?
lockingTargetSound and lockedTargetSound Not sure about the cursor indicators yet
@untold temple tried it with those and cursor missile cursoraim lock.paa still nothing
lockingTargetSound[] = {"A3\Sounds_F\arsenal\weapons\Launchers\Titan\locking_Titan",0.316228,1};
lockedTargetSound[] = {"A3\Sounds_F\arsenal\weapons\Launchers\Titan\locked_Titan",0.316228,2.5};
cursor="w_weapon";
cursorAim = "\ca\Weapons\Data\cursor_target_locked_ca.paa";
cursorAimOn="w_lock";
You can't lock with rifle
- ShotMissile will switch you to the launcher animation if you equip it
Only autoseeking is working combined with submunition
For anyone that was following my mess
I found the issue for opening object builder, i never did the P:drive stuff
yep. i guess there should be a 'starting guide' but no-one's written it afaik
what starting guide do you mean? I scrolled the chat back but only could find about starting object builder problems.
well, i meant a 'beginners guide' of how to put it all together. what was needed, the tools you MUST install, thier order,. etc etc
my tools alone are around 20+ and not all of them are required. bis have similar numbers.
still not sure I completely follow, but perhaps its this? https://pmc.editing.wiki/doku.php?id=arma3:tools:installing-steam-arma-3-tools
that should solve "ob wont start" problem.
that's the beginning of what i was thinking, it does not mention the need to populate the p drive afterwards. No iontorudcution to addon breaker/pboProject or what they do etc etc
If memory serves me well, you have indeed written something on that subject somewhere.
no introduction to pboproject is true, but setup P drive was linked in the page https://pmc.editing.wiki/doku.php?id=arma3:tools:setup-p-drive
ah yes, apologies, the above is what i thought you'd done some time before.
I think pboproject running was included in the terrain tutorial, might be nice to have it as 'standalone' as well for other addon type use like configs.
I'm not troubled by lack of advertising <griin> people soon get the message by word of mouth, but, the tools are bewildering to the beginner. what the pre-requesties are, or what they're used for. How would anyone know eg what cfgConverFileCHg.exe is, or FileBank?
like it really isn't obvious to anyone that in order to use t/b, and to a lesser extent, o/b you MUST use arma3p first. And in order to do that, it aint obvious (to the beginner) he needs a p drive, nor, that he's gonna need extractpo as a pre-request to even that. And so on, and etc. There's no, guide for them.
I don't think there is any way but in case someone knows some magic here.. Is it possible to adjust the % of stability in cfgturrets? IE it stablizes 50% so you need to fight motion a little bit ect ect
Is there any tutorials or additional information on setting up a helmet HUD for vehicles?
I tried just porting the Y-32 MDF stuff but it didn't seem to work.
@Gunther.S#1326 off the top of my head there is no way. @undone quiver all I can think of is this one https://community.bistudio.com/wiki/A3_MFD_config_reference
is the only way to define what magazines a weapon can take is via magazines[] = in config correct?
Currently yes
magazineGroups/magazineWell's are allegedly incoming
okay, same with attachments, only way to define is via comatibleItems?
no
well. all compatible attachments on the weapons
that's somewhat "all"
You can't mount a sniper scope on a pistol or a pistol scope on a rocket launcher
basically just unlock the slot and whatever can go on there based on the slot
right, thats understandable
I'll look at CBA_JR to see how its done - thanks
basically just want that
lol
If anyone wants, here is a list containing classnames of all base Arma 3 Weapons/Magazines/Muzzles/Optics/Pointers/Bipods:
https://pastebin.com/mPWi7PPQ
anyone know if arma mixes images in inventory? there is no image for some camos + attachments but somehow they show attachments fine
There's two systems. An old one where every combination had a picture. And a new one where overlay pictures are positioned with some configs in the weapon.
Anybody here knows why my uniform is invisible when i drop it on the ground?
i mean should look like a folded uniform..
am i missing some line of code ?
@commy2 💩#9913 is there a way to set it up to only use the new system for a weapon?
@sage rivet can you post a pastebin of config? What model are you using for uniform in cfgweapons class?
@cloud spoke try these
extCameraPosition[] = {0,2,-20};
groupCameraPosition[] = {0,5,-30};
extCameraParams[] = {1};
cameraSmoothSpeed = 5;```
https://forums.bohemia.net/forums/topic/205243-extcameraparams/
How to configure extCameraParams, so that the camera behaved as in patch 1.68?
thats all there is AFAIK
That's external camera
aka 3rd Person
I can't remember that anyone asked that yet 😄
The camera doesn't move btw
your fov changes
maybe try these
class ViewPilot
{
speedZoomMaxSpeed = 1e+010;
speedZoomMaxFOV = 0;
};
otherwise you probably have to script the camera yourself (which may not work well or at all though)
@cloud spoke
headGforceLeaningFactor[] = {0.005,0.001,0.015};
-
whole body movement is controlled by leaning param in cfgMoves
class RHS_SU25_Pilot: Crew
{
file = AnimP\SU25Pilot.rtm;
interpolateTo[] = {"RHS_KIA_SU25_Pilot",1};leftHandIKCurve[] = {1}; rightHandIKCurve[] = {1}; leftHandIKBeg = true; leftHandIKEnd = true; leaning="crewShake_half"; };
Reyhard, do you know if there is a way to force inventory to only use new method of displaying if attachments are on it?
you can try adding overlay acc icons params to base class
but beside that I don't know about any other method
gtg
Ill give it a whirl, thanks 😃
nice
So I've been trying to get a configdump for everything our community currently uses/is allowed to modify.
However, upon using [configFile] call compile preprocessFileLineNumbers "dumpConfig.sqf" in local exec, it takes roughly a minute or two to finish, and then a black bar appears underneath the text field with nothing but false
Any idea what's going on here? (I've got both the .sqf and .dll files from Pennyworth's post. file patching is enabled and Battleye is disabled)
it creates a file in the game folder/where the dlls are located
Yeah I have yet to see it generated.
it's supposed to start with AiO yet doesn't appear
upload the rpt of such session please
@stoic lily so because of my internet uploadspeed/bandwidth I'm not going to be able to upload 65MB
I've tried twice, adding it as a gist, and it fails at 50% due to network timeout
zip it and it will be less than 1 MB
Ah, yeah, forgets that compression is a thing
@regal pond I got it dude. i had to add this to the configs: model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_soldier"; /// how does the uniform look when put on ground
@stoic lily sorry that took so long. Just got back again.
Here be the file:
https://www.dropbox.com/s/kbc93ogv401nr98/Arma3_x64_2018-02-18_12-11-41.rar?dl=0
@lethal crag thanks
- you have no mods active:
== "D:\Steam\steamapps\common\Arma 3\Arma3_x64.exe" -window -filePatching -mod= - the dll is not in the game folder or a modfolder:
CallExtension 'ConfigDumpFileIO' could not be found
I mean, the .dll is in the steam Arma3 folder. I ran the -mod= to see if I could get a different result.
But still no file was created.
The .dll and the .sqf are both in steam\steamapps\common\Arma 3\
you may have to unlock the dlls in windows itself
explain?
Windows OS likes to 'protect' you by blocking .dlls it doesn't recognize. You can right-click the .dll file and somewhere in the Properties menu there is an option to unblock them.
Alrighty
@stoic lily so I've unblocked it and it still wont work. is it possible that -mod= interrupts that process?
Anyone know if these icons are somewhere in armas files? https://i.imgur.com/LYM70Vf.png
The glowing icons on the guns, not the gun + icon
Based off what I've seen so far, my educated guess would be in one of the various UI folders inside a .pbo
use wingrep to search for 'decals'
Thx will give it a shot 😃
Question, I'm trying to make a second class of a vehicle without weapons, but the base class has weapons on it. How would I define it so they are removed just for that class?
you can delete classname; to delete a class/subclass
But that is only reliable if you are the last one to edit that config class
@undone quiver weapons[] = {};
How much of the turret will I need to define to have it overide? Like the entire turrets or can I just do the sub-class under it?
weapons[] = {};
};``` is what I attempted
if you are inheriting from your previous class class CopilotTurret : CopilotTurret{ weapons[] = {}; };
so it takes everything from the copilotTurret but removes all the weapons
could also add Magazines[] = {};
I'll give it a try tomarrow, thank you for the help. One last question, as I'm mainly editing and learning with a pre-made set up. What is the relation of A and B were it's set up as class A : B{?
Like why two fo the same name for a class definition?
config class inheriting works like that. ```cpp
class tank1
{
class turrets
{
class mainturret
{
stuff = 0;
morestuff = 4;
weapons[] = {"DAKKADAKKA"};
};
};
};
class Tank2 : Tank1
{
class turrets : turrets
{
class mainturret : mainturret
{
weapons[] = {};
};
};
};
???
A is now inheriting all from b @undone quiver
Thus you now can access fields in A like you would do in B
Creating New fields in A however will not make them available in B
Altering the value in A also will not bubble to B
So when I use class CopilotTurret : CopilotTurret{ It's defining what CopilotTurret will be
But If I do something like class CopilotTurret : NewTurret{ It will define Additional things for NewTurret but inherit stuff from copilot.
Correct?
no
it will only inherit the basic turret variables from new turret
if you use the above it will inherit your variables from the previous CopilotTurret
And I found out what I did wrong ^-^ Thank you.
it's also important to put all turrets classes in your child cfg
{
class turrets
{
class mainturret
{
stuff = 0;
morestuff = 4;
weapons[] = {"DAKKADAKKA"};
};
class secondTurret
{
};
};
};
class Tank2 : Tank1
{
class turrets : turrets
{
class mainturret : mainturret
{
weapons[] = {};
};
};
};```
i.e. in above example tank2 will be missing secondTurret
if you want to inherit all turrets in you child vehicle then you need to do something like secondTurret: secondTurret {}; in your child cfg
very nicely explained.
Guys, is the color[] parameter broken in Class MFD? Becouse values given dont correspond to actual color
are you using color inside class Draw {}?
it's effectively overwritten by it
and the, group can overwrite it again
https://community.bistudio.com/wiki/setUserMFDvalue @wise tusk - here you have even example how to change color
At side note about MFDs, is it possible to make the MFD not react to refracting shader?
@hot pine I know that, I created simple background MFD, to check if it is what it should, I have only one color[] parameter and it doesnt correspond to what it should(checking with screenshoting and paint color checking tool)
For example, color[]={0,0.5,0,1}; should be 0,128,0 RGB correct?
@hearty sandal - nope, it's also affected by DoF and it's because of rendering layer it uses
😭
also check https://community.bistudio.com/wiki/A3_MFD_config_reference & material[] property
@hot pine Tried that, same results. When I checked color[]={0,0.5,0,1}, the output was still 0,255,0
Ok will do that
Interesting thing is that when I lowered the Green value, and it was 0,0.05, 0 the result was better and it was about 0,170,0
do you have emissive values on it?
Not yet, trying now. Earlier I used without material class
class material
{
ambient[] = {10, 10, 10, 1};
diffuse[] = {10, 10, 10, 1};
emissive[] = {40, 20, 20, 1};
};```
it may be running some default values there
it kinda sounds yours just glows too bright
I set emissive to {0, 0,0, 1}; it shouldnt glow right?
I will post results in a moment
set ambient & diffuse to 1 first
that material class posted on wiki uses default ingame values
ok
I got the color values from Spun color checker
set material like this:
class material
{
ambient[] = {1, 1, 1, 1};
diffuse[] = {1, 1, 1, 1};
emissive[] = {0, 0, 0, 1};
};
On the bottom left screen is comparison, left part of screen, texture applied to model, right part polygon filled with color via MFD class
ok nvm xd it works now
Thank you
No :/
as I thought
youll need to give it some emissive powah
is it really that important to get some exact color shade to it?
well no, just was wondiering and I never saw that material class earlier, which is wierd
I got also one more question
material thing was introduced in 1.78 patch
or maybe even earlier but I forgot to update wiki
don't remember now
Is there a way, to make the font more visible? Becouse when I am not zoomed it is not readable
@hot pine Thats why, I was out from ARMA stuff for few months
increase ambient & diffuse? 😛
ok 😄
Is there any reliable way to determine what item from what mod is causing a warning to be displayed? We can’t really afford to use any isolation methods, though.
what kind of warning?
A no entry warning.
Speaking of MDF, in regards of drawing. Is there some kind of of GUI set up to draw/concept them? It seems like if you wanted to do one from scratch it would take lot of trial and error.
@hot pine is there a way to set up custom user source for class MFD? Not text one but value one?
Becouse I tried setting :
_vehicle setUserMFDvalue [0, 22];
and tried to read it with:
type = "text";
source = "user0";
sourceScale = 100;
align = "left";
scale = 1;
pos[]= {{0.47, "0.60000-0.05"}, 1};
right[]= {{0.55, "0.60000-0.05"}, 1};
down[]= {{0.47, "0.7000-0.05"}, 1};
} ```
but it showed 0
Search for source index @wise tusk
as for GUI - just use macros & diag_mergeConfigFile
you can also do some shapes in some vector programs & then export it as a array of points
Anyway to set autovector off by default?
Also, anything in the config that I might be missing that deals with altitude? The AI seem fine to get to waypoints facing it, but struggles to do a complete 180, seems to just pull up to max altitude.
Hello, I am trying to create a duplicate of the buzzard in the blufor/NATO faction. Is there a way of doing this without copying the entire config?
try inheriting from it and changing only its side maybe? (waiting for a config guru to (in)validate)
As far as I know that would just move over the entire vehicle instead of duplicating it
I mean inherit a new class, so you would have a totally new class herited from the original - wouldn't it be enough?
Uh then I have no clue how to do that 😛
Ah, like that. I'll give it a try, thanks 😃
'welcome!
with some exceptions, inheritence is how bis technology works.
class basic_potato; // grab the potato model from wherever it's defined. you don't care.
class red_potato : basic_potato
{
color[]=RED;
};
clas green_potato : basic_potato
{
color[]=GREEN;
};
class green_TOMATO : green_potato
{
model=tomato; // not, potato
};
the idea is:
- you don't touch the basic model
- you allow the basic model to be 'improved' whenever the author wants to.
- you have no reason to 'copy' all of the characteristics ( called properties in BisSpeak)
- the big one. whatever you alter in YOUR class does not affect the basic class nor any other person's use of that basic class. The changes you make ONLY occur in your class and anyone who then chooses to inherit YOUR class, including yourself.
Okay so i have been messing with some stuff but I can not get this to work properly ```hpp
class Plane_CAS_01_base_F;
class Plane_CAS_01_dynamicLoadout_base_F: Plane_CAS_01_base_F
{
class Components: Components
{
class TransportPylonsComponent
{
class Pylons
{
class Presets
{
class Default
{
displayName = "Default";
attachment[] = {"PylonRack_1Rnd_Missile_AA_04_F", "PylonRack_7Rnd_Rocket_04_HE_F", "PylonRack_1Rnd_Missile_AGM_02_F", "PylonWeapon_300Rnd_20mm_shells", "PylonRack_1Rnd_Missile_AGM_02_F", "PylonRack_7Rnd_Rocket_04_HE_F", "PylonRack_1Rnd_Missile_AA_04_F"};
};
};
};
};
};
};
And I dont know whats up with the `Components` class
You have to declare the base classes you're modifying.
All the way up the chain of parents, usually
Though, in order to do that reliably, you'd need to find the definitions of all the parent classes.
class PARENT;
class Plane_CAS_01_base_F: PARENT
{
class Components; // if its defined in this context actually - otherwise define tree/parents higher up until you get there
};
class Plane_CAS_01_dynamicLoadout_base_F: Plane_CAS_01_base_F```
(aka get a config dump and check the actual setup)
I normally look in my arma folder and unpack pbos until I find all the ones I need.
Thats where I am getting most of this but I cant find the components parent (cfg dump)
it's the subclass with the same name in your base class.
This is from my config dump ```hpp
class Plane_Fighter_03_dynamicLoadout_base_F: Plane_Fighter_03_base_F
{
author = "Bohemia Interactive";
_generalMacro = "Plane_Fighter_03_dynamicLoadout_base_F";
class AnimationSources: AnimationSources
{
class HideWeapons
{
source = "user";
animPeriod = 1e-006;
initPhase = 1;
};
};
weapons[] = {"CMFlareLauncher"};
magazines[] = {"120Rnd_CMFlare_Chaff_Magazine"};
class Components: Components
{
class TransportPylonsComponent // no use copying more
class Plane_CAS_01_base_F: Plane_Base_F
class Components: Components
and then
class Air: AllVehicles
class Components
anyhow:
class Plane_CAS_01_base_F: Plane_Base_F
{
class Components;
};
class Plane_CAS_01_dynamicLoadout_base_F: Plane_CAS_01_base_F```
Wouldn't he still need to declare all the relevant subclasses of components?
Or is that not needed because they are from that base class?
not needed
class Components: Components
{
class TransportPylonsComponent
{
class Pylons
{
class Presets
{
class Default
only on inheritance here (Components: Components)
🤔 It is now saying no entry config.bin/CfgVehicles/Plane_CAS_01_dynamicLoadout_base_F/Components/TransportPylonsComponent/Pylons/Presets.attachment
Anyone have any ideas?
Plane_CAS_01_dynamicLoadout_base_F - class like that doesn't exist in game
Where would I change the presets for a plane? In the config they are set under Plane_CAS_01_dynamicLoadout_base_F
I am looking at a config dump from 1.78 unless that changed in 1.80 I have no clue
I was using 1.77 cfg dump but yeah, current one has class like that
can you past your current cfg?
class Plane_CAS_01_base_F: Plane_Base_F
{
class Components;
};
class Plane_CAS_01_dynamicLoadout_base_F: Plane_CAS_01_base_F
{
class Components: Components
{
class TransportPylonsComponent
{
class Presets
{
class Default
{
displayName = "Default";
attachment[] = {"PylonRack_1Rnd_Missile_AA_04_F", "PylonRack_7Rnd_Rocket_04_HE_F", "PylonRack_1Rnd_Missile_AGM_02_F", "PylonMissile_1Rnd_Bomb_04_F", "PylonMissile_1Rnd_Bomb_04_F", "PylonMissile_1Rnd_Bomb_04_F", "PylonMissile_1Rnd_Bomb_04_F", "PylonRack_1Rnd_Missile_AGM_02_F", "PylonRack_7Rnd_Rocket_04_HE_F", "PylonRack_1Rnd_Missile_AA_04_F"};
};
};
};
};
};
class B_Plane_CAS_01_JSDF: Plane_CAS_01_dynamicLoadout_base_F
{
scope = 2;
displayName = "A-10D Thunderbolt II (JSDF)";
};
Whoops forgot that last part
and whole cfg?
dah, wanted to see cfgPatches
class CfgPatches
{
class jsdf_resources
{
name = "JSDF Resources";
author = "JoramD";
url = "http://www.jsdf.co.uk/";
requiredVersion = 1.80;
requiredAddons[] = {"A3_Data_F"};
units[] = {};
weapons[] = {};
};
};
``` Sorry, still new to this stuff
add at least A3_Air_F_Orange to required addons
this is is config from orange dlc cluster prests
np, next time try to take a look at this paragraph https://community.bistudio.com/wiki/Class_Inheritance#Addon_loading_order 😉
Is there any guide for the CfgLights?
Interesting.. Nothing on biki.
color Array of RGBA
ambient Array of RGBA
intensity Finite number between 0 and 1e10
brightness Only used if intensity isn't set. Also deprecated. intensity = (brightness*50)^2
Attenuation subclass
start number
constant number
linear number
quadratic number
hardLimitStartnumber. Default is (1e20 * 0.7)
hardLimitEnd number. Default is 1e20
dayLight number but handled as boolean internally. 0 == false, everything else == true
useFlare number/boolean. same as above.
flareSize number. Default is 1
flareMaxDistance number. Default is 600
Someone put that on biki @regal gate 😉
where r U getting this stuuf Dedmen? from source code?
what? where? who? nuh?
There is no CfgLights page on wiki. Up there is everything inside a CfgLights config ^^
oooh... wink wink wink
I also have @bold tapir 's request about
https://community.bistudio.com/wiki/Arma_3_Cars_Config_Guidelines and
https://community.bistudio.com/wiki/Arma_3_Tanks_Config_Guidelines
if anyone want to bring his lights on the topic, more than welcome - as I am not a modder I am often lost as to what is what.
//!{ TI properties
float _htMin; // Minimum half time
float _htMax; // Maximum half time
float _afMax; // Maximum alive factor
float _mfMax; // Maximum movement factor
float _mFact; // Metabolism factor
float _tBody; // Body temperature
@regal gate Engine
mmm almost copied the Y-32 config line to config line. Can't seem to figure out why my VTOL wants to go to orbit before making a turn. I flew it in co-pilot and the pilot seems to get stuck at a certain speed and refuses to turn unless that speed changes.
class CfgLights```
tillion and pettka probably know best about light configuration. from what i recall there were also some macros available
@hot pine maybe you can get tom do provide the commented configs again with tanks DLC (or take care of it yourself or get someone else do it) please 🙏
CfgLights config just defines a lightpoint.
The properties do the same as with a scripted lightpoint or any other light I guess.
Only thing that isn't obvious is the Attenuation and dayLight thing
the above comment is from BI commented configs. i do not comment or judge because i dont know
It's used for particle effects (https://community.bistudio.com/wiki/Arma_3_Particle_Effects).
I guess destruction particle effects also use that and thus it is also indirectly used for destruction effects
Heya, I've been looking around for a while now but can't seem to figure out how to get sub-sonic ammunition in the game, anyone have an idea?
Just set a low initSpeed.
What exactly are you stuck on?
I've tried putting a low init speed which is below the speed of sound (335) yet it still produced a sonic crack.
https://github.com/acemod/ACE3/blob/master/addons/ballistics/CfgAmmo.hpp#L242-L246 Here is a example config which turns a normal 7.62 into a 7.62 subsonic. I guess typicalSpeed and caliber might matter
Alright I'll look into it, thank you.
The Magazine to that just set's initSpeed to 330
Alright. So CfgAmmo_Class to initSpeed=320; and CfgMagazine_Class to initSpeed=330;? Just want to verify.
CfgAmmo typicalSpeed. CfgMagazine initSpeed.
Alright, got it. Thanks again.
This no longer works on most weapons, as initSpeed is now a parameter in the weapon. All ammo shot from the weapon will have the same speed.
No longer possible to have actual sub sonic ammo, unless you make sure to only use it in weapons that have a negative initSpeed in CfgWeapons.
Meaning of the negative initSpeed can be found on the wiki. By default a positive value is inherited from some base class, so it'll not work by default.
This means that you most likely just change the typical speed and that will result in the subsonic ammo to be fired at normal ammo speed and causing tons of damage due to impacting way faster than the typicalSpeed.
Alright, thanks @grand zinc and @jade brook I got it to work finally. I appreciate the help.
(very) basic CfgLights created
https://community.bistudio.com/wiki/Arma_3:_CfgLights
/// distance with 100% intensity, falloff starts here
float _startAttenuation;
/// constant attenuation coef
float _constantAttenuation;
/// linear attenuation coef
float _linearAttenuation;
/// quadratic attenuation coef
float _quadraticAttenuation;
/// max distance hard limit start (start of fading of intensity to 0) in m
float _hardLimitStart;
/// max distance hard limit end (end of fading of intensity to 0) in m
float _hardLimitEnd;
/// outer angle in degrees
float _outerAngle;
/// inner angle in degrees
float _innerAngle;
/// fade coefficient between inner and outer angle (1.0f = linear)
float _fadeCoef;
bool _disabledInPIP;
/// is light usable during day?
bool _isDayLight;
/// can we use flare for this light"
bool _useFlare;
/// flare relative size for this light
float _flareSize;
/// max distance, where flare is visible (in meters)
float _flareMaxDistance;
/// light priority (higher value = higher priority)
/// lights with higher priority are selected first
int _priority;
then there are also marker lights & draw lights (defined in class MarkerLights)
much appreciated reyhard 😃 marker and draw lights are very similar, are they not?
@hot pine I am not sure if I understand this correctly :
color ([r, g, b, a]): color of HUD-Elements graphics. Since A3 1.73+ it's possible to use simple expression with day time, "nvg" or "userXX" values
How do I use here these simple expression with day time?
new config stuff for advanced armor system
https://pastebin.ubuntu.com/p/dtc8ZysvW9/
What about that new PhysX stuff that still plagues some of our addons?
@hot pine @bold tapir can we get docu on CfgArmorSimulations please - or is it essentially hardcoded engine functionality and not extendable anyhow?
best to ask on BI forum 😉
alright - tag who?
Greetings!
Many of you know that in our damage model's current state the calculation of the damage dealt can be quite unpredictable at times. Therefor...
sent
anyway, seems like you missed some new parameters like simulation = "Armor_ERA_Light";
- isTurret/Gun is already on stable
I think it was even added with Orange DLC
isTurret/Gun was witout functionality so far, was it not?
cut the simulation part by mistake yeah - it (only) connects to CfgArmorSimulations i would suppose
armor = -100;
negative value is interesting tho
no, isTurret/Gun is sort of mandatory for muli turret vehicles
otherwise you would get .rpt error about duplicated turret
you also missed cfgAmmo entries
as for isTurret/Gun , it only works for turrets obviously and it replaces system based on exact hitpoint name
so commander have to use HitTurretWhatever {isTurret = 1};
such thing was introduced since otherwise you had duplicated hitpoints and it was rather painful to retrive it with getHitpointDamage
so warheadName = "HE"; is not just visual but has some damage effect?
ok i see its actually the type used in CfgArmorSimulations
@stoic lily kju could you send me the config? downloading patch is taking forever...
Can PIP be used to something different than feed from camera?
@strange egret see #dev_rc_branch
ty
based on what i see i'm preparing for dissapointment regarding the armor system. Need more explanation for confirmation, but right now it seems to me like its only an extra level of hitpoint modifiers
i hope i'm wrong
Silly question. Can dynamic load outs be applied to tanks? Like if you wanted to add a tow launcher in the hull?
no
@X3KJ#8043 yeah seems not much. however not surprising in general and it seems they tackled this last/very late too
@RiverX#2751 PIP needs a camera. Otherwise how would it know where to record from
I've been working some more on my Gorgon reskins, and I realised that with the recent dev branch update the bags on the rear, aswell as the tools on the left side, are now components that can be toggled in the virtual garage
I want those to be enabled by default, so I looked how it's set up and came across animationList in the vehicle class
supposedly I should be able to use it to toggle the components like so:
animationList[] = {"showCamonetHull",0,"showBags",0,"showBags2",1,"showTools",1,"showSLATHull",0};
but even though 2 of the components are now set to 1 (100% chance of being enabled), the Gorgon still spawns with them hidden
does anybody know why that's the case? is there anything else I need to tweak?
correct me if I'm wrong, but I don't see anything on this page about visual components?
@strange egret do the hit and speed modifier make much sense to you?
its not related to you @fiery vault
...oh 😄
which requiredAddons are you using @fiery vault ? Might be that the VhC stuff is patched in to the vehicle by some config somewhere after your addon is loaded
negative armor may be useful; effectRadius and ignoreFuel not sure if i understand them
"A3_Soft_F", "A3_Armor_F_Gamma_APC_Wheeled_03" and "A3_Armor_F_EPB_MBT_03"
(since this config is both for my Gorgon and Kuma reskins)
tbh I don't think it's patching messing with it, as my modified animationList[] line shows in the config viewer
it just doesn't work
does it also inherit the bis_fnc_initVehicle eventhandler? that's needed
it should, as I'm inheriting from I_APC_Wheeled_03_cannon_F, which in turn should have it
I'll have to test that
but if the BIS vehicle doesn't use randomisation, it might not have it
hm, so I have to use randomisation to use a non-random default appearance?
@fiery vault did you read this already? https://community.bistudio.com/wiki/Vehicle_Customization_(VhC)
I have, but I didn't think that applied to my case seeing as this deals with mission config files
alright I'll see where I can go with this
hmm, yeah, seems like it's missing the function call - under EventHandlers, there's init = "";
I set it to
init = "if (hasInterface) then {[(_this select 0), """", []] call bis_fnc_initVehicle};";```
and it works as intended now (using the `animationList[]` parameter), thanks for the help 👍
np
@stoic lily speed for HE makes no sense (because he explodes upon impact?), and for HEAT only makes sense if they would spawn a penetrating jet? It's weird, but at least its configurable.
yeah
overall it seems a basically simplification of the existing system to me
at least for WW2 setting i cant see/understand much real potential in this new tech so far
if i understand correctly at least the dropping of hitpoints lod in favor of enhanced fire geo lod seems helpful
looks to me like my system is still necessary for my plans
what kind of protection systems are in your universe?
for what i do mostly just regular armor and some handwavium. The sources are not overly specific so i have some liberties.
era if i really want to, but i can live without it
Anyone know if it is possible to set the width of a scrollbar?
X3KJ
formula for ricochet chance by impactangle, depending on deflection ammo config value would be very helpfull for tuning
@hot pine possible to get/share please 😊
Posted it here once
reyhard - 01/21/2018
sin(ammoType->deflecting * surfaceDeflectionCoef)
so deflecting param is in degrees actually
X3KJ - 01/21/2018
hm - and where does the random distribution come in play?
reyhard - 01/21/2018
there is no simple formula for that
X3KJ - 01/21/2018
surfaceDeflectionCoef is a material parameter? Or also ammo type?
in .bisurf i only see restitution and friction
reyhard - 01/21/2018
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;
X3KJ - 01/21/2018
or is that a global value?
reyhard - 01/21/2018
by default it is 1 guess```
this?
Yes
ty
Reyhard, you mentioned you got the AI to use cluster bombs on vehicles. Was that on it's own imitative or via laser designation?
Also if on their own initiative, mind sharing some secrets? I tried lowering the cost of the weapon, and flagging it as a use for almost any target. But no luck :\
Think it was to do with the weapon's fire mode parameters. C airateoffire = 1; airateoffiredistance = 500; minRange = 50; minRangeProbab = 0.5; midRange = 250; midRangeProbab = 1; maxRange = 550; maxRangeProbab = 0.6; cost was set to between 50 and 70 in the ammo too
I changed the wipeout config but I think I did something wrong, the plane won't take off as quickly as before. https://gist.github.com/JoramD0/c7946958ee7d7ae6983c40eb61dd3c51
I’ve been trying to create new classes on the centurions with custom configs. I started with creating new centurion classes, and made new weapons with modified engagement ranges. That worked out fine except the proxyShape wasn’t showing on the custom Centurions. Then I made custom magazines and custom ammo so I could adjust the range. Now the missiles simply won’t get a lock on. I’ve done some config dumps and can’t figure out where I’ve gone wrong, though
So apparently I had to have airlock set to 2. Though, the official missiles don’t?
Still have the issue with the proxy shape, though.
Maybe I have to change AnimationSources?
@hot pine @stoic lily I still dont understand the purpose of the mentioned formula. What does it calculate? Sin(20*1)=0.34
And ingame i see this https://abload.de/img/deflectionpropjpu5x.png
I can't quite follow why there wouldnt be a formula for bouncing chance. When the projectile impacts, there must be at some point an algorithm that determines if the projectile penetrates, or if it changes the travel vector instead, based on impact angle to surface normal and deflection modifiers. When it does not penetrate it calculates the new projectile vector based on "mirroring" and then applying some randomness. Thats how i imagine it to go...
class CfgPatches
{
class bigjohnson_static
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {};
};
};
class CfgVehicles {
class Static;
class Fence : Static {
scope = 2;
model = "\fence\Fence.p3d";
displayName = "Fence";
faction = "Empty";
vehicleClass = "A3ML_Objects";
};
class FenceT : Static {
scope = 2;
model = "\fence\FenceT.p3d";
displayName = "Fence_Tiling";
faction = "Empty";
vehicleClass = "A3ML_Objects";
};
class FenceP : Static {
scope = 2;
model = "\fence\FencePost.p3d";
displayName = "Fence_Post";
faction = "Empty";
vehicleClass = "A3ML_Objects";
};
};
Im trying to write my config in order to have all the objects classed under empty - A3ML Objects in the editor however this isnt happening and the heading is blank instead, any ideas?
A3ML is some life mod?
Is “Empty” the correct faction?
check the configs of other items that have their faction set to empty
vehicleClass is for 2d editor
good spotting kju
Doesn’t vehicle class just pick the category? Like cars and whatnot?
Hi All, is there anyone around that wants to help me with optimising my mission file scripts?
I am runnning a modded server with a database and whitelisted slots.
Since I added the whitelisted scripts from armadb the frame rate dropped significantly.
@mystic notch #arma3_scripting
@untold temple Anything else it might have been? At this rate I would just like to have the AI use the bomb over any other option. Just so I can see it work. Right now I set the cost = 60, added the settings you posted, gave the weapon controls to the pilot(was at co-pilot), and removed any additional weapon systems. Also flagged the weapon for use against all types of targets.
Maybe I just have to make it a IR locking weapon?
those are the changes I see where reyhard logged that he made our CBUs more AI-compatible. The rest is just inherited from class Bo_Mk82
might be that if you have a low hit value for the initial bomb too I guess
So if vehicleClass is for the 2D edior what should I use @stoic lily ?
I'm editing an explosive charge to be a "breaching" charge, and want to run some code when it goes off, to destroy the nearest wall.
- What kind of eventHandler should I use and
- Where should I put it?, in the CfgVehicle, CfgMagazines?
@cold radish c vehicleClass = "your_custom_class"; editorSubcategory = "your_custom_class";
can use predefined ones or make custom ones under cfgVehiceClasses and/or cfgEditorSubcategories
the later is for Eden editor
thanks jastreb
class CfgPatches
{
class bigjohnson_static
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {};
};
};
class CfgVehicles {
class static;
class FenceC : Static {
scope = 2;
model = "\fence\Fence.p3d";
displayName = "Fence";
editorCategory = "Fences";
editorSubcategory = "City";
};
class FenceT : Static {
scope = 2;
model = "\fence\FenceT.p3d";
displayName = "Fence_Tiling";
editorCategory = "Fences";
editorSubcategory = "City";
};
class FenceP : Static {
scope = 2;
model = "\fence\FencePost.p3d";
displayName = "Fence_Post";
editorCategory = "Fences";
editorSubcategory = "City";
};
};
so its working mostly fine now except it puts itself under blank titles in the editor instead of the actual fences-> city section
As you can see here
🤔
anybody else on the devbranch having the issue where the gunnerview lod is not working in tanks?
nothing is showing
trying to switch to the pilot view doesnt help either
gunnerUsesPilotView= false;
but the pilot view works more or less as it should
when not on the devbranch, it was possible to use gunnerForceOptics = true AND see elements form the gunnerview lod
not anymore it seems
LodTurnedIn
thanks! didnt need that on the current build
maybe they changed something in the default classes that I inherited from
still.. it seems like everything from the gunnerview is hidden when using the optics. I used to have something in front of the gunnerview mempoint
but its gone now
Thanks Ill try. Hoping its possible to render the gunnerview lod while using optics
Hmm cant seem to find it, or params with a similar name
@hot pine Thanks for that fixed my issue
Check all in one config dump from devbranch. As far as I remember it's not described yet on wiki @fathom thorn
ok thanks
here is a newbish question.. how do I dump the config?
oh never mind. thought it could be done ingame by default
found this
yeeeeeessss
thank you @hot pine
Lodopticsin = 1000 fixed my problem
Has BISURF been updated and changed, it doesn't seem to work in arma 3?
Does anyone know where I can find a sample config for a remote control turret?
You could look through the pbos that are part of the game
But the main thing is you’ll want to set isUAV = 1;
And crew = to the UAV AI that belongs to whatever side you want.
@past marsh Thanks Jed
can anyone help me understand the difference between
class Item_muzzle_snds_338_green: Item_Base_F
{
scope = 2;
scopeCurator = 2;
displayName = "$STR_A3_cfgWeapons_muzzle_snds_338_green0";
author = "$STR_A3_Bohemia_Interactive";
editorCategory = "EdCat_WeaponAttachments";
editorSubcategory = "EdSubcat_FrontSlot";
vehicleClass = "WeaponAccessories";
class TransportItems
{
class muzzle_snds_338_green
{
name = "muzzle_snds_338_green";
count = 1;
};
};
};
and
class muzzle_snds_338_green: muzzle_snds_338_black
{
author = "$STR_A3_Bohemia_Interactive";
_generalMacro = "muzzle_snds_338_green";
displayName = "$STR_A3_cfgWeapons_muzzle_snds_338_green0";
picture = "\A3\Weapons_F_Mark\Data\UI\gear_acca_snds_338_green_CA.paa";
model = "\A3\Weapons_F\Acc\acca_snds_338_green_F";
DLC = "Mark";
};
is the top needed/what is it for?
in context, only one of the two ecamples can be present in the game. The first example is one where you are pretty much defining everything about the muzzlesound (incuding where it lives in the 3den editor via edititorCategory=....)
the 2nd example is a classic and heavily used means of only altering minor details (such as the model itself) but relying on an alreayd existing muzzlesound to fill in the rest of the details, eg, again, 3den editor, and the actual useage of magazines (if any)
but above and beyond everything else, you cannot have both. there is only one way of declaring any class in the config.cpp
that's a slight lie which you really never want to know about, it is possible to change a classes inheritence (note they are different in above examples, which, is the issue) by deleting the class and starting again. But, you really don't want to go there.
....
so, in short class 'muzzle_snds_338_black' has already been constructed and very probably sets most of the details that your first example shows. So, to stop re-inveninventing wheels typing the same dross for red,green, blue, orange, and yellow muzzle sounds, only the black one has all the crud, and the others simply inherit from it.
@hard chasm right I understand the inheritance from the black one but I don't understand the
muzzle_snds_338_green which is classed under cfgWeapons
and
Item_muzzle_snds_338_green under cfgMagazines
I have a custom suppressor without the top.. counterpart? and it spawns fine as an item ingame with no errors
are they linked somehow?
like how I thought originally they were was the bottom was the weapon counterpart - I.E. the thing on the weapon when its attached and the Item_ prefix was the item in your inventory but thats not the case and my custom suppressor exists perfectly without the Item_ portion in CfgMagazines
wondering if that was by luck or the game defaulting something or not
that is chalk and chees.
the two class names are entirely separate. The only relationship between the two is if cfgWeapons chooses to use THAT magazine. It could use mag.potatoes, mag.giraffes, or mag.spiders, if it wanted to. Quite sensibly however, the class name in cfgMags happens to be a really-good-hint which weapon it's intended for in cfgWeapons.
but there's no rule at all saying it has to be, and quite often a magloader for a nato_sabot_6510 would be available in multiple weapons (hence no direct relationship to a T80, HunterHawk, Skydive, or whatever)
sorry that i didn't pick uo on that, but you didn't give the context of where these two classes were until now.
the very same non-rules apply to magazines and the cfgAmmo they hold. they might be called the same because they make sense or, it might be a common ammo name for a range of different mag capacities
@wise fog class Item_muzzle_snds_338_green: Item_Base_F is cfgVehicles. its a item container - basically an ammocrate
gotcha, thanks both for the info! Thats good news for me
yea, sorry for the wall of noise to a simple question with a simple answer
@hard chasm i probably was over thinking it, but its arma and it could have been stupid like that. Thanks for the other info, the deleting a config is pretty interesting
I was thinking it was like uniforms I think, where you have the veh obj and the inventory item
In class MFD, how can I rotate text?
@hot pine I added simple text to a Horizonbank rotational bone, and it just didnt show, I changed to static bone it showed. Seem like that text rotation work with horizon only
Will try again when I am at home.
Is there a MACRO like thing I can use for a magazines[] entry in vehicle config?
Something that's easier to read than 50 times the same magazine... 😄
magazines[] = {SOMETHING("LIB_5x_61k", 20)}
There should be one in basic defines a3
Any extra pointer? Did a quick check for .inc files in my P, but nothing that looks like that
Usually stay away from configs like this, so not sure where to look
\Arma 3 Samples\Addons\Test_Tank_01\basicDefines_A3.hpp
but I don't think there's a macro in there for what you want to do
I don't know that we have the full basicdefines that BIS have though
Yeah doesn't seem like something, was just wondeirng if I was missing some macro usage for that, but there isn't a lot
#define mag_3(a) a, a, a
#define mag_4(a) a, a, a, a
#define mag_5(a) a, a, a, a, a
#define mag_6(a) a, a, a, a, a, a
#define mag_7(a) a, a, a, a, a, a, a
#define mag_8(a) a, a, a, a, a, a, a, a
#define mag_9(a) a, a, a, a, a, a, a, a, a
#define mag_10(a) a, a, a, a, a, a, a, a, a, a
#define mag_11(a) a, a, a, a, a, a, a, a, a, a, a
#define mag_12(a) a, a, a, a, a, a, a, a, a, a, a, a
#define mag_13(a) a, a, a, a, a, a, a, a, a, a, a, a, a,
#define mag_14(a) a, a, a, a, a, a, a, a, a, a, a, a, a, a,
#define mag_15(a) a, a, a, a, a, a, a, a, a, a, a, a, a, a, a```
Guess that works (found in the basicdefines reyhard put in RHS)
so maybe magazines[] = {mag_15(class), mag_5(class)};
will give you your 20 count @agile karma
Yeah ill do it like that, thanks
@hot pine Ok, so I tried again with same results. Here are the results: https://imgur.com/FiwR5fL and here is the code I used(simple becouse I just wanted to check that if it works)
Or easier readable, rotating bone:
class RotationText { type="rotational"; source="throttle"; center[]={0.5,0.5}; min=0; max=1; minAngle=0; maxAngle=90; aspectRatio=1; };
and text:
class Text2{ type="text"; source="static"; text="TEXT2"; scale=1; sourceScale=1; align = "center"; pos[]= {"RotationText",{0.00, 0.00}, 1}; right[]= {"RotationText",{0.07, 0.00}, 1}; down[]= {"RotationText",{0.00, 0.07}, 1}; }
@agile karma
_EXEC(cnt=0;};
#define MOTHER(thingy,max)
#if _EVAL(cnt != max)
thing, _EXEC(cnt=cnt+1;)
MOTHER( thing,max)
#endif
..........
MOTHER("whatever" , 15);
the bis compiler doesn't handle #if/#endif. my dll does (or did, last time i tested it)
is there a way to config a weapon to ignore the old method of icons?
I have a weapon which has a icon picture like : icon_arifle_CTARS_blk_F_X_CA.paa Like base arma 3 weapons but it seems to still look for icons based on the name
// we have to split "\A3\weapons_F\Data\UI\gear_mk20_x_CA.paa"
//
// to "\A3\weapons_F\Data\UI\gear_mk20_" and "_CA.paa"
// and after that we have to add addition flags
// based on weapon linked items
//
// e.g. mk20 has optics and muzzle
//
// so we will add 'T' - top and 'M' - muzzle
//
// and final string will be
//
// "\A3\weapons_F\Data\UI\gear_mk20_MT_CA.paa"
//
// order of flags is MST
// M - muzzle item
// S - flashlight item
// T - optics item
// X - show weapon only
so it looks like that for those icons but some base arma 3 weapons do not have those files but work fine and show icons
wondering how I can achieve that
If they have icons, they have icons. Probably inheritance or something
i'm thinking through an inheritance problem and would appreciate some advice if anyone would like to comment. So if in a future potential DLC project we add custom grenades, and patch the weapon class Throw with a new muzzles[] = {new muzzles}; entry. this will hard-code the stock BI grenades (and so prevent other DLC's wit hpatched grenades working alongside ours, and also break any mods out there, that patch class Throw, or else force them to adopt our DLC classes inside their class, making an unwanted DLC requirement.
there are several possibilities that spriong to mind:
- make a new class throw, as
class mydlc_throw: throw { class muzzles {mynew muzzles}; };
and then add the weapon to our dlc units
weapons[] = {mydlc_m16, throw, mydlc_throw};
There is a standard pattern to add grenades that uses +=
- modify only the magazines of existing class throw muzzles
If you open the PBO up and look at the config.cpp for https://foxhound.international/arma-3-egg.html you'll see it.
class CfgWeapons { class GrenadeLauncher; class Throw: GrenadeLauncher { //DeRap: Unknown Entry type DeRap: Unknown Entry type
i can't seem to open it beyond the first line of cfgweapons
using eliteness
possibly let me check as i have the paid version
ok fixed thanks
Yeah, it works in my copy of Eliteness. The ".bin" file format had a change made to it somewhere between A2 and A3 to support += in .cpp's, specifically for this grenade muzzle issue.
Oh they let you do that? Neat
Yeah, += only works in specific circumstances though (when the class already exists in the game or a previously processed .pbo). You can't += things in sub classes or super classes. (Or in summary, it is only ever useful for adding grenade muzzles)
beautiful and elegant solution. thanks BI! and Ian for your advice
hahahahahahhahaha
you wouldn't say that if you knew that it was broken for at least a year
wel lthat's why i'm here asking lol. i wasn't aware it was fixed, or applicable to muzzles