#arma3_config
1 messages Β· Page 83 of 1
i've manually set preloadaddons and requiredaddons lists so tha tthey should load correctly
they all load fine in the profile list
units have the same identity
facetype = "Man_A3"; identityTypes[] = {"LanguagePER_F","HEAD_UNS_camo_e"};
unit config has these requiredaddons
requiredAddons[] = {"A3_Data_F","A3_Characters_F","uns_main","uns_east","uns_weap_c","uns_backpacks_e","uns_backpacks_w","uns_backpacks_static","uns_men_f_camo_c"};
face mod config has this requiredaddons
lass CfgPatches
{
class uns_men_f_camo_c
{
units[] = {};
weapons[] = {};
requiredVersion = 0;
requiredAddons[] = {"A3_Characters_F","uns_men_f_camo","uns_main"};
version = 2.0;
versionStr = 2.0;
versionAr[] = {2, 0, 0};
author[] = {"rpr","UNSUNG"};
magazines[] = {};
ammo[] = {};
};
};```
class CfgFaces
{
class Default; // External class reference
class Man_A3 : Default
{
class Default
{
displayname = "$STR_CFG_FACES_Default";
head = "DefaultHead_A3";
identityTypes[] = {};
material = "A3\Characters_F\Heads\Data\m_White_01.rvmat";
textureHL = "\A3\Characters_F\Heads\Data\hl_White_hairy_1_co.paa";
materialHL = "\A3\Characters_F\Heads\Data\hl_White_hairy_muscular.rvmat";
textureHL2 = "\A3\Characters_F\Heads\Data\hl_White_hairy_1_co.paa";
materialHL2 = "\A3\Characters_F\Heads\Data\hl_White_hairy_muscular.rvmat";
disabled = 0;
};
class AsianHead_A3_01; // External class reference
// blufor indig camo stripes etc
class AsianHead_A3_01_cfaces_lrrpcamo01 : AsianHead_A3_01
{
author = "rpr, UNSUNG";
displayname = "Ximi camo01";
identityTypes[] = {"HEAD_UNS_camo_we"};
material = "\uns_men_f_camo\heads\lrrpcamo01\m_asian_01.rvmat";
materialWounded1 = "\uns_men_f_camo\heads\lrrpcamo01\m_asian_01_injury.rvmat";
materialWounded2 = "\uns_men_f_camo\heads\lrrpcamo01\m_asian_01_injury.rvmat";
textureHL = "\uns_men_f_camo\hl_arms\hl_camo1_co.paa";
textureHL2 = "\uns_men_f_camo\hl_arms\hl_camo1_co.paa";
disabled = 0;
};
/*************** VC CAMO brown****************/
//this one partially loads
class AsianHead_A3_01_cfaces_vccamo01 : AsianHead_A3_01_cfaces_lrrpcamo01
{
displayname = "Ximi VC 01_brown";
identityTypes[] = {"HEAD_UNS_camo_e"};
material = "\uns_men_f_camo\heads\vccamo01\m_asian_01.rvmat";
materialWounded1 = "\uns_men_f_camo\heads\vccamo01\m_asian_01_injury.rvmat";
materialWounded2 = "\uns_men_f_camo\heads\vccamo01\m_asian_01_injury.rvmat";
textureHL = "\uns_men_f_camo\hl_arms\hl_vc_camo01.paa";
textureHL2 = "\uns_men_f_camo\hl_arms\hl_vc_camo01.paa";
};
i guess the only thing i can do is to set unique identitytypes on each variant, matched to individual soldiers and see if i can identify individual textures or materials that fail. but so far it seems pretty random. working faces load or fail almost randomly
and there is absolutely nothing in the rpt i can see causing the faces to fail to load
it seems that this popup may indeed be related to the issue, as when i load up units wit hmissing faces it shows up in diag exe
Config Unable to create slotItem from type:[Binocular]
that issue was caused by the binoculars being in the item slot of the unit, fixed, faces still fail
OK - so I've struggles on this one for ages now so thought it time to seek some wisdom! I've got a mod that inherits from the titan compact launcher. This works fine under the Vanilla game but seams it does not manage to inherit the ACE Javelin locking when running with ACE. (I.e. the sight displays correctly but I can never lock any objects - regardless of how hot they are.) Any thoughts as to what I might have missed? When looking at the config browser in the editor, I can't see any difference between my inherited class and the vanilla Titan. (E.g. they both have things like 'ace_javelin_enabled = 1' and 'weaponInfoType = "ACE_Rsc_Optics_javelin')
I was an idiot and forgot to add ace_javelin to the required addons....
might be a stupid question how do i change armour value for a mod item but in a diffrent config ?
So, modded aircraft. AA tanks don't even bother engaging.
The armor is at 350
The Cost is over 10000
Threat is {0.1,1,0.5};
am I missing something? In terms of config definitions that would effect that behavior? This is my modded aircraft vs a vanilla AA tank
It only takes 3 hits from the 35mm cannons to eliminate it, but only if you order the AI as commander. So not sure what is missing :\
I have a vehicle that i got from arma holic this vehicle is for logistics but when this vehicle hits another vehicle or another object it makes my game crash
i believe is a config problem
can somebody look at my config and tell me what is the error or problem please? on which line
Would be better to include your RPT logs as well...
where do i get thos?
C:\Users\USER\AppData\Local\Arma 3
@sage rivet it is most likely missing a physX lod if it crashes when it collides
I have a vehicle that i got from arma holic i hope you got permission for editing this vehicle, if you intend to publish your work at some point, it is critical that you do mate.
Indeed.
im not publishing it anywhere i just need to know why is doing that and if i fix it then i might in contact with the owner but to be honest i think the owner doesn't care anymore cause he hasn't fix it or updated anything.
@undone quiver so your plane could be too fast? or is the side wrong? or else the accuracy value may mean the AI cannot detect friend or foe.
abandoned content still belongs to the author. you won't get much help here if you carry on as though copyright is irrelevant.
mmm let me check the accuracy value
by all means practice, just don't plan on sharing it with anyone
My test consist of me literally just planting the plane in front of the tank at this point.
ok, andit is occupied?
accuracy = 0.02; >.>
i said it i wasn't planing on sharing it
try placing occupied trucks near to the AA, and tell your plane to attack them. if the AA doesn't engage it then something is wrong for sure
camouflage value? maybe you made it a stealth plane?
camouflage = 100;
Surely if the plane is placed right in front of the thing it wouldn't matter?
Yep tried that
They will track it, but won't engage. I can man the tank as a commander and order them to however.
Yes, I haven't touched the tank, and comfirmed it works by placing other vanilla aicraft
So you said, that if you man the tank and order them to open fire on the aircraft it works?
Camo levels is same as Y-32. Even with a accuracy = 0.02; you would think it would ID it 100m away.
But only if you order them?
Yea, they will ID/Track, but only if I order direct fire will they engage.
I was thinking maybe it's the cost
But the armor is at 350 why a blackfish is at 400
The cost itself is also in line with vanilla aircraft
Not really sure when it comes to ai sides of things, but what team is the pilot apart of?
Blufor
and the tank opfor?
Yep,
Strange, what are the units inside of the tank difficulty set too?
the latest one ^
It's normal, but I mean it's literarlly me places the tank vs aircrafft within 100m of each other
If I swap the modded aircraft with a vanilla, they instant engage
That is strange
It's like the AI doesn't believe it's weapons can damage it.
Pretty sure they would still open fire if that was the case though
Ok, can confirm Enemy jets will engage
That's not the correct one, close that file. Go back ingame and re-create the crash (meaning spawn in the vehicle and crash into something so the game would crash) then go back to the folder with the RPTs in the and right click > Sort > Latest Modified
then the top one
no need to delete
k
Arma will automatically generate a new rpt log
ok
This is the Airfield Logistics by Peral correct?
my suggestions for your plane, based on the black wasp in config viewer ```
faction = "BLU_F"; // or whatever is opposite
side = 1; //make sure it matches faction
armor = 60;
crewVulnerable = 1;
damageResistance = 0.004;
cost = 2e+006;
threat[] = {0.1,1,0.5};
accuracy = 0.02;
detectSkill = 20;
precision = 200;
hasDriver = 1;
camouflage = 100;
radarTarget = 1;
visualTarget = 1;
visualTargetSize = 1;
irTarget = 1;
irTargetSize = 1;
type = 2;
vehicleClass = "Air";
ahhh the cost value seems nice
if all of those entries are present and it still won't engage it, it must be something bizarre like no geometry lod or something
That's probably it tbh Rob
damageResistance = 0.01096;
Not entirely sure but that looks about right, well maybe xD
well that parameter does affect AI firing decisions
tip: always start with cloning a BI asset using config viewer, then modify params gently
Ow yes, I believe it. I'm picking up after some one elses work on the team ^-^
For all I know they did that believing it's literal damage resistance XD
yes
Ok, can confirm Enemy jets will engage so they will engage it with IR missiles?
if that's the case, how isthe AA locking the target? are they using radar?
maybe try setting it against a SAM launcher fro mthe USS freedom
see if it is actually the gun vs missile or IR vs visual vs radar
that may help
BullsEye have you tried it with just the mod running on it's own? Instead of all the other mods you currently have running a long with it?
If you want, I doubt there would be a conflicting issue though. Good to test
Sabre you actually fixed it?
Yea
good
Thanks btw
np π I'm good at supplying moral support xD
np, configviewer is your friend
ballisticsComputer = "2 + 16"; just why XD
can you post a link to the armaholic page where you got your demo vehicle from?
Think that's it
99.9% chance it is an arma 2 model with no physx
yeah thats the vehicle
Which vehicle exactly, seeming I'm planning on testing it on my side if Arma holic wasn't so slow xD
ok Peral is very much alive and well, and will not like you touching his stuff. He released it with a CC License "Attribution-NonCommercial-NoDerivs" - meaning you must not edit it. we should not be encouraging this guy Nick
then don't do it
Well if that is the case, I don't plan on assisting you with modifying Peral's content, even if it may possible be "broken". However I'm stilling willing (currently doing as we speak) loading up my game to test if I can re-create the crash you are having.
To then seen if it's the mod, or just you.
i was going to use it in a co op misison..
Now you stated, when ever you crash/collide with any physical object correct?
and @livid heath you don't need to encourage me i don't need you to do so. so don't act like you're that important to me buddy. i came here looking for help with something see if i could fix it. that is it. i even said that this vehicle is not mine.
@brave root yes. place one of the vehicles in the editor and drive it towards another vehicle or object and you'll get the crash
charming.
Yep it's a mod issue, plus no need for bickering in this discord.
If you have an issue, I suggest you talk to them in a pm if the other party is willing.
I don't need to steal anything from anyone dude. look i'm learning how to create my own stuff.
no no. maybe i wasn't clear.
thanks @brave root i guess i wont be using this mod.
I suggest you contact Peral.
Np, and if you really want to use the mod (even if you don't) it would be good to at least notify Peral so if he wants he can fix the issue, so future users wont have to come on the A3 discord again π
With cfgFunctions, when it comes to using preinit is there a way to spawn the function, instead of calling it?
Yer, issue with that is params doesn't seem to work if you have [] spawn {} inside of it. However it works fine in the function is spawned, if that makes sense.
Yeah...
You have to pass the arguments to the function if you want to get the arguments in the function
But preInit doesn't get any arguments afaik so why does that matter?
Well, seeming my function is essentially a master function that works off a switch statement. When then later on is called by other functions with parameters.
Dw I just made a dummy function that preInits and simply spawns my function, easy work around
Yer that seems to work, it's sloppy but it works.
more on my custom camo faces question... so when I load an empty mission and place the units they have white faces. if i save that mission and then restart arma and load it in editor, the faces all show up
faces are unusual in that they usea multimat rvmat file to load the texture (like buildings) so you don't get a ccannot load texture popup
they simply don't show on first load of the units
i must be missing some key mechanic
like loading order, or referencing requiredaddons, or maybe having too many variations? really scratching my head here
Hi everyone, I tried to simulate recoil sway with vanilla and rhs guns with no success. Basically with low βpermanentβ part of recoil you can hit multiple times at same target as fast as you can do left-mouse-button-click. Iβve tried to change weapon parameters maxRecoilSway and swayDecaySpeed but it seems not working. Recoil parameters have no affect on sway too, recoil just moves aiming point with no sway increase. Is there any way to adjust recoil sway by config or it can be done only by script?
well i just about have to give up on these camo faces. i trimmed it down to 16 variants of a single face. i made a demo unit, cloned 16 classes and each one has the unique identity that matches the identity of one of the 16 faces. so technically, each man has a single camo face only available to him. then i made a group of units, unit1-16, and placed it in the editor. units 5 and 6 had blank faces but the rest were fine. so! aha there's something rong wit hface 5 and 6 texture or rvmat right? well i modified unit 5 and 6 to use identity 1 instead as a check, and loaded the game again placed the group and units 2,8,9,10,11 and 12 now had blank faces.
the blank faces in the editor match the experience in the virtual arsenal
but each time i load the game it's a different group of faces that doesn't load up
seems i will have to roll back this feature from unsung mod π¦
it's a shame as a nice guy gifted us 30,000 l;ines of code and a lot of nice camo artwork
however spending more than 3 days trying to fix it, it just becomes frustrating.
if anyone out there has experience with cfgidentities please pm me if you can help spot the mistake
my suspicion is that the randomisation function is running out of time due to the large number of added faces
but then i redced it to only 3 faces. 1 each per man for 3 experimental units. each unit has a cfgidentities that matches t oa single camo face. the face has a single unique indentity. then i load up the 3 units, and units 1 and 2 fail to have a face. i restart arma, repeat, and now units 2 and 3 fail to load their face. sometimes it loads all 3, sometimes none.
so is something ELSE is going on like in the randomisation function that breaks with custom face textures?
default arma "shotgun" spawns 9 bullets
which is way to little, i want to make a flechette round
any ideas?
@Rob (Eggbeast)#3291 you done this?
Yeah we made them slightly explosive to mimic the spread
As the number of pellets is fixed
Reyhard suggested using a cluster munition bullet instead to simulate the shotgun or canister effect which could be a promising option
Apparently the faces not loading is caused by the texheaders.bin created during the build process
Who flipping knew? Lol
Will test in a bit and feed back
Anyone have any tutorials or documentation on making a UAV?
trying to get something close to the AR2-Darter
Make a helicopter. Make the crew be the UAV crew for the faction. Put in:
isUAV = 1
Youβll probably also want memory points for the PiP stuff
Any chance of a new Tank Config that lets AI cycle ammunition types? For this DLC?
Or better yet, has anybody figured out a light way to make AI cycle HE and AP against different targets in tanks?
tbh i have never checked AI behaviour. in our rangemaster mod in arma 2 we had a massive array of tank ammo, which was great as a player. but i never really tested how AI used it. would be interested to know more. we tweaked cost, damage and other params in our ammo/mags/weapons and left it at that
one thing i do know is ifyou clone off an artillery he round for your he ammo the AI won't engage a tank firing at it except with the coax
update on my camo faces appearing white - it's the texheaders.bin for sure
textures.lst (11kb, 1500 rvmats/tex) --> texheaders.bin (81kb, 53 rvmats)
so currently pboproject is building only 53/1500 RANDOMLY chosen rvmats into texheaders.bin, which made diagnosis so difficult
reported to mikero, as it may be something at our end, or possibly an issue with the tools
can anybody help me with my model config cause the bohemia forums have been dead https://forums.bohemia.net/forums/topic/215269-modelcfg-help-please/?_fromLogin=1
whats the issue...?
it won't animate
i had it working before but everything was all messed up and all over the place but then i added the axis on which the animation should be played and now nothing at all
Can you put this into a like..
A hastebin?
It's hard to understand the format of your config when it gets fucked by BI's forum posting settings.
alright one sec
how do i use hastebin? to paste the model config
nevermind i got it
Copy contents of the config, go to hastebin, on the top right theres--.
.ok
It'll create a new thing, just give me the url.
after u save it
Figure it out?
i just fixed it and saved it
this link work? https://hastebin.com/izemoloxad.bash
i use to before i added the axis's
like this
axis="rotor_2_axis";
before i did that they were going all over the place
like my speed brake was way up behind my canopy
whats wrong with it?
The way you write skeletonBones[] is based upon each bone and its parent bone.
It's all in one line and it's a just complete mess, tbh.
this is one of the first model configs i've ever done and i just went from the examples on the BIS forums
its all very new to me
@livid heath not saying this is facts.. but so for my tests to use submunition for a flechette round to the Carl Gustaf, my experince is that bullet or shotgun classes spawns "downwards" and make it impossible to use in a good way.. however grenades are looking promising
Obviously, the names of the bones are different from yours.
'Bone","ParentBone"
I think it might work, it's good practice to write it like that anyway.
Also because
Say you wrote the parent bone to be something entirely incorrect.
It could be the cause of the speedbrakes being on the canopy.
rather than the wing.
or whatever its suppose to be on.
what is exactly the "ParentBone"?
This is for a plane, right?
ya it is
The ParentBone is the bone that the bone is connected to.
So.
Your hand is connected to your arm.
i have to do this and install physx to it
Your arm is connected to your torso.
Your torso is the parentbone of your arm.
Your arm is the parentbone of your hand.
i get that but whats the , "" mean on that sampel you gave me
It's where the parentbone would go.
The sample I gave you is from ArmA 3 Samples, so nothing is listed.
so that plane doesn't have parentbones then since nothing is there?
nevermind i get it now
I'm not entirely sure on the skeletal layout of planes.
You could try it the way I showed via screenshot and see if it worked.
do you remember that FC35 plane that was open source on armaholic
Uh, no.
Never seen it before.
its open source he did it for make arma not war http://www.armaholic.com/page.php?id=27151
Why is that config different from yours?
i get it now that they bones need to match up
so thats why my stuff is all over the place right
Yeah.
You can see in the gyazo you just sent
like Gear_1_2's parent bone is Gear_1
while some bones don't have parent bones.
does it effect them though if they don't have it?
alright well thanks a lot i'm going to get to work on rewriting it
At least you got people to help if you need it.
BI also has a lot of sample files as well.
There may be some examples on the pmc wiki, but not much on modelling.
google has lots of answers
also for a first project dont do an aircraft
especially not from someone elses files
Arma modding has no shortcuts and you need to understand the very basics first before you do anything advanced
@livid heath Perhaps you could assist me again. I'm off to the next fixing of AI issues. This time it's a helicopter. The Helicopter flies fine via player, but for AI they simply act like they are in a auto-hover state and will go only up tell they reach the max ceiling.
Increase maxSpeed
Check vis geo lod is not blocking pilot view
I think we had both that and maxspeed causing our huey problems a while back
How would I go about testing that? Just hoping into the pilot seat and seeing if I can see out? or?
and how big maxSpeed did you used?
it was at 300, set to 600, then to 800
Pic of the pilot proxy
Out of curiosity is it a mass to max speed ratio or something? The helicopter was quiet heavy is mass.
@little warren How'd it turn out for ya?
@half ocean I wrote half of it but I've been busy, I'm at work right now.
How does one envelop a class?
so that:
class Isaac {
class Esau {
gender = "male";
firstborn = 1;
...
};
};
becomes
class Isaac {
class New {
class Esau {
gender = "male";
firstborn = 1;
...
};
};
};
I am trying to move ace_selfActions trenches into a single "Dig" parent so grad_trenches doesn't fill up the "Equipment" parent too much.
One does envelop a class exactly like you showed
-> I have to copy the content of said class?
but it was defined externally and I'd like to not care about changes in that so I wish I could just
class Isaac {
class New {
class Esau;
....
};
};
I can delete the old class with delete so close ...
you could also ask the grad_trenches guys to change it
I would have to ask ace to change it, grad_trenches only adds to it.
What?
You want to move the grad_trenches actions
ACE has nothing to do with their actions
grad_trenches modifies the two ace entrys too and I want all of them (ace and grad) to be inside one nice tidy "digging" cat und selfactions-equipment-trenches
https://github.com/gruppe-adler/grad_trenches/blob/master/addons/functions/CfgVehicles.hpp
they change the ace config cvonr "digEnvelopeSmall" & "digEnvelopeBig" and add more.
Yeah. If grad trenches modifies the ace entries then... That's them.
So ask them to make a seperate category
Well that is what I am doing, move everything into one cat, and I didn't want to copy config so I don't have to manage ace updates.
Yeah.. That's why I'm trying to tell you to tell the grad_trenches guys to do it
they will manage ace updates
And I'm sure that config hasn't been changed for years. So no need to care about updates
it is bad design to have to copy changes imo
Well, practicality. It's likely for a good reason it is set up this way.
ah well, I'll copy the config for now. Lets all hope grad gets into ace on some point. Thanks for the help.
@half ocean got it ingame and still nothing.
Acting the same?
ya i even rewrote the model config
i am getting no entry .model so maybe something is messed up in the model config
i have screenshots of it ingame
but not of the error
would it not having physx effect it?
unsure
i had it moving a long time ago but everything was all out of place
so far nothing will move on it
wanna see the updated model config?
@half ocean heres the model cfg https://hastebin.com/xojehajeta.bash
whats your p3d name?
@little warren
also you got autocenter named property in goemetry lod?
(planes dont work with it)
@hearty sandal its fa18c.p3d
I would advice using unique prefix in all your Arma work so to distinguish them from other addons and thus preventing any conflicts with someone using same names. But should not be a cause for your issue
does stuff work in buldozer?
and what are you packing with?
Any idea why does that happen: https://media.discordapp.net/attachments/331575722411819008/425773930234642432/unknown.png?width=1312&height=556
The popup on the launch gives me the "no entry" and the asset is not working at all
It's packed with Mikero
inheritance wrong
Shouldn't mikero spot the inheritance mistake?
try deleting temp files in pboproject setup dialog
that can sometimes retain old stuff and bork your build
@little warren "glass1",""
missing ,
"compass_3","" same
"vertspeed_1","" same
etcetc
you'vegot a lot of missing ,'s in that list
so the model won't work
skeletons have bones in pairs
"parent", "", //two bones separated by a comma, and ending in a comma
"child", "parent",
"child2", "parent",
"child3", "child2",
"child4", "parent",
"child5", "parent" //no comma at the end of the list
if you can't manage that level of bone organisation i wouldn't work on something as complex as an FA18. maybe try a weapon from the arma 2 sample models - it has only maybe 5 bones in it
Cleaning temp didn't solve the issue, also inheritance looks good
i am concerned by your error message saying no entry cfgvehicles\cfgweapons
is your optic inside cfgvehicles? if so it should instead be in cfgweapons
mikeros tool cant really know if youre inheriting wrong class
@livid heath i've look at many examples and not all of the bones have parent bones
the only one i believe that has parent bones is the gear
the attachment is in weapons of course, I'll make sure if it's the attachment or the rifle that uses it
Whats the line of code again that defines what kind of round ejection happens for a firearm? i.e whether you eject 6.5mm, or 7.62, or caseless gas etc?
I used it ages ago but since cant find it anymore
class uns_12gauge_buck: ShotgunBase
{
hit = 3;//was 12
indirectHit = 2;
indirectHitRange = 0.2;
cartridge = "FxCartridge_Shotgun";
@livid heath Fuckin legend mate cheers
Alright for some reason when I put that into the weapon it doesnt change the cartridge effect
I'm trying to add cases to the mx using 'cartridge="FxCartridge_65";' however still got the gas popping
effect?
oh i thought you wanted the actual casing ejection
what kind of round ejection
forthe gas effect, that's a different thing
class GunParticles
{
class FirstEffect
{
effectName = "RifleAssaultCloud";
positionName = "Usti hlavne";
directionName = "Konec hlavne";
};
};
does your weapon have the 2 memory points in it for the cartridge to appear and move ?
cartridgePos = "nabojnicestart";
cartridgeVel = "nabojniceend";
Isn't there a way to define how far the sound of a fired gun is heard? I feel like I have seen it once
it should be in the sound configs yes
@livid heath Nah, what you first said was fine. All I want to do is add ejecting shells to the MX, but when I add the 'cartridge=FX_cartridge_65;' or whatever it is to the weapon, nothing changes
Hey sorry quick question, I'm trying to add some sounds to the zeus interface, it doenst seem to be working, I think it's probably the config (pasted below), am I missing anything or is the problem elsewhere... also sorry if this is the wrong place to ask this ```class CfgSounds {
class airsr {
name = "";
sound[] = {"\ARTR\AR.ogg", 1, 1};
titles[] = {1, "Air Raid Siren"};
};
class tornsr {
name = "";
sound[] = {"\ARTR\TR.ogg", 1, 1};
titles[] = {Tornado Siren};
};
};```
description.ext or config.cpp?
You are missing quotes in the second titles and also the number.
And I guess the name shouldn't be empty?
Also if it's in Addon you might need to use @
https://community.bistudio.com/wiki/Description.ext#CfgSounds Dunno if that applies to normal config.cpp too
oh that link is soo much better than the one I had, I'll try using that and see if that works
Just googled "Arma 3 CfgSounds" and took the first result
I tried something slightly different, got https://resources.bisimulations.com/wiki/CfgSounds instead
There's a lot more information in your one though like saying that title is the subtitle and not the title of the sound, guess it just depends on your experience and interpretation
That page was also recently completly restructured and cleaned up
throws πͺ at @regal gate
nom nom eh wait... it's raisins!!!
a quick question about explosion effects.
i am trying to set a small explosive puff on my 50 cal bullets for an AA version of a Dshk.
class uns_RU_MDZ_127x108mm_HEI: uns_RU_127x108mm
{
hit = 28;
indirectHit = 12;
indirectHitRange = 0.5;
caliber = 2.07;
explosive = 0.5;
explosionEffects = "ExploAmmoExplosion";
model = "\A3\Weapons_f\Data\bullettracer\tracer_yellow";
tracerScale = 2.5;
tracerEndTime = 3.3;
};
explosive = 0.5; -- from tests, it appears that anything above 0 causes a MASSIVE effect to show, like a shell has gone off, with a small fireball.
setting explosioneffects = ""; has no effect whatsoever on the outcome
the only way to not have a giant effect seems to be to set explosive = 0;
i think the wiki may be wrong
explosionEffects Declares which explosion effect to spawn on hit.
- in the case of the ammo above, it has no noticeable effect on the effect spawned
explosive Declares if ammo is explosive, and if it is, how much of the damage is done using explosion. The rest is assumed to be caused by kinetic impact. 1 means fully explosive, 0 means fully kinetic.
- in the case of the ammo above, the explosive value being above 0 causes a huge effect to spawn at impact of hit, setting it to 0, removes any effect
tried explosioneffects = "-";?
CraterEffects = "";
i used both CraterEffects = "";and explosioneffects = ""; before, and still got enormous explosions
i'll tr ythe minus sign thanks
cratereffects ="" does fix it thanks
monkey: explosioneffects = "-" causes a popup
i must have gotten confused
CraterEffects = ""; //"ExploAmmoCrater";
explosionEffects = ""; //"ExploAmmoExplosion";
so exploammoexplosion causes a quite large effect, seems to be too big for anything below about 20mm.
exploammocrater causes a giant explosion, no matter what
i guess we'll need to make a new custom cratereffects class
code diff for new HEAT ammo: https://pastebin.ubuntu.com/p/TBqZ3JSZHQ/
π
note: armor simulations is not working properly for those yet
Rgr thanks will wait to implement
@hot pine are there any upper limits for magazines that a weapon can take? Such as when you define magazines[]= { ββ }; in a weapons config
you mean in the number of them?
Yes
No
I guess with a couple million the game will crash with out of memory
π
Or maybe there is a limit on the number of elements in a config array. Actually.. Yeah that might be.
Im pushing probably close to a thousand
definetly no problem
And like anywhere from 100-500 attachments
I'm not sure how big the number is that stores the count of array elements in a binarized config.
I'm guessing ever 16 or 32 bit.
So atleast 16k
π
~20 magazines of same type will most likely cause desync in multiplayer (vehicles)
Okey it stores as 32bit int. So you are fine till 2 million atleast (Btw same limit for SQF arrays and all dynamic arrays in Arma. array size is 32bit signed integer)
but for infantry weapons I think it's as Dedmen said
Ok sweet
Then I am in good standing
Thanks
About up to 2.5k lines for my base class weapon lol
Is the magazine that defines what kind of cartridge it the weapons gets? Or is it the weapon?
So if I want to have an MX that ejects shells, do I need to make 6.5 cased magazine?
yeah, you need to make new magazine with new ammo
I find that so strange. A while ago I just added the 'cartridge = "";' to the mx and it had shells
I never remember making a whole new magazine
A while being maybe 6 months
But if I need to make new mags then I need to make new mags
there is no catridge parameter in cfgWeapons
and I don't think it was ever in cfgWeapons
so not sure what kind of black magic did you used
you can also make spent cartridges via gunParticles
but then, you won't have control over what kind of cartridges are ejected depending on the mag
- is that you can make them stay on ground if you use gunParticles
Reyhard is there any way to use a proxy in a weapon?
Or are the only accepted things muzzleflash, proxies for attachment locations
I either made a magazine and there is not one fragment of my memory that I can recall that makes me remember, or some black magic indeed.
@hot pine what? 20+ mags results in desync? Shit. How would that manifest itself? I have one magazine per shot on tanks with synchronized barrels (flak https://www.youtube.com/watch?v=oP8VBfbnwds @ 7:24 and dual barrel cannon @ 9:10)
or does that only mean compatible magazines, and not "magazines in inventory" ?
i think only actual magazines is what matters
from what i recall there is (or was) spam in rpt or network.log otherwise
@strange egret i had that error back in ofp times (one of the reasons liberation 41 mod wasn't compatible in MP) and seen that back in a3 http://feedback.rhsmods.org/view.php?id=3369
seems it's to be also connected with ammo count too, since in RDS tank addon I also had one shell/one magazine and it was working
could probably report it as bug after all...
so how many magazines / rounds did the m113 use in this instance before beeing patched in rhs?
considering it produced rpt spam it should be easily noticeable
What is "missileAAAT" for weaponType config? O.o
airLock = 1 & irLock = 1
Mikeros tools wont let me pack this - https://gyazo.com/3fe1e8b8169624f6c176aa396f24bccf - "Line 5 Expected class name"
I've never made a magazine however no idea if this is even how you make them haha
missing semicolon on line 4 and 15
and if you inherit you need to add the class body. aka {}
I don't even think you need to inherit there
What could I do instead for next time?
btw that worked will see if itworks ingame though
Next time please just paste the code instead of a screenshot.
In line 4 instead of class bla: blabla {}; just do class bla;
Alright well they dont show up in game, will try your other method
What does "they don't show up in game" mean?
If they are not in config viewer then your mod isn't loaded
The magazines are not available for the weapon
You also add them to the weapons magazines array ?
you have to add it to each weapon that's supposed to be able to use it
atleast until we get magazineWells/magazineGroups
I have no idea how I got the MX to eject shells last time since I never remember making any magazines like it haha
Even adding it to 'magazines' doesnt make them show up
check in config viewer if it was really properly added
If it's not in config viewer then your pbo is not loading
Looking at your screenshot
I don't see your CfgPatches class
Cause I'm using a #include
The pbo is loaded since its a full loadout mod, and all my custom units are here
Only thing that isnt showing up is the magazines
Then the #include is maybe not working?
Hmmm, usually mikeros tells me if something like that is stuffed. Give me 5 mins I'm sure its right infront of my face
Ok I'm fucking blind. I accidently doubled up on the whole cfgMagazines thing without realising.. π€
However I did learn a bit from all the other troubleshooting solutions you went through
Popping in for a quick question about amphibious vehicles: I'm updating an old one and I noticed it sinks instead of floats now. I'm assuming canFloat = 1 and waterLeakiness aren't valid anymore and the config needs something else?
Got a bouyancy geometry and stuff too. Used to work fine
Might have to do with mass, too
How would I change the font in game?
Canβt
you can
add cfgFontFamlies, there's a tool to convert font files
then change UI configs
Oh, whoops, thought this was another discord.
hmmm, I'll definitely have to play around with that. Thanks!
When working on configs, if i used the first method in the pastebin below. Would that break the original "class SoldierWB" from wherever it inherits from? if so then would the second method be the right way to do it?
the second way will work
the first way will fail to build
class CfgVehicles
{
class SoldierWB: CAManBase //this won't work unless above it you have class CAManBase;
{
threat[] = {1, 0.1, 0.1}; //this is redefining something in a base class - not needed or ideal.
};```
class CfgVehicles
{
class SoldierWB;
class Test_Soldier_base_F: SoldierWB
{
faceType = Man_A3;
side = 1;
....
};
};```
that is all that's needed
unless
you wish to inherit an internal class like hitpoints and modif ythem for example
lass CfgVehicles
{
class Man;
class CAManBase: Man
{
class HitPoints
{
class HitHead;
class HitBody;
class HitHands;
class HitLegs;
};
};
class SoldierWB: CAManBase { };
class Test_Soldier_base_F: SoldierWB
{
faceType = Man_A3;
side = 1;
class HitPoints: HitPoints //the original class hitpoints needs to be included in your base class above for this inheritance to work
{
class HitHead: HitHead {
//mycustom HP values;};
};
};
};
}; ```
using the AIO config you can pretty much build a set of correct base classes for your cfgpatch by observing those internal classes and deciding if yo uwish to include them or not
if you don't lis tthem, they will carry through anyway, you just won't be able to modify them while still inheriting the original content of those internal classes
a lot of shoddy mods have things like class hitpoints with no ref to the parent class, meaning they miss out on any changes BI makes to base classes
this can also be good ofc, if BI breaks something π
the main thing to avoid is destroying a class
lass CfgVehicles
{
class Man;
class CAManBase: Man
{
class HitPoints
{
class HitHead;
class HitBody;
class HitHands;
class HitLegs;
};
};
class SoldierWB : CAManBase
{
class HitPoints{}; //this destroys the class as it is empty, and has no defined parent. doing this in a base class wil break every other mod in arma pretty much.
};
class Test_Soldier_base_F: SoldierWB
{
faceType = Man_A3;
side = 1;
....
};
}; ```
that kind of mistake is surprisingly common in mods
a single pair of {} can make life very difficult π
okay, that's what i was looking for. Thanks.
What values determine the proximity camera shake for a vehicle?
Hi all
i making a terrain
i want a make whitelist for this map
For example:
I want to write code into the config file
Server names in the Whitelist: (you are allowed for map)
"[EU] #01 Breakingpoint Altis"
"[FR] #24 Breakingpoint Taviana"
Not allow for non whitelisted.
Possible ?
Config? no.
yeah. No. Not possible with config
how can i do it ?
Though.. I get a postInit eventhandler? If that's possible.
I think scripting might be able to do it
but I don't know if scripts can get the servername
and nothing prevents anyone else from just using the same servername as you.
helo guys i wan create life mod but dont want contribute to game community. Pleas spend your time to help me!
Ok!
plis make me police cars
what the fuck
indeed
Does anyone know how to define the camera shake a vehicle causes to players external to the vehicle?
class CamShake //sources - ["A3_Armor_F_Beta"]
{
power = 5;
frequency = 20;
distance = 20;
minSpeed = 5;
};
camShakeCoef = 0;
this?
I've played around with it, but it doesn't seem to have any bearing - plus there's vehicles, say the Mastiff from CUP that don't have the class defined, yet cause substantial camerashake
Haha, nevermind. I'm an idiot - I forgot to enable it in the difficulty for testing, thanks for trying to help @jade brook .
I guess this belongs here π
So im working on a custom main menu for the modification im working on. I managed to get it to a point where i like it. I have the background cutscene setup and it works for every map. Besides tanoa. I have tanoa defined in my cfgWorlds just as i have defined our custom maps and Altis, Malden and Stratis. If i load altis in the editor and go back to the main menu it loads in my cutscene (defined in CfgMission) yet for tanoa it seems to be loading in a different set of cutscenes not defined in CfgWorlds (I managed to pinpoint them to a scenes folder in the tanoa data. Yet i cant find them listed anywhere in a config so i can inherit/ overwrite class) I dont mind tanoa having these cutscenes but the problem is that the tanoa scenes are loaded first (on game startup) and it requires me to open a mission, editor or arsenal for my custom scene to be actually shown. How can i change this or set my custom scene to be first in load order?
Iβd also like to know this
Maybe requiredAddons.
class Cutscenes //sources - ["A3_Map_Stratis_Scenes_F","A3_Map_Altis_Scenes_F","A3_Missions_F","A3_Map_VR_Scenes_F","A3_Map_Malden_Scenes_F","A3_Map_Tanoa_Scenes_F","A3_Missions_F_Orange"]
Add these all to requiredAddons.
Ooooh shite. I used the old setup for CfgPatches π ill give it a test straight away π
works like a charm m8 π thanks for the insight
nice, yw
thanks got our old ones working now too π
Is there any sample config for custom satchel charges?
when moving about in the editor or camera is there a way of reducing the incremental movement range, so it doesn't jump 2 feet each time you slightly tap W for example?
i just learned that in OB you can achieve this by holding down ALT and both left and right mouse button. who knew lol
Thanks for the config Rob!
class SuperClass { // e.g. CfgVehicles
class ParentClass {}; // e.g. B_MBT_01_base_F
class ExampleClass: ParentClass { // e.g. B_MBT_01_cannon_F
class SubClass {}; // e.g. Turrets
};
class ChildClass: ExampleClass {}; // e.g. B_MBT_01_TUSK_F
};
β
Hey, i have a problem whit my Config as the server does not start up
posting config asap
Are you talking about the shade of the texture?
yes
Are u using a RGB color or a texture?
for some reason i added the VSM_Helmet pbo to my mod and it fixes my problem but i don't want to do that
Is the helmet from vsm_helmet..?
yeah
i got permission from van
i'm doing a retex
and making my own mod with along with a couple uniforms that i made myself
?
any inputs?
Nobody will be able to help you. Too little information.
okay what other information do we need?
my config.cpp?
Do i need to call the hiddenselectionsMaterials?
in the configs?
cause vsm config doesnt
@sage rivet Textures -> #arma3_texture
If you want to ask about config then ask about config instead of textures
If you want to ask about config then yes. we need your config
but your screenshot looks more like a #arma3_texture issue
For me, before and after look exactly the same.
it doesn't look the same, look at the shades
Don't even know what's supposed to be the same
and no, it's not a texture problem i believe it's config problem.
without VSM pbo. But if the helmet is in VSM how do you still have that at all then?
it should look like the one with VSM pbo.
It does.
I got the textures from VSM i retexture it and made a new config which works but the shades aren't good
so basically i don't need VSM. i did put vsm_helmet pbo in my mod to test and it fixes the shades but i don't understand exactly why
yes i did copy the helmet model too
And you got permission to do that?
permission to make a retexture doesn't permit you to copy the model
And it sounds like that could be the problem
copy the model and put it in my mod.
the helmet probably uses stuff from the original VSM PBO. so if you don't have that then ofc it's not gonna work
no i got permission if said PERMMISSION it means permission
obvs i have to credit him in my mmod
In my book "PERMMISSION" != "permission"
here we go
Okay, I'll probably be ignored AGAIN, but have you checked the RPT file?
RPT file? what file is that? i got the RVMATs too
I already read that you got permission to make a retexture. But as I said that doesn't automatically include the right to copy the model.
And I'm quite sure the model is the problem. So don't tell me that's irrelevant
no but what its irrelevant is that what kind of permission did i got from van
Nope. Legality of it is not at all irrelevant
RPT file is the log file where all the errors are logged. There is no way you can script or mod this game not knowing what the RPT file is.
what are you lawyer now?
look bro
i don't wanna be an asshole to you so i'll just ignore what you just said
@jade brook thank's i'll give it a try
well i already got a couple of uniforms that I MADE MYSELF and they are working just fine
along with some Watch cap
luck
I said you were lucky it worked, but I wish you good luck too ofc.
i remember me fixing the rvmats i think
You did all that without knowing what the RPT is?
yes
well, i will never help you bud. anyone who asks for help without respect for licensing can take a long run off a short pier.
Dedmen raised a good point to try and help you and you threw it in his face. a lot of guys read this forum. and people who answer disrespectfully like you just did, find their help dries up pronto. anyway, good luck
I wasn't asking you for help.. don't need your help. i already fixed it myself.. i guess i rather spent more time helping others and fixing problems for the community then being an AHole about it.
lol
The reason they went all "meh" on you is because when you stated that you had permission from Van, you said you got permission for a retexture. But you also said you were putting it into your own mod.
And you acted like it did not matter, but it does in the ArmA community, because almost everyday someone is stealing the work of others despite their legal licenses placed upon it.
A large portion of the people you will receive help from on this discord are from people that contributed a large portion to the modding community in ArmA and they will 99% of the time protect the work of other modders.
how many times i have to repeat myself? i got full permission on taking whatever i wanted to. he said just credit me accordingly.
or do i need to explain it with apples and sticks?
people are reasonably skeptical
All you ever said about permission was - "I got permission to retexture" <- Not exact words.
yeah i guess i need to explain things with apples and sticks here..
personally i dont understand why if you know how to model uniforms, you don't just model your own helmet instead of taking VSM's
its pretty much standard etiquette that if you're going to use someone else's models and assets, you at least list their mod as a dependency
rather than taking files out of that mod out right
and if he is willing to grant you permission to use it in this fashion, why not just get the source files from him?
because VSM is huge and i don't need all its content.
and he's currently busy doing music so i did not wanted to bother him asking for source files.
for what you're trying to do im 99% sure you need the source files, or at least unbinarized .p3ds
and you know what dude i really don't wanna talk about it. i'll just make my own shit and share it to the public and no restrictions on it. it's not a real world plane that i'm designing to be bitching about it
Β―_(γ)_/Β―
you're using someone else's assets, it's not "your stuff"
Fucking read
dude
i'll just make my own shit and share it to the public and no restrictions on it. it's not a real world plane that i'm designing to be bitching about it
good night
Is this some elaborate troll? :thonk:
no links without explanations, it's in the rules, also why the fuck are you posting random screenshots of renders?
lol
I'm starting to think it is commy
lol
He's probably that Quiksilver guy.
lol what
now you listen to me you malfunction piece of shit you get to learn something and now you think you're the shit.. who the fuck do you think you are?
Nice try, Quiksilver, but I'm not going to get kicked today.
has to be.
OOF.
and yeah, you were right commy, thin skinned π
I want to remind you your first message here was:
Looking for someone who can help me with my mod
grow a pair son.. i didn't went through all that shit in the military to come home and deal with fuck boys like you
Seek therapy.
@red wharf i think someone needs a hit on the head with that hammer of yours
you have anger management issues apparently.
he can go ahead and kick me i'm fine with it
not the first time you do something fishy or throw a tantrum, otherwise you wouldnt be marked for me.
OOF X2
Can you not create static objects any more? I'm getting an error with creating a Static object I defined in a config.
6:49:20 Cannot create non-ai vehicle rb_lamp1
I've checked and that's definitely the correct classname.
Ahh... old habits die hard. I'm using the old CreateVehicle format. ;P
Nope. Same problem. Bleh.
Ignore all of the above. My config.cpp had a rogue bracket. /facepalm
that's the spirit π fix it self before anyone else, glad you got balls to tell
@sage rivet have some respect considering people here tried to help you, if you break someone IP rights then do not expect much of sympathy here, cause nobody likes theirs work stolen, if someone misunderstood and you have the rights then just stop being arrogant to escalate things for no reason, there is only 11 thousands eyes pointed at this channel
Oh wow I just read up. π
I've got a flashlight that I'm working on that's very low brightness. (I.e. you can only really see it within a couple of metres.) However, the AI seem to spot this at over 150m - much like they would spot a normal flashlight. Does anyone know what this might be caused by and whether there's any settings / parameters that can control this?
Somewhere in the internals of the ai, it probably checks whether or not the gunlight is on and not a laser. They don't care about the brightness and I seriously doubt you can change that.
OK - thanks @commy2. Given ACE seems to be able to manipulate the AI spotting distance of maplights, I was hoping there was something easily accessible that would work for flashlights too. But I suspect you're one of the community experts on this so appreciate your help as it will save me wasting more time on this!!!!
The map component is not by me, so idk how that's done. But - if that actually makes AI spot you quicker - then it's because it's scripted and reveals you to them. You're trying to do something with config,, so hard coded.
Understood. Thanks again.
Anyone know how I can offset the start position on the ACE visible laser in my config? Not centered for me, even though IR is.
muzzleImpulseFactor in cfgMagazines
@hot pine which value does the speed modifier influence in CfgArmorSimulations ?
Does it determine exit speed by applying the modifier to entry speed (basically replacing bisurf penetration)? Or does it determine speed delta via regular bisurf penetration calculation and then applies the modifier to this speed delta for final exit speed?
Also, the hit modifier -> does it only affect damage to this component? So if its undamaged it receives little damage, if its fully damaged it receives full damage (kinda weird...)
Or does it modify the projectiles hit value "permanently", so that when the projectile has passed through the component and strikes a different hitpoint, this other hitpoint will get reduced damage?
speed modifier is applied AFTER penetration - unfortunately it was pretty impossible to get it reliable working BEFORE penetration (and that was the reason it didn't work till recent devbranch update)
for ERA it's fine but it's kind complicates life when you want to do sort of composite armor
Spam ^
@hot pine so it takes the exit speed and modifies that, instead of the delta?
hi. anyone who configured planes here?
i have a couple of questions.
plane get slided in the side of previous turn.
i want to know how to fix it and what cause it
<@&105622502444711936> maybe you guys know who could know that info?
is center of mass in geolod in the middle?
yes inbetween of wings
then its config values. I would look at draconic values first
// draconicForceYCoef = 0.04;
// draconicForceZCoef = 0.2;
// draconicTorqueXCoef = 1.2;
// draconicTorqueYCoef = 5.5;```
try changing draconicForceXCoef first
ok yeah your draconicForceXCoef is way too low
draconic forces keep the plane aligned with its direction of travel
Force that affects the horizontal (X in model space) component of its velocity vector. Low values together with strong rudder authority will lead to skidding.
like it says RTFM lol. thanx will try playing with that one
@strange egret one more question. as soon as i press shift - plane start gaining speed automatically and immidiatelly moving instead of gain speed to move first
envelope[] = {0,0.1,0.5,1.5,3.1,4.3,4.9,5,4.4,2.8,1.6,0.8,0};
default to gain speed
but after jets dlc it works as thrust %. the longer you press the more % speed you gain . from 0 to 100
so in my case i press shift once. (f.e. 10% of max speed) and plane went from 0 to 130 kmph in 3 sec
and take off
@strange egret do you kno why after reaching 75 kmph plane tries to lift off by itself rising up nose. thanks for advices
envelope defines lift. High lift the plane is gaining altitude even when flying straight. Lift is applied to center of gravity - so if it is far forward, nose rises. Draconic torque can also has some effect on plane pitching up/down.
k thnx
What mass value is your total geometry?
What decides the elevation range available for mortars? I am trying to build the range table for a mortars using ACE. However, once I load a round, it's maximum elevation changes.
This creates "dead ground" that the mortar cannot target between 500 to 1200m
When unloaded the elevation can be between 800-1564. As soon as I load a round the range of elevation changes to 513-1277 ; basically it drops 287 units.
As far as I can tell there is no visual change at all when it drops.
Merely the logic for where it goes when fired.
From what I can determine by looking at the code, it seems the gun itself of the mortar has the wrong angles.
Basically it is supposed to from 45 to just short of 90 degrees, but the barrel itself goes only from 29 to 72 degrees.
How do I make my listbox scroll bar not white on white?
So listScrollbar is the right class as when I change it from 1,1,1,1 to 1,0,0,1 it turns red
https://community.bistudio.com/wiki/DialogControls-ListBoxes Has either the ListScrollBar subclass. Or the colorScrollbar entry
Btw I found that by googling "Arma 3 listbox scrollbar". Isn't that hard to find.
Hello. How can i disable\hide menu option in ingame pause menu? running unfinished yet mod for multiplayer (desolation redux) on a server, i;d like to konw how do i hide FIELD MANUAL on clients.
It's on bottom right correct?
Hiding it will leave a empty gap if you don't also move all the other buttons down ^^
Gimme a minute
For the reason that not everyone spams random pictures here and get's banned for it ^^
i need to hide that menu option completely on clients that joining my server. how do i do that?
It's config class
RscDisplayInterrupt >> ButtonTutorialHints
Im sorry, please assume that im retarded sholar and know not more that jon show
What i should do with your info?
Write a config class that hides it. I'll do it for you but I usually don't write UI stuff. This will take a minute
Does it have to be hidden. Or is disabled/unclickable enough?
Or clickable but not doing anything?
ah nvm
class RscStandardDisplay;
class RscButtonMenu;
class RscDisplayInterrupt : RscStandardDisplay {
class ButtonTutorialHints: RscButtonMenu {
y = "5000"; //Just move it off screen to "hide" it
};
};
There. Just put that into a addon config
whatever you think like, my needs is to make infinistar anticheat shut up about it and stop banning people for that
And where is addon config file, im sorry?
Why not talk to Infistar support and let them help you with that? If you pay for that then they can also help you. Or just stop using Infistar.
Ughm. fair enough, but i have troubles with their altittude
Thank you for config script
im actually trying to do job thats not mine - im just a player who got this ass burning rn, im playing on some server with survival mots for like 6 months, and admin still cant fix his shit up. isntead he talks about how hard it is and how much other stuff he needs to maintain... so i went into infistar, they didnt helped, and i got here, got help like instantly. Thank you for being so kind, @grand zinc
You just need to put that config stuff into some addon config. The guy that's really responsible for that will know which one to place that in
Understood, thank you.
Any idea why on two seater aircraft, HUD is being displayed, but doesn't change when selected weapon has changed?
Not sure there are any 2 seater aircraft in vanilla game. Weapons might be in a turret for the wso/gunner and so not recognised by hud code
But there are helis ingame which should work similiar. This is the turret code: ```
class Turrets
{
class MainTurret: NewTurret
{
commanding=-1;
isCopilot=0;
gunnerName="Weapons System Oficer";
primaryGunner=1;
CanEject=0;
memoryPointsGetInGunner="pos gunner";
memoryPointsGetInGunnerDir="pos gunner dir";
castGunnerShadow=1;
viewGunnerShadow=1;
gunnerAction="fz_f18_pilot";
gunnerInAction="fz_f18_pilot";
startEngine=0;
body="mainturret";
gun="maingun";
animationSourceBody="mainturret";
animationSourceGun="maingun";
minElev=-90;
maxElev=30;
initElev=-45;
minTurn=-180;
maxTurn=180;
initTurn=0;
stabilizedInAxes=3;
maxHorizontalRotSpeed=10;
maxVerticalRotSpeed=10;
soundServo[]=
{
"",
"db-40",
1
};
outGunnerMayFire=1;
inGunnerMayFire=1;
gunBeg="laser_end";
gunEnd="laser_start";
memoryPointGunnerOptics="gunnerview";
selectionFireAnim="";
turretInfoType="RscOptics_CAS_01_TGP";
gunnerForceOptics=0;
weapons[]=
{
"js_w_master_arms_safe",
"Laserdesignator_mounted"
};
magazines[]=
{
"Laserbatteries"
};
memoryPointDriverOptics="gunnerview";
driverWeaponsInfoType="RscOptics_CAS_01_TGP";
//here are defined Optics and sensors.
}
Can somesone point to where in the config the volume of footsteps is defined?
@wise tusk class plane_f != class helicopter_f
Change turret param in mfd
ah is there a turret param? thanks R. we'll be needing that in unsung's A6/ F4/ F105 / F111 etc.
Is there any additional information regarding the setPlateNumber function yet?
I'm trying to find out how to configure a vehicle to be able to use it.
Thanks. So if I'm reading this right a vehicle must have a named texture section on the plates of the vehicle to be configured?
Anybody has feedback and experimented with the basic.cfg network settings basiclay?
Hi guys. Do you know what is the meaning of the different colors visible in the splendid config viewer ? I can't find any documentation about that.
It can't remember for sure, but I believe it just indicates different types
Say number vs array vs string
And the indentation (or non-indentation) is properties the class defines specifically rather than being inherited.
You are right. It's so obvious and I didn't notice. π Thanks.
@spring sluice That's #server_admins. And yes people in there have experimented with it
Any idea what the last number in the following controls? ```CPP
{{"A3\sounds_f\characters\human-sfx\P01\Low_hit_1", 3.16228 * SCREAM_MULTIPLIER, 1, 80}, 0.2}
I don't even know what "the following" is supposed to be
I'd say it controls the value of the last element in that array
The "following" is the code snippet...
Then.. yeah. It controls the value of the last element in that array.
could be probability of it being played
I guess I'll just change it to 1 and see what happens.
It doesn't represent anything. It's just an array with random values floating somewhere in the ether
It's not probability.
You could also just tell me what it is. Instead of saying "a code snippet"
I guess it's a config entry somewhere. But where? Without context it's completly meaningless
A CfgVehicle class SoundHitScream Thanks. That's what I wanted to hear.
It is the probability.
I mean. Just look. 4 entries and each has 0.25. 5 entries and each has 0.2. 3 entries and 2x 0.35 and once 0.3
Well, I changed it to 1 and shot 10 AI units, only heard 1 scream π
I guess the probabilities should add up to 1.0
like they all do in the snippet you posted.
Well, I changed it to 1 and shot 10 AI units, only heard 1 scream
Yeah. That sounds correct. 100% probability to hear one particular scream == you only hear 1 scream.
I changed all the probabilities to 1.
It probably always takes the first one then
Because it has 100% probability so no need to check any other entries as they cannot be more likely than 100%
Hmm, makes sense. But it if all probabilies add up to 1, shouldn't some scream always be played?
yes
Well. I also don't always scream when I hurt myself. I guess it's the same for soldiers in Arma
That's... π€¦
If they scream at all. Then one of these screams will be played and chosen based on probability.
It seems that other mods that change screams use a hit EH to sound a scream 100% of the time when a unit is hit.
I'm starting to think that I'm looking in the wrong place...
@dusty epoch make sure requiredAddons entry is there. And your new class that's supposed to overwrite the old must match the old classes inheritance
which class are you editing? CfgWorlds?
Like if original class is class MyMap : CAWorld then your class needs to be the exact same. Including the CAWorld inheritance
config viewer should show that
ill take a look
Or you just try out CAWorld that's default for CfgWorld classes
it add stuff that isnt there, but doesnt overwrite.
that sounds like requiredAddons though.
no it's not π
What would be the correct way to override only these entries? https://pastebin.com/YXGKEsFU (Single4 and Single5) is new.
class child: parent
{
//stuff
};```
This is what I ended up with. https://pastebin.com/0DuTVbhD . Seems to work. But really confusing stuff. For example, does Single2 inherit from my direct Single1, or just the "previous" Single1
yeah looks alright if thats the inheritance structure
Muzzleflash, in your example:
CfgWeapons\L24 LIB_GrWr34_ACE\Single1 inherits from CfgWeapons\mortar_82mm\Single1 and
CfgWeapons\L24 LIB_GrWr34_ACE\Single2 inherits from CfgWeapons\LIB_GrWr34_ACE\Single1.
Thx
i've created a dialog with various controls, two of them are buttons. Both buttons are placeholders with action=""; button 1, which inherits from RscButton, closes the dialog when pressed, button 2 (which inherits from button 1) does nothing. Any idea why button 1 would close the dialog despite nothing in the action?
well, i changed the IDC and now it doesn't do it. odd
idc 1 and 2 are hard coded to be the OK and Cancel buttons. Those close the display.
that was it then.
By default, RscButton is idc -1 or "no idc" though.
So did you use idc = 1; in your config?
it was set to 2 . i should probably not use idc unless i need to reference it later
Yeah, 2 makes it a cancel button.
Just use numbers > 10 or if it's a vanilla display >1000. I don't think anything above 1000 has any hard coded behavior and 1 and 2 are the only exit codes I know of.
easy enough, i'll just add 1000 to all my idcs, thanks again
er, thanks for the first time, this time
What path to use for a picture control in a dialog from an addon?
I have tried:
relative\path\file.paa
pbo\prefix\to\addon\relative\path\file.paa
\pbo\prefix\to\addon\relative\path\file.paa
Relative path from virtual AddOns folder.
So if I have a folder: MyAddon that contains config.cpp and images\myimage.paa, I just have to write: text = "images\myimage.paa" ?
No need to use pboprefix
Well, it would be, e.g.
bwa3_weapons\images\myimage.paa
in bwa3_weapons.pbo
But not sure the folder name being the same as the pbo name is a requirement. I think it is without pboprefix.
Well discovered my immediately problem is BIS packer seems to pack in strange manner
"file to copy directly"?
? No when I unpack it, it seems to have ignored the pboprefix path
I don't pack with BI tools. They still discard my rvmat's if they're not used in any model, but by script / class wounds/damage only.
Hmm if I pack with Mikero, it seems to construct the proper folder structure
No, named it $PBOPREFIX$
That's because M$ is not advanced enough to open files without extension by double click.
Hmm.
Okay got it working.. I packed using Mikero's MakePbo and used full absolute path, basically combine pboprefix with the relative path, with leading \ - don't know if that is actually necessary, but seems it is in some contexts.
Apparent the packer by BIS does not manually create the pboprefix folder structure and it would seems like it just assumes you made that.
Leading slash being need or not or needed not depends on what config entry it's about.
@hot pine just wanted to thank you for the solution with changing turret parameter in class MFD, it worked perfectly
I am struggling at the moment with pilotCamera. What should I do to make it show the resolution LOD?
Is there a list of all Cfgs, like CfgVehicles, CfgWeapons, etc. Like not whats in them, but the names of all the configs themselves?
Ingame config viewer.
Alt:
copyToClipboard ("true" configClasses configFile apply {configName _x} joinString endl);
:~P
What are backpacks under?
CfgVehicles.
What are grenades? Apparently they are neither weapons nor vehicles
CfgMagazines
Thanks
what is the reason for the four seperate throw muzzles for smokes (normal + green + yellow + red) - to be able to select the colored separately?
yes, otherwise you have to go in action menu and "reload smoke shell green" etc.
I decided to take time making an escape from tarkov mission for arma3.
This is my first try using the gui editor.
I would like to create a stash menu. it would work like this: when you ecape the map or die you get put into to this menu. if you escaped all you gear would save and show up as text on the right side. You could select what you want to take with you when you respawn. if you die you would lose the gear.
how advanced would this be? how do i do it? If its really advanced could someone with a lot experince do it for me?
thanks in advance, please try to explain clearly.
PS: How do i make a button in the GUI activate a .sqf script in the mission folder?
@hot pine What values this LODDriverOpticsIn should take? Also, the fact that the jet is a twoseater and I have turret defined might be a problem?
1,2,3,4 etc. for res LODs
1000 etc. is view LODs
1000=Gunnerview; 1100=Pilotview; 1200=Cargoview
same format as that
@untold temple and this command, should I put in in PilotCamera class, turret class or elsewhere?
Becouse I've put it inside jet class, LodDriveropticsin=1; and it didnt change anything.
should be in the pilotcamera class AFAIK
Checked now, still doesnt show 1.000 Lod
also, delete #arma3_scripting messages please π good luck with your issue! π
I've heard that adding rvmats via hiddenselections doesn't work, is that true? It's said that rvmats only work added by hiddenselections when theparticular rvmat is added somewhere in the p3d.
works with setobjectmaterial/bis_fnc_initVehicle applying the material to a hiddenSelection
but that's only for vehicles, so doesn't work on weapons, uniforms etc.
But yes it's true that hiddenSelectionsMaterial config parameter sometimes doesn't load .rvmats if they are not assigned to a model
but there are also LOD issues if the weapon/uniform with the hiddenSelectionsMaterial .rvmat is loaded before the base weapon model
@regal gate you meant that to me? I didn't post there anything related to that so I dont quite understand
no not you @wise tusk , maybe I had a desync or some posts went deleted π
oh ok π
Ok, so I checked everything again, in the working one seater jet, if I add View-Gunner LOD(empty) it to it, the pilotCamera will show that empty LOD. I tried putting LODDriverOpticsIn = 1100; inside jets main class(class F18F: Plane_Base_F) , inside pilotCamera class, and even inside class OpticsIn
but no luck at all, it still showed me the View-Gunner. Any idea?
how can i improve the turning radius on a car?
What does dexterity on weapons do in Arma 3? I saw it had to do with the speed of moving the weapon inside the floating zone in OFP and Arma 1, but are there remains of that system still in Arma 3, or has the variable been reappropriated?
my gut feeling is that it affects the time taken to turn and aim
as using a mac10 with dexterity 1.8 vs a tommy with dexterity 1.2 definitely feels faster
but i may be under an illusion π
Well, there's inertia that was added to Arma 3 in 2014 which definitely impacts the feel, it's what causes the misalignment of sights when you turn.
ah yes i adjust both in our weapons. forgot about that effect too
what would be useful is a nice youtube vid demonstrating the effect of dexterity and inertia values. anyone up for it?
So I went ahead and tested. Inertia=0.0 on both weapons, dexterity 0.1 vs 2.0 (BIS references: GM6 1.0, Katiba Carbine 1.7). Can't feel any difference.
dexterity=3 didn't seem to make any difference either. I think it's a dead variable, or very subtle.
Or it does something other than just turning-speed while standing still.
i imagine it also affects AI
@livid heath Hm, yes, I didn't consider that. Could be it.
dexterity = 2;
/// inertia coefficient of the weapon
inertia = 0.5;```
from binarize configs
dexterity is probably obsolete though
why do you think that? If memory serves right dexterity governs how fast you go in and out of optic and bring weapon in ready position
aimTransitionSpeed governs how fast you switch to optics.
have you tested with inertia > 0 and varied dexterity? Because if dexterity uses inertia as base, setting inertia to zero obviously won't produce anything different for dex values
Yes, also with inertia 0.1 with dexterity up to 25. I'll try swapping dexterity around with a high inertia.
you could be totally right of course - its a BIS thing to replace a system by another and introduce new parameters and keeping others dormant, instead of repurposing them.
inertia=2.0, dexterity 1.0 vs 25.0. No difference in turning speed, or bringing the weapon from down to ready.
only other possible use i could imagine would be for influencing drain on stamina while holding weapon in up position/aimed and walking.
commanding - cmdr uses 2, primary gunner 1, rest of turrets doesnt have it defined (vanilla), so takes some base class value from newturret. More i dont know, didnt bother to test it either.
Testing the stamina thing sounds like more trouble than it's worth though. π
did you move around a little bit? Or just turn and scope in?
if there is some ramp up to movement speed dexterity could affect that as well, taking a long time to "get up to speed".
@strange egret Yes, running around in the VA, didn't notice any difference in acceleration or run speed, weapon down, weapon half-way up, iron-sights up. (inertia=2, dexterity 1 vs 25)
anyone with insights to turret parameter commanding?
ref: https://community.bistudio.com/wiki/Turret_Config_Reference#commanding.3D_1
like what does driver have? or is negative lower than driver?
how does 0 relate to negative values or to driver
negative armor values a thing now?
class HitPoints
{
class HitTurret
{
armor = -250;
material = -1;
armorComponent = "hit_main_turret";
name = "hit_main_turret_point";
visual = "otocvez";
passThrough = 0;
minimalHit = 0.03;
explosionShielding = 0.4;
radius = 0.25;
isTurret = 1;
};
class HitGun
{
armor = -250;
material = -1;
armorComponent = "hit_main_gun";
name = "hit_main_gun_point";
visual = "otochlaven";
passThrough = 0;
minimalHit = 0.03;
explosionShielding = 0.2;
radius = 0.2;
isGun = 1;
};
};```
from APC_Tracked_01_base_F
a few more samples
class HitEngine: HitEngine
armor = -15;
class HitPoints: HitPoints
class HitERA_Front
armor = -200;
class HitPoints
class HitComTurret
armor = -300;
class HitComGun
armor = -200;```