#arma3_config
1 messages · Page 86 of 1
I'll give it a shot, thanks
it will still be inherited
How much does mass distribution effect the AI overall when operating vehicles? I mean in theory it shouldn't effect their decision making right? Asides from extremes on light and heavy.
@hot pine What does this new uvanimation stuff allow from an Arma perspective?
Sounds very interesting
i.e. halftracks using carX simulation
moving maps ( @wise tusk )
maybe rivers
easier digital clocks/indicators where mfd is not applicable
dunno, use imagination 😛
Are rotating miniguns possible in a gunpod proxy? I imagine not but thought id ask in case support had been encoded for it
yes
yep, revolving animation source
I thought it was in the model.cfg example I posted
Yeah sorry forbad memory been doing way too much recently!
So we forfeit shell drop and gas fx for the benefit of moveable gunpods
And emptying rocketpods
Which clinches it
Am considering a half days blast through our helicopter gunships
How are two-seaters handled? Pilot has the pods, or can components be added to gunner also now?
Thinking of a cobra
you pick the default pylon owner in the config. Can be changed ingame by clicking the icon next to the loudout selection
Oh wow thats so farsighted to include twin seat compatibility
0 or 1 i guess? Ah ok
0 would be gunner (first turret)
1 second turret. [0,1] second gunner of first turret etc. etc.
turret[] = {}; will reset to driver
Its a lot of work bringing our air fleet up to standard, but good fun. I’m thinking of bringing back my simple preset useraction for cockpit rearming on the fly
As all the other solutions ive seen seem a bit overengineered
I was showing myke through the general jets changes last week, you might recall his innovations in arma2. Its really nice to have engine support for this stuff now thanks to john and sauls drive and vision with jets
Myke was pioneering mass and faction based universal pylon systems in a2 but hampered by the engine limitations
Moveable animated gunpods and twin seat functionality is the icing on the cake
I guess a step too far was a native code to enable in cockpit rearming drawing from the pylonpresets if near to an object with transportammo
Hey guys, I've made a custom optics mesh and whenever I try to select it in Arsenal it gives me the "preNLOD format" message, any idea what might be the issue?
is it binarized ? error free?
Hey, might be stupid question but what does modelSides[] do?
Also does anyone have a nice list of config examples for vics(and pretty much everything else), smth like this https://pmc.editing.wiki/doku.php?id=arma3:config:stiltman-retexturing-tutorial and https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide
google "allinone config arma 3" for the latest version of full ingame config. You can also check all configs ingame with configviewer (in mission editor there is a button)
sample configs with comments are in arma 3 samples on steam
okey, thanks
@sick zephyr try #arma3_model - i think it means the model its bugged in some way. maybe binarize logs or debug.log from diag.exe will give more info
is there a way to reload added configs by a mod i am working on without the need to restart the game all the time?
@uncut wagon diag_mergeConfig
thanks i will look into that
hmm does that also work with new modules for eden editor? I am running that command linking to the cpp file in eden right now.
not sure what you mean - pastebin the config and screenshot please
I want to add new modules to the eden editor
https://pastebin.com/8wsZRdTp
Turns out I forgot to add the include in my config.cpp to the custom eden category...
still, it looks like I cannot update this config on the fly then.
why should you not be able to
no idea. I am running arma3diag exe and execute this command
diag_mergeConfigFile["P:\diwako_anomalies\config.cpp"]
- did you load this as pbo in the first place?
- if not you have to leave the editor and go back for it to be active
yes I have loaded the mod as pbo
so you changed the pbo, loaded the config browser and your change was not applied?
so far i did not open the config browser. Sorry ot be such a nuisance.. It is alright now. So far what i wanted to do works.
But i appreciated the effort in helping me
np
Hello , Would it be possible to block particles with a wall
I created a spray paint but the particles are not stopping on the wall
No, it's a engine issue @oak hound
okeys ty
Does anyone know a solution to MakePbo giving me 'missing file(s)' even though the file exists?
the files dont exist, if it says so. This means wherever you put it, it was the wrong place
The issue was resolved. It didn't like being in a subdirectory on the workspace. Naughty naughty.
Thank you.
https://github.com/CBATeam/CBA_A3/pull/928 here are more thoughts on magazineWell's by CBA/ACE @\reyhard
The base class thing that the guy is talking about is unnecessary. The classes will merge if they have the same name. Overwrites would only happen with people using the same array name inside the class. Which is why properly tagging TAG_Magazines[]= for each array is crucial
It works without interdependency on a core addon, so long as people stick to the agreed classnames for the wells
Yes, he misunderstands how this works.
Hello, I have a rather weird problem: A modded vest calls for a file(.paa, with entire path) that is not mentioned in my current config anywhere.
The model, textures etc come from another modpack(I don't plan to release, it's for training purposes).
I copied entire vest class part from source mod and adapted the path, file names etc(done this before many times).
Yet in game when choosing that vest I get an error with the path that is used in source file
I have no idea what to do at this point, base classes for that vest show up fine and the vest itself inherits form those base classes + new model, picture and texture(and texture is giving the error)
Any ideas?
did some testing, seems like only the model parts(.p3d) cause the error
Can you config a static path inside a model?
Well thanks for help, after some research I found out it is tied to the model. And I can't open it with object builder. But if I simply add a pbo with provided static path and the file everything works
If i would like to change how placement of explosives is handled where should I look? (I want to edit how the scrollmenu action works) I'm looking around Put class.
fired eventhandler filtering for weapon "Put".
I was thinking about changing "place explosive" action to "hold action" type, is this even possible to do it via config editing or would it require a lot of coding?
Oh, I see that I would have to set useAction =0 on SatchelCharge_Remote_Mag and probably script my own action adding for objects inheriting from it. Damn I hoped it would be simple 😄
Guess I will check if this is possible with EH, thanks anyway!
aiRateOfFireDispersion = -35;
@hot pine is the negative value new?
so far it was just 0-1 from what i understand: https://community.bistudio.com/wiki/CfgWeapons_Config_Reference#aiRateOfFireDispersion.3D1
it was always possible to use negative values
it's aiRateOfFireDispersion * (random number from 0 to 1)
yeah my bad
i still dont get the idea yet though. you could just reduce the base aiRateOfFire (plus random offset ontop) instead of reducing it with this, no?
so whats different with this approach?
and what is your idea ;)?
timeToShot = aiRateOfFire + aiRateOfFireDispersion * Random<0,1>
5-10 = 5 + 5 * [0-1]
5-10 = 10 + -5 * [0-1]
So decided yesterday to start playing around with configs, and so the first thing I did was make a new helicopter inheriting off another one where the only diffrence was the armor values and the textures and that worked. So the next thing im trying to do is edit the pilots and copilots camera to have more thermal modes and add weapons to them. This is where im failing a bit, I believe I followed that the link https://community.bistudio.com/wiki/Turret_Config_Reference#Inheriting has to say about inheriting , but doesnt work so i was wondering what did I do wrong?
Im assuming that I inherted the turret incorrectly
@toxic solar best to look at some samples like BI sample models, or some RHS/CUP/IFA3 configs
also get an AIO config and study the base classes of cfgVehicles
cool will look at the rhs ones, and ah wats a AIO config?
only the BIF thread is regularly updated. And that's also linked on the wiki. and the bif thread links to the github repo. So you really only need one of the links
But the historical value~
explosionTime = 10; Can't seem to get this to work on bomb's is there no way to get this to work on bombs for timed fuses? Or any other EZPZ options?
Is it possible to inherit a turret of a vehicle and then change one property or would I have to define every single property of the turret I want to inherit and then change the one property I need?
You can inherit normally and paste only the changed line so long as your parent definitions are written correctly
@thorn leaf i wonder if explosiontime is used only in certain simulation types
I think then im inheriting the class wrong then
class base_vic;
class new_vic_base: base_vic
{
class Turrets
{
class MainTurret;
};
};
class new_vic:new_vic_base
{
class Turrets:Turrets
{
class MainTurret : MainTurret
{
//code to do, idk like add weapons for example
};
};
};
``` Just to confirm, would I inherit like so
I just followed the turret config refrence and was wondering if its still upto date
in case of turrets you need to recreate almost whole inheritance tree
since if tank is scope = 2 & has only class MainTurret; you will end up with tank without working turret
When making a ORBAT, is it possible to have multiple top tiers in it? Or can the highest tier only be one icon?
oh damn so I might have to recreate the whole thing for turrets eh 😭 welp I guess I'll start that when I wake up
im assuming that I still have to recreate the whole tree for turrets for helicopters as well? my first goal is to just change the gunners weapons
yeah, you will have to recreate it there too
fun times await me
Now do I have to redefine all the turrets,or just the turret I want to edit?
you just need the proper inheritance tree, not the parameters
@toxic solar get a config dump/AIO and delete all the parameters/copy-paste the class structure
if you are into regex, or teach yourself the basics, this "removes all but XXX": ^(?!.*?(^ *class|XXX)).*\r\n
So actually @hot pine I guess the issue isn't the explosiontime. Because I got it to work. I believe I just had it on too high..
The issue I have now is I want to disable detonation on impact
ill try and see if I can get a config dump, as for regex I haev no clue what that is XD
k so i need some help with getting the dumps, someone posted this link earlier https://forums.bohemia.net/forums/topic/191737-updated-all-in-one-config-dumps/ and has a link to his repo. If I understnad correctly I would take dumpConfig.sqf and put it in like a mission file, put the .dll extension in my arma 3 folder and run for example [configFile >> "CfgVehicles"] call compile preprocessFileLineNumbers "dumpConfig.sqf" in the debug win dow and it should all end up in my clipboard, is that correct?
Correct.
wonderful ,now what if I get CallExtension 'ConfigDumpFileIO' could not be found in my .rpt file and the game dies
oh
lol
I will try that
on a side note I guess,how does ace get its .dll past battleye?
sent to Bastian from BE to get it whitelisted
oh I see
well heres hoping that I can dump it all now
Now whats the .zip from the github link I mentioned for? if I have the .sqf in a mission file and the .dll in the arma 3 folder,what would I need the .zip from https://github.com/pennyworth12345/ConfigDumpFileIO/releases/tag/1.0.0 for?
You mean Source code (zip)?
yea
It's the source code, everything that is in that repository.
oh I see
okay so I have disabled battleye and I still get the CallExtension 'ConfigDumpFileIO' could not be found in my rpt file, any ideas as to why?
What folder did you actually put the dlls in?
Ah... Just put them in the root folder directly
pffft I thought I should have put them in the folder called dll XD, lets try that
oh shit,it works 😃
hahah now I shalll go mad with power and create a helicopter with 1 million armor XD,
thx for the help
actually you put them into the @mod ordner. But in your case you don't have one
okay so for a helicopter config, Ive so far found the properties
cyclicAsideForceCoef = 4; //Effects Pitch up and down speed
cyclicForwardForceCoef = 2; //Effects Roll left and right speed
backRotorForceCoef = 1.377;//Effects yaw left and right speed
now how would I go about finding the properties that deal with the speed/force of collective up and collective down? I looked in the Test_heli_01 config example but it doesnt have anything about that in there
if you havent done so yet, search in the BI forum or specifically the TKOH section (better with google site search)
@toxic solar liftForceCoef
hi
I have a problem with the configs of AGM missiles Of a Airplan
I cant select the missile for fire
could be a weapon not assigned to use your magazine?
no
i sure assigned the AGM in polygan system
the missiles loaded and can seen on wings
but cant select to fire
i had type the weapon config like other weapons but only this not work
Probably the weapon and ammo have mismatched flightprofiles[] and modes[]
and @sullen fulcrum - info is generally here https://community.bistudio.com/wiki/Arma_3_Missile_flight_profiles
dev branch diagnostic.exe has a "shots" mode that will show everything the bombs and missiles are doing
@light nest ah thx
I felt like that had something to do with collective up,but i wasnt sure if it had anything to do with collective down
@stoic lily question about ur earlier comment today,whats the TKOH section?
now would be save to assume that the plane config ref https://community.bistudio.com/wiki/A3_CfgVehicles_Plane_class_config_reference could help me with helicopter properties?
@hot pine bug in magazineWells. Inheritance doesn't work.
https://gist.github.com/dedmen/dc980cf8d6b4b719484e2dd8158a7de1#file-magazinewells-cpp-L218
That specifies the Big Stanag556 magwell. Which inherits from the normal https://gist.github.com/dedmen/dc980cf8d6b4b719484e2dd8158a7de1#file-magazinewells-cpp-L133 Stanag556 magwell. But ingame only the Big magazines work. Neither the normal nor the small.
So magazineWell's ignores inherited values
hmm, I will check that later
where i can get idc or configName lobby and multiplayer servers list dialog?
🤔 ?
lobby: RscDisplayMultiplayerSetup
idc: IDD_MP_SETUP
server list, this one is a control, not a display: IDC_MULTI_TAB_SERVERS
In quick play dialog: IDC_MP_QUICK_SHOW_SERVERS
IDD_MP_QUICK_PLAY
Other idd idk, probably the main menu.
To get these I just go to
"P:\a3\ui_f\hpp\defineResincl.inc"
or where ever you have Arma unpacked.
@jade brook thank you!
i try'ed make RscControlsGroup in editor. Place controls group and controls. But i have problem. I can't select controls to make coords to my controlsGroup
@dusty epoch how you store controls to groups?
arma physics doesnt has any "Rubber" base stuff or?
How do you setup categories for module attributes?
Basically like the System specifs --> tabs
The basic module framework guide doesn't explain it
@dry kraken what do you mean ?
@dusty epoch controls groups in your smartphone script
you placed controls to group with gui editor?
@sullen fulcrum Exact same problem I've had with my FC37 since I started the restoration project on it like 2 years ago haha. I just cant get the damn gun to work for the life of me
The gunpod appears on the aircraft, however it appears kind of inside it, and when it shoots the rounds just drop straight down
Strange
I havent touched it in a while so not sure really
Prior to making the gunpod a pylon thing, it worked fine
After that, nah not working properly haha
@sullen fulcrum This is my config for the gun
@dry kraken with stupid amounts of patients
and no that wasn't a spelling mistake xD
xD
think i found the issue
#include "Lega\Lega_Handler.hpp";
i think i know whats wrong here xD
@dusty epoch
sorry, I incorrectly constructed the question. My English is terrible. I tried to place a group and already in the editor to move it to control. As far as I remember, there was a function of converting coordinates to a group. I imported the dialog into the editor, but I can not move controls to the group, the editor sets the group as the very first layer. I thought that you were faced with this problem. Sorry to bother you. Have a nice day.
@boreal heart @sullen fulcrum if yo usend me your model and config i'll look at it o nthursday (am away til then)
need aircraft + weapon model, configs for aircraft and weapons, model.cfg for same
should be a 5 min job to fix
but depends on seeing all of it in same space
@dry kraken CtrlCreate ?
hello!
anyone knows the default pistol animation?
I have a pistol on a Launcher position and it looks weird :S
default pistol animation wont work
launcher slot weapons use inverse kinematics between the hands, and the Launcher bone
so its not possible to put a pistol on launcher slot?
No, launchers go into the launcher slot. Pistols go into the pistol slot.
Andd if i have made a custom launcher that looks like a pistol?
Then it would be a launcher, but I'm pretty sure postures for launchers are fixed, so it'd look weird.
it's possible to put something in the launcher slot that looks like a pistol, sure. What I'm saying is, the animation that BIS made will not work, because the relative position of the hand and launcher bones is not what you'd expect. Since the launcher is supposed to be on the character's back when he is holding a pistol.
You'd have to make an entirely new animation with the hands posed in the pistol position, but the launcher bone moved to the correct place near the hands
and what commy says about the character move set not being the same for launchers and pistols, is true
movement etc. will not be the same as a "real" pistol
@dusty epoch I wanted to know how you recount the positions under the group, because in the group the coordinates differ from the usual ones.
i push the old controls into an array and fetch the last control from the array and work out the positions from there
@sullen fulcrum Where can I find this Zasleh selection? Want tomake sure I got the right one
@dusty epoch ty
Not sure if this should be in #arma3_scripting or here. I want to create a macro for an item.
#define ITEM(ID) \
class synixe_item_##ID : synixe_item { \
scope = 1; \
displayName = "Item ID"; \
descriptionShort = "Unique Item ID"; \
}
How can I get the ID inside the quotes to actually be the ID passed
use single quotes not double quotes
or use a QUOTE macro
#define QUOTE(x) #x
descriptionShort = QUOTE(Unique Item ID); \
I didn't realize you didn't need quotes. That works perfectly, thanks.
you shouldn't even need the ## @hot pine
displayName = Item ID; after preprocessing -> displayName = Item 15;
And then on binariziation the quotes are put there automatically by most binariziers.
you are right, but might be useful to know that such thing exist if someone decide to combine it with i.e. No##ID
@austere prism - I would recommend reading this page - you should find plenty of interesting info there
I'm getting the No entry bin\config.bin/CfgWeapons/ItemInfo.scope error on game start with my weapon addon I'm working on (not blocking, just appears on the main menu and is dismissable and lets me continue), what's the most likely fixes? If I comment out itemInfo in my config and it replaced the same error with WeaponSlotsInfo.scope
WeaponSlotsInfo and ItemInfo don't belong in CfgWeapons. The game scans CfgWeapons for... Well.. weapons.
And errors out if the scope is not specified. IteInfo/WeaponSlotsInfo don't have a scope
https://configs.arma3.ru/162.137494/configFile/CfgWeapons.html
Example https://configs.arma3.ru/162.137494/configFile/CfgWeapons/arifle_Mk20_F.html inherits it's WeaponSlotsInfo from mk20_base_F which inherits from Rifle_Base_F which defines WeaponSlotsInfo your weapon probably also inherits from Rifle. So you should get WeaponSlotsInfo from there.
@sullen fulcrum Cheers mate, will have a look at it in due time!
Dumb question.. is it possible to attach a weapon to the targeting cameras along with the laser?
@sullen fulcrum that seems like a dubious action. It may be that removing your plane zasleh is necessary in which case you must delete bothe the proxy triangle and the selextion together
Dont leave a broken muzzle flash proxy in your plane model
You can name your muzzleflash in your gunpod model whatever you like so long as you add it to the model.cfg and the pylon weapon config too
I have wing cannons on the skyraider that use muzzle flashes in the plane model and minigun pods added to pylons with differently named muzzleflashes
So long as the two dont conflict u should be good to go
could somebody please give me a hint, why this is not overriding the modelsides: https://pastebin.com/0HaQUTEn
class i_g_soldier_f: soldiergb``` wrong inheritance
for helicopters, does enginePower effect anything or is that for land based vehicles only?
thx!
is it possible to create a module for eden, which only allows the mission maker edit the A size area and not the B value? I am basically wanting a module that is always either a perfect circle or a square.
And how would i do that? I am using the parameter "canSetArea=1" which enables the visible area and both A and B
How do you fix if a helmet from a mod goes into the crotch of the player?
any headgear rather?
Question, I've gotten practically everything set up for a faction mod that adds special units that use other mod equipment (dependencies and permission already set in place), the unit spawns with most of their gear, but I don't understand how to add attachments to the weapon using only weapons[] = {SMA_M4afg_Tan, Throw, Put};
I've got all the necessary classnames for everything, just no idea on how it handles attachments.
you have to make extra weapon classes with linkeditems for them to be given to units
oof.
Alright, so I'll need to make a cfgWeapons, create the class with linkeditems, then include it in weapons[] = ?
yep
alright, seems a bit more doable.
I am trying to add ACE interaction to a whiteboard map. I am using
class ThingX;
class Land_MapBoard_F: ThingX {
class ACE_Actions {
class ACE_MainActions {
class openMap {
displayName = "Open Map";
statement = "openMap true";
};
};
};
};
``` with no luck, anyone know what I need to do to get it working?
I was able to figure it out
It's missing a condition = "true";. For some reason, "true" is not the default value.
@tranquil marlin you need a model.cfg with a minimum default entry for your headgear so it is tied to the bi skeleton
Yeah
Reverse engineering this stuff and learning about how it's done, it was binarized not encrypted 🤦🏿
there are headgear samples...
I'll look at those and compare the model cfg
just to see if there is something missing
well, my question was really this - do you have a model.cfg for your headgear?
99% of the time you get placement issues in a headgear item it is missing the model.cfg entry for that specific model.
autocenter
Could someone provide some help making custom combo boxes for the editor. I currently have
{
class Attributes
{
class Combo;
class MyComboBox: Combo
{
class Items
{
class Item1
{
text = "Item1";
data = "Item1";
};
class Item2
{
text = "Item2";
data = "Item2";
};
};
};
};
};```
And then have the attribute set to use to this custom control. But what I end up with is a combo box with the items "enabled" and "disabled". This is how it appears to be specified on the wiki, but clearly i'm missing something.
https://community.bistudio.com/wiki/Eden_Editor:_Configuring_Attributes:_Controls#Combo
I've been looking at the config viewer to take a look at some of the existing combobox. These all have the "Items" class at "Combo">>"Controls">>"Value">>"Item" but I haven't been able to figure out the inheritance correctly and keep overriding other required sub-classes.
@livid heath yeah I got the cfg
what was weird though is that in the past it worked but as of a recent update (between the mission pack dlc and tanks)
then it got broken
it doesn't have autocenter in the cfg
if I wanted to change the muzzle flash of a weapon to someother weapons muzzle flash, would that be located under CfgWeapons or CfgMagainze?
afaik that's in the model. If not then CfgWeapons
oh so I cant change a the muzzle flash of a pistol to say idk a 30mm autocannon for example
unless I edit the model
not sure. I'd expect the flash to be in the model but I don't know if it really is
Its a proxy in the weapon model
@tranquil marlin add a property autocenter with value 0 to your models geometry lod
Headgear is a proxy model in the character model
All proxies should have autocenter 0
You can change it if the pistol accepts suppressors
you'd make a dummy muzzle attachment model and assign a new muzzle flash through that
ah thats a shame I cant change it in config
Cunning!
so question about adding a gun to show up in virtual arsenal. afik or can see from the ADR-97 offical mod, all I would have to do is make the weapon in CfgWeapons and do the following in cfgPatrches
class CfgPatches
{
class name_of_mod_folder
{
units[]=
{
""
};
weapons[]=
{
//class name of the weapon
};
requiredVersion = 0.1;
requiredAddons[]=
{
//whatever addons I require
};
};
};```
is that correct? or am I missing anything else, as the weapon doesnt show up in arsenal
needs to be scope = 2, and if it's inheriting from another gun, it needs the baseweapon parameter replacing with its own classname
okay I had the scope,but not the baseWeapon param,will try that
and it works,thx
Also it has to be the base weapon with no pre-added attachments. For example if you made an m60 which has a bipod and made your base class have an attached bipod your weapon would not show in the arsenal
you can have attachments on a baseweapon
muzzle attachments work at least
all the AK-74s in RHS have a default muzzle attachment through arsenal
dunno about scopes etc.
Now about attachments, I assume that for attachments to work they have to be defined on the model as well
So say I have two files as such
mymod\mypob.pbo\config.cpp
mymod\mypbo.pbo\myfolder\myfile.cpp
``` and I wanted `config.cpp` to have a `#include` that would include `myfile.cpp`
and so Im doing the following
```cpp
#include "\myfolder\myfile.cpp"
``` but that inst working. Is there something im missing?
is it possible to set a fuse time for bombs? by default they explode on impact AFAIK
can this be done via submuntions for example? or would it require scripting
oh I see,I had a \ in the front that didnt allow it to work
@stoic lily before the new cbu functions i had a firedEH on the plane that monitored the bomb and spawned a bunch of random mines including a timed one to deter cleanup ops
The timed one ran a script at init that made it explode after a time
Worked well
I think the way native ammo simulation works you have a single opportunity to make something happen -on impact, unless it is a subminition dispenser in which case it happens sooner than impact. Either way the munition is destroyed and then explosion effects damage crater etc etc are all triggered
So you could in theory make a subminition dispenser that spawns an identical looking model 1 foot off the ground with no fx or damage and have an initEH or crater fx on it that spawns a timed explosion function
@untold temple thats an interesting note thanks, we had to make bases for all our weapons as they wouldnt show in arsenal for example if they came supplied with a removable scope
They were scopearsenal=2 and listed in weapons[]
For example i made a camo skin variant m16 with a scope and suppressor. I had to make a base class without either in order for it to be available in the arsenal
no baseWeapon param most likely
Would a bomb fuse timer be hard to implement into the game?
Pretty much what War Thunder has
Do you still need to define a driver mem point for a drone?
@hot pine what is a baseweapon param?
param for filtering weapons in virtual arsenal
Ok interesting what does it look like?
Thanks!
hi, im trying to let i_soldier_f wear uniforms of every side.. anyone can give me a hint, why its not working ? https://pastebin.com/J8g4KTF3
so when adding a eventhandler, say the fired EH in a config, when im giving the file path to the .sqf, is the file path relative to the place that the EH is assigned, so for me the config.cpp like so?
myfolder/script.sqf
or is it relative to the addon so i would maybe have to do something like so
mymod/mypbo.pbo/myfolder.script.sqf
Why try to remake something that someone else already successfuly made? @marsh sandal
It's a bitset. Not an array
@toxic solar The file path is the full file path. It's not relative to anything
It's PREFIX/path/file.sqf
I think I get it
so I have EH in one of my classes, and whenever I go into zeus I get an error saying
no entry for bin\config.bin/CfgVehicles/EventHandlers.scope
now I didnt know that there was a scope for the EH as none of the examples ive seen had them ,now would I fix this eror by adding scopeCurator?
silly question....... "//" or "///" for commenting?
cause when i hotkey single line comment its just the "//", but arma samples notes are "///"
@toxic solar you have CfgVehicles>>EventHandlers somewhere. That's wrong.
you tried to create a vehicle called EventHandlers. Instead of creating eventhandlers for a vehicle.
oh I see, that makes sense, I thought I could get away by just saying class EventHandler with out having it in side the base class
Is there anything that effects on the move accuracy of a weapon? does dispersion also effect on the move accuracy or just stationary?
So when inheriting the properties of another class. Like say taking the Y-32 to make a new aircraft. How does the related turrets work within inheritance? Like do I need to define them blank in the new class, or do they not carry over?
what I did for that ^, is I got like the config dump, got the full inheritance from almost top to bottom, so for Y-32 I had
class Plane_Base_F: Plane
{
//Whatever is inside
};
class VTOL_Base_F: Plane_Base_F
{
//Whatever is inside
};
class VTOL_02_base_F: VTOL_Base_F
{
//whatever is inside
}
``` and that gets the whole turret tree....idk if thats the best way tho
and then have like
class newVtol:VTOL_02_base_F
{
//whatever inside
}
So lets say I wanted the Y-32 without the turret inheritance, what would that look like?
like no turrets at all
?
class VTOL_02_base_F: VTOL_Base_F
{
class turrets
{
};
};
Im guessing
Yea that looks like what I need
lots of needing the flight profiles, less needing the turret stuff 😄
XD
has anyone ever seen the following error?
bin\config.bin.hitArmor
```Im guessing it has something to do with `hitArmor` in cfgAmmos for one of my classes that I added in but when I double checked to see if it had anything ,but it had something assinged to it that I know works.
so there any other possible area I should look for outside of CfgAmmo, or is it something just wrong with my ammo class
@livid heath thanks for the tips 👍
@toxic solar - shotgun ammo?
Arma bug, it's already fixed on devbranch
if you don't want to wait you can fix it in your ammo cfg
class B_12Gauge_Pellets;
class rhs_ammo_m576_buckshot: B_12Gauge_Pellets
{
hit = 8;
indirectHit = 0;
indirectHitRange = 0.6;
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";
hitGroundHard = "ImpactEffectsHardGround";
hitWater = "ImpactEffectsWater";
hitVirtual = "ImpactMetal";
};
};```
there are no shotguns but I guess you are inheriting from B_12Gauge_Pellets
I mean,what mod has B_12Gauge_Pellets or is something thats in arma 3, but there no weapons for it
I wrote it's arma bug 😉
there were some test of shotguns in A3 alpha times but all of them proved to be flawed and therefore cancelled
oh I get that now
so cutting room floor stuff? i think thats the term idk XD. Actualy since we are on the topic of shotguns, doe dispersion effect them like it does for normal guns or is that part also weird
there is another param for that
oh really? whats it called? oh also thx for the help with the hitarmor thing
ah w8,ima guess it
fireSpreadAngle right
oofff
rip the wiki
I assume it has to be in the firemode class like where dispersion is
no, it's defined per muzzle
actually one more thing for shotguns,is there away to change the number of pellets for the shotgun? or is it fixed?
Its fixed afaik
damn thats a shame, oh well
There are 2000 people online right now.
No one will bother to ask you what question you have. So just ask away
@sullen fulcrum Have you tried
maxBrakeTorque = ##;
maxHandBrakeTorque = ##;
Under cfgWheels for PhysX wheels
Also your solution of deleting the Zashleh thing didnt work 😦
I'm taking up Robs offer and seeing if he can fix it directly.
Deleting the Zashleh thing just made the gun spawn inside the hull as usual with muzzle flash and thats about it
guys i want override CfgRoles >> Default
class CfgRoles
{
class Default;
class Arsenal: Default
{
displayName = "Arsenal";
icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\general_gs.paa";
};
};
it's that correct?
this would create a new role extended from Default huh?
but i want modify Default, don't know if that's possible
class CfgRoles
{
class Default
{
displayName = "Arsenal";
icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\general_gs.paa";
};
};```
but bad idea to do so
where? post your config and rpt
So if I wanted to change the reload time of a weapon, would I use magazineReloadTime or what I have to change the animation
Any suggestions on editing physx on my su25 to stop an issue, does a bouncing left to right when at 170kmph on the ground?
Can anybody tell if there is some actual user-friednly tool whether online/offline to browse configs, like AllInOne configs? Ty.
u mean open a all in one config?
like notepad++? or the arma 3 config viewer?
so if I assing a eventhandler in a config, can I remove that event handler later on using scripts?
Ok so there are scripted bombs that you can set damage for. Would it be possible to edit the base configs for missiles and such in order to add an ability to set damage to 0 for anything that inherits from that?
I'm messing around with an APS script and currently I'm forced to spawn a blocker object in order to detonate the projectile (I don't want to just spawn a small explosion effect).
@toxic solar Yeah, something like a Config Viewer. Notepad++ is fine, but its mostly useful for editing case not reading (because of folding and data size ofc).
w8 so whats wrong with using notepad++ for viewing? no colors?
Its nothing about it to be wrong, I do use sublime for that case. Im talking about visual ease like on this outdated russian web https://configs.arma3.ru/162.137494/configFile/CfgWeapons.html
Just can't find any author to buyout this web-tool or any similar offline app.
Kinda not much common with that stuff.
Hi @barren umbra whats APS?
@livid heath Active Protection System, it destroys HEAT shells, missiles and rockets before it hits the tank. I'm fixing/working on a hard-kill type that destroys the projectile. There are also soft-kill types that cause missiles to lose the lock, that can also be scripted, I already done something like that by mistake.
Anyone know how to add HuntIR from ACE to a GL?
Idk what the classname is for the magazine
Can anyone remind me some scripted command to return OS type? thanks.
@toxic solar I believe magazineReloadTime is only used in cases where there is no animation, like on vehicle coaxial MGs. If there is an animation, it determines magazine reload time.
thats wat I feared
hmm, I thought the reload animation .rtm was always normalised from 0 to 1 so played for the duration of the config time
@hazy monolith productInfo.. Why are you asking about script in #arma3_config ?
What does a HEAT round 2nd penetrator do if used on buildings? Like does it just despawn, or will it spawn after going through the building?
@grand zinc Damn, wrong channel 👀
Inheritance question, I'm making a faction mod. And I've been trying to use inheritance to grab a rifle variant but seem to have gotten lost as to how to go back layers of inheritance whilst keeping the variant I want.
"SMA_M4afg","SMA_M4_BASE","SMA_556_RIFLEBASE","SMA_AssaultBase","mk20_base_F"
Those are the layers I've gone through
and here is all I'm trying to do in cfgWeapons.hpp form:
class cfgWeapons
{
class Vehicle_Crew_M4: SMA_M4afg
{
scope = 2;
displayName = "SMA M4";
class LinkedItems
{
class LinkedItemsOptic
{
slot = "CowsSlot";
item = "SMA_eotech552_3XDOWN_des";
};
/*
class LinkedItemsMuzzle
{
slot = "MuzzleSlot";
item = "muzzle_mas_snds_SMc";
};
*/
class LinkedItemsAcc
{
slot = "PointerSlot";
item = "SMA_SFFL_TAN";
};
};
};
};
Scratch that request, I figured out how dumb I was being and may have forgotten to declare the external base class
Hey y'all, I'm trying to add some custom grenades. I've got them showing up as items in the editor/virtual arsenal and the player's inventory, but then you're unable to select them in the top right menu in-game and can't throw them. I had a look in config viewer and it's looks like the muzzles aren't being appended in the Throw class. Anyone got any ideas on what might be causing it? Any help would be greatly appreciated!
class Default;
class GrenadeLauncher;
class Throw : GrenadeLauncher {
muzzles[] += {"sp_smokegrenade_muzzle","sp_grenade_muzzle"};
class ThrowMuzzle;
class sp_smokegrenade_muzzle : ThrowMuzzle {
magazines[] = {"sp_mk4a_smokeGrenade","sp_mk4b_smokeGrenade"};
};
class sp_grenade_muzzle: ThrowMuzzle {
magazines[] = {"sp_l2a1_grenade"};
};
};
};```
@desert wing You have to add A3_Data_F_Tank_Loadorder to requiredAddons[] in CfgPatches, otherwise your config patch is loaded before A3_Weapons_F from the base game, and the muzzles you added are overwritten by the base games array, as BI is using = and not += like you are.
Also, delete class Default;.
Everywhere. You will break some modules otherwise (at least when you place it inside CfgVehicles), due to horrendous scripting of the module framework by BI.
Ahh thanks so much! Nailed it!
Hi guys. Anybody know if ladders work on vehicles?
@fathom thorn maybe try attachTo a ladder object
Since the deployed tactical ladder of ACE appears to be a building, I would conclude that ladders only work on the simulation type of buildings.
https://github.com/acemod/ACE3/blob/master/addons/tacticalladder/CfgVehicles.hpp#L39-L40
Ok yeah Ill just attach one then. Thanks
so, been slowly making progress on this, backpack is finished and stuffed full of the appropriate items.
Next up is uniform/vest.
Is it feasible/possible to use TransportItems and TransportMagazines with a vest in cfgWeapons, or is there some other strange way I have to do that?
Whats the classname for the ordinance you can use setDamage on? I want to poke around tat stuff, but I can't find the classname now
What does canHideDriver = -1; do?
@undone quiver
// -1 default, 0 false, 1 true
What does it do exactly? Sorry couldn't find documentation on it
turn in/out
@hearty sandal - look what I found in game source
simulation = "shotLaser"; minTimeToLive = 1;
it was introduced in 2010 to RV 😄
Star Wars mod confirmed 👀
What config parameters affects ballistics with simulation=“shotRocket” ?
https://community.bistudio.com/wiki/Model_Config#Animation_Properties duuuh, for so many years I was wondering why min/maxPhase wasn't working - reason was bad parameter name
corrected it and it seems to be quite handy for loops
Oo @hot pine I wonder if I have seen that before. Cant remember.. xP Is there any relation to the laser pointer mechanics and the IR visible beam? If there is I may have explored using that before but I think I never was able to weaponize it 😄
no, it's sort of extending "tracer" from barrel till intersection
and it applies damage to soldiers (there is even nice condition in code for shooting through glass without damaging it)
but it seems also to be hardcoded to 100 meters only @hearty sandal
oh that wont do xD
would have been nice to have engine solution though
my beams go something like 5km or so if I remember right
isnt that related to laserpointer? IR also only shows for 100m i think.
one can change the drawing distance of the (IR) laser
Is there a way to make it so clothing doesn't take damage from actual fires within the config?
No.
Does anyone knows what resource/dialog/whatever, that grayish overlay you can see around the middle is? I did my best to remove the vignette effect, by using an addon, and it did go away, but when I changed the UI size I noticed that there is still something overlaid on my screen. I want to get rid of that as well.
https://i.imgur.com/D5XECgW.jpg
low stamina splash?
Proxy direction is wrong?
maxMainRotorDive = 15;
neutralMainRotorDive = -5;
minBackRotorDive = -15;
maxBackRotorDive = 9;
neutralBackRotorDive = -5;```
can anyone explain those?
where did you get those values?
nvm, they were designed for case like chinook were back rotor can tilt too
values are in degrees
as for laser - it's hardcoded to 100 meters (and yes, IR range can be changed via config - atm it is 1750 m iirc)
there is even model to test "laser" tech \a3\data_f\laserBeam.p3d
In terms of playing nice with mission generating scripts/etc. is it generally better when making factions for Groups to have custom CfgGroups categories under a single faction (e.g. an Army faction with Marines and Light Infantry categories) or multiple factions with the standard CfgGroups categories (e.g. a light infantry faction and a marines faction which each have Infantry in them)?
Probably as close to what vanilla does as possible.
ok my random config question of the week follows:
class Presets
{
class CAS
{
displayName = "CAS";
attachment[] =
{
"uns_pylonRack_12Rnd_Rocket_Zuni_FRAG", //want on turret -1 (driver)
"uns_pylonRack_12Rnd_Rocket_Zuni_FRAG", //want on turret -1 (driver)
"uns_pylonRack_a7_6Rnd_Bomb_Napalm_500", //want on turret 0 (gunner)
"uns_pylonRack_a7_6Rnd_Bomb_Napalm_500",//want on turret 0 (gunner)
"uns_pylonRack_a7_6Rnd_Bomb_MK82snake"//want on turret 0 (gunner)
};
};
};
is there any way in class Presets to specify the turret to apply the pylon magazine to?
I can see in the 3den editor yo ucan choose the turret icon in the dropdown menu next to the magazine options, and in the default options you have class pylon1 { maxweight = 1600; hardpoints[] = { "uns_a6_wing_o" }; attachment = "uns_pylonRack_a7_6Rnd_Bomb_MK82snake"; UIposition[] = {0.55,0.35}; priority = 7; turret[] = {0};//gunner -------------------THIS bay = -1; };
has anyone got a working set of presets wit hdifferent munitions for pilot and gunner on a 2 seat aircraft?
I don't think switching ownership works in presets or magazines. Only the vehicle pylon
ok thanks. damn and blast lol
Means one could do it with the Zeus presets classes I guess, just not automatically through Eden attributes. But I imagine if people are competent enough to change the loadout in Eden, they're competent enough to manually set ownership for appropriate weapons
yeah i added a script to in-mission game that reads the presets, and allows you to select one if near to a truck
so to use that in a 2 seater easily, i'd like the presets to have some way of managing the turret its applied to
i guess it isnt supported though i nthe native code
main issue is rockets
hrm. i guess i could modify my code to check for a rocketpod class and apply it to the pilot turret.
but i'm unsure of whether the pylon classes having turret[]= {}; would override/ force the pylons to be owned by one turret or another.
will have t otry it out i guess
v = vehicle player;
wepp = v weaponsturret [-1];
wepg = v weaponsturret [0];
{v removemagazineturret [_x, [-1]]; v removeweaponturret [_x, [-1]]}foreach ( wepp);
{v removemagazineturret [_x, [0]]; v removeweaponturret [_x, [0]]}foreach ( wepg);
this removes all weapons and magazines fro mboth gunner and pilot on my 2 seater plane BUT the munition models remain on the pylons
use setpylonloadout with an empty value to clear it
ok thanks!
ok last problem - am trying to find an empty weapon on my plane and delete it
_wepp = _plane weaponsturret [-1];
_c = count _wepp;
hint format ["pilot weapons %1", _c]; sleep 2;
if (_c > 0) then
{
_i = 0;
while {_i <= (_c -1)} do
{
if ( (_plane ammo (_wepp select _i)) < 1 ) then //empty
{
_name = getText (configFile >> "CfgWeapons" >> (_wepp select _i) >> "displayName");
hint format ["removing: %1", _name];sleep 2;
_plane removeweaponturret [(_wepp select _i), [-1]];
};
_i=_i+1;
};
};
so this kinda works
if ( (_plane ammo (_wepp select _i)) < 1 )
seems to be a bit odd - it returns true for weapons that have magazines present - meaning my code removes them
what i want to find is an empty gunpod
any idea how to check if a weapon is empty whe nit isn't necessarily selected?
this has come about because I'm preserving certain weapons fro mremoval, i.e. laserdesignator_mounted, CMFlarelauncher and any type of machinegun or cannon (which are added normally in weapons[] array
however i also have gunpods
so my sloppy code is leaving the empty gunpod weapon on the plane
i need to work out how to find and remove it
i guess i can make specific conditions if the gunpod classes are present, but i didnt want to write it that way as it limits other people who might want to use it
is there any refrence wiki for RotorLibHelicopterProperties class?
@toxic solar did you check the TKOH sample model for the FM?
i think they had a somewhat commented xml in there
possible to add handleDamage EH to land_classes buildings?
hmm didnt know if TKOH had a sample XMLs,will go look there
w8 arma3 and tkoh have similar RotorLib stuff?
same
well ill try and find a documented XML then, the ones from https://community.bistudio.com/wiki/Take_On_Helicopters:_Samples dont have much comments on them 😭
Tkoh is outdated
Is there a way to config the typical fly height of a vehicle?
I think default is 100 m and I can't remember any config entry to change that. Could always just do an init event in config with flyInHight command.
if I wanted to change the reload time of a magazine for a vehicle, do I put magazineReloadTime in the magazine class or the weapon class, ik the wiki says the magazine class but someones pointed out to me that the wiki is sometimes wrong XD
magazineReloadTime is a config entry from CfgWeapons subclasses.
the wiki says the magazine class
The wiki is wrong again.
but someones pointed out to me that the wiki is sometimes wrong XD
False. I pointed out that the wiki is wrong about most things, not just some things.
does magazineReloadTime also effect infantry weapons or just vehicle ones?
I feel like if I want to change the reload speed for infantry weapons its a animation thing?
ah w8 nvm ,I think I figured it out
https://pastebin.com/gU1AQEJe @grand zinc If I remember correctly you extracted that list recently, right? Here is some commentary to all available shaders
So I'm having trouble using a parent class and trying to modifying it's turret.
model = "\PDF\model\servoskull.p3d";
class Turrets : Turrets
{
class MainTurret : MainTurret
{
};
};
};```
Do I need to define the turret class as well as a external class?
Hey, I'm trying to make myself some custom compositions for zeusing - so far stuff I could find was basically "do it like Ares", so I did. The compositions work in the Editor, but I can't get them to show up in the Zeus interface.
source: https://pastebin.com/WzwFmcSn (I've put it all in one file for pastebin, but in reality I have bunch of includes with hpp files... like I said, it works in the editor)
Any idea what might be wrong? Kinda feels like I'm missing a variable somewhere to make it accessible. Cheers.
EDIT: cheanged pastebin to include CfgPatches
@hot pine I have the comments besides the last 3. And the last 3 comments aren't that helpful 😄 I'll need to find time to look into the shaders someday to get info about the last ones. Although besides the Collimator one they don't seem that interesting
But thanks o7
https://pastebin.com/9Q3fn3XF and here are vertex shaders
I found BasicFade quite interesting and yesterday added it to missile flames
oh lol. Completly forgot to document the vertex shaders 😄
Btw did you get the magazineWell's inheritance bug fixed?
So I'm very confused now, and missing something on understanding the whole inheritance system. If I define B_UAV_01_F . That should include all the stuff inside it right?
if your requiredAddons is correct then yes
But each time I try to just "blank" the turrets to remove them, I get duplicate class errors and all sorts of stuff
As shown in above codebox post.
What you are doing there is adding nothing to the MainTurret class
you aren't removing anything
you need to use delete to remove
and also. You are trying to inherit from Turrets But you don't specify where Turrets is supposed to be coming from
Which is were I'm confused. Like Mainclass -> New Class -> Child Class right? So Why doesn't the game not know the turrets already exist within the drone since it's simply a child class itself?
Like how far up the totem pole do I need to define to just say I want to mess with the vehicles turret?
class B_UAV_01_F : parent {
class Turrets;
};
class Skulldrone : B_UAV_01_F {
model = "\PDF\model\servoskull.p3d";
class Turrets : Turrets
{
<do stuff in Turrets>
};
};
like that for example
I rarely do such stuff though. You might need to define that in the class where Turrets was first added
So looking at the Drone config it goes Air->Helicopter(turrets in this)->Base->Drone
But in my mind all that should of been already done by just pointing at the drone. So how would I get rid of the turret? Just push up all the way to helicopters and branch from there?
you can
class Skulldrone : B_UAV_01_F {
model = "\PDF\model\servoskull.p3d";
delete Turrets;
};
Which will delete the Turrets entry. And it will be gone in your class ans below
So does the delete work with other classes within something as well? Is it just a general command thing?
delete will remove whatever you give it. If you want to delete the MainTurret class inside Turrets. Then put the delete inside Turrets and delete MainTurret;
And the first way you showed me is simply to override the default turret stuff yea? So I wanted to add weapons or something? Just so I understand this lesson.
with the correct inheritance yeah
I usually don't do such advanced config stuff. So I might not be the best guy to ask
mmm
Didn't work :. It removes the functionality of the turret(moving), but it's still a option to be selected on the drone.
class turrets{}; destroys the content - may not be useful here though
so how inheritance works - you need to state the basic subclasses in a parent vehicle class you wish to inherit from in child vehicle classes
For a session tonight, I am trying to create a hotfix to fix wrong mass values. This is an example:
#define MASS_KG(X_KG) __EVAL(X_KG / 0.04536)
class CSA38_Mp35 : CSA38_Mp28 {
mass = MASS_KG(4.24);
};```
ACE Arsenal reports the weight fine, but when I try it out ingame Arma itself considers it much lighter.
Think I got it fixed. Apparently you have to define it twice now .....
class CSA38_Mp35 : CSA38_Mp28 {
mass = MASS_KG(4.24);
class WeaponSlotsInfo : WeaponSlotsInfo {
mass = MASS_KG(4.24);
};
};
Only entry in weaponslotsinfo is valid
Yeah. But I see some addons, like ACE (Arsenal), reads first the mass, then tries ItemInfo, and finally WeaponSlotsInfo. So if I don't set both the values might be different.
I guess I could set it to 0 so it is indistinguishable from not there though.
Now I get to the trouble of magazines. Never paid that much attention, but it seems only the magazine itself decides weight?
So a almost empty magazine weighs as much as a full one - no accounting for bullet or cartridge weight?
Iteminfo is for items
Thanks for the info. Though many config entries for weapons, including bohemia's have an ItemInfo entry with at least priority.
So is there a recommend value for magazine weight? Like
- Number of bullets * bullet weight
- Number of bullets * cartridge weight
- Number of bullets * cartridge weight + magazine box weight?
I think we try to find the weight of the loaded magazine on RHS stuff
so that would be the latter
Yup, I believe so, at least looking at the online config viewer that fits. Bohemia seems to use the second one (at least for 30rnd stanag).
Repeat since nobody answered
so, been slowly making progress on this, backpack is finished and stuffed full of the appropriate items.
Next up is uniform/vest.
Is it feasible/possible to use TransportItems and TransportMagazines with a vest in cfgWeapons, or is there some other strange way I have to do that?
Yeah. But I see some addons, like ACE (Arsenal), reads first the mass, then tries ItemInfo, and finally WeaponSlotsInfo. So if I don't set both the values might be different. @clear venture
that's because for some godawful reasons NVGs have both itemInfo and WeaponSlotsInfo
considering this code is used for all the items in ace arsenal I needed to be able to get all item / weapon mass without using 3 funcs
and FYI it stops after it find one, in order (mass, itemInfo, WeaponSlot)
For my particular case, one of the entries had a (wrongly coded) mass, and another wrong mass in WeaponSlot. If I just corrected the WeaponSlot, it seems to me that ACE Arsenal would have read the "ordinary" mass entry. I don't know if it would be possible to read ordinary mass last instead, as it seems the other two take precedence (but that might just move incorrect behavior from one "kind" of incorrect config entries to another kind). Anyway, personally I just set both to not have to worry too much.
@stoic lily so if that's only for cfgVehicles, what way could someone use to put items into their respective gear?
is that something that would require linkedItems?
Does HEAT spawn it's secondary even when hitting infantry directly?
It spawns the secondary when hitting target dummies that bullets normally go through, at least.
Another random question
Anybody experienced or know a good tutorial on custom MFDs?
I want one that highlights infantry
So instead of putting target boxes around say an IRtarget you want it around a visual target?
Yea, like how the Y-32 puts dots on the HUD for valid IR targets, I would want something like that for infantry only diamonds or something little more easily recognizable.
@undone quiver The dots are are actually a texture file, I guess you could take the name and look for the config in order to the infantry markers to something else.
Is there any actual load order in addons when requiredAddons[] = {};? Thanks.
from what i've been able to gather, it depends on the dependencies. So if your Mod A depends on B which depends on C, then you go C, B, A
i'm still wrapping my head around config mods though...
@hazy monolith If the array is empty, your addon will be loaded first... In 'random' order with all the other addons with empty requiredAddons.
'random' as in not actually random, but undefined order.
@jade brook Thanks, so its just spawn-like load order.
@jade brook the order is defined by load order of modfolders and alphabetic order of pbo names
(with details like dta before addons, etc)
There is a difference between what happens to be true, sometimes I might add, and what is the defined behavior. Load order by the -mod parameter is not reliable.
Is it possible to use the __EXEC and __EVAL commands to add to a var you can use later in a config entry with strings in a {"entry1","entry2"} format? I'm trying to do a modular define for items on a display3den menu.
you cannot use it to edit config entries on the fly if that's what you mean
Not on the fly no, in the same addon but with multiple developers/modules
theoretically you can set variables and read them. There is parsingNamespace for that.
But I never used it
I don't think you need to use parsingnamespace within the config file when you are using __EVAL and __EXEC it seems like they are already in that namespace and dont need a reference to it, you only need that namespace if you are getting a variable from outside the preprocessor. The issue I was having was the formatting inside of an __EVAL since the items[] define needs separated strings
config is automatically in parsingNamespace
Ah you mean using __EVAL to generate an array?
elsewhere in an #include... __EXEC(MenuStripItems = "{" + "'Entry1'";)
when defining items[] = __EVAL(MenuStripItems + "}");
It would be nice to have that functionality so one can have another #include with
__EXEC(MenuStripItems = MenuStripItems + "'Entry2'";) and so on
Sounds like you could also just use macros
@raven kiln No, __EVAL does not work with arrays or classes. Only with string and number entries.
__EXEC is pointless and has no use case that could not be achieved with simpler methods.
So is there any way to add to a var for use in a config array entry?
you are trying to reuse the same file in different places. But have it have different arrays at the different places where it's used right?
I'm trying to have a compiled config entry based off of a var that gets added to by #include for modules
There is +=, but it has huge issues whenever the class containing that entry is inherited and modified.
But why do macros not work for you?
I'm trying to have a compiled config entry based off of a var that gets added to by #include for modules
Not possible. And__EXECand__EVALneed uncompiled configs as a prerequisite.
If stuff like this were possible, there would be no need for separate x_compat_ace addons.
thats too bad, thanks for the info
Well.. Certain mods can write config entries via script.. So technically...... 😄
Intercept has that?
One of my plugins has that
Not open-source though.. Because allowing people to write configs is not a nice idea ^^
is there a way to have a bomb weapon, drop say 10 bombs every time you fire, kind of like how burst is for like a rifle.
ah nvm, I think i got it figured out XD
Question about using the Inti = in the config.
Does it have to call a external script?
Or will something like class Skulldrone : B_UAV_01_F { displayNameShort = "Skull Drone"; model = "\PDF\model\servoskull.p3d"; class Turrets; init = _this flyInHeight 10;
work?
fmmm, flyInHeight just seems to be a fickle thing.
Is it still hardcoded to a certain limit? Like 20m?
I think I saw this mentioned by someone ,but is there something to have a bomb delay its blast once hitting the ground?
only for grenade simulation - otherwise needs scripting
maybe you can combine submunition with grenade though
you can take a look at demining charge from Laws of War DLC
oh yea doesnt laws of war have unexploded ordances and so u can have like a casual GBU sticking out of a playground or something?
there's only UXO for the cluster bomb submunitions AFAIK
I seem to remember one of the BI guys saying that it might have too much of an adverse effect of critical gameplay moments if single-use ordance would also dud
How does engine know if vehicle is Anti air?
Define engine
Arma engine :/
How is it defined that you can see the vehicle under Anti-air tab in Eden editor
That's probably editorCategory of that object
@grand zinc does all vehicle config have that?
if it shows up in editor yes
Ok then. I will have to use it in script then. There is no other way probably to determine if vehicle is AA?
where are the class names for ExplosionEffects for ammos located under? I was thinking about maybe making my own explosion effect for a bomb
@toxic solar They actually are root level classes, because this game was programmed by madmen.
:bangs head on wall:
:removes wall to bang head on:
fun times, theres also some stuff for each effect in CFgLights and CfgCloudlets too oooooffffff
Yes
I just wanted to make a bomb have lightning effects ;(, welp time to learn
Like zeus lightning?
yea I guess
ok scratch that
@sturdy marlin
class CfgFunctions {
#include "INC_airPower\cfgFunctions.hpp"
#include "vcom\cfgFunctions.hpp"
};
for config comments its similar to Java right? // is a comment
configs are cpp/c++/c
similar/actually exactly the same as in C
which is also exactly the same as in java
Yeah ok I got why it looked so screwed up for me.
I was opening it in notepadd and for some reason it was removing all the spaces.
That is because line endings
but when I pasted it in discord chat or opened it in Eclipse it looked like it had actual structure.
VSCode has a bunch of useful plugins for SQF and Arma programming, just be a little careful with ArmaDev, lost a bunch of code with its live code feature today
VSCode will also soon get a SQF Debugger 😉
That would be nice, although I would say I have been having issues getting the live code to work well with the limitations that system imposes
The restart cycle that dominates dealing with PBOs and how slow Arma can be to load is not productive.
Well its probably best for me if I'm just editing configs for now.
PBO Manager I mostly use to edit an existing PBO because I don't want to rebuild it for a variety of reasons, or to extract a PBO easily. It does a reasonable job anyway
class CfgFunctions {
#include "INC_airPower\cfgFunctions.hpp"
};
{
#include "vcom\cfgFunctions.hpp"
};
Is that right, it's for the description.ext?
@sturdy marlin I already told you.
When it comes to building your own mod it is usually a good idea to set up a more productive/less manual system than PBO Manager as recreating them and restarting is alas something you do a lot of.
ah, sorry I didn't see it. Thanks
VSCode and some junctions for the PBOs can be pretty powerful as can its live code (but be careful as they are hard links) and it has a build system as well that calls addon builder and linters etc. Takes time to learn but it also saves some suffering as well.
how does that live code thing work? script only or config too? diag build with mergeConfigFile?
Although based on how much work I lost today having an entire git repo blown away right near the end of a feature I would definitely have been more productive with notepad!
It has a bit of config and uses the known steam directory combined with PBOPrefix to create a hard junction pointing back to your client src directory
It toggles the junction on and off. So if you lay out the project right and use the long version of the pbo prefix contents (ie x/modname/addons/addonName) then it produces the directory structure and combined with -filepatching gives you a bit of modification on the fly/on restarts of missions
But I really really really wish I knew it used hard junctions not soft ones, I can't see why it uses hard at all that is a terrible choice!
The live code replacement only really works on scripts and then only ones that aren't directly associated with the lifecycle, so you can't reload the contents of say a PostInit function. But if you have something called with ExecVM and you haven't added another file that isn't in the PBO then you can run your replacement without a restart. Doesn't work for any config I know of nor FSM.
I usually softlink my modfolder from my dev folder into my z in Arma directory
and then I edit the modfolder directly. Everything is linked but the editor doesn't see that
That is basically what it does, has a mechanism for toggling that on or off.
But it hard links and ole is not going to change that for some reason.
EZM_Hardcore = [ [EZM_mediumCivilians, 10], [EZM_mediumSoldiers, 10], // [EZM_fastCivilians, 15], // [EZM_fastSoldiers, 15], [EZM_crawlers, 1], [EZM_spiders, 3] ]; Have I succesfully commented out "EZM_fastCivilians" and "EZM_fastSoldiers" / will the function still work?
So I'll probably just go back to soft linking it manually, just a bit more painful than the mechanism right there in the IDE
sorry for interrupting.
can't you just get rid of that. Do the softlink manually and then edit inside the modfolder?
There is also a shell extension for softlinking directories via drag&drop
@desert compass looks correct yes
Thanks
Can someone help me find the correct config class. I am trying to add some eden editor attributes to markers. I am able to add attributes to the markers labeled "Icons" since they are all based on:
class CfgMarkers
{
class Flag {};
};
But I am unable to find any config reference to the area markers called Ellipse or Rectangle. I am fairly certain that the configs for them are not in Cfgmarkers. Does anyone have any idea where I might find them?
Hi everyone 😃
i want to make most stuff be unbreakable/ be "stronger" and im kind of stuck atm
class Land_HBarrier_1_F;
class Land_Razorwire_F : Land_HBarrier_1_F
{
armor=1000;
scope=2;
};
//____________________________________________________________________
class Land_GarbageContainer_closed_F : Land_HBarrier_1_F
{
armor=1000;
scope=2;
};
....(Many more objects dont want to spam discord)
i put this as a config.cpp in a folder and pack it with pboproject but the stuff still flips when bumping it slightly anyone any idea? i have a sliiiight guess that the Land_HBarrier_1_F doesnt have any armor to begin with but it should still work or?
i also put scope=2; on everything because there was some stuff that wasnt placeable and i thought it would be neat if the config also allows that 😃
i might be completly wrong right?
armor has nothing to do with physics behavior.
@livid mica RECTANGLE and ELLIPSE are hard coded marker shapes. Another marker shape is ICON. Only ICON can use images defined in CfgMarkers. Those are called marker types and are different from marker shape. There is no reference to marker shapes in any config, because, again, shapes are hard coded.
Marker type, which all are defined in CfgMarkers) only applies to ICON shape. Type is nested inside one specific shape so to say.
For RECTANGLE and ELLIPSE there is however an equivalent not called type, but brush. CfgMarkerBrushes. Maybe that is what you're looking for.
armor is one of the params in tree/wall fall equations
so there is some little connection to "physics"
😉
Thanks for the information @jade brook. I did not get it working but its not that important so ill leave it at that. Thanks again.
armor is one of the params in tree/wall fall equations
Why?!
(rhetoric question, doesn't need an answer)
armor is synonymous with "healthpoints" so why not?
Because a healthy tree doesn't fall faster.
Falls slower though, but depends on the thickness of the tree 😛
did anyone ever do simpleObject definitions?
i used BI's diag function to create the config code, set always Eden=1 - the code is active confirmed by config browser but the option in Eden is still not available (neither for vehicles nor objects)
is it possible to make storage containers only accept certain types of items
weapons for example
you can make items only accept certain kinds of storage containers. but the other way around? 🤔
like a "weapon crate" which only lets u put weapons inside of it
or maybe an crate that only lets u add an array of items
may not be just configgable tho idk
you can definetly script it of course. But I don't know a config way
class Mission { class Intel { timeOfChanges = 1800.0002; startWeather = 0.3; startWind = 0.1; startWaves = 0.1; forecastWeather=0.30000001; forecastWind = 0.1; forecastWaves = 0.1; forecastLightnings = 0.1; year = 2039; month = 6; day = 24; hour = 00; minute = 0; startFogBase = 5.0; forecastFogBase = 5.0; startFogDecay = 0.014; forecastFogDecay = 0.014; }; Sorry what is "timeOfChanges" ?
Also, for some reason its refusing to let me change the time to night.
why? It doesn't say anything
just wondering, but how do I set the default time of the mission e.g. after a restart to night?
because it feels like the Exile mod is forcing the time to be static and just stay day.
(on a dedicated server)
It's the same value for Tanoa,Takistan, CUP maps, Lythium. It's just some static value
That might very well be yeah
Any idea how to disable this? or what config folder it'll be in?
I assumed it'd be in the mission.sqm
but I think I'm blind.
If it's something in Exile.. Then it won't be in mission.sqm
Ah looks like I'll need Filezilla then right?
because when I connect with FTP with windows explorer it only displays folders, not executables
🤔
No Idea how you get from exile. To executable via FTP.
And no.. my windows explorer displays executables
@desert compass time of changes means the duration over which the weather changes in the mission
You can do that via the editor too, the weather settings window
(which i believe is also called "intel")
default is usually 30 mins
so 1800s
Can you add that to biki? :3 To the empty entry I posted?
yeah, shall do that 👍🏽
i kinda wanted to (also that cfgAIskill stuff) but was being lazy about logging in 😛
so as far as I can tell, the only thing that I can see that effects the max speed that a helicopter can go is mass, is there anything else that would effect it? ive tried looking at tkoh samples but not seem to have any answers for me
so for example, ive tried changing maxSpeed around but it doesnt seem to effect anything. ive changed maxSpeed for planes/vtols before and for those it changes thrust values but I dont notice any changes with helicopters
@toxic solar liftForceCoef & bodyFrictionCoef
weird question of the day... so we have two 2-seater planes (A6 and F4). When trying to addaction to the A6 using
EB_rearmid5 = (vehicle player) addAction ["<t color='#FFFFCC'>~Master Arm2</t>","rearm.sqf",[(vehicle player)],15,true,true,"reloadMagazine","",20];```
the action shows to the player pilot, and he can use it. When adding it only to the F4 in the editor under the same conditions, the action is only viewable if you dismount the aircraft. Any idea what could be different between the A6 and F4 to generate this strange behaviour?
I'm thinking there must be something odd about the pilot proxy perhaps, so it believes you are too far outside the radius ?
outside the aircraft you can see the action right by the pilot ladder
setting radius to 100m makes no difference though
useractions in config show up, but if they call scripts which use addaction, those actions do not show on the F4 (from inside the plane), while the exact same scripts work perfectly on the A6
both planes have autocenter 0
both planes have the exact same parent classes
i changed them so they both use the exact same pilot proxies
still, the only way to see addactions on the F4 is from outside the plane
the gunner can see the action from inside the plane
just not the pilot
ok it's definitely model-related. If i change the model = xx in the F4 config to the A6 model, then the A6 model version works fine with addaction
so i transplanted in every F4 lod one-by-one to the A6 model. something in the F4 lod 1 breaks the addaction
all the other lods work fine
am thinking maybe a bounding box issue?
FIXED - was a bad pilot proxy AND the radius of the actions wouldn't reach the cockpit. the combination of both was mindbending lol
Is it possible to pin this? The 1.82 config dump. https://forums.bohemia.net/forums/topic/191737-updated-all-in-one-config-dumps/?do=findComment&comment=3283480
Alright, so here's what i plan to do. I want to edit the config of the Zamak MRL such that it:
(A) Can use the datalink feature
(B) Use a custom magazine_Missile_rim162_x12 magazine
(C) Fire it using weapon_rim162Launcher
So I think I'll need to make a new version of magazine_Missile_rim162_x8 with the ammo count set to 8 instead of 12, then make a new version of weapon_rim162Launcher that uses this magazine, and finally add that weapon and magazine, along with the datalink component, to a new version of the Zamak MRL config.
Question is, should these three classes go into the same config.cpp, or should i add the magazine and weapon to CfgMagazines.hpp and CfgWeapons.hpp?
For faction sides theres West, Civillian, East
What is independent?
Just "INDEPENDENT"?
resistance
SC_SurvivorSide = CIVILIAN; SC_BanditSide = EAST;
change to
SC_SurvivorSide = CIVILIAN; SC_BanditSide = RESISTANCE;
?
thank you :)
np
Sorry but in what file do I set Faction Relations?
oh bodyFrictionCoef ,I shall go try that then
I want to make Independent Hostile to West and vice versa.
is that edited in the config.cpp or description.ext for example?
That is hard coded, not config.
Not even if I were to open it up in the editor and change it via that?
Attributes -> General -> Misc.
There you can change if Indep is friendly to West or East.
It has crossed swords or the SED emblem. https://de.wikipedia.org/wiki/Datei:SED-Logo.png 🤔
Guess crossed swords means enemy and shaking hands means friendly.
Ah ok
thanks for clarifying
So everything worked
except opening the mission in the editor
somehow broke the traders I think
so does liftForceCoef for helicopters make it so that u can collective up faster or just rather carry more weight? and does it also allow for faster collective down speeds?
Can you config an editor module to be unique/only able to be placed once?
not really - however what do you intend to achieve actually @raven kiln ?
in the fnc for your module, set a variable. Check if before execution, if true then continue, false, exit.
@stoic lily using editor modules in a mission making addon to implement area/sync specific modules like setting team AO limits, start area, etc. It would be great if the mission maker didn't have the ability to place another module of that type and mess up the module implementation
you could use 3den eventhandlers to detect placed objects and delete the module again if it already existed. Or show a warning. Or add a check in your module script and show a warning on mission start
👍 Think i'll go with the eventhandlers, cool
https://community.bistudio.com/wiki/add3DENEventHandler
Quite sure you can add these in a preInit https://community.bistudio.com/wiki/Functions_Library_(Arma_3)#Pre_and_Post_Init handler if https://community.bistudio.com/wiki/is3DEN
But I remember there was some quirkyness with Eden and init eventhandlers. Either preInit or postInit not firing. I think it was postInit
Since I am only doing this for modules, could I use a module with is3DEN = 1 and do a switch for the passed _mode in it's function and for case "registeredToWorld3DEN": run a function that searches for config names in all3DENEntities and do the delete/hint to mission maker from there? Then I could avoid creation/deletion eventhandlers
I have a question about recoils. https://community.bistudio.com/wiki/cfgRecoils makes no mention of maxRecoilSway or swayDecaySpeed - are these still used, and if so, how do they relate to the values in e.g. recoil = "uns_recoil_ak"; ?
@raven kiln if that registeredToWorld3DEN exists then sure. didn't hear about that yet
No they aren't used @livid heath
Also for the CfgWeaponHandling I cannot see that prone is used.
@grand zinc BZ One uses it in Jets DLC, it might be new to that
Yeah. Just checked again. Can't find a use of prone but there is recoilProneCoef in MuzzleCoef in Muzzle attachments
@raven kiln It's atleast not documented on biki.. Just checkd. Yeah it's a EH.... wait...
class Default
{
muzzleOuter[] = {0, 0.4, 0.5, 0.6};
kickBack[] = {0.05, 0.1};
permanent = 0.1;
temporary = 0.01;
};
recoil_single_mk20[] = {0, 0, 0, 0.03, 0.00554145, 0.028696, 0.03, 0.00795425, 0.0120096, 0.03, 0.00691425, 0.0085568, 0.06, 0.0033246, 0.003648, 0.06, -0.0003603, -0.002304, 0.06, -0.0008825, -0.002256, 0.06, -0.00091925, -0.00147, 0.06, -0.0004707, -0.000375, 0.06, 0, 0};
recoil_single_prone_mk20[] = {0, 0, 0, 0.03, 0.00554145, 0.007174, 0.03, 0.00795425, 0.0045036, 0.03, 0.00691425, 0.0039728, 0.06, 0.0033246, 0.001938, 0.06, -0.0003603, -0.001536, 0.06, -0.0008825, -0.00141, 0.06, -0.00091925, -0.000588, 0.06, -0.0004707, -0.000125, 0.06, 0, 0};
recoil_auto_mk20[] = {0, 0, 0, 0.03, 0.00554145, 0.028696, 0.03, 0.00795425, 0.0120096, 0.03, 0.00691425, 0.0085568, 0.06, 0.0033246, 0.003648, 0.06, -0.0003603, -0.002304, 0.06, -0.0008825, -0.002256, 0.06, -0.00091925, -0.00147, 0.06, -0.0004707, -0.000375, 0.06, 0, 0};```
It's a eventhandler.. apparently
this seems to be an example of how recoil is configured in A3 config. It doesn't use the class xxx format but rather the array format
@raven kiln Here is a list of eventhandlers https://gist.github.com/dedmen/894d252ace6829d294319e9277931354#file-arma-eventhandlers-1-82-L91
It's in the same list as GetIn/InventoryOpened and so on. So I guess it's addEventHandler script command. But how to add a EH to a object that doesn't exist yet 🤔
are they interchangeable (old vs new format)? or are they interdependent?
Ahh @raven kiln https://community.bistudio.com/wiki/Arma_3:_Event_Handlers:_Eden_Editor#RegisteredToWorld3DEN
Editor specific event handlers can be also added directly to objects, using addEventHandler command. that explains that
But don't know why it would be passed to the module function. But you could just test if that's the case
seems different @livid heath
https://community.bistudio.com/wiki/cfgRecoils#Legacy_Recoils
Recoil is defined as three numbers in a row indicating time taken,kick back,kick up
So they atleast are doing different things. I'd say independent
interestingly the new vanilla AKM uses the "new format" and does not have separate recoil definitions in fullatuo and single modes ```
recoil = "recoil_akm";
class recoil_akm: recoil_default
{
muzzleOuter[] = {0.3, 1, 0.3, 0.4};
kickBack[] = {0.04, 0.08};
temporary = 0.01;
};
@grand zinc I'll test it out, seems promising
so i guess i'm wondering how the old and new modes interact... i.e. do i need to clean up 200 weapons in our configs to delete the old recoils in each fire mode... and wondering e.g. how does recoil change in fullauto now if not defined in the firemode?
old no longer work afaik. reyhard should be able to confirm
so in summary: ```
1 delete old firemode related recoil formats like this
class Single: Single
{
recoil = "recoil_single_mk20";
recoilProne = "recoil_single_prone_mk20";
};
2 delete all instances of maxRecoilSway and swayDecaySpeed (redundant)
3 delete all legacy "array format" recoils like this recoil_single_mk20[]=xxx
4 add new "class" recoil formats like this
class uns_recoil_m16: recoil_default
{
muzzleOuter[] = {0.2,0.6,0.2,0.2};
kickBack[] = {0.01,0.03};
permanent = 0.13;
temporary = 0.01;
};
5 update weapon classes with a single recoil parameter like this
recoil = "uns_recoil_m16";
@hot pine is this about right?
looks ok
Question: how is the recoil done on the tanks in the Tanks DLC?
muzzleImpulseFactor[] = {torqueFactor, forceFactor} in the magazine
Someone should document that somewhere 👀
Ah crap the eyes are looking in my direction
ah,u played ur self
Does the backpack slot have a ID like weapon slots?
mmm
901 = the slot within a backpack though right?
Basically I'm trying to have a weapon take the backpack slot as well
If that is possible of course
unlikely. Particularly since backpacks vehicles rather than weapons iirc
But every "slot" has a ID right?
Like rifle = 1, Launcher = 2, GPS = whatever big random number, ect
Not really
the type of weapon that something is, is determined by its "type"
AFAIK vehicles don't have that
and each type has certain hardcoded behaviours
animation sets etc
it's not simply what inventory slot it goes in
the inventory is really just a UI
Could you lock out the backpack slot in any way?
Kinda need the actual config to see, as the error states it's missing stuff.
not sure if this should be here or #arma3_scripting but for adding a EH in a config I saw that I could have a execVm in quotes that calls a SQF file. What I also saw was that you could have the code be in the quotes it self, however ive only seent it with simple one line statements. Is it possible to have a code block be warppaed around quotes so that I wouldnt have to call a SQF file? Ive tried putting the entire code block in a single line and putting quotes around it but it didnt work
and one other question, is it possible to have EH added with configs remove it self?
@heavy turret you have development branch?
That error is telling you that the command doesn't exist
it only exists on dev branch
@toxic solar yes that's possible. If it doesn't work then you have some error in there. Show me your snippet.
But keep in mind that the EH is recompiled everytime it's called. The more code the longer that's gonna take. But same with execVM so.. No real difference there I guess
No config EH's cannot be removed. You could check a variable in your script though
thats what I ended up doing to "remove" the EH, thers no way to make it so that teh EH is compiled before hand is there?
no
well.
you can use CfgFunctions for your function and then just call that from your EH
The EH code itself is still compiled before every execution. But then it's atleast not as complex
oh yea I saw CfgFunctions when I was looking around con fig examples, as for the snippet
_tempVar=random 100;
if(_tempVar>1) then
{
hint "test EH";
};
``` I have that on the fired EH just to see if it works, and as of right now I just call the sqf file that the snippet is in
and if I did it right the I guess string version should be
"_tempVar=random 100;if(_tempVar>1) then {hint ""test EH"";};"
yeah. Though I would prefer
'_tempVar=random 100;if(_tempVar>1) then {hint "test EH";};'
for simplicity
oh so no need for the double " then
ye
fun
and macros also work inside single quoted strings
i have absolutely no idea what macros are 😭
ive seen them in configs, but not sure why they are there
how would I go about adding a config-based EH to every soldier class? I imagine I'd have to edit the base CAMan class, since every other soldier class inherits from that, right?
by itself that seems simple, but I'm not sure how I'd get my addon to load before any other addon does (including vanilla A3 patches)
why does it need to load before?
use Eventhandler subclass and it wont be overwritten https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#EventHandlers..._Class
well, will that still affect derived classes that have already been created prior to my addon loading?
hmm... surprisingly it works, but I'm not sure why
especially because my addon should run last, due to
requiredAddons[] = {"A3_Data_F_Tank_Loadorder"};```
hmm... turns out it's not affecting all soldier classes, only a handful of them (such as the VR units)
out of interest, how does ACE3 handle applying extra parameters/entries to, say, weapon classes from seemingly any addon?
what do you mean by "handle"?
They just look up the config entry like any other config entry
but seeing as the addon loading order matters, how do I ensure that my addon loads before any other addons? otherwise, any subsequent class inheritances would not have my changes applied to them, right?
okay, in my case I need to do changes to all soldier classes, and since they all inherit from CAManBase I thought I should probably do my changes there - is that the right approach so far?
yeah
new entries you add won't get deleted by other mods
but if you modify something that other mods also modify. they might overwrite you depending on load order
cool, so I've also determined that CAManBase is created in characters_f (with the associated CfgPatch A3_Characters_F)
so logically I need to require A3_Characters_F in my addon aswell, right?
you should use the tanks loadorder to make sure all vanilla loads before you
see that's what's confusing me
"A3_Data_F_Tank_Loadorder"
that in requiredAddons makes sure that all of Vanilla Arma loads before you
if I do that (and I have before), my changes apply to BLUFOR soldiers aswell as some VR ones, but not to civilians
what's going on with that? am I missing something obvious?
check the civlians class in config viewer and check where it inherits from
well, it also inherits from CAManBase eventually
then something is overwriting your changes ¯_(ツ)_/¯
that's... messed up
if something that loads after you overwrites your changes. you cannot do anything about that
That's just a case of "mod a is incompatible with mod b"
yeah I got that, and it makes sense because I'm adding to the EventHandler class, but my additions no longer show
however CBA's event handlers are there... and I'm not running any other mods besides CBA and ACE3... 🤔
is your inheritance on the EventHandler class correct?
as good as it gets:
class CfgVehicles {
class Land;
class Man : Land {
class EventHandlers;
};
class CAManBase : Man {
class EventHandlers : EventHandlers {
class Cre8ive {
...
};
};
};
};
CBA doesn't have inheritance on the EventHandlers class
And Arma itself also doesn't
class CfgVehicles {
class Man;
class CAManBase : Man {
class EventHandlers {
class Cre8ive {
...
};
};
};
};
but EventHandlers already exists on the Man class, at least on my end
yeah and? Doesn't mean it has to inherit
https://configs.arma3.ru/162.137494/configFile/CfgVehicles/CAManBase.html there. Here you can clearly see that EventHandlers doesn't inherit like CargoTurret does
You don't need to inherit to add entries in a class
I thought you were always supposed to fully inherit classes that you're planning on modifying
you just need to do the same inheritance as everywhere else. So if no one else inherits. You also have to not inherit
I'm still unsure because the last time I added to a sub-class (such as EventHandlers), I ended up overwriting it and thus deleting everything that was previously in it
Read my last sentence again
that, and https://community.bistudio.com/wiki/Class_Inheritance mentions you need to do it this way
hmmm... okay
so basically I need to have access to the config.cpp where the class is initially defined
and then I have to do the same
config viewer should also be able to display that info
I see your point
thanks for the help, this is just really confusing because the results of my screw-up didn't look at all like they were coming from that (to me, anyways)
hate to bring this up again, but the thing I mentioned about overwriting a child class is exactly what's happening