#arma3_config
1 messages ยท Page 85 of 1
my bad for not realising the obvious.
just be very very very cautious about using exact numbers. eg exactly == 10.00000000 .Almost everything model.cfg related returns floating point values. Most numbers cannot be represented exactly in IEEE math (the value returned). this may not be true of the exact number 10, but is an accident waiting to happen
a reasonably good example is doors >= 0.5. It's a good habit to get into because an exact test returning 5.00000000001,. is not what you expected to deal with.
Did not know that. I am using indeed exact numbers but for the sake of it I will change that. Thank you
less than 1% of all possible numbers that can be stored in ieeee math can be represented exactly in the decimal equivalent. the reason is actually obvious, there aren't and never will be enough bits to do so,
but, 0.30000000000000033 is close enough to the real thing, except when you test for an exact value (==)
it's an industry standard that compilers / decompilers will only show the first 6 digits of a floating point value because of this.
it is rarely the actual value that's stored or retrieved.
to make matters more confusing, compilers generally round down to the nearest equivalent, and DEcompilers round up !
Any whole number up to (2^23)-1 is represented exactly in IEEE.
probably. it's a bad habit to get into
Yeap, but it's the reason "myArray select 123" always makes sense.
you could also say 2^something is also accurate to one decimal place etc, etc etc.
ummm err, select 'number' == integer. not float.
select 1.24567 might introduce mysteries <grin>
(well no it wont' but you get my meaning)
Pretty sure the floats Arma uses become vulnerable to rounding for whole numbers above 1e7.
6 digit decimal precison. whatver that happens to be.
Yeah, when they hit 2^23.
wrps eg are accurate to 1.23456. move the decimal point wherever you like.
generalised, meters are accurate to 2 decimal places (eg centimeters)
2^23<1e7 though
burp. its not reallu significant what the truth is, it's a very dangerous habit to get into. it will come back and bite you eventually.
I'm not denigrating the interesting info tho.
Depends though, IEEE guarantees that operations that would (calculated to infinite accuracy) produce a representable value, do produce one.
So +, - and * within 2^23 is always exact.
Which integer between 2^23 and 1e7 cannot be represented in Arma? (one example is sufficient)
how about lod resolutions?
(probably an awful example)
Synide quotes these values in hex, because the ieee equivalent might not exist. Perhaps they do, but that aint the point.
what i'm saying here folks is you use == at your peril. That's all there is to it.
To give a different example:
if the engine always adds 0.033 to the rpm counter (and I aint interested if it does or doesn't) it is never going to be 10.0
commy2: Sorry, it's (2^24)-1, I forgot about the implicit leading bit. You can see the point where it breaks with:
a = 1;
for "i" from 1 to (24) do
{
a = a * 2;
};
b = [a % 2, (a - 1) % 2, (a + 1) % 2]
You'd expect b to be [0, 1, 1] with infinite precision.
typical from you, bloody nice research work.
Yeah, LOD resolutions should be done in hex, because the routines that convert the string to the number are usually not great.
And I think they might be implementation (e.g. compiler) dependant too.
my very definite experience (been there dun that) is no two compilers work exactly the same way. gcc vs visual studio come to mind. (I an also certain you experience same) And it is actually not that important, the thing is == is an accident waiting to happen for 100 reasons.
If they don't for IEEE floats they're deeply broken, but the formatting routines to and from the floats may differ.
yep
But for example if you do 10 + 15 in SQF (which is internally stored as a float) you shouldn't fear doing == 25
They act exactly like integers until you hit 2^24.
two things now I've learned in one day
Lua does the same.
Where it becomes a pain is bit-wise operations.
Then you're in a minor hell.
ouchy ouch ouch
we all have to bare in mind too that bis use their own compiler, it may be good, bad or indifferent, but it's another wrinkle.
as you and I both know Ian, bis store 'numbers' as 1, 1.0, or "1" it is only the context of how they're read that changes. In ofp at least, they were all mutually equivalent, and were 'translated' to what the caller wanted. This and other examples like all sound.ext are born equal, was concieved 20 years? ago and we are unlikely to see such crafting again.
Anyone know why I'm getting a "can't load mipmap" error for my editor previews?
Full disclosure: path has been changed to the correct one of "csat_data\data\editorpreviews\tec_o_soldier_f.jpg" and like triple checked. File is a JPG file that's 455x256 like the wiki says and it's packed correctly into the CSAT_Data addon from Addon Builder.
so it's definitely inside the .pbo after packing?
but yeah, I've not encountered that before. But we use .paa for our edprev images, regardless of what the biki says
.jpeg wouldn't have mipmaps anyway
jpg may be excluded form packing
yup
would have to add *.jpg to the list of files to copy directly
hello, i can't use rscEdit, it show but i can't edit text in field, any idea?
@hearty sandal I pack with adding builder. JPGs are on the list of files to copy directly and I've opened and checked the PBOs to manually confirm @da12thMonkey#2096
Well addon builder may do all kinds of things.
lack of a 'mipmap' is deeply suspicous, as someone already noted, beause jpegs don't have them. All bis previews are paa, that should tell you something.
without meaning any offence to you at all, we've all heard, many times, over and over again how a 'file' is definately there, in the right folder and spelt correctly and yada yada yada. Only to discover it actually isn't. As a non intended advertorial, pboProject (actually the dll) will tell you instantly whether that's true.
BIS ones aren't all .paa AFAIK. I checked the editorpreview param on the Angara tank earlier and the path there stated .jpg
ahah, a new thing learned, AGAIN!
imagetopaa wouldn't convert them in the suggested resolution either since it's not a normal 2^n image
but as you say, it's a suspicious error
jpg is standard for editorpreviews, because i think, those images are not a ^2 ratio. keeps it away from any "cannot generate mipmaps" erroprs in building (well it's supposed to eh).
our standard for menu images in unsung is also png now as it's smaller than tga. they get converted to paa, and have mipmaps, and need to be in the right format.
if your game is having problems with a jpg it could be you left in a layer, or have it saved in the wrong colour format (i.e. not RGB), or that you have an alpha channle though i imagine that's impossible in jpg.
my advice - find a working jpg and use that as your template.
if it still isn't working then either your tools are not set up right, as the guys said, or you have a mistake in your config like "imagename.jpg.paa"
So I'm having a VTOL AI issue still that seems to be situational.
For the most part, the AI will performs fine, they can land, do strafing runs, ect.
However, when climbing to gain altitude (after strafing run, bypassing target, or even a sharp waypoint turn). The AI get stuck in a endless state of climbing. The results is pretty consistent, the speed stays almost exact during the climb, and the flaps are only partially down. However the AI can't seem to get out of this state. They won't even react tell they hit the max altitude and the aircraft loses speed, they will also react normally if I temporary take controls to simply alter the speed and such.
+1 to eggbeast
@undone quiver That's what I call a duo of wings ๐
hello i need a config help
Here is where to get it.
i retuxtured the rhs c130 but when i done the config it didn't appear in game nor in the list
class CfgEditorCategories
{
class MyVegetables { displayName = "My Great Garden"; }
};
class CfgEditorSubcategories
{
class MyRedVegetables {displayName = "Red stuff"; };
class MyGreenVegetables {displayName = "Green stuff with worms"; };
};
class cfgVehicles
{
class myRedTomato: some inherited class
{
DisplayName=Red Tomato;
editorCategory = MyVegetables;
editorSubcategory=MyRedVegetables;
model=pink\elephant;
};
class myRedChilli: some inherited class
{
DisplayName=Red Chilli;
editorCategory = MyVegetables;
editorSubcategory=MyRedVegetables;
model=orange\giraffes;
};
and so on
the lack of cfgEditorCategories prevents the 3den editor from displaying your model for use
naturally and of course you have to add salt and pepper to this with
scope=2; and accuracy=0.1; but they are rarely the issue
Bananas lol
help with this
class CfgPatches {
class TUN_C130 {
units[] = {"TUN_C130J"};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {};
};
};
class CfgVehicles {
class RHS_C130J; // External class reference
class TUN_C130J : RHS_C130J
{
scope = public;
faction = "Tunisian_Army";
side = 1;
author = "K Mootaz";
displayName = "C 130J";
crew = "TAF_Fighter_Pilot";
model="\rhsusf\addons\rhsusf_a2port_air\C130J\c130j.p3d";
picture="\rhsusf\addons\rhsusf_a2port_air\data\ico\rhs_c130j_pic_ca.paa";
icon="\rhsusf\addons\rhsusf_a2port_air\data\mapico\icon_c130j_CA.paa";
hiddenselectionstextures[] = {"\Tunisian_C130J\Data\c130j_body_TUN.paa", "\Tunisian_C130J\Data\c130j_wings_TUN.paa"};
weapons[]=
{
"rhsusf_weap_CMFlareLauncher",
"rhsusf_weap_ANAAQ24"
};
magazines[]=
{
"300Rnd_CMFlare_Chaff_Magazine",
"rhsusf_DIRCM_Magazine_120",
"rhsusf_DIRCM_Magazine_120",
"rhsusf_DIRCM_Magazine_120",
"rhsusf_DIRCM_Magazine_120",
"rhsusf_DIRCM_Magazine_120",
"rhsusf_DIRCM_Magazine_120",
"rhsusf_DIRCM_Magazine_120",
"rhsusf_DIRCM_Magazine_120",
"rhsusf_DIRCM_Magazine_120",
"rhsusf_DIRCM_Magazine_120",
"rhsusf_DIRCM_Magazine_120",
"rhsusf_DIRCM_Magazine_120",
"rhsusf_DIRCM_Magazine_120",
"rhsusf_DIRCM_Magazine_120",
"rhsusf_DIRCM_Magazine_120"
};
};
};
class CfgVehicleClasses
{
class TUN_C130J
{
displayName="Plane";
};
};
i retuxtured the rhs c130 but when i done the config it didn't appear in game nor in the list
Do you have public macro defined/ include a libary that has it?
You have an "External class reference", but nothing in requiredAddons. That's wrong.
"general_macro" ๐ค
I meant "public".
Config patch that creates RHS_C130J definitely belongs into requiredAddons.
well @south bison , if you insist on using the old 2d editor's cfgVehicleClass and ignored what I wrote above for you, keep taking the pills
ah that was for me
If you're asking why the vehicle doesn't appear in zeus, then it's the missing PreloadedAddons. Just to annoy some people in this channel.
hehe
haaaaaaa, i'm made of sterner stuff (I think) <grin>
but rhs is loaded all the time
You still have to tell the game to load rhs before it loads your config. And no, changing the load order in the start parameters is insufficent.
Thus you put the config patch of all used base classes into requiredAddons
the keyword above mootaz is before
I.e. whatever config patch RHS_C130J originates from.
+1
will put the req
that miss it
but do the order of mods effect if it load stuff or not
copyToClipboard str configSourceAddonList (configFile >> "CfgVehicles" >> "RHS_C130J");
into debug console, in case you don't know which one it is.
the way the engine works, is the moment it sees a required addon, it stops loading YOUR addon until the one(s) stated are loaded. this ensures, that whatever you want to inherit, actually exists. Once satisfied, it fills YOUR addon with the inheritence. It cannot do that, if RHS (in this case) is loaded AFTER you (which can easily happen one day, and not the next). you end up with unexplained mysteries.
so put my mod in the end of list and see what errors i got
No.
you put the config patch of all used base classes into requiredAddons
+1
in actual fact, if my memory is correct, the list you mention is a LiFo (last in, first out). your addon will be loaded first.
that won't matter at all providing your reuired addons are correct.
ok
your code is quite good btw, you just need to get a handle on what is actually needed to be done.
since 2016 working on creating my mod tbh this 1st time i encounter this error
that cannot be true if you were working with a3. with a2, yes, no problem.
a3 my 1st
ho ho ho . welcome to hell.
that explains the mystery. you just aren't aware of the differences (yet)
i got quit nice mod
at 1st it was all errors
and hard not knowing how it work to create
but bit by bit start learning
yep, but the good news is all this drama just becomes part of your normal workflow.
if you've been around since 2016, you already have a good workflow, which needs to change a bit.
it worked
thx
i do 2 things
requiredAddons[] = {}; become like this requiredAddons[] = {"rhsusf_a2port_air"};
and
scope = public; => scope = 2;
@hard chasm & @jade brook
thx lot
it's very arguably 'better' to say at top of file:
#define public 2
#define true 1
#define false 0
bis, in fact, expect you to:
#include "a3CommonDefs.h"
many thing still don't know but learining
Where is that file? a3CommonDefs.h I mean.
probably in samples
as i'm not a programmer just my 1st experiance is with arma 3 config (
Ah, I don'thave the space for those on this laptop.
I personally don't use it because i don't agree with the mess in there.
roll your own, part of your workflow
CBA has this: https://github.com/CBATeam/CBA_A3/blob/master/addons/main/script_macros_config.hpp
But it's clearly missing #define protected 1, so what's the point?
ouch
I want A4 to come, so all this trash can be deleted. Dumb bwc.
perhaps CBA decided that protected no longer had any different meaning to private.
Or maybe they didn't know what they were doing. ยฏ_(ใ)_/ยฏ
ouch again
as you already know, i insist that all defines are full upper case, so the whole thing is moot for me.
so i put this in top of every config
the only exception is 'true' and 'false' because i accept that the compiler would otherwise not know what they really are.
#define public 2
#define true 1
#define false 0
as you already know, i insist that all defines are full upper case, so the whole thing is moot for me.
Yeah, that is the weirdest thing about those 5.
i think you will find moota that it makes more sense to use a #include of your own making. It will grow
scope = false;
haaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
scope = __EXEC(true + true);
yay!
in my dll that becomes public because true is not surrounded in quotes, god only knows what bis do with it. (and I no longer care)
last time i looked bis have 5 difffernt paramfile interpretors, each being differrent. I no longer care what they do with paramfiles, the dll covers the bases in a rational manner.
I dont let bis binarise even see a text paramfile, and i don't let the game see anything that's not binarised (exception, desc.ext, which i write back out as text after compiling it)
binarise doesn't even see a model.cfg until it's been sanitised.
in the stomper, when looking through the turret optics at a point on the ground, the weapon automatically traverses to account for vehicle forward travel. This is not the case in other vehicles such as the Slammer. What is the parameter which causes this effect? is it the following?
configfile >> "CfgVehicles" >> "B_UGV_01_rcws_F" >> "Turrets" >> "MainTurret" >> "ViewOptics" >> "directionStabilized"
Any idea why I'm getting this in the RPT? Config looks fine ๐
RPT: ```
18:58:47 Updating base class ammo_Bomb_LaserGuidedBase->LaserBombCore, by x\nev\addons\ai\config.bin/CfgAmmo/Bomb_04_F/ (original (a3\weapons_f\config.bin - no unload))
18:58:47 Updating base class ammo_Bomb_LaserGuidedBase->Bomb_04_F, by x\nev\addons\ai\config.bin/CfgAmmo/Bomb_03_F/ (original a3\weapons_f\config.bin)
18:58:47 Updating base class M_Titan_AT->MissileBase, by x\nev\addons\ai\config.bin/CfgAmmo/CUP_M_9M113_AT5_Spandrel_AT/ (original CUP\Weapons\CUP_Weapons_Ammunition\config.bin)
18:58:47 Updating base class ammo_Bomb_LaserGuidedBase->LaserBombCore, by x\nev\addons\ai\config.bin/CfgAmmo/Bo_GBU12_LGB/ (original (a3\weapons_f\config.bin - no unload))
Config: https://gist.github.com/Neviothr/de89636ec96fd567ba79596774b5a9d4
Because you change the base class of Bomb_04_F from LaserBombCore to ammo_Bomb_LaserGuidedBase for some reason etc.
Which probably breaks stuff btw.
It's the same without the mod that changes them.
Did I fuck up the config dump?
class Bomb_04_F: ammo_Bomb_LaserGuidedBase
Yeah, looks right.
Do you have a full rpt?
Maybe some other addon changes it first, and you change it back to the correct one.
Can you try without any other addons?
Also maybe CfgPatches is missing. Sadly this config dump I use now has no addon history of all classes.
With no addons loaded the errors I posted don't appear in the RPT.
Find the addon that causes the error then.
if the addon containing ammo_Bomb_LaserGuidedBase is not loaded BEFORE this one, the game has no choice but to assume it refers to a root class called
class ammo_Bomb_LaserGuidedBase{empty};
it then discovers that aint the truth and the screaming begins
it is, more-likely-than-not, as you suggested commy2, cfgpatches.reqaddons
Anything missing? It's basically copied from ACE.
https://github.com/Neviothr/ArmA/blob/master/Nev/addons/main/config.cpp#L10-L941
You don't need Line 26 till 882
No one bothered yet to remove that in ACE
Actually.
Most of these are useless. Since you also require ace_common which contains everything else. Vanilla and CBA
Could it be caused by duplicate requiredAddons entries?
no
class BombCore;
class LaserBombCore: BombCore {};
class ammo_Bomb_LaserGuidedBase: LaserBombCore {};
class Bomb_04_F: ammo_Bomb_LaserGuidedBase {
Why are you doing that?
Why not just
class ammo_Bomb_LaserGuidedBase;
class Bomb_04_F: ammo_Bomb_LaserGuidedBase {
?
Believe it or not - deleting the lines you told me fixed the issue - @grand zinc.
IMO it's always best to keep inheritance as short as possible
Also, can I actually do that? I usually follow the inheritance tree up until someClass: default {};.
Just in case ๐
I had problems with that in TFAR as I had to modify multiple classes on the same inheritance path. I just moved stuff into a seperate config
You just need to tell the game what you inherit from
the game doesn't care what that inherits from and what its parent is and what its parents parent is. And what its parents parents parent is.
For some reason I thought the game cared about such matters.
above is OFP style inheritance - bad for serveral reasons. keep is as short as possible as Dedmen says
only exception is if you have subclass inheritance:
class Root
class Name: ...
class Subclass: Parent
here you have to define the classes up till the class the parent was defined "last"/closest.
Can you create a wind up for a weapon? Like a mini-gun taking time to rotate before firing?
Not with config, but I'm sure one could script something.
You could have two fire modes where the first has a really long reloadtime like 3s and a sound of the fun rotating then you switch mode and get full rof. Would work for a movie or role play but not ideal for mp
Anyone here able to join my server for a sec to test out my config? would take two seconds
โค
is it possible to use modern arma3 vanilla optics(screens) of driver,gunner,commander on ported tank from arma2? do anyone know if there was already such attempt ?
i would like to update my tanks if possible heh
sure its possible - depending on your model you might need to make some model tweaks though, all the interior stuff doesnt come for free
no i dont need interior just the view as it was before 3d stuff inside. optics
so you mean "letterbox" view with no option to look into the inside? yes thats still possible
yep
hello, is it possible to make a turret on a ship accessible only by AI? (drone turret)
yes, there is specific setup for remote turrets -> check turret config of the ugv and other drones
yes, but ugvs and uavs are unmanned vehicles as a whole. I want to make an unmanned turret on a manned boat. may that cause an issue ? like if I get in
I may still be able to switch seats or something
Then look at the hmg boat config? nvm, you mean a "uav" turret on a manned vic
hmg on that boat can be accessed by players
and that's the point - I don't want that :D
what if you set the turret gunnerType to the UAV unit?
that's an interesting idea. Will try. Thanks
hello can anyone help me with something. Before I use to have something in my mission folder that let me make it so player units would spawn only if people took that slot
and if they died they could respawn
I put something in the mission folder and I can't for the life of me remember
also for some reason not all of the ace modules are popping up
you can switch off AI units in server lobby as an admin. that will make only players to spawn
ACE modules are moved to Attributes
hold on, let me check on that and I will tell you how to change them
oh I remember
there was this thing when I started the game people had to wait until the respawn to go off
and with whatever I did when I started the game everyone went right into their character
ok so when you are in Eden editor: Go Options > Addon Options
or just press Ctrl+Alt+S
to open the ace options menu
i'm there
well, there you can set up all the "modules" that existed before
Thanks, I completed space
do you know about what I had to put in the mission folder to let me start it off without people needing to wait for the respawn timer?
I'm not sure what you mean with respawn timer. is it a scripted mission done by someone else?
no I'm making it, I'll show what I mean in a second
Attributes -> Multiplayer -> Respawn Delay
yea I know about that, I want a respawn delay
I just need to quickly edit the video and upload it to show you
42% done
it spawns everyone in like that
@untold temple I triet to set gunnertype="B_UAV_AI_F", but still could switch seats
I had something in the document folder where the misison is I think a txt file that made it so that didn't happen
@violet mica possible to set the turrets to a different compartment? https://community.bistudio.com/wiki/Turret_Config_Reference#gunnerCompartments.3D_.22Compartment1.22
lol I was just about to try that :D
@untold temple finally got it to work... ofcourse all turrets are invisibly set to gunnerCompartments= "Compartment1" by default which confused me a bit... eh... Arma...
thanks for your help
my problem was solved thanks to commy2
would anyone know how to get ahold of the guy who made Ravage? Please tag me if you reply to me
@autumn crater did you try PM in BI forum yet? (kinda wrong place to post - try #arma3_questions otherwise)
it is related to configs. I am curious as to how he did the hunt script. @stoic lily
Trying to make AI charge at a player. Pretty sure it has to be a script, any thoughts on how to do it?
does anyone know what parameter is responsible for new gun recoil feature since Tanks DLC? is it based on weapon config or ammo ?
muzzleImpulseFactor[]
it's a factor of the hit value of ammunition IIRC
muzzleImpulseFactor[] = {torqueFactor, forceFactor};
setting this for {10000,10000} on USS IOVA looks fun AF. the ship just flips from recoil lol
the first value is vertical recoil, the second one is horizontal (back)
does anyone know what the config values are that affect vehicles being able to fishtail and drift since Tanks DLC?
ok, so I have a cannon that is a drone. What do I put into the config that stops it from acting like a drone?
oh lord I need a vacation
ok, let me rephrase that. Is there something I can put in the config that disables the UAV AI from targeting and shooting the cannon?
Or do I simply create a init event handler with "this disableai "all""?
weapon min/mid/maxRangeProbability set to 0 maybe?
@tender folio frictionVsSlipGraph, latStiffX and +Y and longitudinalStiffnessPerUnitGravity
gotcha appreciate it
Good idea, I'll try it out.
Setting the range to zero worked, they won't shoot at the opposing team. The cannon elevates but I'll switch that over to a user action. The enemy will shoot at the cannon. What config line would stop the opposing team from shooting at the cannon? Cost?
So cost stopped the enemy from firing at the cannon, but they still think it's a threat, go prone and target it. As the cannon keep reloading itself even though I have autoReload = false;
Maybe I should make the cannon a civilian???
could you be more precise what you want to achieve exactly? Because i get the feeling that maybe you are approaching this form the wrong angle?
I'm trying to get my 6 pounder cannon to work https://steamcommunity.com/sharedfiles/filedetails/?id=1378076098
I can't just get into it like a normal static weapon because you can't get into a vehicle while it's moving
And it would be more immersive to fire the cannon from the outside
for the auto loading I think I can just remove all of the ammunition and create a user action "load powder and shot" and that will add a magazine
why not spawn the projectiles instead of relying on standard weapon mechanics?
otherwise you will need as many crew as you have guns to operate it properly
which in most MP sessions is propably just enough to crew 2 ships of that size
you can control the animations of multiple guns via one single "UAV turret" - and the turret orientation can be scripted directly as well (non-UAV turrets can't be controlled directly via script), if necessary
using the standard weapon mechanics you can't have multiple independant barrels within one turret however -> thats where scripting comes into play
@strange egret that's actually pretty interesting. But what if I have manual artillery elevation on those turrets? (the PgUp/PgDown elevation)
is there a way to pull out an artillery computer from Arma and modify it? so it could calculate the lower bullet trajectory (45 degrees and below) instead of upper trajectory?
No, it's hard coded.
damn, too bad
Why?
it would be cool for battleships, which have max turret elevation at 50 degrees to fire at low trajectory
You'd have to script it yourself or give them exactly the same ballistics computer.
The only really difficult thing is calculating the zero.
But that has been solved by smarter people already thankfully.
oh, arma's artillery doesn't use airFriction parameter
arty's bullets fly on simple parabolic flight
Yeah, it's a crappier version of the normal ballistics.
well, I guess they did that to save performance since artillery computer constantly calculates the trajectory a lot of times per second, which would be pretty much like if you fired 100 tank shells per second or so lol
I can already feel that when firing phallanx
No, it's just lazyness. Why program something in that almost no one will ever notice anyway?
I thought the lack of air friction was just so TOF calculations etc are easier to generate
Pretty sure any modern computer can handle this.
@da12thMonkey#2096 I'm sure it would be better to create a projectile but I'm not savy enough to script it. The sloops would have a crew of about 7, one master, one pilot and 5 deck hands to set sail and fire the cannons, 5 on each side.
the coef stuff inside muzzle attachment configs is applied to the weapon's stats, right? so one could make a universal compensator attachment for example that goes on all assault rifles and reduces their recoil or dispersion stats by x%, right?
I'm not sure if the recoil coeff still works since they changed the recoil system. But yes, they act as a scale factor to the base weapon's stats
Hey guys, how can I change the pylon loadout of a chopper in a config? I want to have an AH-9 (B_Heli_Light_01_dynamicLoadout_F) in my mod with only the Minigun (so I want it to spawn without the missile pod). I also want to disallow any pylon attachment (so I only want it with the minigun at any time)...How can I do that?
Something like this class Heli_Light_01_dynamicLoadout_base_F; class B_Heli_Light_01_dynamicLoadout_F: Heli_Light_01_dynamicLoadout_base_F { class Components; }; class yourclass : B_Heli_Light_01_dynamicLoadout_F { class Components: Components { class TransportPylonsComponent{}; }; };
Will test it, thanks ^^
Thanks, after some tweaking it worked!
class B_Heli_Light_01_dynamicLoadout_F: Heli_Light_01_dynamicLoadout_base_F
{
class Components;
};
class yourclass : B_Heli_Light_01_dynamicLoadout_F
{
class Components: Components
{
class TransportPylonsComponent{
uiPicture = "\A3\Air_F\Heli_Light_01\Data\UI\Heli_Light_01_3DEN_CA.paa";
class Pylons{};
};
};
};```
Random side-track, gent's is there any similar system to the Turrets LOD switching for vehicle drivers ?!
I am trying to create a nice detailed Driver compartment, but still allow turning out ?
LODTurnedOut = 1; // -1=Default LOD; 1=first resolution LOD;
000=Gunnerview; 1100=Pilotview; 1200=Cargoview.```
yes there is
lemme check
LODDriverTurnedin = 1100;
LODDriverTurnedOut = 1100;
LODDriverOpticsIn = 1100;
Many thanks !!
Did something change about CfgAmmo's airLock in Arma 3?
I'm looking at configs and pretty much everything (low caliber shots, NLAW, etc.) has airLock=1 while AA missiles have airLock=2
Wiki still says airLock is boolean which apparently changed
I used to determine if weapon is anti-air launcher by checking if ammo has airLock=1 and weapon has canLock=2 but this now classified NLAW as anti-air launcher which it isn't
I assume airLock=1 now means that AI should try to shoot these projectiles at air targets? (rifle ammo, cannon shots, etc.) while airLock=2 marks actual anti-air projectile?
Thanks @stoic lily
is there some recent/somewhat up-to-date overview of dialog controls available in A3?
like is this A1 based stuff is still "the best" available?
https://community.bistudio.com/wiki/Dialog_Control
https://community.bistudio.com/wiki/DialogControls-Buttons
https://community.bistudio.com/wiki/DialogControls-Text
Could ask for updates in #community_wiki
updated by who????
or what (more complex GUI) mods are a good reference (or A3 itself)?
Problem with vanilla is, they all have those macros already resolved.
All my uis only use RscText/Button/Picture/Edit/ListBox/Map and maybe the sliders. Most control types are pointless.
https://streamable.com/4tkzv anyone know how to implement those custom markers?
I've got a problem overwriting some value of vanilla ui controls. I doesn't work for controls in configfile >> "RscInGameUI" >> "RscUnitInfo" every other controls which aren't in this part of the config seem to work fine.
Adding new values also works so it's just not overwriting existing ones...
And yes I included a3_ui_f in my requiredAddons
I ran out of ideas... anyone else any?
Tanks in advance ๐
@sullen fulcrum I would guess adding your own class in CfgMarkers ๐ค https://community.bistudio.com/wiki/cfgMarkers
@DerZade#6170 try requiredAddons[]={"A3_Data_F_Tank_Loadorder"};
@stoic lily Thanks a lot ๐
I thought I went through all the configs but apparently not the tank DLC ones
yeah, need to edit configs a bit
in your weapon, add modes[]= {"this"};
and in your ammo, add flightProfiles[] = {Direct}; class Direct{};
if you want them to be regular old dumb bombs or require lock before launch
does anyone know what might be the cause of mod crashing clients in multiplayer?
look in rpt
will pip's work on house objects?
I see shitloads of errors, but no idea which one crashes the game. this is strange becouse it works in singleplayer. The only error popping up in-game is the missing mask .paa texture (I think it has a broken RGBA channel)
link to .rpt:
@hot pine does it matter that the face for the pip is not UV'd like a square?
I think it's pretty clear that the iowa mod is broken and what crashes your game.
No, but take into account that your screen ratio will affect pip
It just turns black. I have it working on vehicles, but cant get it working on my house
The mempoints can be in any vector right? I have them pointing down, like a camera
well, I'm trying to fix it xD
Do you have the project files for it, Nemo?
nope, I'm trying to contact the author. for now just config file
There's no point unless you have them, because it appears that most of the logged errors are related to the model, which can only be fixed by editing the unbinned file.
I'm trying to fix what I can for now. fixed physx, added player controlled artillery turrets with custom (low flight profile) artillery computer, updated phallanx cannons and stuff.... today I found out it doesn't work in MP, so disappoinded... :D
So the crash comes from one of your changes you believe?
nope, I tested the original iowa with my friend too... same problem, it crashes for him when he enters
it doesn't crash the host though
hmm
most crashes i encounter is p3d related
is this properly packed with pboproject?
propably not
I used mikero tools to pack it
ok
but the point is that the original iowa downloaded from armaholic doesn't work
then work on the original files only to isolate the error
basic error finding routing 101 - switch off/ remove stuff off until it doesnt crash anymore
How do I find what vanilla addons I need to put in my requiredAddons[]?
@undone quiver just add the last loaded all the time
nowadays its: "A3_Data_F_Tank_Loadorder"
you can check via config browser in cfgpatches and see whats at the bottom (or use a config dump)
A3_Soft_F_Exp
A3_Armor_F_Beta
A3_Armor_F_Tank
A3_Air_F_Heli
That is in my required addons when I place the vehicles in the mission, would that work?
depends. but there is no point. just add the last loaded and you are always good
How do I go about doing a config dump?
oooo
So basically when I go into cfgpatches
the bottom of the list is the last one, so as long as I have the last one as a requirement it well deal with anything behind it?
no
Let's say you modify stuff from modB.
At the bottom of CfgPatches you find modA. So you add modA to requiredAddons thinking you are safe.
next day the user loads another mod. Suddenly modB is at the bottom. Your mod breaks because it no longer loads after modB.
You need to add the mods into requiredAddons that you need. Not just the last one
as kju mentioned, for vanilla content just use "A3_Data_F_Tank_Loadorder"
A3_Data_F_Tank_Loadorder works because it also has all tanks dlc CfgPatches entries in it's requiredAddons.
And the tanks DLC things probably have all the non-dlc pbo's in their requiredAddons.
Thus you can always be sure that all Tanks DLC and non-dlc's are loaded before your mod. But if you for example want to overwrite stuff from LoW DLC you again cannot be sure they are loaded before. Because A3_Data_F_Tank_Loadorder only contains TanksDLC
And the Tanks DLC CfgPatches contain the other Loadorders for the other DLC's. See reyhard below.
you are wrong Dedmen
class A3_Data_F_Tank
{
author = CFGPATCHES_AUTHOR;
name = CFGPATCHES_A3_Data_F_Tank;
url = "https://www.arma3.com";
requiredAddons[] =
{
A3_Data_F_Tacops_Loadorder
};
Ah
and then tacops reqiures previous dlc
Only checked one level
and so on
A3_Data_F_xx_Loadorder requires A3_Data_F_xx
and then A3_Data_F_xx requires previous DLC loadorder
Ah, so basically it's branching down on the next mods addons, ect?
DLC's only. This does not include 3rd party mods. Well I guess 3rd party mods could patch themselves into the DLC's CfgPatches... Uh... Better not think about that
How do I find what vanilla addons I need to put in my requiredAddons[]
the subscriber version of my tools does this for you automatically.
A3_Data_F_Tacops_Loadorder
this is dangerous information unless it's stated to be specific for the tanks dlc (which would be fair enough). The statemenets above give the impression that's all you have to do for anything. A noob will get a very wrong idea.
in general a well designed large project involving several pbos, will all have in their requiredAddons field a single, core, pbo of the same mod, which lists several required addons regardless of whether a specific pbo needs them all or not. The mod, needs them, so no time is saved being specific and a great deal of angst saved if you forget one or two in a child pbo.
"for vanilla content just use "A3_Data_F_Tank_Loadorder"" ๐
@hot pine ok ty. Yeah I guess Ill work my way around it.
anyone got an idea, if it's possible to edit the zoom transition when you scope in with a "3d" scope? would love to make that instant
cool. that sounds right. will test now. thx
So I'm having issues overriding the default texture for the Taru. Hidden selections points to the right textures but I keep getting default
scope = 0;
side = 2;
faction = PDF;
displayNameShort = "Logistics Helicopter";
crew = "B_Soldier_F";
textureList[] = {};
hiddenSelections[] = {"camo1","camo2"};```
With the main class
displayName = "Logistics Helicopter";
scope = 2;
hiddenSelectionsTextures[] = {"\PDF\Data\heli_transport_04_base_01_Black_co.paa","\PDF\Data\heli_transport_04_base_02_Black_co.paa"};```
Am I missing something?
yey, finally got Iowa to work in MP ๐
when making custom unit mod in cfgGroup, can you specify formation (line, v etc)?
kind of. by setting the placement distances
Why is this not changing the text size? Like no matter what I set sizeEx to it still is the same text size.
class header: RscStructuredText
{
idc = 1000;
x = 0.29375 * safezoneW + safezoneX;
y = 0.17 * safezoneH + safezoneY;
w = 0.4125 * safezoneW;
h = 0.055 * safezoneH;
sizeEx = 2;
colorText[] = {1,1,1,1};
colorBackground[] = {1,0.682,0,1};
text = "Equipment Shop"; //--- ToDo: Localize;
};
https://community.bistudio.com/wiki/Structured_Text don't know what the difference between size and sizeEx is. But maybe you should have both
I try both
lets see if this works
well... now the text completly disappeared ๐ฆ
okay I solved it
set the size to this string and changed the last 1 to a 2.
size = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 2)";
now its double size
How does the Import From Config Mode work in the GUI Editor? Takes it the path to the config file itself? Absolute Path? Relative Path to current Mission?
Configfile >> etc
how can I load multiple .sqf files using Eventhandlers in config?
semi colon
Question
When a ammo self-detonates being out of range or something. Does it actually do damage?
do you mean TTL?
easy way to test, se ta missile TTL to 1 second and fire it. see if it just disappears or if it explodes
visually exploding does not necessarily mean damage
CfgWeapons -> ...
{
"A3\Sounds_F\weapons\Cannons\cannon_1",
3.1622777,
1,
5000
};```
what do these values mean? I know the last one is range, but no idea about the other 2. Couldn't find it anywhere
https://community.bistudio.com/wiki/CfgWeapons_Config_Reference#sound.5B.5D.3D.7B.22.22.2C1.2C1.7D (Google: "Arma CfgWeapons")
And because it's a sound. I guess CfgSounds reference could be relevant here too.
https://community.bistudio.com/wiki/Description.ext#CfgSounds (Google: "Arma CfgSounds")
filename, volume, pitch, distance (optional) Sounds about right
thanks, that's what I was looking for ๐
I think Breaking Point mod could do it, not 100% sure though
yeah. A mod could do that. You can edit the UI class
ty
-autoInit Automatically initialize mission just like first client does.
https://community.bistudio.com/wiki/Arma_3_Startup_Parameters#Server_Options
is there somewhere a list of parent classes like this https://community.bistudio.com/wiki/ArmA:_CfgVehicles
but for other configs?
Not exactly like that there is: https://configs.arma3.ru/
If your mod is not listed, it is rather easy to export the parent/child relationships from ingame to the log file using diag_log and then process the log file.
is there a way to make AI ignore using a weapon unless its their only weapon? having trouble with AI preferring their sidearm over primaries
min/mid/maxRange
Together with range and rangeProbab values, defines probability to use this weapon for AI units at given distance.
Recommended workflow for making units and groups efficiency?
groups? i use a macro
#define unit_xx(a,b,c) class unit_##a \
{\
side = 1;\
rank = c;\
position[] = {0,(a*5),0};\
vehicle = b;\
}
// unit_xx(1,"uns_men_US_1AC_PL","PRIVATE");
this creates a column shaped group
example
class East
{
name = "$STR_EAST";
side = 0;
class UNSUNG_EV_VC
{
name = "UNSUNG VC";
class vcrregionalrecon_test1
{
name = "VC recon 1";
class Recon_Team_full
{
name = "Recon Team";
faction = "UNSUNG_EV";
rarityGroup = 0.5;
side = 0;
unit_xx(1,"uns_men_VC_recon_test1","CAPTAIN");
unit_xx(2,"uns_men_VC_recon_test2","CORPORAL");
unit_xx(3,"uns_men_VC_recon_test3","CORPORAL");
unit_xx(4,"uns_men_VC_recon_test4","CORPORAL");
unit_xx(5,"uns_men_VC_recon_test5","CORPORAL");
unit_xx(6,"uns_men_VC_recon_test6","CORPORAL");
unit_xx(7,"uns_men_VC_recon_test7","CORPORAL");
unit_xx(8,"uns_men_VC_recon_test8","CORPORAL");
unit_xx(9,"uns_men_VC_recon_test9","CORPORAL");
unit_xx(10,"uns_men_VC_recon_test10","CORPORAL");
unit_xx(11,"uns_men_VC_recon_test11","CORPORAL");
unit_xx(12,"uns_men_VC_recon_test12","CORPORAL");
unit_xx(13,"uns_men_VC_recon_test13","CORPORAL");
unit_xx(14,"uns_men_VC_recon_test14","CORPORAL");
unit_xx(15,"uns_men_VC_recon_test15","CORPORAL");
unit_xx(16,"uns_men_VC_recon_test16","CORPORAL");
};//reconteam_full
};
would be interested to hear of any further efficiencies... as cfggroups is always a bit of a chore
@tender folio Ammo has a cost variable, BIS sidearm ammo is 100 vs MX ammo's 1, iirc.
damage and caliber i think also have an effect, for example in unsung for a long time VC would fire at helicopters only with 7.62x54 ammo (mosin, svd, pk, svt40) and never with 7.62x39 (ak, sks, rpd)
changing the min/med/maxrangeprob seems to have resolved it in my case ๐
although i might g oand check the cost setting for each bullet now hrm...
Thats the AIammoUseFlags, I think, @livid heath
what does tha tlook like in a config entry?
i don't recongnise it, is it new?
this effec twas back i narma 2. i don't recall ever fixing it in the mod yet
Sorry on my phone atm, but its on the biki.
ok np i'll google it
Sets what assets to use ammo against.
Check biki cfgammo entry. I may have misstyped it slightly.
my 762x39 and 762x54 cost is 1
hit is 10.5 or 12
wow a mistake in our config - x54 caliber was 0.6 and x39 caliber was 1.6 !!
and AI would only shoot the larger round (lower caliber, higher hit, same cost) at helicopters
thanks scorch. is it only dev branch?
It's certainly older than 1.82.
ok, implementing thanks. will be interested t osee if it changes anything
our miniguns have been problematic for a while. doorgunners dont engage infantry with them. probably the mode values i reckon
but i had a sneaking suspicion for a while it might be the damage value being too high
to have a scale on a slider, you have to add additional RscText or sth yourself right? ๐
similar for a colored background like this: https://technologyformedia.files.wordpress.com/2013/02/aperturetemp.png - needs all manual hand work, right? (coding or creating a fitting texture)
Hello.
Can someone guide me how to patch sqf function of other mod?
@hot pine do your amphibious tanks for RHS work properly? My tank has big problems transitioning out of the water. Whenever i don't go perfectly perpendicular to the coastline, one track grips onto ground and is forced to rotate at maximum power, while the other is still in the water and it results in an endless forced turning cycle
are amphibious tank functionalities even in stable? havent used stable a long time
I've experienced the same with our BMP-2s
but yes, tracked amphibs have had the same functionality on stable for a while as they have on dev
@solemn mirage if compileFinal is used, then you cant. what mod is it / pastebin the code
@stoic lily ace3
There is not merged patch at pull requests I want to merge it manually in my addon folder and keep ace3 folder as is by release.
Oh. Seems ACE3 is final
you can replace the pbo with your modified with right load order
so extract pbo, modify, repack, put into separate modfolder, make it loaded first/before ace3 modfolder (-mod=Last;Middle;First)
Thank you. Will try that way
not specific place but a specific part "Land_Carrier_01_island_01_F"
anyone able to make it possible to fire rpg's from Hummingbird benches? (sorry for trying so many channels)
does anyone know how to get around this issue with compartmentlights?
https://abload.de/img/cargolightdjugn.jpg
it's a interior compartment with a roof hatch (and a ramp). If i open either of them, i get this weird shading where there should be sky/ environment?
when i close the top hatch everything is looking fine
point = "light_cargo_01";
color[]= {60,10,10}; ambient[]= {0,0,0}; intensity = 4;
size= 0;
useFlare= 0; flareSize= 0; flareMaxDistance= 0;
dayLight= 0; blinking= 0;
class Attenuation { start = 0; constant = 0; linear= 1; quadratic= 50; hardLimitStart= 0.15; hardLimitEnd= 3; };
};```
is there any reference for configuring turrets within turrets?
I'm trying to make a gunner position with a dual barrelled cannon where you can swap between the two cannons similar to just swapping weapons
you cant swap cannons
you can only have one cannon type weapon per turret (its engine limitation)
well you can have multiple, but you can't choose different muzzle positions for them
if you're using different weapons for each barrel, couldn't you move the mem point with a maxholdstervalue?
you cant move cannon barrels by animation
they are read only once on init and then never updated again. at least that was the case many months ago when i had to deal with that
what about using syntax similar to
gunBeg[] = { "z_gunL_muzzle","z_gunR_muzzle" };
gunEnd[] = { "z_gunL_chamber","z_gunR_chamber" };
or is that exclusive to aircraft?
Mรฉm points can be animated for turrets
Were in the configs do I go about adding a attachment as part of the weapon? Like having a flashlight pre-installed on a rifle.
Also second question, is there some config to change the AI's minimum ammo preference? I have a couple load outs that are purposely light, but of course the AI demands more.
@undone quiver you add them as linkedItems in the weapon class
dunno about the ammo complaints
Hi , I wanted to ask something, I m trying to make my "USS Freedom" mod (custom textures) , the problem is that all textures are defined in ther ".rvmat" files and all the ".rvmat" are defined in the ".p3d" 3d model files (binarized). All the selections are defined in the ".p3d" files too so there is no selections, rvmats or textures defined in the cfg of the "USS Freedom" (original vanila). The question is, how can I load my own material ".rvmat" from my cfg instead of the original one in a specific place (wich i dont know cauz its defined in the binarizen 3dmodel)?
not specific place but a specific part "Land_Carrier_01_island_01_F"
you have to rebin the model from source
@Scorch_052#2984 USS Iowa has 3 barrels on each turret, you can switch the barrels with default F. There are 3 weapons on each turret.
@Scorch_052#2984 just like in tanks you have a turret with Cannon and MG, you could make it Cannon and Cannon
@stoic lily how can i rebin that model ? (vanila p3d)
you have to get the source. Which you can't
but original bohemia content has open source?
and the USS Freedom wasn't made by Bohemia anyway
unless the original model has camo1, camo2 etc selections for all of the key textures (or materials for models rigged with multimats) then you can't retexture it without moveobjecting it to use new paths to replacements. ```
if camo1, camo2 etc does exist, you can change them with a cfgpatch vehicles config using
hiddenSelections[] =
{
"camo1" //main skin
};
hiddenSelectionsTextures[] =
{
"\uns_f100\skins\uns_f100_silver2_co.paa"
};
hiddenselectionsmaterials[] =
{
"\uns_f100\skins\silver1\f100_silver2.rvmat"
};
but if the ydon't have those selections, you can only change them in the original model, or by moveobjecting the binned model paths. to do the latter and release it breaches the BI license for arma 3, currently.
@strange egret @untold temple do either of you have a working fix for amphibious tracked vehicles rotating in shallow (river) water? ours work fine in deep water, but crossing a river is perilous (probably as it should be!)
it appears not. Only fix thats propably doable from modder side is a script that pushes the vehicle with addforce so it gets out of that shitty situation
we tend to use R3f logistics and zeus to fix the problem
zeus in a nearby vehicle and tow the swamped vehicle to it
i was praying tanks dlc would fix this
they dont even have amphibious tanks in vanilla. I imagine it was just a pet project for them to see if they could do it
i think buoyancy physx and tankx just don't work together, not anyones fault.
it's quite a specialist bit of engine coding needed to fix it i imagine
big shame though
it would be fixable, if instead of only one side going apeshit the artificial force would be applied to both sides, so the vehicle would at least drive straight. Or the side that makes contact with the ground beeing stopped or slowed significantly instead of accelerated. This would result in the tank aligning itself properly with the beach
@livid heath how to do the moveobjecting the binned model paths?
google arma moveoboject tool
so there is no way to change thos paths with a external system? (any script or whatever)
XD okey
moveobject is an easy tool to use. but you shouldn't be using it on arma 3 models due to license restrictions.
it works great on binned models even with multimats. we recently did it on the tanoa cathedral as an experimental process, and it worked perfectly
If you are really lucky there might be a hiddenSelection in the model that's not listed in the config.cpp. You might be able to just use that then. But generally BI doesn't have stuff they don't use
we recoloured the cathedral t osee how the multimat was applying textures t ocomplex buildings
and you can retexture models like this
but you cannot release that as a mod, as it uses a licensed BI model and we as a community don't have permission
somebody recently suggested including BI foliage like this in a repurposed pbo aso our old unsung maps would work with the new foliage. you cannot release those files. but you can moveobject your terrain to point instead to BI trees, or you can make a proxy of the desired model in your own tree model present in the terrain. but doing that means you can't retexture it, as the proxy won't respond to any model.cfg or hiddenslections you might apply to the parent model. so unless you have a camo1,2,3 etc set up i nthe freedom, it cannot be retextured by a cfgpatch
Newbie question - I have a custom jet from another mod and I'd like to remove one action from action menu (when pilot inside jet). Is it possible to create a second mod that would override UserActions property for that class and basically remove the menu item. If so, how?
much appreciated, thank you
Hello, Is it possible to make an item that is throwable also able to be put in the secondary weapon slot and used or would there need to be 2 different configs set up for that item
no needs to be 2 different items
Ok cool, that's what I figured. Thanks
Wait, what is everybody talking about I thought they enabled amphibious tracked vehicles? CUP uses them all the time.
The don't have vanilla amphibious tanks, but the mechanics are there for mods.
@undone quiver we were on about a particular issue that amphib tracked vehicles have where they skid around in shallow water
try driving one on to a beach from a direction that is not perpendicular to the shoreline
@livid heath @untold temple I'll be damned... i think today's devbranch patch fixed amphibious vehicle landing ๐ ๐
hm nvm... maybe it's just because today i tested on stratis airport where the beach is very steep
heyho im trying to add a custom "ammo" to the UGL, the magazine is in the game but im not able to load it, maybe someone can give it a look ty.
https://pastebin.com/Q7myjNTL
Cfgpatches are wrong
quick question, is it possible to have two PBOs with the same $PBOPREFIX$ ?
or would that break anything?
@fiery vault the game will only load the first loaded
what seems to work though is this:
prefix=path
prefix=path\subfolder
i am not sure though if this requires a specific load order
alright, I'll use a different prefix then
It works now with every vanilla weapon except the MX series
https://pastebin.com/aa67mxVz
because the MX don't use UGL. they have 3GL that defines its own magazines[] array
so it overwrites anything previously added to UGL_F
So i need to patch the arifle_MX_Base_F >> GL_3GL_F magazines[] config entry to add support for the custom ugl.
Worked ty for the hint.
class cfgWeapons {
class GrenadeLauncher;
class arifle_MX_Base_F{
class GL_3GL_F{
magazines[] += {"1Rnd_Hook_shell"};
}
}
class UGL_F: GrenadeLauncher {
magazines[] += {"1Rnd_Hook_shell"};
};
};
btw some preview https://www.youtube.com/watch?v=43hqxsWu7N0
looks nice. I was also thinking of adding rope-based anchor for a ship... but I feel it in my bones that it's not a good idea lol
What's the command(s) to force a driver's view to an optic (similar to pre-Tanks DLC driver views)?
driverForceOptics = 1;
that one is in the main body of the vehicle. As is modelOptics but yeah I think the FOV and vision mode stuff is in viewOptics
is that defined within ViewOptics?
I can't seem to find any defined modelOptics in BIS vics
because they have 3d interiors
well right but do they not still have optics for when you right click?
I'm trying to find those entries and where they belong because currently my tank has no optic overlay even though its inheriting from a tank that does
my mistake, it's driverOpticsModel
ah
is it possible to change parameters of a rope? ie. make it indestructible, non-stretchable etc?
Can anyone point me towards resources for making/porting over a voice/radio protocol? Google/forums search is failing me. I'm trying to see if I can bring in Arma 2 Takistan/Arabic voices for a project (since CSAT speaks Farsi, not Arabic)
@tiny sky basically just port the class - A3 has a few different words, yet those missing can be ignored
does enginePower overwrite maxSpeed? My tank has a max speed of 40km/h but for some reason goes about 175km/h
@tender folio try to play wth gears. higher values = lower speeds
will do
also there is a param overSpeedBrakeCoef in boats, but idk about other vehicles
hm no luck
my tracked vehicle seems to not have any sort of max speed whatsoever
if i drive for long enough i can get it up to 500km/h
never had this issue before
these are my physx cfg entries
for reference the mass of the vehicle is 78000
it's dependent on damperRate/damperRateInAir + MOI in wheels config
supposedly maxspeed is working now for tanks, but it doesnt seem that way (especially downhill)
maxSpeed is only for AI, isnt it?
MaxSpeed reduce thrust after reaching defined value
Just like on cars
Inertia is causing uncontrolled speed gain
So you can move even without thrust
inertia can't cause speed gain (on level ground) - it's because of the completely bogus dampingrateinair setting throwing all physicality out of the window
๐ฑ
Yes please. ^^
please give it to me
Some of these are only really useful for BWA3, but I'll probably put the debug reticle and eotech, and the weapon tracking into a mission file later today.
If I add Laserdesignator_pilotCamera to a vehicle... Does it get the targeting pod?
just the weapon? No
the targeting pod is class pilotcamera in cfgvehicles. Adding the laser just allows you to designate when using pilotcamera, if a pilotcamera is configured
Here's the script from the screenshot I posted earlier. Should work without any mods and by just pasting it into the console:
https://gist.github.com/commy2/b0c3bac9218e010e687a4f629b29a03b
Can you add pilotcamera to a helicopter?
Yes, that's what the sling loading camera is
just it doesn't move
but you can config one that moves
Look at the BIS attack helicopters pilotCamera config. They have one for Blackfoot etc. now
sorry if I'm asking basic questions, kind of new to Arma scripting
Is the config on the wiki?
Get the config with this https://github.com/pennyworth12345/ConfigDumpFileIO/releases
Or get a ready to use one here: https://forums.bohemia.net/forums/topic/191737-updated-all-in-one-config-dumps/?page=2&tab=comments#comment-3283480
or use the ingame config browser
Is it possible to change the settings for the camera in game?
with the diagnostic exe and diag_mergeconfigfile command
Can that be done without making any lasting changes? Like on a per mission basis similar to how I can add weapons to a vehicle?
is it possible to create a custom sling rope ?
or atleast make a rope undestructible / unstretchable?
have you tried https://community.bistudio.com/wiki/ropeCreate ?
yes, but can't change rope behaviour (like stretching or hit points) in those parameters.
I also tried searching for rope's config, but there is not much: Only the model.p3d location, which I'm afraid has all the rope attributes, and therefore can't be changed
https://configs.arma3.ru/154.133741/configfile/CfgVehicles/Rope.html
maxRelLenght = 1.1;
maxExtraLenght = 20;
model = "\A3\Data_f\proxies\Rope\rope.p3d";```
that's all there is
maybe a myRope allowDamage false would work
You can't create a custom rope
more precisely, you can but you're then replacing the existing one everywhere ๐
you can replace the model afaik. But I think the model contains the simulation parameters. These are most likely in the "simulation" setting.
yep^
https://community.bistudio.com/wiki/ropeCreate sadly is using hardcoded classnames, so there can only ever be one rope model per addon set.
Criminal offence btw.
Does it have to be moving / functional rope, or would a static one be sufficient?
E.g. power lines or bridge suspension.
nah, I wanted to create an anchor, on a rope for a ship. (changed to a chain model, with chain segments could look amazing). and this myRope allowDamage false I think would affect only when someone would shoot at the rope. I tried making it undestructible through scripts, but stretching seems to kill it anyway
also tried inverting the attach points... to attach a ship to the anchor.
That could do the trick if the anchor wasn't slowly sinking the ship lol.
Even changing the anchor mass to 1kg didn't help. #ArmaPhysics
brief note on terminology (from an ex sailor here) a rope is a line and a chain is a cable
@untold temple did you also have to fix your rocketpods lining up recently? I've noticed now that ours are thrown out on planes as well as helicopters...
some have dynamic pods, some don't, but ALL are out of whack since the last BI game patch.
in our A4, the rockets (dynamic) now aim well above the glass HUD/ centre of screen
in our UH-1 (not dynamic) the rockets now aim well below the centre of the screen, so much so that zooming in, the target crosshair is off the bottom of the screen
I'm a little puzzled as to where to start?
I haven't noticed honestly. We've been focussing mostly on other stuff besides air weapons so maybe don't see it in testing yet
but we have dispersion on our rockets anyway
we have the green crosshair allowed on recruit diff, so I use that as a ref point for testing, rather than the rocket trajectory.
and the crosshair has moved way up (a4) and way down( uh1) compared t othe centre of the screen, where the guns aim perfectly.
am thinking maybe class rocketpods has hadsome tweaks in the AT missile updates
something like gunaimdown value
very weird, and it literally happened in the last 2-3 weeks
or maybe the aimpoints changed names, or became required.
"muzzleend" and "muzzlepos" are not present in our planes for example.
i guess i'll have to go do some digging in the updated AIO config
ships can't have horns ? ๐ต
weird. I use this script:
vehicle player addWeaponTurret ["TruckHorn", [-1]];```
for testing. It works fine for most of cars and apcs, but for boats and tanks it only adds the Horn as a weapon, but when I "fire" it doesn't work.
I have a feeling like fire button is just used for something else. Like giving Fire orders to the vehicle crew
what about a magazine? did you add magazines for the horn?
no, I think it doesn't need one
it does horn sound when the "horn weapon" is out of ammo I think
{
"TruckHorn"
};
magazines[]={};```
from IFV Gorgon config
the effects applied via DestructionEffects on a hitpoint destruction do not get removed if the component is fixed. I'm trying to make an engine fire effect after the engine hitpoint is destroyed. It pretty good, but the issue is: if you fix the engine, the smoke and fire does not get removed.
Is there any way to deal with that? Aside from using scripts.
I am looking at creating my own "CfgUIGrids" >> "IGUI" variable. What does saveToProfile mean? Examples:
saveToProfile[] = {0,1,2,3};```
What values can be modified I think.
0=x=left
1=y=top
2=w=width
3=h=height
Thanks. Seems a bit strange though about w and h though since there also is: canResize
But looks like it still fits though. All of the ones that include number 2 and 3 in saveToProfile also has canResize = 1.
Yeah.
That's why I said I think, not know for sure. I always assumed this and it worked, so I didn't invesitagte further.
I think it's some sqf function one could study.
I am using ACE MicroDAGR for reference. It has a single, resizable, entry: configfile >> "CfgUIGrids" >> "IGUI" >> "Variables" >> "grid_ACE_microDagr" .
In the script for the GUI, it reads, IGUI_grid_ACE_microDagr_X and _Y and _W. I am guessing that is some Arma magic happening?
Ohh, CBA has one too
Yeah, the progress bar is now in CBA, though ACE still uses it's own...
I wanted it for BWA3.
So CfgUIGrids >> G >> "Variables" >> VAR , gets variables G_VAR_X , G_VAR_Y and _W and _H from Arma ?
And Arma automatically handles saving to profileNameSpace.
'TRIPLES(IGUI,GVAR(grid),X)'
Is
IGUI_cba_ui_grid_X
GVAR(grid)[]
Is
cba_ui_grid
So the whole thing is
IGUI_<class>_X
Alright, Thx. Gonna take a crack at it tomorrow.
@Rob (Eggbeast)#3291 pretty sure it's because fixed viewpilot initAngleZ
thank you so much for the clue!
you say clue, I read missing doc ๐
so, if the guns line up, and are centred in the screen, but the rocket crosshair is aiming too high, what should I adjust? tilt the pilot proxy won't do anything afaik. changing the viewpilot will change the centering of ALL weapons correct?
how is the rocket crosshair calculated? if it's from initangleZ in viewpilot, i guess then i might need to change change that so it is centred in the screen, then adjust my gun memory points, pilot and seat and sticks position (vertically) and possibly the gunsight position too
we have about 20 aircraft to adjust like this, maybe a full weeks work, so i hope it's more simple
anyway, here is little back story for those values. Loong, long time ago, there were parameters for setting initial camera orientation when in vehicle. Some people says it was never working, while some other claims it was brilliant solution back then when it was working. Anyway, it wasn't working so there was typical hotfix applied by introducing new paramater - "headAimDown" which was working only for planes & helicopters
With Tank DLC interiors, there was request to add headAimDown also to land vehicles in order to have proper view from tank interiors
and then, a young brave man joined company as a programmer and found why initValues were not working in first place
so now, you can control
initAngleX
initAngleY
if you had some weird values there you can change them back to 0 to retain old functionality
aha! ok thank yo uthat was well explained. i can now diagnose the situation and see what must be done to fix our aircraft
X is for movement of head left & right
Y is up & down
it's in degrees as far as I remember
we're inheriting directly from plane_f
no viewpilot values assigned
andthe rockets aim about an inch above thecentre of the screen
so my guess is that plane_f has the weird values. i'll do some research today and report back.
our UH1 (aims really low off bottom of screen) has
initAngleX = 10;
initAngleY = 0;
our A7 corsair (also now aiming way above centre of screen) has
initAngleX = 0;
initAngleY = 0;
in class viewPilot?
yes. so the A4 inherits from plane_f and in configviewer viewpilot has 0 and 0 set for those two values.
this shows how the menu action (approx centre of screen) compares to the rocket crosshair
I have cropped the images, so the only way to determine centre is t olook at the lefthand picture
the guns align perfectly in the centre of the spiderweb sight, and this is the centre of the screen.
since the changes by BI, the rockets now aim way high
this plane inherits ```
class viewpilot{
initAngleX = 0;
initAngleY = 0;
//etc
};
maybe it's something different then
i think it must be as the A7 (which i haven't finished updating yet from arma 2 model) has a pilot proxy clearly needing to be lowered
you can see here that the centre of screen and rocket crosshairs align
it also has 0 and 0 for those viewpilot init params
so... any idea what else directly effects the rocket aim point?
could it be the angle of the pylon proxies?
or some inherited HUD param?
ok so the UH-1 has this setup:```
viewpilot:
initAngleX = 10;
initAngleY = 0;
viewoptics
initAngleX = 0;
initAngleY = 0;
and this is the outcome since tanks updated something
in zoomed view
2. the rockets now fire at a downward angle as seen by the crosshair position on the right relative to the centre of the screen menu indicator on the left
this kind of effect is seen in many of our aircraft
ok so the gunner view is unaffected i nthe helicopters
initAngleX = 10; - changing to 0 fixes the helicopter sights thanks!
so the ACH47 has 0 and 0 set in viewpilot already.
sosome change fro mtanks has made the pilot viewpoint "sit higher"
did you used headAimDown?
as seen fro mthe LH picture, the centre of screen no longer aligns wit hthe reflex sight.
and the rocket aim is lower than the centre
i'll check
HeadAimDown = 0;
in ach47
also, do you know about ctrl+pg up/down thing? you can offset height of head too
this is a user control setting right?
all of our users have the sight problem
and we didn't have it about 3-4 weeksago, every gunsight and rocket crosshair was aligned perfectly, except some older planes like the A7.
but even i nthat case, the rockets and guns align together. it just needed the pilot proxy lowering
so something weird has affected rocket aim point in some but not all of our aircraft.
cursorAim = "rocket";
cursorAimOn = "";
muzzleEnd = "konec hlavne";
muzzlePos = "usti hlavne";
showAimCursorInternal = 1;
that's from the ffar rocket launcher weapon
could it be that rockets now use muzzleend and muzzlepos?
as the helis havent been upgraded yet to the new loadout system, and have inbuilt rocketpods
the ach47 has no memory points called usti hlavne or konec hlavne.
afaik they used to originate at whatever points you set on the wings : ```
memoryPointLRocket = "Rocketl_1";
memoryPointRRocket = "Rocketr_1";
but what made them fire in a given direction?
the A4 has the new pylon system working, and the rockets are firing really high. so yeah am totally confused right now about what to look at first lol
rockets are firing in direction defined by pylon in magazine cfg
if they are not present then it's using proxy direction
https://pastebin.com/q2eEgR9r it's for gunpod but it might work rockets too
thanks
re the A7 plane, by tilting the pilot proxy so he is horizontally aligned with the ground, the hud is now centred in his zoomed view. the cannon aims at that point, but the rockets aim very high. this plane uses dynamic rocketpods wit hthe memory points muzzlePos = "muzzlePos"; muzzleEnd = "muzzleEnd"; i just added those to the weapon config, and it made no change whatsoever. I have tried adjusting gunaimdown from 0 to -2 and +2 and it makes no difference either.
I mentioned you about ctrl+ pg up/down because it can be also tweaked in view pilot
minMoveX = 0.0; maxMoveX = 0.0;
minMoveY = -0.075; maxMoveY = 0.075;
minMoveZ = -0.075; maxMoveZ = 0.1;
so instead of moving proxy you can adjust values
that's the current A7 sight alignment. ignore the HUD, I will adjust that once the crosshair and screen centre are aligned
ok i'll check those values also. thanks!
ok FIXED
re-setting the angle of the pylon proxies i nthe plane so the yare perfectly horizontal, centred the target crosshair for the rockets
i'll adjust all our models so that they follow this logic.
interesting that gunaimdown no longer has any effect
i guess when i tried adjusting the memory points in the rocket pod models yesterday, i hadn't configged them in the weapon properly, so that's why they seemed to have no effect - they defaulted to the proxy orientation.
so thank you very much asusual @hot pine i think i now have everything i need to repair all of our aircraft
maybe gunaimdown only works for internal weapons, and only guns
has no effect on my guns either
so to summarise what i had to fix:```
- make sure pilot proxy is horizontally aligned with the floor (no tilting the triangle) as otherwise it can affect zooming direction
- make sure the aircraft pylon proxies are horizontally aligned with the floor, (assuming they are using rocketpods with a horizontal memory point setup for muzzleEnd and muzzlePos). This took a little mesh work in the models to fix their alignment with the newly rotated proxies
- make sure in config
viewpilot:
initAngleX = 0; --> this especially affects the head zoom up/ down direction.
initAngleY = 0;
viewoptics
initAngleX = 0;
initAngleY = 0; - in rocket pod weapon config add memory points refs
muzzlePos = "muzzlePos";
muzzleEnd = "muzzleEnd";
i've just fixed all 20 aircraft using this process. thanks reyhard for your help!
interestingly the HUD CCIP adjusts for proxy pod angle automatically. I noticed this on our A-10 where the wing pylons are angled differently to the ones underneath the fuselage. You can see it shift when loading LAU-131s on all pylons and firing off rockets until it switches to the centre ones
Thanks for posting that, we'll go through our aircraft as well!
I have a config property of type string. I have an ampersand (&) and it doesn't work and the text afterwards is not there. How to have string with ampersand right?
how are you doing it?
never heard of & in strings causing problems. It's just some character
description = "Position of MF T&E";
Will try. I also noticed it giving problem in addAction texts
yeah these might also be structured texts
structured text is XML. and & is a xml escape character
Strange. It fixes the following text, but it still turns itself into a ?
Wait, I am being stupid, I'll try again.
Thanks @grand zinc it works now.
I also found out what was breaking then entire customize gui layout in my game. (Spoilers) it was my broken text symbol.
Also thanks @jade brook for the help with CfgUIGrids.
Still have no idea what the two numbers after the position/size does. It irks, me but as long as it works I can live with it.
Is it not as I said yesterday?
Yes, x,y,w,h is like that and probably also saveToProfile[]. I am talking about these two numbers:
https://github.com/CBATeam/CBA_A3/blob/master/addons/ui/CfgUIGrids.hpp#L13-L14
Minimum width and minimum height.
You can't scale it below this.
No, wait.
It's actually the discrete steps and also the minium.
So you can't change it continuous, but in 0.5 * GUI_GRID_CENTER_W steps.
38 * GUI_GRID_CENTER_W
->
37.5 * GUI_GRID_CENTER_W or
38.5 * GUI_GRID_CENTER_W
The CBA bar is 1 grid unit tall, but I can adjust it in quarters
Down to 1 quarter
Does anyone know why a uniform would work fine when set as a unit's uniformClass, but revert to underwear when selected in arsenal?
The uniform doesn't work in that case. The soldier just happens to have the model intended for the uniform to be linked up to.
so the issue lies in the CfgWeapons class?
class CfgWeapons {
class Uniform_Base;
class UniformItem;
class Super_Uniform_Item: Uniform_Base {
class ItemInfo: UniformItem {
uniformClass = "Super_Uniform_Soldier";
};
};
};
class CfgVehicles {
class B_Soldier_base_F;
class Super_Uniform_Soldier: B_Soldier_base_F {
uniformClass = "Super_Uniform_Item";
};
};
Check uniformClass in both CfgWeapons and CfgVehicles.
They have to cross link.
Well, multiple CfgVehicles subclasses can use the same uniform(Class), but the CfgWeapons subclass has to point to at least one CfgVehicles subclass with that model and uniform.
that makes the uniform equippable by all factions
I thought adding all sides makes it equipable by everyone.
ยฏ_(ใ)_/ยฏ
thats what i've used since Beta and its presented no issues
I've got other uniforms with the same value that work that way
perhaps both ways work
Change the scope of your soldier to protected / 1.
I think the game may be ignoring your model because of this.
๐ก you're probably right
not sure how that got changed
packing now will update if its fixed
Pretty sure that's it. I had this problem in the past at least two times and I keep forgetting. Thanks for reminding me, because I am about the edit some uniform configs soon again.
yup, fixed. Thanks @jade brook
optimizations ยฏ_(ใ)_/ยฏ
The problem with that is, that this makes your base class creatable with script. Which may cause issues since it's a base class and probably missing stuff. I'd link the uniform to some protected or public child class (that inherits the model) of your soldier base class instead.
prolly not a bad idea
I assume with Tanks interiors it's the same as any interior? Or is their other stuff I need to deal with now?
just spotted this in config viewer
incomingMissileDetectionSystem = "8 + 16"; //my line
IncommingMisslieDetectionSystem = 16; // inherited line from BI base class
which is preferred by the engine?
another typo akin to dammage and sidewinderlaucher
incomingMissileDetectionSystem is the one the engine uses
and bouyancy
IncommingMisslieDetectionSystem doesn't exist.
lol
It's not your typo. Or at least, some configs in vanilla use this typo as well.
Trying to get a custom sound horn on a vehicle. I have the sound file in .ogg format and it's in mono. When I go in-game and try to play the horn, nothing plays. Anyone have any ideas?
@zinc ether #arma3_audio and make sure to check rpt
I'm having a bit of a issue with my units and Zues
So far despite scopeCurator = 2; being set to each one
only one of them appears in the zues menu
Did you add them to the units[] array of CfgPatches?
ahh
ow man I'm so glad I asked here now.
Was literally looking letter to letter between two classes to see a diffrence XD
Zeus and various other things are working on a per config patch basis. It can only find objects and items listed in the units[] and weapons[] entry of your CfgPatches subclass.
Additionally, Zeus will by default only read "activated addons" = active config patches. Only config patches either listed in CfgAddons/PreloadedAddons or objects where at least one other object of that config patch is present in the mission are "active addons".
So you may want to either also:
add all your config patches to CfgAddons, or
place at least one object of all of your config patches that include objects and items in all of your missions, or
change the zeus module to not be set to "offical addons only" or whatever it was named.
Yea, it wasn't even the spawning that I noticed something was off, even if they get assigned to zues by other means. You can't interact with them
From my experience, people, as in people that use your mod, not this channel specifically, prefer the CfgAddons solution.
Does map Icons have to be a very specific size? They seem fine to use on most things, but when attempting to use them on the ORBAT it says it cannot load.
2^n x 2^m like any other graphic in Arma.
128x128...
mmm
Insignia = "res\Icons\Astra_Militarum_Symbol.paa";```
seem right?
Post the whole config?
{
class 880Army
{
id = 5;
idType = 0;
side = "West";
Texture = "res\Icons\Astra_Militarum_Icon.paa";
Insignia = "res\Icons\Astra_Militarum_Symbol.paa";
commander = "Hackett";
commanderRank = "General";
text = "880th Imperial Guard Army";
textShort = "880th Army";
subordinates[] = {1491st, 1490th, 1489th, 836th, 667th, 700th, 776th };
color[] = {0,0,0,1};
description = "880th Imperial Gaurd Army, is a mix off various regiments sent to deal with a choas uprising on a planet known as Vista 4";
};```
The Symbol will show up in the little mini-window but fail to load in the background
Maybe try putting a backslash before the image path.
No luck, even tried tossing it in the root folder.
But wouldn't that still load?
"load"?
Like not give me a "Fail to load Texture blbabla
Checked out my other mission that uses custom icons. Seems to work on that. But even if I grab the same graphics it won't load..
ooo
Now I remember
Appriently this issue has been arround forever, had to do a ton of searching.
Texture = __EVAL((__FILE__ select [0, count __FILE__ - 15])+"Textures\Astra_Militarum_Icon.paa");
You have to add a bunch of micro wizardry to make it work
Ah, probably because the script behind the system is incompatible with paths relative to the mission folder, so you have to append the path with the absolute path of the description.ext.
15 is the number of characters of "description.ext".
Welp another bug for the devs to fix as they wind down operations ๐
Don't hold your breath.
Btw MagazineWell's seems to already be in #perf_prof_branch . Atleast the strings are in the binary. I'll test now
Doesn't work :/
@grand zinc its even in 1.82
I looked into 1.82 arma3server.exe and it wasn't in there
And in perf/prof the strings are in. But it doesn't work
i see. well does it work in dev branch? probably its just broken in general
I couldn't get my hands on the dev branch binary yet
interesting!
works for me on dev
works on stable too. But as I said, the Arsenal doesn't fill the current weapon's available mags from the magazinewell[], except on dev
I tried on last perf/prof. The magazines array doesn't automatically get filled like reyhard said. And even if I put the magazines into my inventory I can't load them into the weapon via drag&drop.
magazineWell in the weapon config and CfgMagazineWell's are both correct in config viewer
https://gist.github.com/dedmen/beeadaa4389519025b75799fff2e3c59 That's my test config. Converted the HLC rhs compat into magazineWell's and added ace mags
why += when magazinesWell[] is undefined for the weapon?
just copied the magazine's entry that was there before and edited and kept the +=. But end result in config viewer is correct
I did an external test mag for our M4/HK416/M249 that has magwell[] = {"STANAG_556x45"}; https://pastebin.com/GdQK88Yk
works from the action menu and inventory drag and drop on current stable Arma
Do you see any error on my config?
reyhard said they will be added to the magazines entry which is not happening.. Is maybe the old magazines entry overwriting magazineWell's for whatever reason?
parameter is magazinewell[] not magazineSwell[]
๐คฆ duh... Thanks alot. I copied that from somewhere to make sure I write it correctly..
I will be adding soon info for magazineWells on wiki
- something extra which is also on stable branch ๐
what could that be buddy? ๐
there should be some offical announcement about it soon ๐
also, something interesting to test on devbranch. tech is veeery WIP so I will be adding that once it's finished
already had to change syntax/parameter names two times
the guy doing rivers in #arma3_model might like that
@inland gulch ๐ Also immediately thought of that.
With that you'd only need one river model and can configure the direction in the config
as for VA implementation of magazineWells there are still some things to add like mod icons & then sorting them by mod since it gets pretty messy with multiple mods
Why does VA even need magazineWell's code? You said before that they are automatically added to the magazine entry meaning the old code should automatically work and not even need to be aware of the backend
But Dedmen... The icons!
doesn't seem they are in fact
they aren't exactly appended - I was confused by syntax in source code
already removed the old magazineGroups code in ACE arsenal ^^ We'll have to add it back then I guess
most likely you will need to rewrite it since you no longer have to go through all magazines to check their magazineGroup
Okey working beautifully now. RHS M2010 looks so much better with a dozen magazines https://s.sqf.ovh/arma3_x64_2018-05-19_18-13-31.png ๐
Oh.. It's supposed to only fit 5 round mags ๐
anyway, I wanted to gather some people soon to discuss some sort of common ground for magazineWells
to have something like JAM magazines for OFP
JAM for CBA will be done.
cba jam sounds delicious.
Because I don't think that BI will include magazineGroups for weapon's they don't even have. Like some RHS ones for sure
https://github.com/CBATeam/CBA_A3/issues/108 Here is discussion about that
well, it's up to me at this point to include it or not
covering all cases is definitely not possible but having at least some guidelines for creating name for new group name could be useful
cases like i.e. M2010 are hard to cover for example and adding to that, there is that secret feature which will complicate things even more
Yeah just noticed my M2010 compat thingy is adding 20 round mags to it. Which probably just don't fit.
Stanag is very easy to cover. Rest...
Though you don't really need to provide magazine groups for the edge cases I'd say. Or if it's very specific just put weapon name into the CfgMagazineWell's class so that compat mods can still easily add mags
even stanags might get complicated if you want to provide support for m249
cmags would for example fit M4 but not i.e. M249
UV animations - really cool. With some distortions in UV you can some cool wonky things. But also could be usefull for projectile effects
I've already tested it on some sort of cockpit map
with projectiles main issue is that I'm not sure if it's working in model.cfg
right now it's class inside vehicle config just like AnimationSources for example
oh ok i read that wrong then... Hm. Does it work for all vehicles (e.g. buildings) or just the 'dynamic' ones?
This may be a stupid question but is it at all possible to remove or 'cancel out' config parameters from a class?
or would it simply have to not inherit them to begin with
There is the delete keyword, but there's probably a better solution.
I just want to test something that doesn't have a parameter without restructuring it entirely so it isn't inherited