#arma3_config
1 messages · Page 82 of 1
i cn go and fix our mod muzzles classes now, and prep this code int oour dlc demo
onelast related question
class PointerSlot : SlotInfo
{
linkProxy = "\A3\data_f\proxies\weapon_slots\SIDE";
displayName = "$STR_A3_PointerSlot0";
compatibleItems[] += {"mydlc_pointer"};
iconPicture = "";
};```
would this also work?
yes.
sweet, thanks
If it doesn't work you'll usually end up with an array that only has your new item in it, so you can check by looking in the config browser in-game after you've added your mod.
if it doesn't work you'll get an error on startup
or a crash depending on where it is 😄
ok thanks, i'll build my config and test it in the next 20 mins
i've only noticed arrays with a single entry when you don't inherit properly and create a new class by mistake
my basic setup should be ok
yup.
In what situation would += not be used in a subclass?
Yeah, that's what I mean, if it doesn't find the original array because you're not updating an existing class it does that.
iirc BI has occasionally moved some of these base classes inside cfgweapons, and sometimes put them separate
JED: When it's processing your config, for each of your classes it's either (a) merging each value into an existing class or (b) creating a new class.
so if you were using an old setup you might have a shiny new class and not realise it
JED: When you do:
class Turret : Turret
You're actually creating an entirely new class that just happens to inherit from the old class in the same place. So += won't work because it doesn't go looking up or down the inheritance tree.
Or even if you're doing:
class NewVehicle : BaseVehicle
That's creating a new class, so += won't work on anything.
that's wrong tho.
it doesn't matter how the class is defined, += is pretty much pushBackUnique but at a config level, if the array exist (inherited or defined there, and also supports +=) it'll work.
it's just that not all config entries that are arrays support +=
If the class already exists. Like when you use it it:
CfgWeapons >> Throw
The "Throw" already exists in the game so it copies it from there.
You use += when you want to add elements to an array without adding all existing elements by hand
it's very nice for cross compat
The exact rules are nasty, there's a ticket describing the issues with inheritance and Mikero's done testing on it too.
the exact rules are nasty but fairly simple to grasp
if the class supports it (you've seen BI use += on it) it's fine
if it doesn't, well it doesn't.
worked on both throw muzzles and accessories compatibleitems. thanks guys
ah so in my trap config i also need to add it to the put muzzles AND the magazines inside some of those, and rem out the now-duped classes of vanilla items. testing now
yep, all worked. 😃
+= only applies to arrays.
the array being altered can only be one level lower in inheritence.
the contents of that underlying array must be known to the compiler. Inheriting it from some other pbo does not work, AFAIK
the purpose of += is not to add anything you like to any array you like, but merely a shorthand convenience of not having to type the original arrays contents over and over again. Big difference in what it's used for versus what people think they can do with it.
it copies the array right?
yes, it's a new instance
Alright, cool.
but, if the original is not available at the time, it merely creates an array of the added content because in effect, there's nothing to add to.
and >you< dear ladies will be none the wiser that it did so. (unless you look via a config.dump)
What's the minimum amount of stuff you need to get a vehicle ingame in arma 3?
Because I'm working on importing a UAV but I wanna get the mesh ingame and placeable first
what on earth does 'mesh'' mean let alone 'placeable first'. do you want it placed last?
how about placed never
well, placeable in editor so that you can see it
if all you want to do as add your p3d into an addon
class cfgVehicles
{
class some_similar_vehicle;
class my_vehicle: some_similar_vehicle
{
model=my_fantastic_mesh.p3d;
// a bit more housekeeping
};
};
// voila
thanks 👍
there's a small learning curve for you in getting your model listed.
{
.....
scope=2; // displayable by the 3den editor
editorCategory="mallow_animals";
editorSubCategory="mallow_elephants";
displayName="My Pink Elephant";
};
you should be able to see above the logical progression of how the game lists your entry in the display tree. so expecting it to be listed 'first' is naive.
ye
congrats. to get that far so quickly is some serious street cred. the lack of textures or it's possible inability to fly is irrelevant to the nightmare of actually wedging it into the game.
the good news is, the workflow to do so becomes 2nd nature.
yeah, everything should be alright from here on out
Lol most of my config editing consists of searching the wiki and unpacking pbos from CUP and BIS.
Such a nightmare when you need to change something and have to figure out all the garbage you need to inherit
Kind of a shame that there’s no way to have a torpedo underwater without scripting it
have to figure out all the garbage you need to inherit
- wingrep is your friend. it will rapidly locate the config class you are interested in anwhere on the pDrive. (or anthing else like textures too)
- you cannot pass go and you most definately won't collect 2 Euros without a fully populated pDrive. Binarise will have a fit if trying to make a map (land classes). Binarise and pboProject will scream at you if model.cfgs are missing. pboProject will scream at you if you have \missing\files, because it's not stupid enough to think you've spelt it corrrectly. And you have no hope in Hades of placing things in TB withiut the p3d present on the drive.
All in all you're making excuses to simply not use arma3p for extracting the game, and ditto sentiment for cup.
it's set and forget, you do it once, and again on each upgrade (which is becoming less frequent)
...and, without a friend like winGrep, you have no idea how many instances of class potatoes: tomatoes{} actually exist. Because bis will and do alter the properties of that class in succesive pbo's. So you don't actually know if what you've found, is actually, rhe truth.
I actually did write an inheritence locator (part of pboDeps.exe), and then discovered that wingrep did a far better job of it than I could.
hmm just to be clear, grep just searches text string, it doesnt understand anything about C++ or arma3 configs. you are talking about plain text searches, right?
i am indeed. and it's a simple, intutive to use, gui with regex expressions if you need to go that far.
another variant is GrepWin. both do a great job.
yup, been using powergrep since OFP times.
I am sure powerGrep would achive same results. it's a fact of life in arma modding that you need a tool out of the grep family
last time I used it was yesterday, had to scan users/myname/ sub dirs *.sq? files for " objStatus " string 😃
notepad++ of course does an equially qreat job on any of the files it has open, but it isn't useful against a pDrive
whats the classname for the csat su34 flanker with new pylons?
couldnt find it in the wiki or cfg browser
hehe thats funny
I think I’m doing fine with checking folder and file names and searching those. Only mod stuff I do is config edits for our server. Always someone else’s stuff. Though, actually, now that I think about it, all those textures we have were ours.
It’s probably something like cup_o_su34_dyn
Depbo the su34 pbo that probably exists and debin the config.cpp if needed
@past marsh oh its a cup thing? no wonder i couldnt find it in the vanilla stuff
Yeah, SU34 is a real aircraft
is there a twin seater jet thats vanilla?
Nope
Though, if you compare the CUP L39 to the AAF Buzzard, it’s the same model except they put a block of hard foam where the observer sat
But vanilla planes only take one seat
Unless there’s some civilian one I don’t know about
ok thanks
Hi, does someone know where i can find the classname of the ammo from the demining drone? I cant find it in the BI Wiki and the Orange pbos are still locked.
@cursive storm Try the config browser in the editor
play as the demining drone in editor, make sure the weapon is active, pause to the debug console comes up, click "config" and the currently loaded cfgmagazines and cfgammo classe should already be available as bookmarks in the bottom-left.
Found it, thanks. 👍
does dynamic loadouts work with turret weapons aswell as missiles/rockets?
the only thing dynamic is the pylons.
im looking for the classname of a twin seater in rhs/cup that has boatloads of pylons (atleast more than the vanilla warthog and the cup su34)
I c. so you cant alter an mg in a turret using that
it must be a seperate class
I've been looking for functions to change a turrets weapon, but havent found any
@fathom thorn you can alter anything with removeweaponturret addweaponturret
-1 = driver 0 = primary gunner (others are defined based on turret structure in the cfg)
ok thanks, yeah I got help in the scripting channel ^^
for example
{ vehicle player removeMagazinesTurret [_x,[-1]]; } foreach (vehicle player magazinesTurret [-1]);
{ vehicle player removeWeaponTurret [_x,[-1]]; } foreach (vehicle player weaponsTurret [-1]);
_mag = ["js_m_fa18_m61","2000Rnd_20mm_shells","300Rnd_CMFlare_Chaff_Magazine","Laserbatteries"];
{ vehicle player addMagazineTurret [_x,[-1]]; } foreach _mag;
_wep = ["Laserdesignator_pilotCamera","js_w_fa18_m61","Twin_Cannon_20mm","CMFlareLauncher"];
{ vehicle player addWeaponTurret [_x,[-1]]; } foreach _wep;
thanks alot^^
Hi again guys.
This is driving me nuts. I cant get these animationSources to work under vehicle appearance.
https://www.dropbox.com/s/o5bmzg4gkjqv59r/20180301183438_1.jpg?dl=0
nothing happens when clicking that field. It should get a white square inside it.
The animationSource itself work fine cause I can activate them with a script
I tried doing exactly the same as the AH-9 Pawnee with its AddTread and AddTread_Short
these are my animationsSouces:
class hide_ML {
displayName = "Multilaser";
author = "Battlestad";
source = "user";
animPeriod= 0.001;
initPhase = 0;
forceAnimatePhase = 1;
forceAnimate[] = {"hide_LC",0};
};
// LasCannon
class hide_LC {
displayName = "LasCannon";
source = "user";
animPeriod= 0.001;
initPhase = 0;
forceAnimatePhase = 1;
forceAnimate[] = {"hide_ML",0};
};
garage uses animate rather than animatesource
so there kind of has to be an anim that uses the same name as the source. To add multi-part animation to the garage you have to use onPhaseChanged
what.. are you telling me I need to specify that in model.cfg?
in the animation itself?
the arma vanilla vehicles uses animationSources it seems
one of your anims needs to be called class hide_ML for the garage option to work
example is the wing folding anims C class wing_fold_l //sources - ["A3_Air_F_Jets_Plane_Fighter_01"] { source = "user"; animPeriod = 2.5; initPhase = 0; displayName = "Fold Wings"; onPhaseChanged = "{(_this select 0) animate [_x,(_this select 1),true]}foreach ['wing_fold_l','wing_fold_r','wing_fold_cover_l','wing_fold_cover_r'];"; };
can see the onPhaseChanged parameter there
without that, it's only perform the wing_fold_l animation and the Fold Wings editor option wouldn't animate other parts
this is my animation in model.cfg
class ML_Hide
{
type="hide";
source="hide_ML";
selection="multilaser";
minValue = 0.0;
maxValue = 1.0;
minPhase = 0.0;
maxPhase = 1.0;
initPhase = 1;
hideValue = 0.001;
};
I am already using the animationSource hide_ML in it. shouldnt that be enough?
no, because like I said Garage/vehicle appearance doesn't use animateSource
it'll work with your own triggers etc. but not through the Eden/Garage stuff
okey gonna add everything in the animations then. Hope BI fixes that
Im gonna use onPhaseChanged to control which weapon it has in its turret I think
but still you need at least one animation called hide_ML rather than ML_Hide
the source name has to match the animation name
Is there no way to look at those .ebo files?
why not respect bi's wish that they don't want you to?
traditionally bis have always delivered the goods for us, either after a delay where they can SELL the new dlc. or, in the case of arma2 dlc's they immediately provided low texture equivalents for us to use.
How long has it been since Jets DLC release?
no idea, since they didn't give me a copy.
almost everything you need to know about the ebo content is already shown in the config browser.
anything else generally means you want to reverse engineer the p3d
I only crack p3ds for memory points
And maybe taking a look at LODs
And hitpoints
Though, that RIM-162 bugs me.
Doesn’t seem to lock when used with a different magazine unless you make a new ammo class and change the value that allows airlock
I guess you wouldn't mind other people cracking open your p3ds to 'look at the hitpoints' either.
I don’t have p3ds
The only thorny issue bis have, a catch22 really, is p3d content for maps. we simply must have them from the very beginning.
And the model sometimes comes out warped
I have no adea what you mean. The isssue for terrain makers is they can't make maps using the new content without access to the physical.p3d
I was talking about cracking a p3d
At least this was recognised (a bit late) for tanoa, and quite quickly for argo
What did we even get from that dlc anyway? Just the map and an advertisement?
what map? Tanoa? there are (from memory) a dozen or so ebo/pbos for 'just a map'
Argo
i think a similar amount for argo. not sure on that one.
prolly wrong, they mostly used tanoa assets for argo
Tanoa was the whole Apex thing. Lots of reskins, which I appreciate
Though it sucks that they didn’t reskin all of it
I have no idea what you mean by redline, and I apologise for taking this to off topic, i'll now shuttup.
I'll right I'm stuck and I have been messing around with the config and been searching the web for 6 hours, so I made a new vehicle with a custom model.
I set the scope to scope=2; and scopecurator to scopecurator=2; however the vehicle isnt showing up in Zeus but it is in 3DEN in the CfgPatches under unit I have assigned the class names of my vehicle's Name_Base_F as example and the class under class CfgpPatches is named class model name. Anyone know what I'm doing wrong ?
paste the relevant sections of your config somewhere, or, the whole thing if it's easier for you.
we each have different terminology for what you say above so the meaning is not clear.
the classname(s) inside the cfgPatches class are irrelevant to the displayName= of the game editors btw.
@sly prairie show cfgPatches too
class CfgPatches
{
class sparrow
{
units[] =
{
sparrow_base_F,
C_sparrow_F
};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Air_F"};
};
};
also if your chopper is similar enough to one of the BI classes, you better use theirs as parent class and only defined the differences (vs the "whole" redefinition you do currently)
I just tried with the sample file's and they also dont show up.... Dont know what it is, could be that i'm scratching my had and try to figure it out for 8 hours
are these defines in another config?
faction ="OPTRE_UNSC";
crew = "OPTRE_UNSC_Airforce_Soldier_Airman";
try editorSubcategory = "EdSubcat_Helicopters";
its already defined in class Helicopter but for some reason BI is also setting it again in the helicopter base classes
overall your config looks alright
did you verify via config browser yet? also placement via 2d editor ?
minor detail, sparrow_base should not be declared in cfgPatches. only public classes (scope=2). You might upset the game editor (mission.sqm eg), either that or it's ignored.
you also want to have displayname=:the real deal" in the same class as the public entry,
the reason for this is the underlying displayname in sparrowBase is supposed to be a more generic name such as 'aircraft" or "drone" or "tomato soup"
the underlying displayname is used by the accuracy sething to display in game, one, or the other dependent of course on the distance away
and also of course, the only reason you have a BASE at all is because you will presumably create red green and blue sparrows none of which would be called the displayname in sparrow_base itself.
since you say, your model is already selectable in the 3den editro, then the EditorCategory / subcategories must be ok. you're using what's already declared rather than defining your own (which is also ok)
quotes are only necessary when you don't want a string to be misinterpreted by #defines. They have no meaning in any other construct becuase, by definition, anything that isn't a number, is a "string"
value = this IS a string; // and
value = "this IS a string"; is 100% identical in outcome
#define IS elephants
value = this IS a string; //is not identical
tradition dictates that when UNbinarising bis strings "they are surrounded in quotes"; but that is merely a nice convention and nothing more.
<posted in correct place>
@plucky stratus #server_admins
its a config file....😦
You can also deleted messages btw. Also read channel description.
then it'd look wierd 😉
so what could be the problem then that it doesnt show in zeus ?
@sly prairie Looks like you correctly added the units to your config patch, but the zeus module only recognizes "loaded" addons by default. The logic behind "loaded" addons seems to me like some deprecated / carry over from A2, but you can always make your addon be "loaded" by adding a class to CfgAddons and by including your config patches classnames in the list[] array.
class CfgAddons {
class PreloadAddons {
class BWA3 {
list[] = {
"BWA3_AmmoBoxes",
"BWA3_AssaultRifles",
"BWA3_Attachments",
"BWA3_Backpacks",
"BWA3_BattleRifles",
"BWA3_Common",
"BWA3_Eagle",
"BWA3_EnablePIPOptics",
"BWA3_Explosives",
"BWA3_Flag",
"BWA3_HandGrenades",
"BWA3_Handguns",
"BWA3_Headgear",
"BWA3_Launchers",
"BWA3_Leopard2A6M",
"BWA3_MachineGuns",
"BWA3_NaviPad",
"BWA3_Optics",
"BWA3_Puma",
"BWA3_Radios",
"BWA3_SniperRifles",
"BWA3_Sounds",
"BWA3_Tiger",
"BWA3_Tracked",
"BWA3_Units",
"BWA3_Vector",
"BWA3_VehicleWeapons",
"BWA3_Vests",
"BWA3_Weapons"
};
};
};
};
Hi guys. Is is possible to turn off collision on physX wheels with other physX objects and just use the geo physX lod for collision?
I have invisible physX wheels in front of the legs of my walking mech, and I dont want it to collide with stuff where it is "invisible"
You try damaging the wheels?
they are not in any hitpoint lod
so how would I set damage to them? and would it help? would I be able to move then?
If it’s the kind of wheels that could get destroyed, you’d just set their damage to 1 and that might help at least a little.
Don’t know why you have a mech with invisible wheels.
its just a tank really
using tank physX wheels to move around
the legs moving is just visual
but I wish I could prevent the wheels in the memory lod to collide with stuff
and just use the geometry physX for that
You wil hate me for again asking about MFD, but yeah.
How can I combine fixed position bone and rotational bone in a way, that element will rotate according to "pivot" located in the coordinates defined by fixed position bone, and not rotational bone?
Example:
class Bones{
class POS
{
type="fixed";
pos[]={0.5,0.5};
};
class ROT
{
type="rotational";
source="throttle";
center[] = {0.0,0.0};
sourceScale = 1;
min = 0;
max = 1;
minAngle = 0;
maxAngle = 360;
aspectRatio = 1;
};
};
class Draw{
class Throttle
{
type="line";
width=6;
points[]=
{
{"POS",1,"ROT",{-0.02, -0.02},1},
{"POS",1,"ROT",{0.02, -0.02},1},
{"POS",1,"ROT",{0.02, 0.02},1},
{"POS",1,"ROT",{-0.02, 0.02},1},
{"POS",1,"ROT",{-0.02, -0.02},1}};
};
}; ```
This gives me opposite result, the pivot point is in 0,0. What I want to do is to move it to "POS" position, but not by putting coordinates in center[]
Hello guys, i'm wondering if it's possible to use accents in the condition of a userAction ?
what i tried : https://image.prntscr.com/image/bSmN21c9TPe_gb37LU1jvA.png
but it doesn't work : https://image.prntscr.com/image/lTl0j84FSrimFcsew52wpw.png
Is there a way to add a option to the Tools of 3DEN?
Hi everyone !
I had an idea the other night about a special gun that would have an integrated tazer below the barrel instead of the lamp / laser. ( concept : http://puu.sh/zzHYh/b0a0af4c99.png )
I know it's possible to have 2 magazines slots like the Type115 ( http://puu.sh/zzHRM/48061f2a42.jpg ) and I need 2 magazines slot because the tazer's script would work on the magazine's type.
The problem is that I do not know at all if it is possible to create a secondary weapon with 2 slots of magazines.
Has anyone ever tried?
(Repost from model_makers 😅 )
instead of the lamp / laser No.
instead of grenade launcher yes.
Yes. Sure that's possible
Easiest way is to just take a grenade launcher weapon as example
They have a secondary weapon below the barrel. With a seperate magazine. Exactly what you want
That's what I thought, I'll try and report my result. thank you Dedmen !
you can add all kinds of muzzles to weapons, I added a shotgun muzzle to an m79 grenade launcher, so you can switch between grenade simulation and shotgun simulation in your weapon type. the only glitch wiot hthat is that yo ucan load both mags at once and toggle between them lol. but it works with each round now having different simulation and sounds when fired.
mod-compromise
But does it work for secondary weapons too? Can't say I tried, but I don't see why not.
well i have it working on a sawn-off m79 pistol slot weapon
"you can add all kinds of muzzles to weapons, I added a shotgun muzzle to an m79 grenade launcher, so you can switch between grenade simulation and shotgun simulation in your weapon type" why not just 2 magazines?
That's handguns. Secondary weapons is the rocket launchers.
but the weapon inheritance for grenade launcher is quite different from shotguns
i was playing it safe
MX with UGL has two muzzles...
m79 has one barrel though. i was effecting a compromise to maintain inheritance from grenade launcher and shotgun weapons
wasn't sure it would work if it was simply a mag thing
i can test it easy enough
well, for rhs m320 I'm using single muzzle and beside having same sound its working fine
Does anyone know how to adjust the stealth parameters for certain vehicles? I'm trying to make a few NATO vehicles harder to acquire on radar
but question is, if buckshot is going to produce different sound after all?
well punk! and BLAM! are quite noticeably different 😉
well, you could always script it so it automatically add some muzzle attachment once buckshot is loaded
My scripting brain tells me to just script the sound effects.
typically when innovating, you have to choose where t ocompromise
I checked the SMAW we have in RHS and the issue I mentioned in #arma3_model with the inventory UI not supporting the second muzzle slot on non-primary weapons, does seem to be a reality.
and then use same technic as silenced weapons are using
sounds like a good script idea for rifle-grenades too 😄
my rifle grenades work fine without any scripts
multiple different grenade models though?
excuse the poor animations
as i can't do the reload anims
FOW uses an attachment for their rifle grenades, i use a muzzle selection hide anim for the adapter
i'm happy with it though, it works fine
well, depends on level of authenticity you want to achieve
but if you are fine with it then why not
personally for me it's too big cheating with such insta mode switching
different ways to skin a cat as they say
i prefer less scripted solutions, and speedy gameplay. it's why i don't play with mods like ACE. i prefer simplicity in game style, so you can concentrate instead on the team dynamics
very much a design choice i suppose. every modder has to choose where he compromises
multiple different grenade models though yeah i don't have different models showing up. hiding all different types of grenade would be difficult i think, unless again you added different muzzles for each type. and that would be laborious and weird to cycle through them all
i have configged different types, but you only see the frag oneshowing up
works great in jungle fighting, and the AI seem to like them
apparently the only way to fix it is to place one of each item in your mission and link them to the addon manager module and link that to the zeus game master module```
unless anyone has any ideas?
surely it can't be that laborious?
reyhard - Today at 5:59 PM well, you could always script it so it automatically add some muzzle attachment once buckshot is loaded is there an animationsource that detects magazine type?
list[] in CfgAddons is what fixed this for me.
And CfgPatches CSJ_heli lists the objects in units[] too?
not all of them have a units or weapons array with non-null entries, but the ones i wish to see in zeus al ldo
an example is
"uns_ch53",```
those helicopters never show up
Well, I added CfgAddons specifically to fix this issue (to replace a scripted solution I had) and it worked for me.
BWA3 is the mod.
class CfgPatches { class uns_ch53_c { units[] = { "uns_ch53d_m2_usmc", "uns_ch53a_med_usmc", "uns_ch53a_m60_usmc", "uns_rh53a_m2_usn", "uns_hh53b_m134_usaf" }; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {"A3_Air_F","uns_main", "uns_Armour_c", "uns_men_c", "uns_weap_c"}; }; };
class uns_ch53a_med_usmc: uns_ch53_base { scope = 2; scopecurator = 2; vehicleClass = "aa_uns_support"; editorSubcategory = "aa_uns_support"; displayName = "CH-53A Sea Stallion (Medevac)"; etc
and for some strange reason they still don't load in zeus
could it be that uns_main (although a requiredaddon in almost every pbo in our mod) doesn't get added to the mission required addons list?
In an empty mission, does it show uns_ch53_c in activatedAddons?
Well for me it shows in activatedAddons ever since I added my stuff to CfgAddons.
Without having to place one example of the mod.
Previously my script was this:
// manually activate our addons
private _addons = activatedAddons apply {toLower _x};
{
_addons pushBackUnique _x;
} forEach BWA3_addons;
activateAddons _addons;
// manually add our addons to all curators
if (isServer) then {
{
_x addCuratorAddons BWA3_addons;
} forEach allCurators;
};
In what could be replicated using CfgFunctions postInit = 1; (XEH postInit to be exact)
blank mission didn't have any addons listed
The activating handles curator logics placed mid mission and the addCuratorAddons handles already exisiting ones.
blank mission didn't have any addons listed
The array was empty?
activatedAddons is a script command. Ignore the mission config.
this was running my mod, with that cfgaddons list above present
ohhh sorry
i thought we were looking to see if cfgaddons was working
I am, but this is not the way to do it.
so just to clarify, your code above is part of your mod, and called using a postinit EH?
not in mission?
It used to be part of my mod until I replaced it by CfgAddons.
Once I figured out that that is the better way due to trial and error.
ok so i added cfgaddons list to my mod, but it does nothing
could it be the location / pbo i put it into?
I just put it into my most basic PBO, the one all the others require: https://git.koffeinflummi.de/bwmod-team/bwa3/blob/master/bwa3_common/CfgAddons.hpp
bwa3_common
It seems strange to me that you added your config patches to CfgAddons, but they still don't appear in activatedAddons.
same
uns_main
for example my ch53 when placed in mission produces this
{
"A3_Characters_F",
"uns_men_USAF",
"uns_ch53_c"
};```
but in the requiredaddons of ch53 it has this
The mission.sqm is irrelavant. Only activatedAddons matters.
{
class uns_ch53_c
{
units[] =
{
"uns_ch53d_m2_usmc",
"uns_ch53a_med_usmc",
"uns_ch53a_m60_usmc",
"uns_rh53a_m2_usn",
"uns_hh53b_m134_usaf"
};
weapons[] = {};
requiredVersion = 1.0;
requiredAddons[] = {"A3_Air_F","uns_main", "uns_Armour_c", "uns_men_c", "uns_weap_c"};
};
};```
ok how do i find activatedaddons? using the EH you described?
sorry am a little confused
no, much fewer
uns_m113_c
32 of them
Well this would mean at least the m113 has to appear in Zeus, right?
Without CfgAddons, none of them should be listed. With CfgAddons, all of them should be listed. Always talking about a blank mission with maybe the NATO Rifleman from vanilla placed.
the mig21 is a good example of an item that doesnt show in zeus, nor does the ch53 unless it is placed in the mission
Yeah, because the config is not "activated".
ok let me delete the ch53 and see what loads with jus tthe guy
Once placed, the config patch becomes activated.
ok this time a smaller count of unsung addons loaded
could it be that we have a conflicting cfgaddons somewhere maybe?
Once you place an object, all config patches it requires are "activated".
Dunno, check the config viewer if the class is correct.
All CfgAddons does is to make addons activated without having to place samples.
That is how stock addons are always activated and can therefore also be always placed with zeus.
well once i removed the ch53 and then saved and reloaded the mission, for example "uns_jetpil" was no longer in the list
along with a bunch of others
Make a new mission every time. Just to be sure.
some odd behaviour going on perhaps
ok, so the ones i see listed in cfg viewer are all pbos that have their own cfgaddons entry in that pbo
{
class PreloadAddons
{
class uns_m113_c
{
list[] = {"uns_m113_c"};
};
};
};```
those ones show up
but the uns_main list with 210 entries does not
Oh, so you already had some CfgAddons previously?
I just put all config patches into one subclass of PreloadAddons.
Maybe there really is a conflict in your setup, and some patches are missing.
well each one has a unique class
{
class uns_m113_c```
in uns_main it has class unsung
Yeah, not what I did, but it should work either way really.
ok im thinking maybe because i have some listed addons that have blank entries for units/weapons that maybe this could cause the list to fail?
Maybe, all my entries are valid.
so will reduce the count to one i know has a complete array and see if it loads
Definitely comment out all other CfgAddons.
well all of the other cfgaddons show up in the list in cofig viewer
Yeah, they are somewhere in your mod.
but maybe as my new list duplicates their single entries, it could conflict
Yep, sounds weird, but who knows.
ok now it shows up!
so possibly the duplications caused the issue
ok i can take it from there. thanks so much for coaching me there
😃
Did it show up in zeus too or only the config viewer?
ah well i didnt try zeus yet
but the cfgaddons were not loading before
so now i will fix that so they all load up
and then revisit the zeus issue. baby steps etc
zeus now works
big man kiss from me
and our 40,000 subscribers!
as up until today they couldnt use zeus properly
Nice. This is documented nowhere afaik. I had to figure this out myself and you can imagine how long it took.
yeah
wel lthanks so much for your patience durign my confusion earlier. i sure appreciate your generosity
👌🏻
i'll get this fixed up in our mod later on tonight, and then i may do a short tutorial on youtube on how to do it, andwhat pitfalls to avoid
sweet
just so it's documented somehwere in the public domain
off for a beer now. smiling and skipping lol
Hello everyone, is it possible to alter a vehicles armor? I'm trying to make the Hunter a little more durable against small arms fire
Yes, you can make a new class and change minimal hit values for each of the hitpoints
Thank you, would you be able to point me in the right direction on a tutorial or something on how to do that? I'm just getting into scripting/config work so its all new to me
You’ll have to inherit the hitpoints and stuff
I’d recommend opening up the soft_f pbos
if I'm making a new mission with my vehicle's assigned to the zeus addon module and place that in my pbo will that make it to show up in zeus for every Tanoa ?
anybody know off the top of their heads how to add icons to user actions?
the ones that appear in the centre of the screen?
example would be something like displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />"; in class userAction
So I would include this with "displayname = "blah""?
or replace it?
any specific format? I assume 128x128 ca, white?
I'm not sure, I only have a config dump on hand so can't check the image
ok thanks, I'll give it a shot
@graceful egret you could do it more easily with an init line adding a damage eventhandler that passes on only half the damage etc. might be easier than making a complete patched class mod
How to hide 3DEN interface while the function is running?
https://twitter.com/polpox_avenger/status/970178224574537728
Sorry if it is #arma3_scripting related
is it possible to use zeroing1 on vehicle weapons (primary turret) or just soldier weapons?
Throw me a mention if you have an answer for my problem
@narrow crow i have tried that, and it didn't work
for example on an m1919 ladder sight mounted on a willys jeep
i wonder, because it is a VEHICLE weapon, and therefore not a unique weapon (like you have as a dismounted player) if you can set it up like any other vehicle weapon source, like how we do muzzle flash rotation or recoil in the vehicle cfg
i might just try that now
damn i already did lol
{
class ReloadAnim
{
source = "reload";
weapon = "uns_m1919_tripod";
};
class ReloadMagazine: ReloadAnim
{
source = "reloadmagazine";
};
class Revolving: ReloadAnim
{
source = "revolving";
};
class muzzle_rot: ReloadAnim
{
source = "ammorandom";
};
class zeroAnim: ReloadAnim
{
source = "zeroing1";
};
};```
and model.cfg
{
type="rotation";
source="zeroAnim";
sourceAddress="clamp";
selection="rearsight";
axis="rearsight_axis";
minValue=0;
maxValue=0.1;
angle0="rad 0";
angle1="rad 90";
};
class OP_ROT2
{
type="translation";
source="zeroAnim";
sourceAddress="clamp";
selection="rearsight2";
axis="rearsight2_axis";
minValue=0.1;
maxValue=1;
offset0="0";
offset1="1";
};
etc
doesnt work
all of the other new anim sources work in that vehicle
and that anim works fine on a handheld weapon, using the raw source zeroing1 in the model.cfg
i think zeroing1 is unique to player vehicles, but I may be wrong
@livid heath same for me (mk19 sight) on a car class.. its annoying that reload and all those works but not this one
wondered if there was something else to use, like checking turret somehow
zeroing was added for vehicles on devbranch but afaik it's still broken
thanks! good to know
an m1919 ladder sight mounted on a willys jeep
might be relevant, maybe not. ladders[]= does not apply to p3d's with class=vehicle; (the simuation= is 'wrong')
a ladder sight is a gunsight, that has a sighting part moving up a vertical "ladder"it's not a ladder as in the type of object you use to climb up a wall. sorry for confusion there 😉
i'm struggling to get my houses to show up in Zeus
i can see for example structures (tanoa)/ airport / airport control tower in zeus
and it has scopecurator =2 and probaly its defined in the units = array in its relevant cfgpatches
so my houses have the exact same setup but for some reason dont show up
i have them listed, and i use preloadaddons list to load that pbo
only the houses dont show up. objects seem to be ok
all items show in editor
just not in zeus
isthere something unique to class house config entries and the way zeus handles them?
some other items dontshow up either, like backpacks
you can see my preloadaddons is working
the only thing non-standard i can think of, is that we have listed some items in units array but they may have only scope =2 and not scopecurator =2. i can try to locate and fix all instances of this.
could that force an entire vehicleclass to fail to load in zeus?
ok just managedto get some classes to show up for the firtst time. they were missing scopecurator =2
but some classes, already set wit hthat value, are not showing up. investigating
are they in the units[] array of cfgpatches?
nvm, I just read above that they are indeed
mystery solved. some of the classes had been changed by one of the team to Land_xx and in the units array they were still listed as xx
changing them to the correct classnames resolved the issue
i'm guessing from this that in order for zeus to correctly show your item:
- make sure
scope = 2; scopecurator =2; - make sure units[] has a full set of working classes listed with no mistakes/ scope 0 objects, or incorrect classnames
- make sure your pbo cfgpatches class name is in preloadaddons list[] in cfgaddons
and that's it
easy enough to manage with a small addon but when you're editing 12gb of historical arma 2 content with 100+ authors, it can be easy to miss these key points lol
Doesn't help that the whole system is convoluted and generally stupid.
what an insane situation to have to flood preloadAddons[] with one gazillion addon names.
I mean would you bother being fussy about this? or would you simply add every god-damn addon you make to that list and move on to much more important things?
btw @livid heath , pboProject would have automatically filled units[]= with the land_xx classes IF it can determine they are scope=2. either directly stated in the class, or in the inerited class(es)
it will also remove any unit name that is not, actually declared in the config.
really? that's very cool. and good to know thanks
same logic applies to weapons[]=
for what it's worth, a lot of our users have asked us to try to fix the zeus menus, hence us adding the main addons to that list, and then troubleshooting the units array lists. my pboprject isn't changing the list i've manually created. i assume it doesn't automate if something is present?
it should, without fuss. unless you are using an extremely old version of he free tools.
i use paid tools
ouch
so yeah i just fixed one of the addons that i was building with pboproject. i manually removed some of the (manually added) classes and it now loads in zeus
so pboproject wasn't automatically updating that list
how recently did you add the feature? i havent updated for a few weeks
2 years
hm, well it is not working then i guess
for me anyway
i don't mind though, as i like to use the units array for easy transposing to missions and classnames arrays
CfgAddons is required for zeus, not only CfgPatches.
yeah i listed that above commy bullet point 3
those three points nail the zeus list problem, based on your help yesterday
the alogrithm for cfgPatches is:
- it will unconditionally add a name IF that name is not there AND the name can be determined to be public
- it will unconditionally remove a name that isn't actually present in the config.
ok well that didnt work for me at all
Not intereseted in 'fixing' zeus, or cfgAddons. it's too messy to be troubled with (in code)
only when i manually removed some missing classes, and manually renamedsome uns_house01 to Land_uns_house01 (to match the config) did the units list then populate in zeus
pboproject 2.36
np. sounds like a neat feature to avoid this problem sneaking back in when another guy adds a config to our mod
absolutely
in theory there is no need to state anything in units[]= the dll is supposed to rebuild it, no matter what.
i think with a historical / large mod like unsung it has taken us a lot of time to get around to fixing zeus and 3den and al lthe other new fangled functionality
typically because we never used it much, but now it has become nice and stable, we're using it frequently in our own ops
Is weapon type handled by Editor category attribute? Like i.e. when you place down a box or a vehicle and go into its attributes to edit its inventory you have separate categories for assault rifles, pistols, machineguns and sniper rifles
It's sorted by really arbitrary details of the weapons config. For example, a primary weapon is considered a MachineGun if it uses the machine guns crosshair.
The logic is defined in BIS_fnc_itemType.
@livid heath , nice explanation of a problem that is now increasingly raised in here.
essentially, what you're saying is, if scopeCurator=anything, then a cfgAddons.preloadAddons is mandatory.
i can automate the 'distributed way'
np. yeah it's nice to crack an issue and see it resolved. given that 3den just loads stuff up its a shame that zeus can't somehow d othe same, but i do get it, it's the current version of the game and mission loading a certain number of pbos and unless your stuff is loaded zeus won't have access to it. in an ideal world zeus could have access to the "manifest" like 3den does, and then load up pbos as they become used by zeus. but i guess the game engine is more limited than that in terms of how it loads addons, i.e. at the beginning of a mission.
which is why, on the face of it you're seeing two similar menus (3den and zeus) but two completely different behaviours
wha twe discovered this weekend is also useful intel - like if you dupe an addon in the preload list, like having them distributed, but with one pbo listing multiple other instances, that overlaps wit hjthe other single entries, then your list wont be loaded.
with no error report, you would only know when you go and look for the issue
so now i'm going to have to go through all our pbos and folder by folder manuallyt check the units[] array is correct and functioning
and then hey presto! those items will suddenly appear in zeus
just checked rebuilding units= and it's friend. it's working as intended. the documentation for it is in the readme. I quick test for you is to place a unit that doesn't actually exist. Then check that my dll actually removed it.
shoud save you a bundle of time, going thru each config loooking for public classes
keep in mind that cfgAddons definition has downsides
as such i wouldnt enforce it
in general it should be used only by big total conversions like RHS, Unsung, SFP, etc
(downside = it gets added to savegames and missions as requirement; in other words even if your mod isnt actually used, cfgAddons always enforces as dependency)
best case BI would fix the Zeus coding, yet this is very unlikely to happen..
are you recomending that I do NOT generate a cfgAddons class IF scopeCurator is present? Is this because zeus itself might not be used for that mission?
I think there's a catch22 here. if the addon contains zeus stuff, how would anyone know it WONT be used?
it gets added to savegames and missions as requirement; in other words even if your mod isnt actually used, cfgAddons always enforces as dependency
Are you sure about this? The base game has a ton of patches preloaded that do not appear automatically in the addons[] array of the mission.sqm
The only thing this affects is the activatedAddons SQF command as far as I can tell.
@commy2 💩#9913 yep quite sure. the code logic behind that is weird in itself, but A3 base game is no good reference here
whats worse once you have started to use it, you are forced to stick to it as otherwise you break backwards compatibility
in addition if you make a slight mistake, if removing an "obsolete" cfgPatches class, or make mistakes with units[] (duplication or oversight), you break loading of missions or savegames - MP seems even worse to SP
activatedAddons is only relevant to MP from what i know - it essential has the same effect. it says what cfgPatches classes the player needs to have to be able to join the server (actually the currently running mission)
but A3 base game is no good reference here
Why wouldn't it be?
whats worse once you have started to use it, you are forced to stick to it as otherwise you break backwards compatibility
Not really, no.
in addition if you make a slight mistake, if removing an "obsolete" cfgPatches class, or make mistakes with units[] (duplication or oversight), you break loading of missions or savegames
Repro?
activatedAddons is only relevant to MP from what i know
It influences zeus placable objects in SP and MP with no difference.
Sounds like a lot of fear mongering to me.
each week there seens to be a blizzard of 'why doesn't zeus work'. The most effective summary of the 'why nots' was supplied by eggbeast. Based on that info, i'll provide an option in pboPro to 'enable zeus' properly. a) tha preloads are mandatory, no if's buts or maybes, and b) very few even know they're needed.
bottom line here is if you're going to make your addon compatible to zeus, these lists are needed, if they clog the engine, they're still needed. So, don't use zeus at all, or live with the bullsh*t.
@commy2 💩#9913 nothing to do with "fear mongering" - all this is from practical experience since WGL (OFP), ACE, to PROPER mods, PvPscene tweaks and now IFA3
if you want a recent example, ask the KOTH guys how cfgAddons issues made their mission no longer loadable, or server admins using IFA3, or if BI messed up and SP savegames were no longer usable
also preloadAddons is surely not always necessary for ZEUS as otherwise a lot more ppl would have whined it not working
this is not to say there are conditions which assets not visible in ZEUS and cfgAddons helping to overcome it. still the underlying issue has to be different as otherwise there would have been a lot more problems
like this workaround from BI
//--- No addons defined - use all preloaded addons by default
if (count _addons == 0) then {
{
_addons = _addons + getarray (_x >> "list");
} foreach ((configfile >> "cfgaddons" >> "preloadaddons") call bis_fnc_returnChildren);
};
_addonsCount = count _addons;```
I don't see any problems, just fear mongering.
idiot question: why use zeus at all? what does it do that the 3den editor can not?
React live to what the players do mid-mission
as in create or delete vehicles?
yep
Like.. "Oh crap. Players are progressing too fast. Need to give them more enemies"
sounds like standard housekeeping loops in init.sqf would achieve same.
no garantee of course that the vehicle they spawn is in fact in any addon at all., which is where zeus would be helpfull with it's requried addons in the misson.sqm. but, sound slike they've ball's it up.
My group mostly uses Zeus to create dynamic missions
ok.
No time for someone to sit In 3DEN for an hour to build something.
We build while the players are playing
i think you mean you apply newly built stuff while the mission is still in progress?
yea
that's useful, and obviously, MP.
Yeah. In SP I don't see much use for Zeus
well if somone decides auto creating cfgAddons.blah, is a 'good idea' (tm) I'll implement it. It's like trying to get cat's to cooperate in here 😎
well @jade brook, @stoic lily raises some very good points, which we should consider carefully, i think. I can kind of understand his point. that if my mission now has list of requiredaddons based on the preloaded addons, then in future if i delete a redundant addon all my old missions will have that required addons listed. this is fixable if you dont bin your missions as you can manually edit the mission.sqm. but as BI set it to default binarize your missions when saving in the editor, most people won't have that option. and with 200pbos in our mod, it may be that forcing all 200 to load is a step too far, if it can be avoided
re ZEUS, it is a good tool that manyt clans use in MP in their missions, which is why we ignored it for 2 years and only now are fixing the issues in unsung lol. we have asked other gamemodes to adopt unsung int otheir missions, and they won't if ZEUS doesn't work really well
I guess the other issue @stoic lily raised is cross-contamination. i.e. if you load a vanilla, or, say RHS, mission, with unsung mod loaded and then without placing any unsung stuff in your mission, you save the mission. the mission will now require unsung mod, because it was all listed in preloadaddons - am i reading that right kju?
as he says, that wouldn't be a deal breaker, as who would have unsung and RHS in a mission (only frankle maybe lol)
but for other people who make a rifle mod, or a headgear mod, or a medical mod, etc assume you have tons of those loaded and you dont use much of them in your mission. the mission.sqm would only list the mods you placed parts of, in your mission in 3den. BUT if they all follow the "zeus-fix logic" i wrote up on the BI forum yesterday, then your mission.sqm would list ALL of your running mods (assuming they used preloadaddons) whether you placed an item from them in your mission or not. so, the net result is a considerable problems in mission /mod compatibility for the less gifted and talented arma users.
does anyone from <@&105622502444711936> have a view to help us out here?
this is a fairly serious issue that could do with a partial-at-least community consensus
>in addition if you make mistakes with units[] (duplication or oversight), you break loading of missions or savegames i can see this happening, because preloadaddons would fail. but that would be a deal-breaker across your whole mod - meaning you have to find and fix it in your beta testing - basically if one item fails, everything fails to load, and your mission will spit an error missing "whatever item it comes to first in the mission.sqm" - thinking more on this actually it could be hard to locate the problem, as you might have 200 pbos to check (we use svn so could id the issue quickly in the logs, as we build and test almost daily). unless you use mikero tools to make your units[] arrays that is 😃
to zeus or not to zeus...
well, for us, we'll want to zeus.
so is there any better way to achieve zeus compatibility ? the only other way to do it, is in EVERY mission using your mod,
- place a game master module, synch it with manage addons module
2.place one item from each config class (1 usmc soldier, 1 army soldier, 1 nva soldier, 1 SEAL, 1 SOG, 1 pilot, 1 uh1, 1 ah1, 1 ch47 etc etc) and synch them to your manage addons module - tedious but once done, possible to copy and paste to each mission - make each unit simulation disabled and hide model
so that's what i was trying to help people avoid doing.
that if my mission now has list of requiredaddons based on the preloaded addons, then in future if i delete a redundant addon all my old missions will have that required addons listed.
But that is not what happens.
it definately happens with the 2d editor and savegames. maybe/likely Eden editor has different coding/system - if its really no longer an issue there.
and its also definately an issue for other conditions
I want someone to test this, because none of the patches listed in CfgAddons from the base game appear in the mission.sqm's addon[] list, unless an object from the patch was actually placed in the mission.
@stoic lily if you check the top of any mission sqm there is a value version 2d editor value is version=12; eden is version=53;
Pretty sure he knows this.
Well then its just information for everyone 😄
eden format has very different setup compared to old mission.sqm
Can not load saved missions due to missing addons?
http://www.armaholic.com/forums.php?m=posts&q=17477
this is a classic case of save game not loading (that said hard to judge this case and OA vs CO added its own complexity - still this is what happens)
how to locate missing addon files
https://forums.bohemia.net/forums/topic/137626-how-to-locate-missing-addon-files/
this is the unable to load mission (as DS or not able to connect as player) (again this could have had other reasons but still is the standard behavior when such cfgAddons issues arise)
Those threads are older than this game, let alone 3den.
as said i cannot speak for Eden
Someone couldn't load a mission, therefore CfgAddons shouldn't be used. Somehow there's some steps missing here.
the only other thing i could see being a possibility is BI changed the requiredAddons enforcement with recent patches as they werent able to fix stuff like that:
https://feedback.bistudio.com/T121712
before this made you not able to load the mission as server admin
That report has nothing to do with the posted warning message in there. That message appears for every dedicated server now and can be ignored. It has nothing to do with CfgAddons either.
i don't see changing a mission as relevant. it's well known (or should be) that irrespective of zeus, "addons stick like glue" even when you remove the units in the mission that causes that addon to be listed. this has been a mantra since ofp times.
zeus is not to blame here any more than standard mission,.sqm making, if you alter the units, alter the mission, all bets are off but the previousl listed addons remain.
I don't want to intioduce the above as a complete wobbly to this discussion, but changing a mission should not be part of this.
Someone should document what CfgAddons actually does.
I got rhs loaded at work from time to time & saving missions in 3den with it doesn't cause any unwanted dependencies
I guess it might differ if you are changing some vanilla addon
I am only aware of the old 2d editor which did not remove addons once listed, perhaps 3den is smarter, perhaps not. Based on what kju says, zeus editor is not smart enough to remove them either. My take on this is altering a mission at all is irrelevant to whether we have special problems with zeus, or not.
i guess I can test this by loading up unsung beta and something of commys (got a link mate?)
i will check that both cfgaddons\preloadaddons are listed in configviewer then i'll place one each of our items, and then check what happens to the mission.sqm dependency list
sound like a plan?
indeed
i can also then remove all of commys items, save the mission and then open it up and check its content
might help us sort this out
typically, while now all my houses show up in zeus, my backpacks still do not. vests, accessories and headgear show up fine. backpacks are a little special i know. anyone know if there's a reason the ywont show up? i've checked that 1. addon is preloaded, 2. each item has scopecurator =2; and 3. units[] array is populated correctly. I note also that vanilla zeus menu has all of the items like vests and headgear, weapons and accessories (i assume using the groundholder cfgvehicles classes) but it also lacks any backpacks
Well, then it's a bug with zeus.
The groundweaponholder thingies could work for this if they show up for weapons and helmets already.
although backpacks are already vehicles
a groundholder is basically a vehicle class that contains a weapon in cargo. which enables a player to interact wit hit and pick up the weapon. so that works for accessories, items, glasses, headgear, uniforms, vests, and weaponry because all are class cfgweapons
but a backpack is a cfgvehicle, like a car or house
so you'd expect it to work out of the gate
All vehicles, including ground weapon holders, have a backpack cargo. So just put the backpack into the groundweapon holders backpack cargo. Just like some ammo boxes that already contain backpacks. Like the FIA cache.
i think to recall it ignores weapon holders
or special type of them
i guess best way to find out is to read the ZEUS scripts
its fully scripted, isnt it?
(with some special curator sqf cmds)
@dusk jungle do you make KOTH missions with Eden editor or still 2d editor based?
a3\functions_f_curator
this is Zeus source, isnt it?
https://community.bistudio.com/wiki/Curator
how are the/most curator sqf cmds relevant outside Zeus?
If there's an eventhandler called CuratorObjectRegistered, it already gives away that at least some parts are coded, not scripted.
Is there a fast way to show magazines "attached" to hardpoints?
ok nvm I can use getCompatiblePylonMagazines command
@jade brook All vehicles, including ground weapon holders, have a backpack cargo. So just put the backpack into the groundweapon holders backpack cargo. yeah i realised this when i was cooking earlier. i can just make a set of groundholders like we use for vests or uniforms and add them to backpackcargo. it's because they have this unique cargo format that the yneed special handling. i guess BI just never addressed it for their own packs.
yet in other gamemodes akin to DayZ, you can run about finding packs in houses, so they are obviously useful to have.
ok so experiment results follows:
I placed a single vanilla unit in editor and saved the mission
mission.sqm reads
addons[]=
{
"A3_Characters_F"
};
I placed both an unsung and BWA unit and save it
addons[]=
{
"A3_Characters_F",
"bwa3_units",
"uns_men_US_11ACR"
};
next i deleted the unsung unit and saved it
addons[]=
{
"A3_Characters_F",
"bwa3_units"
};
lastly i deleted the BWA unit and replaced the unsung one and saved it
addons[]=
{
"A3_Characters_F",
"uns_men_US_11ACR"
};
so, 3den mission editor only lists the addons placed.
as expected/ hoped
I checked in config viewer and cfgaddons had a big list of addons for each of BWA and unsung
meaning my game had preloaded them, they were just not forced int othe mission file
@stoic lily does this help?
ok yes adding an item_f clone in config vehicles with a backpack added to cargo loads fine and is useable in Zeus
#define backpack_xx(a,b) class _xx_##a {backpack = a; count = b;}
class CfgVehicles
{
class Item_Base_F;
class uns_bpack_gh_base: Item_Base_F
{
author="Unsung";
scope = 0; scopeCurator = 0;
editorCategory = "UNS_All_Obj";//EdCat_Equipment
vehicleClass = "aa_uns_backpacks"; //Items;
editorSubcategory = "aa_uns_backpacks";//EdSubcat_InventoryItems
displayName = "Backpack";
model = "\Uns_Backpacks\uns_backpack_generic.p3d";
class TransportBackpacks
{
backpack_xx(uns_bpack_gh_base,1);
};
};
class UNS_BA22_Para_gh: uns_bpack_gh_base
{
scope = 2; scopeCurator = 2;
displayName = "(UNS) BA-22 Parachute";
picture = "uns_backpacks\ui\icon_ba22_ca.paa";
class TransportBackpacks
{
backpack_xx(UNS_BA22_Para,1);
};
};
//etc
};
Hi awesome peoples
Can houses have turrets?
Or would I have to make them as individual turret objects and place/attach them?
afaik a house class has no inheritance heritage to class mainturret. if you want say a bunker with an mg, you should probably make the whole thing as a class staticweapon
static weapons use tankx simulation 😛
alright thanks
maybe Ill just attach staticweapon objects to my building
since Im having turrets pointing in all directions
we had to disable tankX for static weapons as it was causing too much issues
ohhh is this why our artillery pieces are now flying around? a tank change causing unreasonable recoil?
i was about to dive into that
ahhh thanks i'll go fix it
is that dev branch only as an array?
// muzzleImpulseFactor[]={0,0};
muzzleImpulseFactor=0;
i recall addign that to my Cobra GL with your help before, but not as an array
no, it is on stable
thanks!
@hot pine thanks that fixed the issue on our static artillery pieces. would it be theoretically possible to use it on those items to create a small recoil effect? with say a 0.01 value or something? or it that asking for trouble?
they all have physX lods
I'm using it with small recoil on some arty pieces or mortars
it's dependent on the mass and geo so you need to be careful with it
ok thanks
what is the basic difference between Car and Car_F? Same for Tank and Tank_F?
I'm trying to find all vehicles that could be used by player near some position with nearEntities
Maybe LandVehicle. Can't remember exactly.
Car is the old base class, and Car_F is the new one. so generally car has simulation = "car" and car_F has simulation = "CarX" which means it uses physx
if people are still using the old simulation types, they're insane. as for a start they are unsupported in 64 bit libraries.
So is it fair to say that Car_F is to Car what ThingX is to Thing?
Is there a wiki page about plane flight model?
@jade brook not sure as we have a lot of Things in ourmod and they cause no issues
but if you have one car without carX sim on it, say goodbye to your game/ server.
Yeah, some base game assets are Thing. Probably because PhysX on everything would be a waste. But I think all vehicles use PhysX. They probably dropped support for the A2 simulations at some point.
Yes when 64 bit was developed. Unsung began crashing every time a player mounted a car
We submitted crash logs and bi fed back that 64 bit was not supporting the old simulation types
We spent about 6 months fixing the mod because of that
ok another conundrum for the day. for a while i've wrestled wit hthis problem
i'm thinking that i must be inheriting some old picture format system in the config from my rifle base, or the attachments base in my configs
class PointerSlot : SlotInfo
{
linkProxy = "\A3\data_f\proxies\weapon_slots\SIDE";
displayName = "$STR_A3_PointerSlot0";
compatibleItems[] += {"vn_b_type56"}; //use += to add a class to the stock array
iconPicture = "";
};
so, what would be the correct way t oconfigure the attchment to avoid it trying to add in these old _x format textures? does anyone know?
notice how it's adding the _x into the title of the file?
#define ICON_OVERLAY_DISABLED \
iconPosition[] = {0,0};\
iconScale = 1.0;\
iconPicture = \A3\Weapons_F\Data\clear_empty.paa;\
iconPinPoint = Left;```
The x is added meaning no attachment.
Searching for the doc, but can't find it <.<
This is basically the route you should go: https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Inventory_icons_overlay_method
And the x is required in the icon path.
https://community.bistudio.com/wiki/Arma_2_Weapon_to_Arma_3#Inventory_Icons you were looking for this?
Yeah, but this is the old method.
thanks rey, implemented
any idea why it has no effect on the launcher weapon?
If there is no slot with positive value of iconScale property, the game falls back to old behaviour
i set it to 1, 0 and -1 and the same behaviour happens
completely removing those enbtries, to match stock BI weapons like this
class WeaponSlotsInfo
{
allowedSlots[] = {};
mass = 100;
};
also the popup still happens
so strange
How can I give shortcuts a command of context menu of 3DEN?
{
text = "Show animation from clipboard";
action = "((uiNamespace getVariable 'bis_fnc_3DENEntityMenu_data') select 1) switchMove copyFromClipboard";
conditionShow = "hoverObject";
shortcuts[] = {"512 + 0x22"};
};
Not working for me
It's now working by adding same command in the menu bar with a shortcut...
Is there a way to disable the BIS Freefall function that runs whenever a player is > 100m in the air
I remember people talking about it a couple years back but i dont think anyone figured it out
Say I wanted to make a grenade launcher compatible with ACE's HuntIR 40mm grenade, how would I go about doing this? Making a compatibility between two underslung grenade launchers so they can share the same ammunition
Nvm, found out ACE had the process available on their Framework site.
Thank you though.
Haha, cheers though.
Have you tried switching animation scorch?
well thats only a temporary solution
we're attempting to move to png for picture image sources for weapons due to how compact they are. apparently they should work ok in game. does anyone know if this is true? and secondly, i can't seem to get pboproject to pack the addon. it keeps failing saying it failed to convert the png to paa. is there a custom setting in the tool i should be using? anyone know what format of png i should use? currently it is 1024x768 and 72dpi. have tried to edit the options but it doesn't seem to help.
FIXED - they need to be 8bit not 16bit. sorted
ok next conundrum of the day:
so BI mines appear in Zeus menu, but not in 3den menu. My mines, which inherit from BI mines but have a few changes, appear in 3den but do not appear in zeus.
BI mines work in zeus
my mines work in 3den
so, i compared the cfgvehicles version of the BI mine and my mine. and BI mines are side =4. If I change my mines to side =3, they now show up in Zeus but do not activate.
but they stil lwork in 3den
DESIRED: I'd ideally like my mines (and perhaps BI mines too) to show up both in 3den and zeus menus, and be placeable, detectable and detonate in both scenarios.
Make two classes. One for zeus, one for 3den. ?
that is such a good idea. although the interaction between the cfgvehicles class and the magazines and ammo is a little murky.
do you have any new mines in BWA?
DM31 AT is a mine. But this is the single classname in the mod not made by me. No idea if it shows up in 3den or zeus.
ok thanks, will explore
thank you @jade brook that solved my issue completely 😃
so i can now have BI mines placeable in editor and zeus too, though i'm not pursuing that as we don't use them in vietnam era
somebody may want to make a patch though i guess
i wonder why BI didn't implement it?
maybe AI cant detect them or always detect them or something...
must be a reason
What did you do? Make two classes or zeus and 3den?
in ofp times only an 'engineer' or 'mechanic' could detect them. maybe still applies
or perhaps i got that wrong and they are the only ones who could disarm them.
two classes yes
mines have config entries now governing how detectable they are
we have extremely hard to detect punji traps, with about 50cm grace from detection to triggering, to enforce walking in the forest 😃
you need a trapkit (our clone of the BI mine detector) to detect traps, and a toolkit to disable them
vanilla mines are available both in 3den and zeus
maybe you are overwritting some vanilla configs?
Didn’t get answer in scripting
So will try here as its a config thing aswell
how can i make the tracks on verhicles are invisible
tried
AA_7 animate ["Track_R",0];```
an when doing animationSourcePhase gives me that value back in game
but they still show
any one know what animation state the tracks need to be in ?
Tracks cannot be made invisible afaik.
setObjectTextureGlobal might do it, though I’m not sure
Might also screw with other things if it does
I don't recall a single vanilla asset that has a selection for just the tracks.
Yeah, you’d probably have to make it invisible through a custom texture
Though I’m not sure if that can be done from mission file
on devbranch you can set hitpoint damage on track to make them disappear
- maybe with simple object you can hide them
Dont regular hide animations work on tracks?
No.
animate only works on "regular" (user) animations, and there are none for tracks.
https://community.bistudio.com/wiki/hideSelection
« Only seems to work for objects created with createSimpleObject, and will only work for certain selections. »
reyhard - Today at 2:48 PM vanilla mines are available both in 3den and zeus maybe you are overwritting some vanilla configs? i tested it in editor with no mods running - just vanilla. BI mines don't show up in the things\mines menu
can anyone else confrm?
does anyone know if shotcount = X works in A3 for shotguns?
doesnt seem to from my tests but that was a year or so ago
damn :c
i think it would be worth experimenting with but yeah i had no luck
I thought I read something about shotgun weapon types not being supported anymore
we have about 10 shotguns including a 40mm grenade launcher buckshot, and a 155mm tank with canister rounds
all work great
but the number of pellets don't seem to change
i think it is fixed at 7
so our canister is basically 7 he mini-rounds
to simulate flechette effect
same with ours lol
the buckshot spread works perfectly though, yo ucan see it impacting and it's a very nice effect
so idk why people say BI doesn't support shotguns. we've not had any significant trouble implementing them
yeah like said they work just not much control
you can always use submunition for that
This is a tank gun, but it should work the same for a rifle really. https://git.koffeinflummi.de/bwmod-team/bwa3/blob/master/bwa3_vehicleweapons/CfgAmmo.hpp#L70-75
shotSubmunitions ammo with triggerTime 0. Apparently this creates 200 projectiles, which scares me and I somehow doubt it actually creates that many oO
the only issue with shotguns are animations afaik. the fact that it needs some workaround to make it work somehow
Yeah, but that is true for all manually operated weapons.
yes
our canister rounds cause even seasoned vets to run for the hills. they are truly horrific
i just noticed that HE rounds (tried the Nyx 20mm) do not produce explosion effects when they bounce anymore... yay
havent tested if they still do explosive damage when they bounce though
Hi guys. Im trying to add a simple ladder to my house. I added this to my house object:
ladders[] = {{"Ladder_1_start","Ladder_1_end",2.5,"Ladder_1_action"}};
and placed the mempoints accordingly, but the climb action never shows up
anything Im forgetting?
I also added the geometry and roadway lods, same as pierladder_f.p3d
@fathom thorn never done ladders before, but where are you putting ladders[] = {{"Ladder_1_start","Ladder_1_end",2.5,"Ladder_1_action"}}; Config? Model config? If I'm not mistaken I'm pretty sure you need to setup your selections (Ladder_1_start, Ladder_1_end) in the skeleton selections for your model in the model.cfg in order for it to recognise those selections. Reason why I suggest this is because you need to do this for other stuff such as hiddenSelectionTextures = [];
Question how does config overwriting work in Arma 3?
Like lets say I wanted to write a mod that changed up the magazines of a certain vehicle from vanilla
Find which config patch (CfgPatches sub-class) the original config is from and put that into requiredAddons of your patch.
Then recreate the inheritance tree of the class you want to change.
And finally overwrite the config entries with the new values you want.
Does load order matter on the mods?
@brave root yes I did all that, just like a vanilla ladder is setup
Do they need to be in the skeleton too? They are just non-moving mempoints
I dont indent to change its textures, so hiddenSelectionTextures Im not using in this case
Sabre One, No.
@fathom thorn I used hiddenSelectionTextures as an example, but I’m pretty sure you still need to define the selections in the skeleton the model is using.
No they dont need to be in the skeleton in order to be used by the config. HiddenSelectionTextures needs to be in sections. Other mempoints dont need to be in the skeleton either
As far as I know, skeleton only need the bones you want to use for animations
class LAND_UNS_Fuelpump: LAND_UNS_FuelDepot
{
scope = 2; scopeCurator = 2;
displayName = "Fuel Pump";
model = "\UNS_Buildings\west_buildings\CSJPet8_pump.p3d";
icon = "\uns_icons\house.paa";
ladders[] = {{ "start","end" }};
};
that is all that is needed, with two memory points in the memory lod of the model, in this case, "start" and "end". Placement of the points (relative to each other) is important. as it governs the direction that the player faces when he mounts the ladder.
I've never seen the additional number and action in a ladders array. is that something new and undocumented?
Yeah maybe. Its from the devbuild
I dont get the "climb ladder" action. I would think I needed 1 more point for direction, but the vanilla ladders just have 1 on the bottom and 1 at the top
When I debinarized the vanilla ladders, they too have just these two points. Does that mean it doesnt matter which direction I face the ladder?
@livid heath my bad... since I was using the devbuild approach, it ofc didnt work on the current build
"Placement of the points (relative to each other) is important. as it governs the direction that the player faces when he mounts the ladder."
so the lower one is towards the back of the player when he is climbing, relative to the upper one which is towards the front of the player when he is climbing.
the direction he faces is auto-calculated from the relative direction from start (bottom) to end (top)
https://forums.bohemia.net/forums/topic/140837-development-branch-changelog/?do=findComment&comment=3236833
ladders[] = {{"Ladder_1_start","Ladder_1_end",2.5,"Ladder_1_action"},{"Ladder_2_start","Ladder_2_end",2.5,"Ladder_2_action"},{"Ladder_3_start","Ladder_3_end",2.5,"Ladder_3_action"}};
{ladder start pos, ladder end pos, action radius, name of component in geometry lod}
wiki update in progress 😉
ok thanks guys
I'm wishing to make a 7.62mm Armor Piercing round capable of penetrating 30mm of RHA at 100m in Arma/ACE (M948 Sub-caliber ball ammunition, freaky shit).
How exactly do I make a round armor piercing?
caliber property of ammo defines penetration
https://community.bistudio.com/wiki/CfgAmmo_Config_Reference#caliber
^ just noticed that this has been missing before
its possible to make a flag on terrain builder and the anim work?
or can i make a script to place the flag automatical in eden? idea?
vanilla flag
Alright, so I'm using RHS BTR-70 as a benchmark. If I use caliber 3.9 it does nothing at all to the front or sides of it, if I use 4 it absolutely destroys everything, engine, gunner, driver.
@junior bane #arma3_terrain might be better suited for that but you should just test if a flag works as TB palced object and yes you can make a script that places the flag too if TB placed flag does not work.
yeah penetration is gonna cause strange behaviour when using modded vehicles, as most modders don't do their armor properly. I imagine RHS is a much closer candidate to vanilla, than most other mods. maybe try on other mods too, and you'll see all kinds of weird and random effects. 😉
when you look at a lot of vehicle mods out there, their damage models are probably not up to basic spec. i know in unsung mod ours are shite.
i'm slowly overhauling them but it's a task we do in parallel to many others, and with tanks dlc changes dropping in all the time we're waiting to work them over fully.
i think damaging the engine so the vehicle doesn't start rather than it passing on to the rest of the vehicle and the whole thing exploding would be very cool. just not sure the game engine supports that.
caliber is responsible only for penetration
where hit is responsible for damage
if it deson't penetrate then it doesn't do damage in RHS
in vanilla you have overall hitpoints configured to receive damage no matter if penetration occurred or not so it's way more different comparing to RHS
interesting!
@hearty sandal yeah, the flag doesnt work placed in terrain builder. The mast is placed, but not the proxy (flag).
my idea was with createvehicle in config or some alternative. but i dont know how it worked.
i try with position and createvehicle of flag in eventhandler from a another object with the config - dont worked. placed with object with eden - the flag spawned on the position...
you can try making it a LAND_myflag class
and adding in a few things to the properties
not sure what's best - class flag? map something? placement vertical
you need to make sure the config is read by the terrain builder - so LAND_myclass and properties like class house make a difference
i've seen some buildings work with proxies and others not. never had to understand it though... yet.
and i nthe config animated =1;
need to manage autocenter values in both flagpole and flag carefully so they appear correctly
sorry for being vague. might put you on the right path
flags are pretty unique, as they have special simulation.
class SimpleObject
{
animate[] =
{
{ "Flag",0 }
};
hide[] = {};
verticalOffset = 0;
};
i have that in my config which patches Flag_US_F //FlagCarrierCore
Just can’t find what animation name is linked to the tigris threats
Any one have an idea?...trying to hide them ...with tank DLC we get “spare” treats so idea so make it look broken down
@livid heath: i cant add names in property. its vanilla flag. ^^
oh ok and what it won't be placeable in a terrain and work? are there any working flags in tanoa/ altis etc?
Hey guys. I have a question about gunship sights. When playing as the gunner on a Blackfish, there is a CCIP pip. Usually the CCIP pip is off-screen which is pretty useless. Is there a way to align the weapon and sight so that rounds hit the center crosshairs?
They're adding FCS to it on dev branch, so shouldn't really be an issue in future
Ah, okay. Cheers.
hey, I got a quick question.
I want to replace the sounds of a weapon. It should be a new addon, I dont wanna touch the original weapon pbo. So I need to make a replacement config, here is what I need help with.
Lets say the original weapon classname is Weapon_A_variant_1 and Weapon_A_variant_2, the base class from which both of them inherit is Weapon_A_base then I need to do something like this right?:
class Weapon_A_base
class MyReplacement: Weapon_A_base {
resound parameters
};
};```
Is this correct? I don't have to touch the actual classnames of the different variants right?
yes that would create a new variant of the weapon
Just can’t find what animation name is linked to the tigris tank threats (or any verhicle )
Any one have an idea?...trying to hide them ...with tank DLC we get “spare” treats so idea so make it look broken down
do you mean "treads" or "tracks"?
a threat is when someone points a gun at you and growls
and a treat is when someone gives you a candy bar
wheelL and wheelR move the wheels. and damper makes them move up and down, along with part of the track
i'm not sure what magic works on the tracks themselves. as it is often inherited from the base tank, and not specified in the model.cfg / vehicle config, certainly not in our mod anyway sorry.
the visual selection is called pasoffsetL and pasoffsetP on the tracks
I imagine some magic happens on those sections, like the texture is animated round and round
you could add a hide anim for those. it might work out
although you'd need to add those "sections" as bones, and that could be a bit of a chore to work out (as they contain a lot of small fiddly bones like podkolol1-8 and podkolop1-8 etc.
Thanx
Will try that
Can you have multiple types of flares? For vehicles?
Explain
@sullen fulcrum
You mean if there is a classname that contains a invisible item. No.
nevermind he already put it in
could it be this line I'm missing?
identityTypes[] = {"NoGlasses", "LanguagePER_F", "Head_Persian", "G_IRAN_default"};
try - identityTypes[] = {"NoGlasses",0,"LanguagePER_F",0,"Head_Persian",0,"G_IRAN_default",0};
discord kind of fucked it up but here
All right, I will try it in a moment
Without the values ("O" in this case, it can be set to a higher number for frequency), then it's probably default to a random number.
0 will disable the frequency, meaning no randomization.
pertaining to the identity type
I tried your tweak, but it still gives random facewear
Unsure, then.
When I added facewear = "";
allowedfacewear[] = {""}; to config bandanas, balaclavas etc don't spawn anymore
but goggles still do
what would be parameter for goggles?
Turns out all those goggles were from US Forces 2000's mod and without it facewear doesn't randomize anymore
thanks for trying to help guys
On what basis, the condition="bomb"; in class MFD knows that selected weapon is of bomb type?
weaponType category in cfgAmmo probably
@untold temple could that be obtained via SQF?
hmm never used getText, could that be ussed with currentWeapon? So it will return true for example if selected weapon is atmissile
@untold temple returning value from cfgAmmo weaponType seem to result in "Default"
:/
how are you finding the current ammo classname?
via currentMagazine
but I checked in config viewer , and in all entries in cfgAmmo there seem to be weaponType="Default"
ah right, then it's determining it from the simulation type
which endstar mentions in the above
but I think the simulation checks are quite complex. Since both rockets and missiles are shotmissile, it must determine it from various things like locking characteristics
Yeah I just checked that :/
So not sure if there's a command to return the which "weapongroup" the current munition belongs to. I guess the MFD "condition" and keyboard controls for switching between guns, bombs, rocket groups etc. is all engine side. Perhaps @bold tapir can say for certain
Too bad there is no way to somehow set value in class MFD , so that it can be referenced in SQF
Or actually no, I can do that
What I can do is, in class MFD create simple condition, it it is true, it will draw text saying "Something" somewhere, and reference to that via getText
Yo, can someone give me a good tutorial or example on who to take existing stuff
and make a new unit / faction out of it.
I am just wanting to take some TYRK clothing, and RHS weapons, and combine it into a new group of units.
I would like to define some groups too.
Hello, got a quick question i am creating a new faction and they don't seem to want to spawn with their Uniform even though i named the class correct " uniformClass = bla_bla_uniform_something"; but his spawns perfectly with the backpack.
Doesn't look that correct to me though. bla_bla seems unlikely to be a valid classname
lol
good one
class CfgVehicles
{
class B_Soldier_base_F;
class VC_Rifleman: B_Soldier_base_F
{
side=0;
faction="Vietcong";
backpack="rhs_sidor";
vehicleclass="Vietcong_Infantry";
author="Wolf";
_generalMacro="VC_Rifleman";
scope=2;
displayName="Rifleman";
identityTypes[] = {"Head_Asian","LanguageENG_F","G_GUERIL_default"};
uniformClass = "rhs_uniform_m88_patchless";
weapons[]=
{
"rhs_weap_akmn",
"",
"Throw",
"Put"
};
respawnWeapons[]=
{
"rhs_weap_akmn",
"",
"Throw",
"Put"
};
magazines[]=
{
"mag_10(hlc_30Rnd_762x39_b_ak)",
"mag_2(HandGrenade)"
};
respawnMagazines[]=
{
"mag_10(hlc_30Rnd_762x39_b_ak)",
"mag_2(HandGrenade)"
};
cost=300000;
threat[]={1,0.700000,0.300000};
linkedItems[]=
{
"rhs_uniform_m88_patchless",
"rhsgref_M56",
"ItemMap",
"ItemCompass",
"ItemWatch",
"ItemRadio",
"ACE_fieldDressing",
2,
"ACE_morphine",
1
};
respawnLinkedItems[]=
{
"rhs_uniform_m88_patchless",
"rhsgref_M56",
"ItemMap",
"ItemCompass",
"ItemWatch",
"ItemRadio"
};
model="\A3\Characters_F\BLUFOR\b_soldier_01.p3d";
camouflage=1.600000;
hiddenSelections[]=
{
"camo"
};
HiddenSelectionsTextures[]=
{
};
};
};
lol
Are you sure your linkedItems array works that way? the last 4 entries look wrong.
For one numbers are not classnames. Second these ACE Items are not items that would normally be linked
For uniform you probably need the CfgVehicles classname. Not the CfgWeapons one
Did you read what I wrote?
Yeah cfgvehicles
the last 4 entries look wrong.
Your answer The second one from top works though
didnt you mean the linked items ?
Yes.. I did
and i the helmet is not called until it goes to the linked items
How is that in any way relevant to what I told you? ^^
I said the ACE items and uniform are wrong. And you answered "But the helmet works".
so they should be added under the CFGVehicles class
Uniform in LinkedItems is also wrong. See https://community.bistudio.com/wiki/ArmA_3_Replacement_Config_Tutorial#Preparing_the_addon
well check that one out
More reference https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide#Character_configuration As you see Items go into Items
And https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide#Uniform_configuration Looks like it is using the CfgWeapons entry.
Items[]
For uniform I'd suggest to try a vanilla one. Might also be your requiredAddons entry not requiring the RHS config with the uniform. I don't think that could cause this. But correct requiredAddons are still good practice.
oki Thanks for the help
Hey guys quick question that maybe someone would have an idea what to do. I'm looking to make a patch for grenade shell mass to make them lighter, meaning you can carry more
Currently have this https://pastebin.com/7dAtmRcT
And its throwing an error: https://cdn.discordapp.com/attachments/241762519943741450/423600671070093322/20180314165721_1.jpg
Would anyone have an idea of what I'm doing incorrect with my code? Much appreciated in advance, I'm self-teaching myself most of this so I feel like I'm missing something simple
hat...
what
That config literally has no link to the error you provided. They aren't even related.
It's either that
or you took the config from the magazine
and renamed classnames that you shouldn't of renamed
so your config points to absolutely nothing and the magazine is now missing a config.
So I've removed the classname of the default shell then? 1Rnd_HE_Grenade_shell is being overwrote by the new class and has nothing to inherit from. Or is that incorrect?
oof.
What was the classname of the original magazine
my guess is that it was the name on the error
You need to put the config patch of 1Rnd_HE_Grenade_shell into requiredAddons.
1Rnd_HE_Grenade_shell
This the the class that all the 40mm shells are pulling from, at least from what I can tell.
The error is throwing multiple names. Im assuming its anything with relation to the orginal
Modifying the existing shells
You need to put the config patch of coal_ugl_shell into requiredAddons. : )
Im going to try that now and see
Anybody know what might cause this behavior? AI drive fine on roads, but do this silly wabble dance on anything even slightly inclined
has anyone experience with dontCreateAi use?
it appears that if you force in AI via scripting in such turrets, the AI in such will leave the vehicle automatically when the vehicle is hit
more details: https://forums.bohemia.net/forums/topic/190809-iron-front-in-arm3-lite-preview-versions/?page=67&tab=comments#comment-3274742
For dedicated testers interested in campaigns/SP/COOP, please check:
For some reason my custom cannons for my AC-130 can no longer lock onto laser target, even though they could and that was after the sensors update
@strange egret
_deflectionDirDistribution = par.ReadValue("deflectionDirDistribution", 0.5f);
_penetrationDirDistribution = par.ReadValue("penetrationDirDistribution", 0.25f);
soon on devbranch
- triggerOnImpact & deleteParentWhenTriggerd
In identity types if I want to change head of the units, what are classes for Iranian and Greek faces? I know for nato it's Head_NATO, but couldn't find names for the other ones on wiki
thanks
@hot pine cool stuff, thanks
what was the adjustment of the penetration materials on vanilla vehicles? Ive seen one entry in the changelog
Some vehicles had very weird materials applied
Like ie Armour. Rvmat on whole engine block etc
i see
engine block using solid metal made big problems for me as well in damage model. I use plate material of defined thickness for that since a while
If a class has numerous parents, how far back do I have to go for inheritance to work properly?
For example, these are the parents of an RHS Helo.
["RHS_UH60M","RHS_UH60M_US_base","RHS_UH60M_base","RHS_UH60_Base","Heli_Transport_01_base_F","Helicopter_Base_H","Helicopter_Base_F","Helicopter","Air","AllVehicles","All"]
depends what you're changing
for every subclass indent, you have to start inheritance from one stage further back
Yep, fixed it. Thanks.
Does anyone know what limitations there are to the delete function in configs because im trying to delete all the arma 3 classes of default tanks so that no one can spawn them in
Only works on classes that were defined before yours
and AFAIK aren't modified after yours
yours being your config
hmm not sure why this isnt working then
delete O_LSV_02_armed_F;
};```
So Theortically that should work
even if put the mod that that vehicles is from in required adddons doesnt seem to work
well yeah im saying im doing it and itts still not working
Sorry for my confusion im v tired
so that no one can spawn them in You don't have to delete them for that
If you just want to block placing/Eden
you can only delete classes that have no references to them
if you want to delete "all these" you need make stacked configs to delete level by level
aka pointless exercise
For some reason I can no longer lock onto moving vehicles using the pilot or the gunner's camera, was something changed so its not possible by default?
"mad question from the vietnam bunker " of the day begins: apologies for the length of it
so we have a new camo faces config, it loads up sometimes and sometimes does not
i'm pretty sure that the textures and rvmats are ok
my main query is -
- what could cause a face not to load?
- is there any way to diagnose what is occuring here?
rpt in diag exe shows nothing really unusual
No more slot to add connection at 015030 (1523.6,3012.8)
Moved object 6880500:a3\characters_f\blufor\b_soldier_01.p3d (class Soldier) not in landscape 7468.61,7295.12 (0,0).
Warning: 'uns_east\uns_vc_paj_blk.p3d': LODs not ordered by face count 2 (3): 5119 faces < 3 (4) 5119 faces
c:\bis\source\dev\futura\lib\man\mantype.cpp(910)(func: ManType::CreateObject) [AssertUSR] MainThread=5600 Group: Config Unable to create slotItem from type:[Binocular]
soldier[uns_men_VC_recon_nco]:Some of magazines weren't stored in soldier Vest or Uniform?
soldier[uns_men_VC_recon_nco]:Some of magazines weren't stored in soldier Vest or Uniform?
soldier[uns_men_VC_recon_RF4]:Some of magazines weren't stored in soldier Vest or Uniform?
soldier[uns_men_VC_recon_RF4]:Some of magazines weren't stored in soldier Vest or Uniform?
soldier[uns_men_VC_recon_RF7]:Some of magazines weren't stored in soldier Vest or Uniform?
Warning: 'uns_weap_w\grenade\uns_m18\uns_m18_yellow_can.p3d': LODs not ordered by face count 2 (3): 436 faces < 3 (4) 436 faces
soldier[uns_men_VC_recon_AS5]:Some of magazines weren't stored in soldier Vest or Uniform?
c:\bis\source\dev\futura\lib\d3d11\txtd3d11.cpp(1720)(func: DX11::TextureD3D11::DoLoadHeaders) [AssertNoDlg] ThreadID=1932 canIgnore
Warning: 'uns_weap_e\rpg2\uns_rpg2e.p3d': LODs not ordered by face count 4 (6): 38 faces < 5 (20) 38 faces
Unable to set statValue '3DENArsenal', mission/script doesn't have permission for this stat (mission: '', script: 'A3\functions_f_bootcamp\Inventory\fn_arsenal.sqf [BIS_fnc_arsenal]':4340).
and this is the only popup
c:\bis\source\dev\futura\lib\man\mantype.cpp(910)(func: ManType::CreateObject) [AssertUSR] MainThread=5600 Group: Config Unable to create slotItem from type:[Binocular]
additionally, if you load up the virtual arsenal from tutorials menu, and scroll through our new camo faces sometimes they appear white, maybe 3 of them. if you reload it, a different one or two appear white. reload, different ones appear white etc
this is i nthe FACES part of VA, not the units themselves, so it isn't UNIT face randomisation causing the issue with one texture being at fault for example
then if you load a group of camo faces troops in the editor, they may appear white faced, or with camo, sometime half and half, and if you reload the test mission they always appear completely fine.