#arma3_config
1 messages Β· Page 84 of 1
it just makes the armor on hitpoints absolute instead of dependant on "main" armor of vehicle. Its more of a thing of convenience
I guys. Can I make reflector lights make objects cast shadows?
Ok
@grand zinc
you know why my lights dim like this when looking down?
and is it a way to fix it?
Any idea where I can increase / decrease the amount of mils you can raise / lower the mortar elevation by?
E.g. I have a mortar, only goes to 60 degrees up, I want it to go further. How would I go about doing this?
There are no minElev/maxElev entries in the Mk6 Mortar though? Or are there?
No entries of that nature int ehre
Turrets are CfgVehicles.
Vehicles you can enter are..... CfgVehicles.
So look there instead of CfgWeapons
Still can't find any min/maxElev entries
class ViewOptics or ViewGunner inside the subclass of class Turrets.
They named the turrets TurnIn and TurnOut? That's weird.
Ah, nvm. This config viewer is fucking with me,
Pretty sure this is what you need, not what Dedmen linked.
Stupid config viewer.
I linked the Mk6 Mortar and he asked for that ^^
Yeah, but it inherits this as class ViewGunner
And so you need to adjust the values there.
that doesnt change mortar elevation. Just maximum allowable view angle in free look
unless the mortar system works different to any other turret
Which is why you edit it in ViewOptics/Gunner whatever it's named.
it still wont do anything to change maximum weapon elevation
Sure does.
So I presume it would be something like this:
class parent_mortar;
class my_mortar : parent_mortar
{
class ViewGunner
{
minAngleX=x;
maxAngleX=y;
};
};```
It's missing the inheritance of class ViewGunner.
Also ViewGunner is a subclass of the subclass in class Turrets obviously.
class parent_mortar;
class ViewOptics;
class my_mortar : parent_mortar
{
class ViewGunner : ViewOptics
{
minAngleX=x;
maxAngleX=y;
};
};
Maybe?
Okay, I have no clue how to do this at all. I'll have to look deeper into it, thank you though.
Well which mortar is it?
I'm modifying the IFA3 US 60mm Mortar
I don't have that config tree, so I can't help there.
This is the config tree in question: https://github.com/bux/IFA3_ACE_COMPAT/blob/master/addons/mortar/CfgVehicles.hpp
Trying to edit it because there's an issue where there's a big gap between 460m and 720m where no charge 0 or 1 grenade will reach.
Well, that's the ACE config tree.
gap with what? manual fire or artillery computer?
Manual.
I haven't confirmed this myself, this is just what I've heard from two of my friends who spent hours making their own range card in 10m increments.
well before you do stuff it helps to check yourself what the exact problem is. Is it actually elevation? Or do the charge settings simply have to be tweaked a bit?
I figured allowing the mortar to go at a higher angle would be the easier solution. However it seems even that is quite complicated. I feel that with such a substantial gap it likely is not the charge that is the problem.
screwing up charges is easy. Also, doesnt ACE use it's own ballistic code?
//requiredAddons "A3_Static_F_Mortar_01"
class CfgVehicles {
class LandVehicle;
class StaticWeapon: LandVehicle {
class Turrets;
};
class StaticMortar: StaticWeapon {
class Turrets: Turrets {
class MainTurret;
};
};
class Mortar_01_base_F: StaticMortar {
class Turrets: Turrets {
class MainTurret: MainTurret {
class ViewOptics;
};
};
};
class LIB_Mortar_base_ACE {
class Turrets: Turrets {
class MainTurret: MainTurret {
class ViewOptics: ViewOptics {
initAngleX = 0;
minAngleX = -30;
maxAngleX = 30;
initAngleY = 0;
minAngleY = -100;
maxAngleY = 100;
};
};
};
};
};
requiredAddons thingy is important here, otherwise you fuck up all vehicles with your config.
Alright, thank you.
@strange egret Probably does however I don't see a logical reason for why they would use a different way of determining max/min elevation.
no but vanilla artillery doesnt have any airfriction on rounds for example.
Indeed
Hey Guys is there a specific way to delete a addaction entry for a new vehicleclass ?
You mean a subclass in class useractions?
i have those actions defined in my baseclass, but i dont want them i my class for the ammo and repair version of my truck
condition = "false";
you can
ok
tbh, just make a base class for all your trucks, and then only give the action to the specific class and the ammo and repair variants inherit from the base class.
i use delete for my turrets and hitpoints - sometimes its easier to delete something for one specific vehicle variant than re-define it for every variant that uses it
so as example: delete class Hide_plane_back; should resolve my problem ?
propably
okay will try this, if it doesnt work out i will go the way with giving the action to the specific class ^^
clean:
class truckbase: somethingelse {
scope = private;
};
class repair_truck: truckbase {
scope = public;
};
class ammo_truck: truckbase {
scope = public;
};
class super_truck: truckbase {
scope = public;
class Useractions {
class superaction {};
};
};
as described there, there are some conditions when deleting classes that have children
ok will continue the work now, thanks for the Help cheers π»
@cursive talon Let me know what you figure out about the Mortar angle. I just made a unofficial hotfix for the Grw34 because it also has problem with the angle - it only goes to 7x something degrees. My current workaround is to generate an ACE range table covering 7 charge settings - but would much rather have the main problem fixed.
@cursive thorn Will do.
thx
@cursive talon
class LIB_M2_60: LIB_MortarCannon_base
class Single1: Mode_SemiAuto
artilleryDispersion = 4;
artilleryCharge = 0.45;
class Single2: Single1
artilleryDispersion = 6;
artilleryCharge = 0.56;
class Single3: Single1
artilleryDispersion = 8;
artilleryCharge = 0.66;
@stoic lily Oh, thank you. Appreciated, been tearing my hair out trying to figure out why the other way wouldn't work.
artilleryCharge in relation with
class Turrets: Turrets
class MainTurret: MainTurret
minElev = -10;
maxElev = 30;```
This is CfgVehicles, yes?
unless @grand zinc or someone with source access can tell us exactly how artillery computer works, one has to tweak these to get to the desired ranges and spread
yes its from class LIB_StaticMortar_base: StaticMortar
artilleryCharge is basically just a factor to adjust the speed.
But AFAIK none of these config entries fix the angle.
the elev control the angle itself
however to get to the ranges and spread you have to tweak the two weapon parameters, and elev min-max
None of these values for the corresponding config match upper limit for the mortars. The Mk6 can go up to ~88 degrees and the Grw34 ~78 degrees. But I looked through their configs and no value matches those at all.
AFAICT the possible elevations are determined by the direction of the "mainGun" vector and its animationPhase limits.
asked El Tyranos to pass by. i did tweak our vehicle based arty with said approach as i couldnt get it to work otherwise
i guess initSpeed and sideairFriction also play into range and spread
Just looked at the 60mm mortar, it also only goes from 34-77 degrees.
π
the mortar is inclined in the model already, so "max elev = 30" is of course not the absolute value
if you need anything please mention me because I'm clueless about this issue
It is also my understanding the elevation range is in the model and cannot be changed by config
sigh
all turrets (including mortars) tend to have (min/maxValue) and angle(0/1) set to "rad +/-360" in model.cfg
Question, how would I add a weapon+its ammo on a turret of a helicopter in config editing using inheritence
Which one?
Strongly depends on the helicopter.
would I need to know classnames?
Nah, its like I already have the retexture and everything set up
and I roughly know the classnames
and I know how to do it via zeus
but I just want it in the file in general
Retexture? So you want to make a new one inheriting from the vanilla one?
yeh
and give it a 40mm grenade launcher instead of the 20mm one
because fuck infantry
Helicopter configs are pretty nasty now with that dynamic loadout junk etc.
//requiredAddons A3_Air_F_Beta_Heli_Attack_01
class Helicopter;
class Helicopter_Base_F: Helicopter {
class Turrets;
};
class Heli_Attack_01_base_F: Helicopter_Base_F {
class Turrets: Turrets {
class MainTurret;
};
};
class B_Heli_Attack_01_F: Heli_Attack_01_base_F {};
class My_SuperHeli: B_Heli_Attack_01_F {
scope = 2;
class Turrets: Turrets {
class MainTurret: MainTurret {
weapons[] = {"gatling_20mm", "missiles_DAGR", "missiles_ASRAAM", "My_SUPERWEAPON"};
magazines[] = {"1000Rnd_20mm_shells", "4Rnd_AAA_missiles", "24Rnd_PG_missiles", "My_SUPERWEAPON_MAG"};
};
};
};
I'd say like this. A3_Air_F_Beta_Heli_Attack_01 in CfgPatches is a must, otherwise you probably break something.
What config value determines a helicopters max sling load cargo weight? And, also an object's weight for slingloading
Why not simply use https://community.bistudio.com/wiki/canSlingLoad ???
Because im trying to generate a list of objects a given vehicle can slingload. That command only accepts objects, which means I would need to spawn all the objects to check them
So?
I felt it would be easier if I just knew the config values and I could make a script to generate it
It won't get much easier than three commands. canSlingLoad + createVehicleLocal + deleteVehicle.
object's weight for sling loading is determined in the model, not the config
that you can get by getMass iirc
in the sling-vehicle config you have the max limit it can carry I think
getMass too requires an object, so what's the point?
π
All good, just ended up using canSlingLoad. Thanks for the help
no point, just sayin'
No point in what?
Of using getMass.
me mentioning getMass
Ah okay
https://hastebin.com/mufecadupu.scala anyone have any idea why In File \test.Kings_Island\config\civs\civ_car_defines.hpp: circa Line 50 rap: missing inheritence class(es)
missing } on line 47/48
Anybody know were the hellcat spotlight set up is stored at?
Can't seem to find it in the config
Does the spotlight still work? I remember it being broken somewhere in 2016 and I believe there is a feedback ticket about it
Found the ticket and funny enough, reyhard was the one who reported it (before he joined BI) https://feedback.bistudio.com/T118330
I believe what you're looking for is CfgVehicles >> Heli_light_03_base_F >> Turrets >> MainTurret >> Reflectors
damn, your right.
Can turret be made to lock to area or point just like pilotCamera or UAV?
not in the same way no. You can make it so the turret optic mode is stabilised to a point on terrain but it doesn't work the way pilot camera and UAV do
@da12thMonkey#2096 Ok thank you. I know about that, with zoom for example. Hoped it could be done, becouse this point tracking is actually locking in place, but it is shaky etc
This is a stupid question but how could I organize my config files by class? so I could have a seperate cfgpatches and cfgWeapons and cfgVehicles in each file for each object I create?
dont know if that makes any sense
put them in sub-folders
PIP screens can only show LOD 1.000?
anyone got much experience setting up submunitions?
some
i have ammo, with configged submunitions, 2 to be exact,. the first appears to work,. the second works but seems to deflect to 1km away
is it guided?
hmm, well it's not a problem I've encountered yet. Only time I've had it is with guided submunitions, which steer to wherever the parent ammo was targeting - so if the parent ammo didn't have a target it'd fly to 0,0,0 or somewhere
I made AP with 1 submunition that works perfectly,. so figured i'd give the heiap a go
simulation types are valid?
simulation = "shotSubmunitions";
hm might try changing the 2nd subammo's sim to shotdeploy see if that'll stop it flying off
does it have any values for submunitionDirectionType and submunitionInitialOffset[]?
submunitionInitialOffset[] = {0,0,0.2};
submunitionDirectionType = "SubmunitionModelDirection";
I'd imagine those are okay
yeah, they work (or at least appear to) on the AP ammo fine
unless ModelDirection somehow ends up screwy
its possible,. i havent delved into this much, so no clue how that works internally
if i can get this working means a good ol upgrade for the 50 cal
As a note, many of you have been asking for a 64-bit version of Binarize and also the return of the sources of the core configs. These will arrive in the Tools Dev-Branch in the upcoming weeks. We just need a little more time to polish them.
in case someone needs the last still version of them
https://cdn.discordapp.com/attachments/105462541215358976/433666387752386575/commented_configs_binarize_bin.7z
Added: A new submunitionInitialOffset ammunition parameter
Added: A new submunitionParentSpeedCoef submunition parameter
hmm
might be what i needs
So there's the "user" animation source that allows script-driven animations in weapon.cfg. Any idea if it works? I wasn't able to find any weapons with defined user animation sources.
I'd like to hide/unhide part of vest depending on scripting
I think that means animate script command which means you cannot use that on weapons
Is it possible to make HUD be visible through glass?
Becouse now any polygon put in front of the HUD blocks its visibility no matter rvmat settings :/
So I'm working of a config my friend gave me for modification. I renamed the uniform classnames, and only that, and it goes invisible in game
#include "BIS_AddonInfo.hpp"
class cfgPatches
{
class Test_Uniform
{
units[]=
{
"Test_Subject"
};
weapons[]=
{
"SWLA_test_Uniform"
};
requiredVersion=0.1;
requiredAddons[]=
{
};
};
};
class CfgVehicles
{
class OPTRE_UNSC_Soldier_Base;
class SWLA_test_Trooper: OPTRE_UNSC_Soldier_Base
{
_generalMacro="SWLA_test_Trooper";
scope=2;
scopeCurator=2;
side=1;
faction="NATO";
author="Dutch";
displayName="Work you peice of shit";
nakedUniform="U_BasicBody";
genericNames="NATOMen";
uniformClass="SWLA_test_Uniform";
model="17th_trainee_uniform\17th_trainee_uniform.p3d";
hiddenSelections[]=
{
"Camo",
"insignia"
};
hiddenSelectionsTextures[]=
{
"17th_trainee_uniform\data\ODST_Cams_co.PAA"
};
weapons[]=
{
"Throw","Put"
};
respawnWeapons[]=
{
"Throw","Put"
};
magazines[]=
{
};
respawnMagazines[]=
{
};
Items[]=
{
};
RespawnItems[]=
{
};
linkedItems[]=
{
};
RespawnlinkedItems[]=
{
};
};
};
class cfgWeapons
{
class UniformItem;
class U_I_G_resistanceLeader_F;
class SWLA_test_Uniform: U_I_G_resistanceLeader_F
{
scope=2;
displayName="SWLA Test Uniform"
class ItemInfo: UniformItem
{
uniformModel="\A3\Characters_F\Common\Suitpacks\suitpack_civilian_F.p3d";
uniformClass="SWLA_test_Uniform";
containerClass="Supply40";
mass=40;
};
};
};```
code is as follows.
I've been banging my head against this wall for the last 2 days, any fixes, or am I just being an idiot?
did the Tanks Update make significant changes to the TankX simulation?
my vehicles' turning radius and overall physics seem to be quite messed up
they updated their physx library, which changed things
but also added new coefficients for vehicle turning and added some funky auxiliar force for accelerating from 0kph
any documentation?
reyhard added most/all? new parameters to BIKI. otherwise still WIP AFAIK
i heard better documentation is planned in future
@modern river ever heard of this place called pastebin?
@candid wave yeh, sorry
all of our tanks in unsung drive and handle so much better - thanks BI π
we were bracing ourselves, but pleasantly surprised
the only thing that got messed up - and this happened during one of the pre-tanks prep updates, the use of lodturnedin/out on our crew has changed significantly. the turned in gunner using optics can now see the turned in driver proxy sitting outside the tank, blocking his optics
caused some confusion in a heated battle the other week lol
Commander: "Tank at 2 o clock! engage! engage!"
Gunner: "i can't see, there's a guy in my way! turn the tank turn the tank ..."
ka-boom!
i'm guessing the handling of forcehidedriver etc across lods is different now somehow
I haven't yet noticed any improvements (or worsening) of amphibious vehicles in shallow but non-fording water
at present our vehicles become quite unstable when trying to ford a deep river, if you try to steer they can get stuck in a permanent loop and refuse steering inputs
they work fine in deep water and whe nfording with wheels on the bed
but as soon as the yare in shallow non-fording depth the steering locks up
we don't blame anyone for these issues, we assume we have overlooked something and need to apply ourselves to fix the issues
its definitely good that forceHidedriver and related were improved for tankX, this gives us a lot more options to animate the driver with exit anims.
Not sure why a driver is in the way of the optics of your tank, seems like a gemoetric model issue?
amphi vehicles in shallow water worked fine for ours, but I'll have a look it if it changed.
Two questions: in material class, inside Class MFD, I can only define ambient, diffuse, emmisive values or I can add more, like in rvmats? And in class MFD, polygons can draw textures only in one color?
i know i really should know this, but... is there a simple way to add acceleration to an airplane? We have little cessna skymaster that should reach take-offspeed in a very short time and be able to work on very short runways. It weighs about 2.5T and I just upgraded the envelope to be smoother and have more lift at lower speeds.
it takes a long time t oreach 100km/h and start lifting, even with flaps
what have I overlooked?
am thinking maybe airFrictionCoefs2[] etc
draconicForceZCoef = 2.5; //1; possibly - testing
so on the runway the plane is accelerating over 100m intervals as follows: 100 - 50 km/h 200 - 70 300 - 80 400 - 90 then stuck at 90 km/h
ideally this plane should be able to take off within 300m.
after a bit oif adjustment to the envelope with full flaps i can take off within 200m, at about 95 km/h. with no or half flaps i am stuck on the deck for 1000m. will crack it eventually...
in onscreen game hud or in cockpit glass hud?
Can make new images for the textureType parameter in the fire mode to do as BIS do with the LOAL mode
CfgInGameUI>>>CfgWeaponModeTextures and add a new value in the manner of the others semi = "\A3\ui_f\data\igui\rscingameui\rscunitinfo\mode_1_ca.paa"; dual = "\A3\ui_f\data\igui\rscingameui\rscunitinfo\mode_2_ca.paa"; burst = "\A3\ui_f\data\igui\rscingameui\rscunitinfo\mode_3_ca.paa"; etc.
Otherwise you can make a modified UI for the vehicle unitInfoType that will get the displayname text from the fire mode
ah yes in A2 you could adjust the text in the firemode displayname
Are you using physx Rob?
There is artillery ui which shows firemode, you can use it if you wish
I tried adding that to the HIMARS, but it didn't show π€
Is it working for you on zamak?
yes, that's where I tried to copy the turrentinfo from
probably just me being a boob and missing something. Didn't have chance to try it again yet - it was a few weeks ago on the RC when I was trying it
hey rey, yes the plane has physx lod, and inherits from class uns_skymaster_base: Plane_Base_F { simulation = "airplaneX";
fro mwhat i've discovered boosting thrustCoef[] only makes the plane hard to land, it doesn't affect take-off thrust at all, but makes it a nightmare to slow down and land - it always bounces back into the sky lol
with the flaps in normal position the plane taxies to a max of about 100km/h and will not ever lift off
it's like it's stuck in the ground
as soon as i put in full flaps i can take off within 120m at 60km/h now
for some reason no flaps or half flaps makes the plane stuck to the ground
really unusal
i increased peak lift from 3 to 6 m/s in the envelope curve
the plane originally would lift with full flaps at about 1.5 m/s. with my new envelope it has 3m/s lift at 90 km/h with no flaps and still won't lift off the ground
so something weird is distorting the handling. just can't figure it out
abbreviated config in case there's something really obvious
could be an inherited value from plane_f i guess. just wonderign what exactly causes flaps to become so vital
well overdid it on the lift, now i can switch off theengine at one end of altis runway, anat 80 km/h and fly the whole 2000m even climbing occasionally, long after the props have stopped turning.
π
it's almost impossible to land hehe
so i'll have to roll abck some changes there.
It needs to be unitInfo @untold temple
Try decreasing engineMoi to 0.1 & increase maxOmega to 4000
i take full credit for them adding artillery mode display :D
https://youtu.be/oP8VBfbnwds?t=7m57s
- better to post whole cfg because it could be caused by few things -- never mind, missed pastebin link
@strange egret you can also show displayName of fire mode now with that artilery ui
Try decreasing engineMoi to 0.1 & increase maxOmega to 4000 was this for me?
yes
wait, maxomega influences planes? ... wat
physx planes yes
maxOmega = 2000; is inherited at present - have raised it
engineMOI is not in my configviewer config at all...
default is 1
https://pastebin.com/tQkv5qCd used engineMOI = 90 to increase take off distance
Hiya gents, I'm currently having a little bit of trouble when it comes to doing faction stuff. Basically, despite defining my Vehicle Classes inside the faction, and setting the vehicle class for the unit, my units still appear in the same vehicle class from their inherited unit
I'll send the config snippet now
i have an MOI in wheels of 2, nothing in vehicle config. have added your suggestion and will test before i go to cook
Here is my cfg vehicleclasses setup :
class CfgVehicleClasses
{
class ctrg_pj
{
displayName = "Para-Rescuemen";
};
class ctrg_conv
{
displayName = "Conventional Army";
};
class ctrg_sof
{
displayName = "Special Operations Force";
};
};
This is what an example unit has
vehicleClass = "ctrg_pj";
moi != engineMOI
engineMOI = 15.0; // inertia of the engine (how fast the RPM can change)
i dont get why maxOmega is used for planeX, after all it doesnt use any physx torquecurve, or does it now?
i just hope this stuff will be consistent and based on actual physics in enfusion so it can be understood, instead of beeing completely arbitrary at points...
accelAidForceYOffset = -1.0; // Y offset from the CoG where to apply the accelAidForce
accelAidForceSpd = KMH2MS(5); // in m/s, speed where accelAidForceCoef becomes 0``` I guess even those parameters could work - haven't tested it though
or is this because it is sewn together "Winged Car", where it uses car parameters when on the ground (including a regular "engine" that drives the wheels) and then transitions to old vanilla Arma system when in the air?
im a bit puzzled as i've never had a plane refuse to lift off, nor to max speed at 25% of its max on a runway before.
im wondering if its got its wheel stuck i nthe ground somehow
as the behaviour is so weird
anyway thanks for advice, will implement and report back
maybe need to implement 2nd and 3rd gear π
hehe
gearbox is not working - tried it
I was actually surprised about engineMOI and then I started to try randomly some other parameters
anyway, you can see what is going on with diag_epeVehicle
havent found a way to diagnose and solve "stuck wheels" symptom problems with any of the available diag commands unfortunately
i remade the wheels in geo much smoother, made sure they were slightly above landcontact, and added mass to them
no wheels in physx lod
all sounds ok?
stuck wheels are usually caused by land contact points
they are used for checking whether "air" or "land" physx should be used
if they are underground then weird shit starts to happen
@south shard vehicleclass is outdated https://community.bistudio.com/wiki/Eden_Editor:_Object_Categorization
Ah right right, so what do I put in the unit's class to set it to the sub catagory?
Disregard
Im Blind
if beeing underground is not ok, and beeing above land means it's counted as air, does it ever possibly count as land?
Thanks for your help mate!
i dont quite get the landcontact... i thought it was for spawning stuff initially. Plus for physx stuff with wheels i see no reason why it would be necessary, as all the contact checking is done by the animated wheels, and hull sliding by the "driveOnComponent". So a more detailed explanation would be very helpfull for the documentation of physx
i just discovered my wheel axes were very poorly made. have remade them. i guess this would result in a lot of wobble, and possible occlusion of the wheel in the ground
oneof the risks of working on old models that have been passed through a lot of hands.
ok so with those changes made, no effect, except the wheels wobble less π
what seems to happen is that the plane taxis along on a fixed rail. up to 120km/h now on the full length of stratis runway, then into the sea.
Are your flaps down π
if i put on full flaps it lifts off within 150m, at 90 km/h after a little involuntary kick / yaw action
this makesme think the wheels are stuck somehow to the ground without flaps being used
not yet no
i gotta cook, so i'll come back and set that up
thanks though I really appreciate your help
seems to me it's not engine / physx related, it's geometry somehow. so i'll go over the geo and mem lods with a fine comb later on
hm i have problem in my config.cpp.
I have a class cfgFaces. i use for my head a seperat body texture. The _CO worked great. but my material (rvmat) doesnt work. nothing in the arma 3 logs and not an error...
author = "Marshmallow";
head = "A3s_Z_Head_02";
displayname = "A3s_Z_02";
texture = "A3s_Zomb\Z_Heads\Z_Head_02\A3s_Head_Z_02_CO.paa";
material = "A3s_Zomb\Z_Heads\Z_Head_02\zhead.rvmat";
textureHL = "A3s_Zomb\Z_BodySkins\hl_skins\Z_Headskin02_Body\Z_Bodyskin_02_CO.paa";
materialHL = "A3s_Zomb\Z_BodySkins\hl_skins\Z_Headskin02_Body\zBody_02.rvmat";
textureHL2 = "A3s_Zomb\Z_BodySkins\hl_skins\Z_Headskin02_Body\Z_Bodyskin_02_CO.paa";
materialHL2 = "A3s_Zomb\Z_BodySkins\hl_skins\Z_Headskin02_Body\zBody_02.rvmat";
materialWounded1 = "";
materialWounded2 = "";
btw: dunno if anyone tried it yet but armorComponents & armor sim is working also with characters
unfortunately simulation defined in vests is not appended to character - otherwise it could be nice thing for some Nexus v2.0 update
good thing i do armor on characters then π
then again - theres not much this brings to the table when its already just characters having the armor
also i'm wondering, when changing uniforms, if the firegeo and hitpoint lod update. Because hitpoint classes dont seem to change. I def. know that new classes are not added when they differ.
Well, since in armor sim you can define coefficients for healthy and destroyed hitpoints then it gives some interesting options
All units would ie have some extra components for armor and then their effectiveness could be controlled via hitpoints
Ie 2 bullets could destroy vest and then you would have equal chance to be killed by pistol or rifle
Those components could be also used to establish some more advanced framework for vests with differentation between front side and back
Ceramic plates could be a thing now?
I don't get why so much effort is put into more hard coded crap. Just make a usable alternative to HandleDamage and let damage be script based.
Thing is there is no effort made in this neither
I mean all the damage revamps we got in A3 together. Just make proper engine hooks and then handle it all by script.
i would argue that this is what they did
All I see is more config parameters that are poorly documented.
Where's the script that handles vanilla damage?
All new parameters should be on wiki
Every time they revamp the damage, they add more config parameters that make a script based solution more complicated, because you have to account for more strangeness.
Thing with scripts is that they are not as efficient as engine execution
Non issue.
beeing in the position of having made a script based solution for after effects, and knowing the config and model side, i can tell you that it has made it easier, not harder for reliable damage modelling
Opposite.
well that depends on if you understand how the damage system worked before...
? I'm not saying it was ever good. Just that more and more weirdness is piled on top.
What don't you understand from those new parameters?
for someone new who tries to understand it all - yeah it might seem weird. For someone who knows how all the old systems worked together it is better now than it was before.
But I am saying that they should fix the underlying issues. That would then solves everything else too and would make implementing new things easier. It's a bit late now, but everything that happened in A3's lifetime was just bandaids at best.
Not everything they added now is a bandaid, but there is some of that i agree. However, i take a bandaid over not getting anything whatsoever.
Still wasted effort.
i dont agree with that. If nothing else, it will have increased their experience with damage modelling (learn what not to do) for enfusion. If they would have never investigated into the damage system they would lack some of the experience and make the same mistakes
But I am saying that they should fix the underlying issues What do you mean for example?
I created a small uniform retexture pack, however I appear to have problem: As long as custom units from my custom faction appear with all the items and the uniform itself correctly, the uniform itself is not accessible via arsenal, and when unit is accessed via ,,Edit equipment" in Eden the uniform appears as <empty>
What could be potential causes of this? Scope was set to 2, tried changing to public but it didn't help
Not really
Does the config there exist in your files
Yes it does, everything looks as if it would look proper. I just don't see any reason why my uniforms wouldn't appear in the arsenal if they appear on the unit properly and the scope of item is set as 2
Can you
Copy and paste it
Into a pastebin or hastebin
The reason they appear on the unit and not in the arsenal is because you have to define the physical stuff for it
While theres an entire section for the items of a unit
Itβs two separate things
there is also scopeArsenal
Yeah
if that's set to 0 then arsenal still hides it
Is your uniform listed in your CfgPatches? It should be I think.
You need to put the uniforms classname into weapons[] of CfgPatches.
^^^
What do you mean for example?
Where to begin lol. I dislike everything about the current system.
Yes, both custom units and uniform are listed under cfg patches. scopeArsenal was defined as 2, same goes for scopeCurator and normal scope
pastebinnn
and ensure that in your uniform config the model= is going towards the dropped item obj while uniformModel is going towards the uniform p3d
Yeah, but it should show ip in the arsenal anyway.
But yeah, pastebin.
Or github gist. Those look nicer imo.
yas ^
<Pastebin, expired>
Which uni
All of them share the same problem
Units spawn with correct loadout and the uniform, uniform has correct texture. Uniform doesn't appear in either Eden or in-game arsenal as a separate entity, units appear as to have <empty> as their uniform
just in case, i made a typo with scopeArsenal, don't worry about it
i had it correct earlier and it didn't work either, it's a typo made while switching back from scope = public;
gonna have to post it via DMs
uniform fails can also be caused by side / faction misalignment i think. iwe had some of this a while back now. struggling to recall.
anyone knows the transparent Color Code?
rgba
a is for transparency (0)
http://killzonekid.com/hex-2-arma-gui-colour-converter/ - Good little tool
played around with new submunition a tiny bit... seems like its super usefull for workarounds. I shoot a bullet out of a rifle, replace it immediately with a missile and on impact i turn it into a penetrator π Now i just need to check if it's also reliably replacing the model and also use effects properly
I smell bolter fire π
cant get the artillery computer to work for one specific asset (the rest work alright)
it always says cant fire no matter what. even though the modes and ranges in the GUI are available
anyone expierence with that? search didnt turn up something useful - could it be related to min/maxElev?
Regarding my yesterday config problems, this is what shows up when I launch a singleplayer scenario with my uniform adorned by my custom unit: https://imgur.com/0KQEqgn
I've already ran out of ideas and I don't think there are any typos in there
Did you ever post the config?
Yes, I did, but I believe the pastebin has expired
It says your uniform doesn't exist in CfgWeapons.
@strange egret have fun with rifle based autoseek weapons π
ended up with MX launching cluster autoseek missiles with lock cone 360 π
<Pastebin, removed> - My config once again, this time it contains different measures mixed onto different uniform configs. Tried finding a solution but nothing helped much.
Maybe you should split up the config for each man class. Like everyone uses #include "CfgVehicles" and puts the whole class into there.
A 1000 line file is bound to have some stupid error somewhere.
I cut the config up a bit: <Pastebin, removed>
Still appears as empty / non existent in equipment
Line 574
There begins CfgWeapons, but you never close off CfgVehicles.
I suggest you take more care with indentation and bracket placement to avoid this kind of error in the future : P
Oh my god
And to think I lost so much time looking around to a simple bracket that was missing in the middle of config
Thanks alot for the help lad
yw
@stoic lily arty comp cant deal with limited traverse pieces, and also only calculates indirect fire (>45Β° elevation)
which is why i came to the conclusion that for my stuff i wont get around having a custom arty comp that can deal with this stuff properly
besides that, if you make "arty compatible" ammo you need ammo properties that make the bullet ignore airfriction
@strange egret thank you. is it minElev > 45 or maxElev?
i think it's minimum elevation must be around ~50 iirc and max as high as you can get My main arty piece has min 0 max 70 - and i was only getting a tiny area with acceptable firing solution due to that
started writing script stuff for solving that issue (esp. because AI is incapable of using arty without that computer otherwise). Got a function that calculates solution and takes into account 3d barrel position (and therefore slant angle of vehicle)
havent tested if other custom arty systems can deal with those vehicles properly, and also give AI capability to use them. If someone knows, please tell.
@undone quiver hah, not even close. It's plasma weaponry that needs this
@strange egret it seems to be maxElev that needs to be >= 45
ah yeah sorry, mind wasnt fully awake yet. It just discards everything below 45 , thats whats happening
reyhard if you find some minutes, could you please check if these from cfgAmmo do something
minDamageForCamShakeHit = 0.55;
minTimeToLive = 0;
shootDistraction = -1;```
another one would be backgroundReload = 0; from cfgWeapons
// default value for shootDistraction is -1, which means we want to calculate it dynamically from audible/visible fire
_shootDistraction = par.ReadValue("shootDistraction", 1.0f);
if (_shootDistraction == -1)
{
_shootDistraction = (_audibleFire*_audibleFire + _visibleFire*_visibleFire) * 0.01f;
} ``` @stoic lily
minTimeToLive seems no longer do anything
ty
minDamageForCamShakeHit should be working
is that absolute or relative damage?
relative damage
so if bullet damage you above 0.55 you should get cam shake
or explosion
class TrainingMine_Ammo: APERSMine_Range_Ammo
minDamageForCamShakeHit = 1.55;
disables this the cam shake, or makes it get triggered by heavy damage
kk
Hey I have been having an issue with some of my Marker Lights. I am trying to make some runway lights that are different colors but unfortunatley they are not working in game (as in the Marker Lights are not working).
Here is how I have configured them and also here is my model.cfg for the model:
author="Natan Brody";
placement = "vertical";
scope = 2;
mapSize=0.25;
class SimpleObject
{
eden=1;
animate[]=
{
{
"light_1_blinking",
0
}
};
hide[]={};
verticalOffset=0.044;
verticalOffsetWorld=0;
init="''";
};
displayName="Runway Edgelight (White)";
model="\PRP_Traffic\RunwayLights\flush_light_white_f.p3d";
class AnimationSources
{
class Light_1_source
{
source="MarkerLight";
markerLight="Light_1";
};
};
class MarkerLights
{
class Light_1
{
color[] = {0.95,0.95,0.95};
ambient[]={0,0,0};
intensity=30;
name="Light_1_pos";
drawLight=1;
drawLightSize=1;
drawLightCenterSize=0.1;
activeLight=0;
blinking=0;
dayLight=0;
useFlare=0;
};
};
};```
{
class runway_edgelight_white_skeleton
{
skeletonInherit = "";
isDiscrete = 1;
SkeletonBones[]=
{
"light_1_hide",""
};
};
};
class CfgModels
{
class Default
{
sections[] = {};
sectionsInherit="";
skeletonName = "";
};
class runway_edgelight_white:Default
{
skeletonName="runway_edgelight_white_skeleton";
sections[]={};
class Animations
{
class light_1_blinking
{
type="hide";
source="light_1_source";
selection="light_1_hide";
sourceAddress = clamp;
minValue = 0.0;//rad 0.0
maxValue = 1.0;//rad 57.29578
hideValue = 0.0;
unHideValue = 0.5;
animPeriod = 0.0;
initPhase = 0.0;
};
};
};
class runway_edgelight_yellow: runway_edgelight_white{};
class flush_light_white_f: runway_edgelight_white{};
};```
I see you have simpleObject enabled. Are they also placed as simple objects?
They are placed on a terrain. The config was adapted from ArmA's default lights so I am not sure
RscChatListDefault now not rewritable? Or I missed something?
anyone knows how RscHTML works?
just thought i'd feed back on the skymaster being stuck to the runway issue.
FIXED
flapsFrictionCoef = 0.2; //0.35
elevatorControlsSensitivityCoef = 4; //1;
elevatorSensitivity = 1.9; //0.35;
that was what was needed to be able to take off without flaps on a long runway
none of the engine/ envelope / thrust changes had made any noticeable difference to this particular problem
thanks @hot pine for helping out.
not a great idea to disable reloading per se. if someone picks up an empty launcher by mistake they would be blocked from adding the 1 single use rocket to it
We made a disposable one use LAWusing a fired EH to wait 0.5 secs (allowing player to get back into cover) before playing a short discard animation then removing the weapon by script, and creating a used model (vehicle not weapon class) on the ground next to the player
in an ideal world disposable = 1 would be a thang!
Is it possible to select the height of the object from the config?
as it stands, you still have to make a reload animation (and sound) for a single use launcher in case the player somehow doesn't take ammo for the launcher.
Can anyone remind me what the thing is called that records your battles on the server, and you can βplay them backβ in a browser in a sort of time lapse map?
Is it possible to select the height of the object from the config?
@dry kraken there is no such info in config. But you can use scripting commands boundingBox boundingBoxReal
@solemn mirage ty
So after trying coding this multiple times, I still can't get the uniform to show up. I made an inheritence script for a uniform, but the uniform model disapears completly. Like its not there. I really don't know what to do anymore, would anyone please be able to help? https://pastebin.com/UjBGjckw
@modern river what the hell is CfgUnits?
because cfgUnits isn't a recognised class in the game
So if I change it to CfgVehicles
playable units are cfgVehicles, yes
Changing it, testing now
Here's the wierd thing
I see it in arsenal, and I see the icon
as well as the name
So. Your problem is that you "can't get the uniform to show up"
But... "I see it in arsenal, and I see the icon as well as the name"
That doesn't add up for me
Want a screenshot
yeah
wait one
cfgPatches are also broken
SWLA_test_Trooper You typoed "peice" it should be "piece"
and why do you have hiddenSelection textures but no hiddenSelections? Uniforms usually have a camo selection.
You remove them. Thus you remove the texture. Thus the uniform is invisible.
Also I think the uniformClass should be an actual existing uniform class.
you have SWLA_test_Armor but SWLA_Test_Uniform doesn't exist
Thanks guys.
Don't thank before we actually fixed it π
Eitherway, you guys took your time to help me
So this is the issue I've been having
Like nothing is there
any errors in RPT?
https://community.bistudio.com/wiki/Crash_Files#Arma_3 There. It's a big logfile with tons of info
If the game has some error with your uniform it will log it into that
I don't see anything there
maybe you are launching the game with -noLogs?
If you do that then there are as the name says. no logs
how do I open an RPT
nevermind got it
13:53:32 File SWLATest\config.cpp, line 76: '/cfgWeapons/SWLA_test_Armor.displayName': Missing ';' at the end of line
And some other stuff
Yup. Looking at your config. The ; is indeed missing
13:54:17 C:\Users\Matt\Desktop\@SWLATest\addons\swlatest.pbo - unknown
that one doesn't matter
pay attention to the lines that tell you that something is wrong. Missing ; or missing or error or warning. Stuff like that.
it should have sooome texture. And not none.
Did you already fix the CfgPatches error that reyhard mentioned?
check RPT again then
how did you fixed cfgPatches?
apparently not
yeh
das fuckin wierd
14:34:23 File SWLATest\config.cpp, line 76: '/cfgWeapons/SWLA_test_Armor.displayName': Missing ';' at the end of line
class cfgWeapons
{
class UniformItem;
class Swop_Clonetrooper_f_Combatuniform;
class SWLA_Test_Uniform: Swop_Clonetrooper_f_Combatuniform;
{
scope=2;
displayName="Work you fucker"
class ItemInfo: UniformItem
{
uniformClass="SWLA_Test_Uniform";
containerClass="Supply40";
mass=40;
};
};
};```
what?
displayName="Work you fucker" <-
- ;
class SWLA_Test_Uniform: Swop_Clonetrooper_f_Combatuniform;
-;
Wiat what
class cfgWeapons
{
class UniformItem;
class Swop_Clonetrooper_f_Combatuniform;
class SWLA_Test_Uniform : Swop_Clonetrooper_f_Combatuniform // was not needed
{
scope = 2;
displayName = "Work you fucker"; // was needed
class ItemInfo : UniformItem
{
uniformClass = "SWLA_Test_Uniform";
containerClass = "Supply40";
mass = 40;
};
};
};
oh
also, Swop_Clonetrooper_f_Combatuniform doesn't inherit from UniformItem
But I'm using one as inheritence
don't you need that too?
class Swop_Clonetrooper_f_Combatuniform : UniformItem;
ok, then no prob.
when you open a class { } , don't put a ; before, even if you inherit
okay, modifying
line numbers can be incorrect. between one and a couple thousand lines off.
But the actual statement is rarely wrong. It said that your displayName was missing a ;. So adding a semicolon after your class is probably not the solution to the displayName problem.
oh great.
does it work?
Same issue.
and did you fixed your cfgPatches now?
I think I did
Just repost the code you currently have. (pastebin pls)
you did nothing to cfgPatches?
Like I said, I think. I'm not the best at coding (I'm very bad at it actually)
"Just repost the code you currently have" Why is the semicolon error from 6 minutes ago still in there?
the semicolon in line 75 will definetly break things
your CfgPatches is also missing the requiredAddons entry
There you need the CfgPatches classes of the pbo's that defined the classes you inherit
that is my current code. I keep on getting the same error from like 10 min ago
@modern river How Dedmen said, you should list requiredAddons
the ; // was not needed is back π remove it!
@modern river So, you need to find from which .pbo your parents 'come'
And then, list them in requiredAddons[]= {"addon_name1", "addon_name2", etc. etc.};
Okay, working on that
πΏ
@grand zinc I've never seen ADDONNAME.pbo which will be not same as in, for example class ADDONNAME_X or name = "ADDONNAME_X"
So, the question is - they're can be difference?
the pbo name can beafasfasfsdfsdfsdf.pbo and it can contain the file \FunkyFilepath\file.sqf and it's CfgPatches name can be HolyMacaroniHawaii
And if yes, which name would be right in requiredAddons[]= line then?
So no correlation required whatsoever
I would just unpack it and look into it's config
@grand zinc For clearance, i should use .pbo name or name = or class NAME in requiredAddons line?
class CfgPatches {
class MY_MOD_NAME {...}
}
MY_MOD_NAME here.
so the name of the class in CfgPatches. Every pbo has to have that entry,
Got it. So, potentially i could un-bin the config then if i'll meet that diff.
Good to know, thanks!
P.S. Was stupid to ask about name = ""; line... π³
What property determines font used for location names on maps? I have overridden the following, but it is not one of those:
font
fontGrid
fontInfo
fontLabel
fontLevel
fontNames
fontUnits```
Sigh. Apparently that is defined in CfgLocationTypes rather than the map control...
How to change Global chat color at 1.82?
as far as I know, no can do
you would have to createChannel and add everyone
Sad. It was available at 1.80. Who ever thought that Global, Direct and Reconnect messages should be almost same color
If it worked in 1.80 then it should be the same now
^
@grand zinc Nope. Or I missed something
Seems like all RscChat*** classes are protected now. I can change color in game or at briefing bcuz RscChatListBriefing inherited from RscChatListDefault. But at slots screen I can't change color. Admin messages mixing with connecting people messages. And everyone miss announcements.
(the command being radioChannelCreate* btw)
oh, mod-wise? I am sorry, I didn't notice I was in #arma3_config -_-
I also can't move away chat from ingame view.
regarding turrets (Static weapons) what is the memory point for the crew's view? I cannot for the life of me find this and the view is always from inside the turret and not the proxy. If anyone can help, please @ me
also I have tried using gunnerview ala vehicle turrets and weapons but it has not been successful.
@solemn mirage pastebin your config please
@stoic lily
class CfgPatches
{
class armaTweaks
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"a3_ui_f"};
authors[] = {"Liquid"};
url = "https://wogames.info";
};
};
class RscChatListDefault
{
//Global chat nickname color - Orange
colorGlobalChannel[] = {1, 0.35, 0, 1};
};
Also
class RscChatListMission: RscChatListDefault
{
//Global chat nickname color - Orange
colorGlobalChannel[] = {1, 0.35, 0, 1}; // <--- This works
//Chat moved 2 sreens down. Get rid of reconnect messages.
y = "2 * safezoneH + safezoneY"; // <--- This doesn't
};```
hasDriver = -1, does that disable AI only tanks from driving at all?
@modern river Are you done?
@solemn mirage maybe requiredAddons needs updating. also try x=-10; y=-10; h=0; w=0; rows=0;
@Dahlgren#1337 yep. AI can only move if there is actually a driver
thanks kju!
that was my guess as well
guess we'll need to have two versions of our tank then
@stoic lily if color applied on briefing but y coordinates - not That mean that requiredAddons is correct and seems like class in ReadAndCreate mode (access = 2)
You can not create y because it is already defined, but you can create new instance of colorGlobalChannel[] because it is inhereted from default class
You can not create y because it is already defined, but you can create new instance of colorGlobalChannel[] because it is inhereted from default class
you cannot create y because it's already defined. But you can create colorGlobalChannel because it's already defined.
What? That doesn't make sense. Both y and colorGlobalChannel are defined in the parent. And you can overwrite both to your liking.
@[KND] Liquid#2636 i didnt see anything in the 1.80 to 1.82 AIO config diff to indicate any change here
so either BI did/broke something on the engine side, its something on your end
Also the log you posted on Monday in #arma3_feedback_tracker
22:56:13 addons\3den_language.pbo - 128479
22:56:13 addons\a3.pbo - unknown
22:56:13 addons\air_f.pbo - 127691
That looks suspicious. Maybe the file got corrupted.
same here. looks like BI messed up or doesnt apply the version to this for some reason (or the file never changed for a long time before the versioning was introduced)
@grand zinc What? That doesn't make sense. Both y and colorGlobalChannel are defined in the parent. And you can overwrite both to your liking.
No. Y defined in RscChatListBriefing and this class is blocked. Color is inhereted. So I can create new instance of color in this class but can not overwrite Y.
If I'm wrong. Can you provide working solution, please?
@stoic lily as i remember pbo was OK in 1.80. Steam cache checked twice
Ah you actually want to overwride RscChatListBriefing and not RscChatListMission or default?
You want to hide the chat right?
How about just setting the chat color to invisible? Wouldn't that also do the job?
just double checked - 1.80 and 1.82 state is the same config wise
actual code: https://pastebin.ubuntu.com/p/PkqpFdpGFb/
@solemn mirage did you verify with config browser that your changes are still applied?
if you set the alpha (last value) in the colors to 0, it should be non visible too
Ok, so does anybody know where all the map configs are located now? After the tank DLC my mod does no longer affect the road colors and such. I do edit 3den map config stuff via my mod, but the main map does not get changed anymore.
Any ideas?
@stoic lily yes - verified that they are not appliedπ·
if you set the alpha (last value) in the colors to 0, it should be non visible too
Values uneditable
not applied
means your config load order is the problem
so
maybe requiredAddons needs updating
No it is not.
Again and again and again
I CAN change color on briefing and mission and color changes are applied.
But I can't edit Y. Cuz bug or protection.
I CANT edit anything at slots stage
if they aren't editable. Aka actually not allowed. It would log that to your RPT
Maybe some other Addon that you don't have in your requiredAddons is editing the y value.
Ok. Forget about Y. Try to change color at RscChatListDefault by yourself
drag your config tweak in here (pbo) and we can test
Ok for real, why does my map colors tweak no longer works. Not in zeus, not for the main map or anything. How do I overwrite the map settings now?
@barren umbra pastebin your config
https://pastebin.com/375F4zxp
It did work before the Tanks DLC update
Ok it seems they changed the required addons a little bit, it now works with this set:
requiredAddons[] = {"A3_Data_F_Loadorder", "A3_Data_F_Curator_Loadorder", "A3_Data_F_Kart_Loadorder", "A3_Data_F_Bootcamp_Loadorder", "A3_Data_F_Heli_Loadorder", "A3_Data_F_Mark_Loadorder", "A3_Data_F_Exp_A_Loadorder", "A3_Data_F_Exp_B_Loadorder", "A3_Data_F_Exp_Loadorder", "A3_Data_F_Jets_Loadorder", "A3_Data_F_Argo_Loadorder", "A3_Data_F_Patrol_Loadorder", "A3_Data_F_Orange_Loadorder", "A3_Data_F_Tacops_Loadorder"};
full one is
{
"A3_Data_F_Loadorder",
"A3_Data_F_Curator_Loadorder",
"A3_Data_F_Kart_Loadorder",
"A3_Data_F_Bootcamp_Loadorder",
"A3_Data_F_Heli_Loadorder",
"A3_Data_F_Mark_Loadorder",
"A3_Data_F_Exp_A_Loadorder",
"A3_Data_F_Exp_B_Loadorder",
"A3_Data_F_Exp_Loadorder",
"A3_Data_F_Jets_Loadorder",
"A3_Data_F_Argo_Loadorder",
"A3_Data_F_Patrol_Loadorder",
"A3_Data_F_Orange_Loadorder",
"A3_Data_F_Tacops_Loadorder",
"A3_Data_F_Tank_Loadorder"
};```
{
"A3_Data_F_Tank_Loadorder"
};``` would be enough
Is there a way I can make an animation play for when a player selects a specific user action? Can this be something included in the user action class in the config file?
you could start the animation via script yeah
ugh, i was hoping it was an easy one line addition into the user action class
@grand zinc @stoic lily I don't know how to punish myself. You were right. This is my fail atrequiredAddons. I tried "A3_Data_F_Tank_Loadorder" and now it works.
Thank you all.
Imagine if the config viewer could display who last modified a config.
Atleast I think it currently doesn't. Or does it?
np
When I need to find what addon defining some variables I use Total Commander to search by text in packed pbos. And I find only ui_f and dta/bin. That is why I used "a3_ui_f" in 1.80 and it works. But not in 1.82
what can fuck up Zeus making static weapons not listed in factions (just in empty) or not at all?
(2d editor and Eden works fine)
Crew or typicalcargo? Side?
We still have problems with some of our armour not loading in zeus unless you place one first in mission. I imagine its a missing requiredaddon
well whats even more weird some static weapons defined in the same config, and supposedly exactly the same way, do appear in ZEUS
[public] new parameter "UImodel" for compass and watch item that will replace model in UI/Map
β€
oh wow that is EXCELLENT
any chance of having the radio item in the same catergory?
as for vietnam / WW2 mods these items are anachronistic, especially the radio
radio is not visible on the map since a2?
This is really great! Looks like bxbx is taking on a most-wanted list of bugfixes now π
oh right lol sorry !
that's the problem when you have your 300 item phabricator task list and migrate it from A2 to A3 but don't check it's still relevant hehe
I THINK i'm in the right channel so here goes nothing; if I had a battleye filter for "remoteExec", how am I supposed to contact the server from the client in a legit way?
Maybe try #server_admins
Ah, thanks.
Does anyone have a guide or knowledge to do the configs for amphibious cars? I've looked around and found resources for both cars and boats but I'm trying to fix a vehicle that used to float but now for some reason just drives normally on the bottom of the ocean like it's land after some update (don't know when, I was gone for like a year.) I'm not sure what I'm doing wrong following like, the boat config
did autocenter=0 get added to the model?
for something to float it needs buoyancy = 1 and autocenter=1 (or removal of autocenter=0 from absolutely every LOD)
I went through and took out autocenter=0 from the geometry and PhysX LODs. I have a buoyancy LOD but I'm not 100% positive if I've set a buoyancy = 1 tag either. I'll check both when I get home
Trying to get a custom sound in the Zeus Sounds menu. Anyone know where I can find an example? I got it in as music but thats the wrong modeule.
Hey guys,I wonder if any of you guys can help.First ,i have a mounted mg class M249 and a heandheld class M249.The problem is that i cannot make the handheld M249 to fire at the same firerate.For players/human everything works correct.But for ai the handheld variant will not fire at set rate.I have same reloadtime set for human and ai class(burst).I have observed the AiFireRate values set fine.Besides the AiFireRate config kine does not affect rate of fire inside a burst.I have also used these lines from the vanilla m134- ffMagnitude = 0.5;
ffFrequency = 11;
ffCount = 6; nothing has helped.Note the mounted class M249 works perfect.But not the handheld class.To state again that its the ai firing that doesnt match up.If a player fires it works fine.....Its got me stumped.....Anyone noticed this?
Simplify to one mode for ai and one for human then check what it inherits using editor configviewer
Then when that is working add more modes slowly
Anybody know what determines fly height for AI?
other than scripting cmds, im not entirely sure if there is something
maybe #arma3_ai guys know?
ita already simplified ,its simple..the ai just doesnt fire the fire rate....i know my way around burst classes like the back of my hand.this is strange...i'll get on to a dev regarding this i think.
Rob,the problem is in unsung.I'll chat to you about this tonight.
have you tried copying 1:1 a vanilla handheld mg modes (eg M200 or zafir) and working from there?
Iam gonna test the vanilla weps with the ai.I think the vanilla weps are beving the same.Iam gonna test some more vanilla ai wep behaviour.Of what i have seen the vanilla weps arent functioning as set in the cfg aswell....has anyone seen an ai firing their handheld weps at very high fire rates?like in bursts? X3kj, Thanks for your reply.I have copied the vanilla cfg of the weps,its virtually a clone now.This is very interesting.......its been this way for a while...
could you record video of that issue?
who? @hot pine
how can I transfer coordinates from the editor to a control group?
control group?
quick question about shotguns. when we shoot a man with our shotguns (using ammo inheriting from class shotgunbase) we get a popup sometimes - i think this is based on an expected sound entry using the old non array system
all of the normal sound entries are present in our uns_shotgunbase (Added from bulletbase)
but obviously this has hitarmor [] = xxxx
not hitarmor = ""
should we use bulletbase as a parent and let simulation do the rest?
hitArmor[] = { β¦ } β this format you sure?
yeah i copied it straight fro mthe bulletbase config
hitArmor[] = {"soundVehiclePlate1", 0.125, "soundVehiclePlate2", 0.125, "soundVehiclePlate3", 0.125, "soundVehiclePlate4", 0.125, "soundVehiclePlate5", 0.125, "soundVehiclePlate6", 0.125, "soundVehiclePlate7", 0.125, "soundVehiclePlate8", 0.125};
no entry hitArmor. implies it is looking for a value for hitArmor as an object, not an array. i am assuming this is because shotgunbase is somehow expecting that to exist. I had read on the forum somewhere that shotgunbase was half-developed and unsupported. if this is true, I guess I'm wondering about shifting our ammo to inherit from bulletbase instead.
do any of you guys with shotguns have a view? @vital torrent @stoic lily @slow summit
in RHS the shotgun ammo has class HitEffects fully defined rather than inheriting from BIS parent B_12Gauge_Pellets
but no hitArmor in there
so is it not a valid class?
@abstract shale yes, coords in control group
it was this (thanks @hot pine )
class HitEffects
{
Hit_Foliage_green = "ImpactLeavesGreen";
Hit_Foliage_Dead = "ImpactLeavesDead";
Hit_Foliage_Green_big = "ImpactLeavesGreenBig";
Hit_Foliage_Palm = "ImpactLeavesPalm";
Hit_Foliage_Pine = "ImpactLeavesPine";
hitFoliage = "ImpactLeaves";
hitGlass = "ImpactGlass";
hitGlassArmored = "ImpactGlassThin";
hitWood = "ImpactWood";
hitMetal = "ImpactMetal";
hitMetalPlate = "ImpactMetal";
hitBuilding = "ImpactPlaster";
hitPlastic = "ImpactPlastic";
hitRubber = "ImpactRubber";
hitConcrete = "ImpactConcrete";
hitMan = "ImpactEffectsBlood";
hitGroundSoft = "ImpactEffectsSmall";
hitGroundRed = "ImpactEffectsRed";
hitGroundHard = "ImpactEffectsHardGround";
hitWater = "ImpactEffectsWater";
hitVirtual = "ImpactMetal"; //"hitArmor";
};
```
note the last entry
in default shotgunbase it has that hitvirtual = "hitarmor"
which is why it only shows up in virtualarsenal
solved though, thanks so much
im such a dimwit honestly, my finger ws hovering over the hiteffects expand + in configviewer and i didnt look
so this new OB option "rename (all lods)" doesn't seem to work when attempting to rename a proxy path/model e.g. a muzzleflash proxy model in a plane
i guess moveobject would be still the way to go there π¦
you can also use namedSelections.bio2s script in o2
there is replace function which supports (in limited way) wildcards
reyhard,no soryy unable video it,easy to reproduce.try any assault rifle or mg handheld.
How can I use custom font on HUD?
make a custom CfgFontFamilies class and use that for the font= parameter in the MFD
fontToTGA tool exists for generating the font bitmaps
@da12thMonkey#2096 what size should I the font?
I don't think the size in the input window matters
it'll generate several .fxy files and output .tgas for different sizes
I think you only really need the ones with a 46-##.tga suffix for MFDs
46 is font size if I remember correctly
MFD is using first font in the array (or maybe last one?)
Ok, will try both. Thank you guys
class CfgFontFamilies
{
class rhs_font_rus
{
fonts[] = {"\rhsafrf\addons\rhs_optics\scripts\font_rus\rus_font_b-bold46"};
};
Or just use 46 π Thanks
Could I attach script to bay animation?
Hi
I have a problem with my cfg
My plane move inside ground when i try to use jet dlc's cfg wheels
Would Any one help me?
hey @worthy beacon welcome to the discord mate
so which jet is it?
are the wheels in your model.p3d starting folded away? (wheels above centre of mass can cause a failure in physx)
have you added the new damper and wheel animationsources (to model.cfg and cfgvehicles config.cpp)?
have you added class wheels to your cfgvehicles config?
The jet is F-5
No i dont ad them
Add*
Class wheels aded
Added*
The model havent any problem
class wheels uses model memory points as reference for the centre and boundary of the wheels
if you do not have the named memory points that are written in class wheels, then it will sink
ah yes, so those must be added to the model - the centre and rim points for each wheel
also you need wheel convex components in your geo, and named points in landcontact lod
When i change the parameters of class wheels in work but it dump and jump when taxi to takeof
It*
i often find the sunken thing can happen if your landcontact points are named for dampers but your geo components are not named right
i would say - add the new memory points rim and centre for each wheel, and then add the new damper animationsources to your model.cfg and vehicle config
class animationsources
{
class Damper_left_source
{
source = "damper";
wheel = "wheel_left";
};
class Damper_right_source
{
source = "damper";
wheel = "wheel_right";
};
class Damper_rear_source
{
source = "damper";
wheel = "wheel_rear";
};
class Wheel_left_source
{
source = "wheel";
wheel = "wheel_left";
};
class Wheel_right_source
{
source = "wheel";
wheel = "wheel_right";
};
class Wheel_rear_source
{
source = "wheel";
wheel = "wheel_rear";
};
};
//dampers
class gear_L_damper
{
type="translation";
source="Damper_left_source";
selection="gear_L_damper";
axis="gearL_rot_axis";
memory=1;
sourceAddress="clamp";
minValue=0;
maxValue=1;
offset0=0;
offset1=0.25;
};
class Gear_R_damper: gear_L_damper
{
source="damper_right_source";
selection="gear_R_damper";
axis="gearR_rot_axis";
};
class rear_damper: gear_L_damper
{
source="Damper_rear_source";
selection="gear_rear_damper";
axis="gear_rear_rot_axis";
offset1 = 0.1;
};
//wheel rotate
class wheel_right
{
type="rotation";
source="Wheel_right_source";
memory = 1;
sourceAddress="loop";
selection="wheel_right";
axis="wheelR_axis";
minValue = 0.0;
maxValue = 1.0;
minPhase = 0.0;
maxPhase = 1.0;
angle0 = 0.0;
angle1 = -3.141593;
};
class wheel_left: wheel_right
{
source="Wheel_left_source";
selection="wheel_left";
axis="wheelL_axis";
angle1 = 3.141593;
};
class Wheel_rear: wheel_right
{
source="Wheel_rear_source";
selection="wheel_rear";
axis="wheel_rear_axis";
}; ```
class Wheels
{
class wheel_rear
{
// caesar wheel definition
// adjusted by TeTeT
steering = 1;
side = "left";
boneName = "Wheel_rear";
center = "Wheel_rear_center";
boundary = "Wheel_rear_rim";
suspForceAppPointOffset = "Wheel_rear_center";
tireForceAppPointOffset = "Wheel_rear_center";
width = 0.18;
mass = 150;
MOI = 25;
dampingRate = 0.4;
dampingRateDamaged = 1;
dampingRateDestroyed = 1000;
maxBrakeTorque = 1500;
maxHandBrakeTorque = 0;
suspTravelDirection[] = {0,-1,0};
maxCompression = 0.15;
maxDroop = 0.15;
sprungMass = 3600;
springStrength = 90000; // 10500;
springDamperRate = 14000; // 18000.5;
longitudinalStiffnessPerUnitGravity = 5000;
latStiffX = 25;
latStiffY = 180;
frictionVsSlipGraph[] = {{0,1},{0.5,1},{1,1}};
};
class wheel_left: wheel_rear
{
boneName = "wheel_left";
center = "Wheel_left_center";
boundary = "Wheel_left_rim";
suspForceAppPointOffset = "Wheel_left_center";
tireForceAppPointOffset = "Wheel_left_center";
steering = 0;
width = 0.36; //0.72;
};
class wheel_right: wheel_left
{
side = "right";
boneName = "wheel_right";
center = "Wheel_right_center";
boundary = "Wheel_right_rim";
suspForceAppPointOffset = "Wheel_right_center";
tireForceAppPointOffset = "Wheel_right_center";
};
};```
also in geo lod make sure your wheel mass matches your class wheels mass (e.g. above it is mass = 150;)
landcontactpoints are named like this in the plane above
driveOnComponent[] = { "gear_rear_damper", "gear_R_damper", "gear_L_damper" };
and so are the wheel components in the geo lod - because you want your landontact to move whe nthe dampers compress or extend
same with wheel collission with ground, so u want the naming to match
Thanks Rob
good luck!
When calculating caliber. Does the round include the mass of body armor and such in regards of penetrating through infantry?
Body armour doesn't add anything to the unit's fire geometry LOD
it's just a hitpoint modifier
Even mass?
Not sure if soldier simulation even has mass, but if you mean load, then yes, vests increase the soldiers load.
So what happens if you make say armor so good it nulls the damage of the weapon. Will it still pass through? π€
π€
If it nulls the damage, it by definition doesn't get through.
mmm,
Guess I'll mess with a 50.cal
So lining two guys up, with full ballistic. 1st guy dies, 2nd one takes "yellow" damage
take the vest off, 1st guy dies, second one is at red damage.
Potential?
does anyone knows the designator batteries config ?
i need to create batteries for my nvg script
Ok i found it
i made a few here in a playlist https://www.youtube.com/watch?v=p6lk6ohNhdo&list=PLvK-USIvm-mgi_sQvhceM-z9-106MRAou
Hey guys im a bit stuck here, my hat is not showing up in the virtual arsenal and i cant figure out why, there's probably multiple errors in this config. https://pastebin.com/F90ps8z7
Try inheriting from an existing cap instead, and just change what you need. @quick walrus
That sounds good and like it is a much better way to do it! thanks
Just found out what I was doing wrong, was saving the Config as a .cfg and not a .cpp π€¦
If you used Mikeros tools they would've refused packing or shown you a warning about that ^^
But then... You are referencing external files.. Mikeros tool will probably turn everything into pure hell till you disable it's crap features
Yay my first mod that has something in it! Long way to go tho XD
You also have to put PatrolCap_Irish into weapons[] of CfgPatches. And the TWest macro is used, but never defined.
So how resource intensive is the new HEAT config? Compared to say a AP round?
Are you trying to give an mg heat rounds or do you think the game will crap itself if you shoot a tank every 10 seconds with that?
If MG then idk, but if Tank then stop worrying about it.
Probably a fire rate of at least a SPAR
cant believe it makes a difference
its just switching around parameters - normal rounds have AP warhead type after all
heat with submunition just spawns one more projectile (and deletes the old) at impact...
so no cluster ammo like lag (which comes from particles)
(and deletes the old) not in all cases
Is there a way to to make the tacical ping to stay visible for a longer time?
what are these new key actions about?
TransportNightVision[] = {{157,49}};
AirPlaneBrake[] = {45};
@barren umbra try this stuff: https://pastebin.ubuntu.com/p/3g2CCtzwns/
air plane brake is air plane brake
transport night vision is for switching PiP view modes
ok ty
Can you remove the distance text from waypoints?
I just want the icon to be visible, for waypoints, tasks and orders (like when ordered to target something), but without the distance display. I looked through UI pbo but I could not find the thing that adds the distance text.
engine I'd say. If that's configurable then probably difficulty settings
I (vaguely) remember ACE doing that in A2
in difficulty setting its only for displaying both the waypoint icon and the distance.
is these "textureList[] = " in config "hardcoded" functionality or just linked to a init script? and second questions, is this a good way (or anyone better?) to get some random textures on units
if i want to have a guy with random red, white, blue tshirt?
Scripted
i think its used with bis_fnc_initVehicle in an init eh
I can't find the script though. But it's not hardcoded
too bad, wanted to make more variation, but not super keen on scripted solution
I have a couple of questions about the dynamic weapon configs.
- with gunpods is it possible to have muzzle gas and shell casings ejected like we could in the old system? I added the memory points necessary to my gunpod model and then the weapon has this entry
class GunParticles
{
class effect1
{
positionName = "usti_hlavne_Tm134";
directionName = "konec_hlavne_Tm134";
effectName = "MachineGun1";
};
class effect3
{
positionName = "machinegun_eject_pos_Tm134";
directionName = "machinegun_eject_dir_Tm134";
effectName = "MachineGunCartridge";
};
class effect5: effect1
{
effectName = "MachineGunCloud";
};
};```
but al li see is a static (non-rotating) muzzle flash, and working tracer points.
- i'm guessing we can't animate the muzzle flash ?
just testing if these are limitations in the new system or not.
my gunpod has a model.cfg with a rotation animation using a source defined in the aircraft vehicle animationsources, with the pylonweapon as weapon entry, but the flash is static. i imagine it's impossible to animate inside a proxy, despite the muzzleflash working properly (show/hide on firing) that would likely be some engine change in jets dlc.
has anyone else experimented with gunpod proxies?
- We used to be able to design weapons grouping (cannon, rocket, AAM, AGM, small bomb, large bomb, fueltank) by adding weapons in the right order in the weapons[] array. what governs the load order in the pylon weapon cycling? is it pylon priority?
- on the new clusterbombs. mine seem to be dropping way behind the plane, almost like they are travelling backwards from release. is there a setting in the ammo/mag/weapon that controls the direction of travel of the main munition?
I am thinking I may need to add an initspeed to the munition to stop it moving backwards. It has 20kgs mass in geo (it's a small bomblet)
and then the bomblet spawns a clustermunition effect (to simulate 15 bomblets being released)
i didn't want to have 15 bomblets falling fro mthe plane, as that would probably be suboptimal
(in case you're wondering it's a SUU14 dispenser on an A-1 Skyraider) https://i.pinimg.com/originals/76/89/63/768963f97f8c92e60df17e4e0b7f8fd4.jpg
Muzzle flashes are animated with the reload animation source
i made a forum topic too, as this might be useful for others to understand https://forums.bohemia.net/forums/topic/216356-new-aircraft-loadout-system-questions/
are they? ok thanks, so the plane vehicle will need that source linked to the weapon in the class animationsources?
no
only the gunpod needs the animation source
the game does it automatically when that magazine is firing
like this?
class MuzzleFlashRot
{
type="rotation";
source="reload";
sourceAddress="loop";
selection="zasleh";
axis="barrel_Axis";
centerFirstVertex=true;
minValue=0;
maxValue=4;
angle0="rad 0";
angle1="rad 360";
};
hang on, I wrote about this somewhere with an example from the guns on the AH-6 in RHS
thx π
as for pfx and light effects. Currently there doesn't seem to be any native support for it on dynamic gun pods
as for the bomb falling behind the plane, it's perhaps a matter of airfriction
ok flashes rotate now thanks
any idea about weapon order in HUD?
i was being lazy and asking before starting detailed epxeriments here lol
if nobody knows, i'll do some testing and write it up
you've saved me half a day fussing over fx so thanks:)
I don't know about the weapon order. Pylon priority seems likely
any idea if there's any documentation o nthe new clusterbombs?
class BombCluster_01_Ammo_F: Bomb_04_F
{
model = "\a3\Weapons_F_Orange\Ammo\BombCluster_01_fly_F";
proxyShape = "\a3\Weapons_F_Orange\Ammo\BombCluster_01_F";
simulation = "shotMissile";
triggerDistance = 250;
triggerSpeedCoef[] = {0.8, 1};
submunitionAmmo[] = {"Mo_cluster_Bomb_01_F", 0.93, "BombCluster_01_UXO_deploy", 0.07};
submunitionConeAngle = 10;
submunitionConeType[] = {"randomcenter", 85};
};```
so what does triggerSpeedCoef[] = {0.8, 1}; do?
how is submunitionConeAngle = 10; calculated?
and what is the value in this submunitionConeType[] = {"randomcenter", 85};
the reason iask is that our cbus appear to spawn effects several hundred metres away t othe left and right of the plane.
making me wonder what the values do...
i tried google and got nothing, literally a single response, where a guy mentions it in passing on the forums
also maverickWeaponIndexOffset
any idea what is this used for? i only see questions and zero documentation
happy to document it, once i have an understanding
replied on forums
thanks - very useful
triggerDistance = 40; //distance from target in metres
if we don't have a target locked i'm assuming that it uses the ground
as very few of our vietnam era bombs are able to lock
yes, it uses the same "target" as the engine uses to establish CCIP
if you try dripping bombs on the diag .exe it becomes quite clear how it works
ok well it looks like if you don't specify a target then it works based on height. i can set various heights and they all work ok in VR
i am wondering if not having a target might be borking some of the other elements like if the engine is trying to calculate the cone relative to the target orientation, for example, rather than looking down vertically as you might expect
so wha ti'm seeing ver yclearly, is the initial munition (the cbu casing) is flying backwards really fast when fired
i guess it has too much friction
seems to be 0.1 bomb, 0.001 missile, 0 artillery calculated shell
Might want to add a few bounding points to the Geo LOD of the "fly" model of your munitions too. IIRC this has some effect on their flight characteristics once released https://i.imgur.com/M4aY9cB.png
can see there that there are corner verts from a large cube and mass is applied to thw whole thing, while the Component is the geometry in the middle
any suggestions on how to fix the absence of "reloadtime" caused by having a stack of single mags on the plane?
before implementing the dynamic system, we could pickle bombs with reloadtime = 0.3 and so bombs would fall either in burst mode (burst =2) or fullauto (drops bombs as long as you hold down the trigger)
and the reloadtime would kick in between "rounds" in the mag allowing a spread of bombs
in the current system whe nyou press fire, all of the bombs (2 in burst and say 8 in auto) drop instantaneously
i imagine its magazinereloadtime that needs adding to the weapon?
hrm, mothing works. so i guess no more auto fire on bomb launchers π¦
Pylons have different priority?
yeah i have 15 pylons, priority is paired equally, but each pair has unique priority
pressing fire with full auto fire mode and reloadtime of 0.3s launches all 15 bombs immediately
i nthe past you'd see a nice pickled stick of spreading bombs
i got the CBU dispensers working perfectly thanks for your help this morning π
i imagine the new system for stacking solo pylon mags is not accounting for reloadtime. strangely it also doesnt respect reloadmagazinetime
anyone know a way to animate a wheel on a car, but without adding it as a physx wheel
perhaps liking animation to wheel_1_2 for instance
try calling it class wheel_1_2_extra & see if it's working
wheel mask should take care of it
Anyone know why UserActions for a vehicle would just suddenly not work?
I get no script errors and when I paste the contents of the function into the debug console it runs just fine.
{
userActionID = 52;
displayName = "ENGAGE FORWARD THRUSTERS";
displayNameDefault = "ENGAGE FORWARD THRUSTERS";
textToolTip = "ENGAGE FORWARD THRUSTERS";
priority = 10;
condition = "(!(this getvariable [""OPTRE_Thruster_EngagedStatus"",false])) AND (player == driver this) AND (alive this) AND (isEngineOn this)";
statement = "0 = this spawn OPTRE_ThrusterEngage";
};```
_pelican setvariable ["OPTRE_Thruster_EngagedStatus",true,true];
_pelican setobjecttextureglobal [1,"optre_vehicles\pelican\data\bolt_blue_ca.paa"];
hint "ENGAGING FORWARD THRUSTERS";
while {((_pelican getvariable ["OPTRE_Thruster_EngagedStatus",false]) AND (alive _pelican))} do
{
if (speed _pelican <= 600) then {
_vel = velocity _pelican;
_dir = direction _pelican;
_speed = 10;
_pelican setVelocity [
(_vel select 0) + (sin _dir * _speed),
(_vel select 1) + (cos _dir * _speed),
(_vel select 2)
];
};
sleep 0.5;
};```
Hello everyone! I am looking for help regarding an issue I'm having with cfgWeapons for my vehicle mod (https://forums.bohemia.net/forums/topic/206037-20th-aib-realistic-warrior/). The problem is described in the comments, however I'm not skilled enough to understand it and to me the recommended solution doesn't really make sense since my weapon classes depend on those classes... any help would be appreciated and I'm also able to provide full config access if required. Thanks!
{
class close;
class short;
class medium;
class manual;
class far;
class player;
class MGun;
class autocannon_30mm;
class LMG_coax;
class 20AIB_30mm_L121A1: autocannon_30mm
{
class player: player
{
reloadTime=0.67000002;
};
class close: close
{
reloadTime=0.67000002;
burst=6;
};
class short: short
{
reloadTime=0.67000002;
burst=3;
};
class medium: medium
{
reloadTime=0.67000002;
burst=2;
};
class far: far
{
reloadTime=0.67000002;
burst=1;
};
muzzles[]=
{
"this"
};
displayName="L121A1 RARDEN";
magazines[]=
{
"20AIB_6Rnd_30mm_HE_Red",
"20AIB_6Rnd_30mm_APFSDS_Red"
};
magazineReloadTime=4;
autoReload=0;
scope=1;
};
};```
class close;
class short;
class medium;
class manual;
class far;
class player;``` that doesn't exist in cfgWeapons
you need to reference it inside of parent class
{
class close;
class short;
class medium;
class far;
class player;
};```
like this?
they are not there neither nvm, seems it could work but it will inherit params from autocannon_Base_F
plus you need to recreate inheritance so class autocannon_30mm: parent_class_of_autocannon_30mm_CTWS
Many players simply die from failing 2m, how to reduce damage to make players more happy?```
@eternal yew
impactDamageMultiplier = 0.5; // multiplier for falling damage
0.5 is the default so you can reduce and experiment with it
@gundich muzzles[]=
{
"this"
}; // this is wrong for that class of weapon. have a look at the base config of the autocannon, it has two muzzles defined, AP and HE.
also i think your ACE dependency is caused by the useractions in the commander turret
@livid heath the ACE useractions are in our private mod, not the public one. For the muzzles I'll look it up tomorrow.
@hot pine If I try to do anything else except what I had already it breaks the weapons. I don't understand what I'm doing wrong. I'll try to investigate tomorrow.
btw I really appreciate all your help
if im about tomorrow hit me up and i'll fix your weapons
is there anyone who is using t72 tank from reyhard mod? its seems bugged after dlc ..and not sure how to fix it
i mean rds_Tanks
interesting same thing is bugged on cup t72 in driver position from inside ..and when its turned out too
oh yes we have that too
in unsung tanks
the inside driver is blocking the gunner optics since tanks dlc
i'm guessing something fundamental changed to do with tank interior views
and using lodturnedin and lodturned out values
so have you guys fixed it
not yet looked into it
found it, its MikeroTools https://armaservices.maverick-applications.com/Products/MikerosDosTools/
@undone quiver
class CfgSounds {
#include "AFAR\f\SFX.hpp"
sounds[] = {};
class parasound {
name = "parasound";
sound[] = {"res\c130.ogg", 1.0, 1};
titles[] = {};
};
};
Wrong channel.
Oops, it was all scripts so I assumed scripting
Follow up question, will this go in my description, or the hpp file?
description.ext
@undone quiver That's a config, therefore I figured config editing. Β―_(γ)_/Β―
class autocannon_Base_F;
class autocannon_30mm: autocannon_Base_F
{
class close;
class short;
class medium;
class far;
class player;
};
class LMG_RCWS;
class LMG_coax: LMG_RCWS
{
class manual;
class close;
class short;
class medium;
class far;
class player;
};```
{
class player: player
{
reloadTime=0.67000002;
};
class close: close
{
reloadTime=0.67000002;
burst=6;
};
class short: short
{
reloadTime=0.67000002;
burst=3;
};
class medium: medium
{
reloadTime=0.67000002;
burst=2;
};
class far: far
{
reloadTime=0.67000002;
burst=1;
};
muzzles[]=
{
"this"
};
displayName="L121A1 RARDEN";
magazines[]=
{
"20AIB_6Rnd_30mm_HE_Red",
"20AIB_6Rnd_30mm_APFSDS_Red"
};
magazineReloadTime=4;
autoReload=0;
scope=1;
};
class 20AIB_762_L94A1: LMG_coax
{
class manual: manual
{
reloadTime=0.12;
};
class close: close
{
reloadTime=0.12;
};
class short: short
{
reloadTime=0.12;
};
class medium: medium
{
reloadTime=0.12;
};
class far: far
{
reloadTime=0.12;
};
displayName="L94A1 Chain Gun";
magazines[]=
{
"20AIB_250Rnd_762x51_Red"
};
magazineReloadTime=8;
autoReload=0;
scope=1;
};```
this appears to be working fine, except for: 20AIB_fv510_warrior_w: cannon_ready_light - unknown animation source muzzle_hide_cannon
{
"HE",
"AP"
};
``` breaks the autocannon
Send the config in pastebin and iβll edit it for u when im home later
sent π
anyone know how to make AI compensate for a weapon with no drop?
@gundich see PM
why does AI need to compensate if it has no drop?
well i should clarify
i have a launcher that has no drop and the ai will shoot ahead and above targets to try to compensate for drop
most likely because im inheriting from the RPG32
so rather how do i make AI NOT compensate for drop
How come the weapon has no drop?
because its a space rocket launcher
Is the projectile scripted or what? All ammo has a drop. They're all accelerated by gravity.
You cannot configure the AI to ignore that.
airFriction = 0;
sideairFriction = 0;
coefGravity = 0.0;```
flies straight
I find that hard to believe tbh
Maybe try a very small gravity coeficient. Maybe the math just bugs out.
Or AI is just shit at aiming these in general.
does it work on vanilla targets? maybe the custom target vehicle is the problem, not the compensation
if it's just about moving targets then there is bug in vanilla ai which you cannont do anything about (other than wait for fix)
hmm
Hello,
for people interested in PhysX parameters in config.cpp a new page has made its appearance on the wiki:
https://community.bistudio.com/wiki/Arma_3_Vehicle_Handling_Configuration
still WIP, but with lots of info from ** @bold tapir ** himself
simulationtype thingX is missing π Though a Thing is not really a Vehicle. And I think in engine the X are uppercase. But who counts peas...
helicopterrtd (?) uses physx too. And there's planex now I believe.
quit complaining, and be happy with what you already have :p
quit complaining
Ahahaha
i would like to see an explanation what enginePower is supposed to do - after all it's a redundant value - because engine power is derivable from maxtorque and torque-rpm curve with min and max omega
updating IFA3 Tanks to Tanks DLC physX now in live https://www.twitch.tv/el_tyranos
can't stomach a phsyx thriller right now - too much tension for me
condition="user0=10"; ?
i don't know what a user10 is if it bit me, but you cannot change any property in a config.cpp. They are baked in concrete at compile time, not game time.
you can use exec/evals to bake complicated constants like
thingy= EXEC( sqrt 7);
but they too are baked.
the only 'properties' you can change are those used in sqf namespace (in the context of condition= and statement= they are sqf statements) but they need to be used via either an init= some_event_handler, or a direct call in the condition = to a sqf FILE.
but to repeat, you cannot alter baked in constants.
in a config.cpp anything that says:
var=
produces a baked constant.
the one exception is description.ext where the baking occurs at game load time. But it remains (in effect) unalterable once produced.
an example of the last comment is:
array[]= EXEC(GetProductVersion);
this (obviously) retrieves the game version plus nut's n bolts. The produced array is read-only (like all other var= in any paramfile)
@wise tusk - I know it's dumb but I didn't found any other way
condition = "(user0>= 10)*(user<=10)";
aplogies for my rant. _Because you said 'user0 EQUALS 10', it was too easy to assume you were trying to change something. what you wanted was
user0 == 10;
== is called 'equivalent to'
I should have realised that because it was a condition= test
π·
and, if i've finally got it right. the above is also wrong. remove the 2nd test because the value will almost always be false.
what you have got right is using greater and less testing, because floating point values are almost never exactly the value wanted due to the way IEEE floats are stored in the engine.
fyi: the aster is also wrong (that means multiply) you wanted to use & (and)
it's mfd syntax, it's correct
- means?
= will return either 0 or 1, not false or true
mfds are visible when condition is >= 1,
and there is no == in mfds for some unknown to me reasons
what is mfd? i've always assumed these items (syntaxes) are sqf/sqs
and if they are sqf/sqs they return the boolean values true or false.
https://community.bistudio.com/wiki/Simple_Expression - Simple Expressions - How do they work?
it is incorrect to say 'true' and 'false' return 0 or 1 for sqf, they literally return a 'true' or 'false' boolean value. In configs, these are most often translated to 0 or 1 by the use of #defines
and i see no reference to a mysterious 'mfd' in the above url
huh? that whole page is about MFDs https://community.bistudio.com/wiki/A3_MFD_config_reference
that's better, and the 'value' returned is literally 'true' or 'false' (which is altered by #defines if they exist)
it's one of the great bugbears of paramiles in general.
Simple expression is basically sqf syntax with a different set of commands.
yes, sure, and boolen expressions in sqX return the boolean text, 'true' or 'false'
the only paramfile i am aware of that converts them to 0 and 1 automatically is bi's binarise.exe because it uses a different compiler.
Simple expressions are just strings that the game interprets later. Has nothing to do with config itself and only works for certain entries,e.g. sound config or mfd.
I have no argument with you there commy2,. none at all, but the boolean returns are misunderstood. you can see it over and over again in sqX FILES which are expecting the var= to literally be "true" or "false" , not, repeat not numeric zero or one
it's a catch 22, if you use #defines, as defined say in common defs, you are caught.
it's the reason why bis take great care to also state whether or not some sqf operators (verbs) accept boolean (read 'text') values, in addition to numeric values.
from memory 'select' is one of them.
In A4, they should just get rid of booleans. They serve no purpose if you have a number type.
agreed again!
but, btw, the definition of a boolean in any language that translates to numeric is zero and NOT zero ( the value 1 is merely a convention)
mikero wishes his keyboard would not have so many spelling mistakes
in any case, back to the actual issue, aster is a no-no (it multiplies two boolean values), which sqX interpreters will raise red flag anyway. But the real issue_ is testing for an exact value, eg 10.00000000 whichi is a very dangerous thing to do with IEEE floats because most exact values don't exist.
thing that I posted will work in game
since >= will really return either 0 or 1
so if both conditions are fulified (user value is equal to 10) then mfd will be shown
i have to agree that 1*1 == 1. but it's a wrinkle I was not aware of. That code is protected by quotes which means #defines don't apply, and therefore also means it's different to cfgConvertFileChange (the paramfile binariser)
20 years? is it? and I still learn something new.
Try that syntax in any sqf file and it will get screamed at. Afaik, but things do change, every day.
...... hmmm, gonna look at the bis biki on aster
yep, it's a little confusing. the biki states >= returns the boolean 'true' or 'false'. the aster says this operator only works on numbers. Elsewhere in the biki it states a specific operator (such as select) works on numbers AND/or booleans. This isn't an argument about who's right or wrong. You're very clearly right, one way (numeric booleans) or other (aster numerics), but there's one hell of a disconnect here with the neccesity to use #defines for var=true;
ditto EXEC( var==anything);