#arma3_config
1 messages Β· Page 88 of 1
hm why cant I find this in the allInOneConfig?
putting this inside my mag did not help:
muzzleimpulseCoef = 0;
ah sry, was going by memory
Thanks guys
So is there anyway to retexture a asset without hidden selections? Even with a mod?
not without ripping the .p3d out, editing it and repacking it
which is usually not something permitted by EULAs
if im patching a mod for an apache and want to change the ammo type for the cannon do i copy the whole config into the patch config and just edit the ammo classname or is theere a shorter way of doing it?
only the parameter line you want to change should be included. (otherwise it prevents changes from other mods and official patches)
I got a question, is it possible to modify config files during a zeus mission using achilles?
no
Hey there, I have some props with scopeCurator = 2; in the config, but can't see them via Zeus on a MP mission. What did I do wrong ?
CfgPatches entry?
I need to list them in the units array ?
if it's CfgVehicles then yes
Now I have this problem with an ammunition
You can see the problem
Here is the cfgAmmo class NOL_TranQ_Ammo : BulletBase { hit = 0; cartridge = ""; cost = 100; typicalSpeed = 900; airFriction = -0.00086; caliber = 0.5; deflecting = 30; timeToLive = 10; model = ""; tracerScale = 0; tracerStartTime = 0; tracerEndTime = 0; nvgOnly = 1; whistleDist = 0; whistleOnFire = 0; };
anyone here no how to config animals i need someone to do a moose for me
A moose 0_o?
can I keep the AI from leaving a vehicle when its damaged altogether?
Im using this ejectDamageLimit to set the limit, but even if I set it to 1, they leave before its destroyed
ok could anyone help me with uniform Textures part of configs as i am used to the vests one not the uniforms one
If you give actual details about what you are having problems with then someone might be able to help you yes.
Hello i made a config.cpp and model.cfg for a model in game the door menu pops up i click "open door" nothing happens https://imgur.com/a/MzwRx56
Animation properly defined in model.cfg?
it wont work, because you cannot inject a model.cfg into a binarised model, that has to be done at compile time,. pretty sure gotdead released their assets for use by other content creators, and not for editing otherwise they would have released MLOD and stated so.
Your only option is to either pm the catalina island authors and ask them or make your own.
the p3d that i have aren't binarised
you can open them in object builder?
yes
have you change the named selections in the model for the doors?
the original model and model.cfg uses door1 ... door10,. your model.cfg uses door_1 ... door_10.
i got now i only have a error inside the model.cfg
what was the original issue? as looking at the model.cfg that comes with those assets there doesnt look to be much wrong with it
has the config for "allowAgainstInfantry" been removed?
its still present in 1.82 but has no function any more/does nothing i think
the whole type specific targeting is not really working (aside from airLock)
@stoic lily thanks
yo hey guys can somebody help me out with this, it is saying LJ_dialog is not found
DIALOGS.HPP:
class LJ_dialog
{
idd = -1; //no need for the whole dialog to be referenced at any time.
movingEnable = false; //not moving
moving = 1; // who the hell knows what this does????????
onLoad = ""; //code to run when it loads
onUnload = ""; //code to run when its closed
controls[] = {myButton,myEditBox }; //anything that doesn't fit into the category below
controlsBackground[] = {myFrame}; //background things that canβt be interacted with
};
////////////////////////////////////////////////////////
// GUI EDITOR OUTPUT START (by Lewis Jon, v1.063, #Wuvoga)
////////////////////////////////////////////////////////
class myFrame: RscFrame
{
idc = 1800;
x = 12 * GUI_GRID_W + GUI_GRID_X;
y = 16.5 * GUI_GRID_H + GUI_GRID_Y;
w = 12.5 * GUI_GRID_W;
h = 7 * GUI_GRID_H;
};
class myButton: RscButton
{
onButtonClick = "[] call LJ_fnc_DisplayText"
idc = 1600;
text = "Hello World"; //--- ToDo: Localize;
x = 13.5 * GUI_GRID_W + GUI_GRID_X;
y = 19.5 * GUI_GRID_H + GUI_GRID_Y;
w = 8.5 * GUI_GRID_W;
h = 3.5 * GUI_GRID_H;
colorText[] = {0.918,0.765,0.141,1};
sizeEx = 2 * GUI_GRID_H;
};
class myEditBox: RscEdit
{
idc = 1400;
x = 13.5 * GUI_GRID_W + GUI_GRID_X;
y = 17 * GUI_GRID_H + GUI_GRID_Y;
w = 4 * GUI_GRID_W;
h = 2.5 * GUI_GRID_H;
};
////////////////////////////////////////////////////////
// GUI EDITOR OUTPUT END
////////////////////////////////////////////////////////
DESCRIPTION.HPP:
author = "Lewis Jon";
onLoadName = "Test";
onLoadMission = "My name is Lewis"
disableAI = 1;
enableDebugCConsole = 2;
respawn = 2;
respawnDelay = 0;
respawnDialog = 0;
respawnOnStart = 1;
#include "defines.hpp"
#include "dialogs.hpp"
class cfgFunctions
{
class functions
{
class core
{
file = "core";
class Misc {};
class modShop {};
};
};
};
INIT.SQF:
LJ_fnc_DisplayText = {
_text = ctrlText 1400; //grab the text entered into resource 1400 (our edit box)
Hint format ["%1",_text];
};
hi guys. I'd like to add a compass in my pilot view lod in my vehicle. Are there any animationsSOurces for this, or does it have to be scripted?
none of these gave me anything:
compassArrow
compassCover
compassPointer
I suspect they are for gear only?
source = "direction";
thanks^^
does anyone know how to force an AI to turn out in a particular position? If so, please @ Me
tried using forceHideGunner = -1; but it doesn't appear to function properly
@autumn crater I tried this in an init eventhandler, but it didn't work for me: (gunner _veh) action ["TurnOut", _veh]; worked as script in a mission though
@full pagoda ever heard of pastebin?
Anyone got a quick and dirty way of making a keycard inventory item, that will add a variable to the player whos holding it.
@fathom thorn the compassXYZ is only for the 3d model compass that you have as soldier
ok thanks. guess I can use direction, but it only returns the vehicles direction. I'd like to animate my internal compass based on the turrets orientation
animations are cumulative
direction animation + turret dir animation -> realworld turret dir
Thanks gonna give it a shot
class rhs_B_545x39_Ball: B_556x45_Ball
{
cartridge = "RHS_Cartridge_545x39";
hit = 9;
typicalSpeed = 915;
airFriction = -0.0016564;
RHA(2.4,740)
deflecting = 18;
visibleFire = 3;
audibleFire = 7;
nvgOnly = 0;
class Eventhandlers
{
AmmoHit = "systemchat format['test %1',_this];";
fired = "systemchat format['test %1',_this];";
};
};``` apparently its unfinished but it might be interesting anyway
interesting, the detail of the parameters on the ammohit would be what will determine it's usefullness
if we could somehow get the information we also see in diag "Shots" that would be very usefull for creating delayed explosion trigger for example that triggers after 10ms after it has been decelerated X amount ( requires parameters distance penetrated + speed lost from penetration)
hm, seems only fired eh is working
maybe ammohit works with some specific simulations
ammoHit should works with mines apparently
and maybe grenades
i assume ammoHit would trigger whenever the Fuze got activated?
probably yes, I will play with it tomorrow
is fired also called when the projectile is created via script? (Question from ACE)
Dunno, enough arma for me today
Its in engine since December 2016
So you can test it on your end too
is there a free version of mikeros moveobject for arma 3?
I have paid tools butone of our lads doesn't, and he can't seem to get any joy with the old arma 2 version of moveobject
can someone help me in how heli speed works? I have a heli going ~400 km/h and i want to slow it down to 200
@livid heath afaik no. Atleast I couldn't find one last week
the A2 one I have works fine on unbinarized p3d's tho
is there more than cfgPatches/XXX/units[] to a vehicle being available in ZEUS? (and scope=2)?
cant determine why some of our vehicles dont show up - more specifically just for specific factions they dont (but for other faction it does, and other vehicles are in the present in the faction some are missing)
Got the same question. Some of my stuff doesn't show up. But other stuff that I thought I made the exact same doesn't.
there is also scopeCurator which needs to be either undefined or 2
cfgPatches entry needs to be there.
And there is also a __generalMacro thing. But I think that was only required for weapons in the Arsenal.
scopeCurator is 0, yet its also for those that are showing up
but will give that a try
the macro thing isnt needed for anything as far as i can tell - its only used by some internal verification script from BI
one factor i am unsure about is cfgAddons/PreloadAddons - that said for my above issue it doesnt seem to be relevant
__generalMacro - that's something which can be for 100% sure delted
it's just a param for some internal macros
@stoic lily what kind of vehicles/objects are we talking about?
a few of the Winter reskins
some subfactions
but in case of US Army also the base faction essentially
trying with scopeArsenal=2 and scopeCurator=2 force to all scope=2 atm
if vehicle has scopeCurator = 2 & is present in cfgPatches but crew is scopeCurator = 0 or not present in cfgPatche then whole vehicle is not visible in zeus
Is Thing/ThingX a vehicle?
I think that explains my issue. I have Thing/Car parent for my things and one of them doesn't show up. Can't check what exactly now.
@hot pine tx will double check. shouldnt be the issue in our case though
@hot pine
but crew is scopeCurator = 0 or not present in cfgPatche then whole vehicle is not visible in zeus
the same applies to crew = "";?
updated my how-to here
that's a great point thanks!
gonna go check a couple of vehicles that have been troubling us for a while
The downside to preloading all of your addons, is that it uses a lot of RAM. So choose the best set of mods that you really need for Zeus
@livid heath sure about that? it should only cache the configs and that is at best a few MBs
the downside is rather that it may/does lead to be written into required mods in regards to mission or savegames
for big replacement mods thats not a problem
yet otherwise it can create these undesired depdendencies
configs are always "cached" anyway. They are never unloaded and reloaded from pbo. They are only loaded once at game start and cached from there on.
Would be interesting to know what Preload actually does
PreloadAddons for one defines the addons active in a mission. But they are added to the list before the normal addons.
So I'd say everything in PreloadAddons is always in requiredAddons in missions? Cannot test now.
well it was just hearsay really, but i figured i'd pass it on in case
obv for unsung we tend to preload everything
I've never known what that activeAddon stuff was supposed to do besides feeding requiredAddons.
Already looked into it a couple times before
so i just fixed the remaining items (m113, some jeeps, btr40's and SP artillery tanks) that were not showing in zeus π the crew config wasn't in the preload addons list
Ohhhhhh... LOL. I found a error someone in #arma3_model is having right now when I looked for preloadConfig π
but crew is scopeCurator = 0
?
so as it turns out, scope = 1 for the crew makes a vehicle not listed - scopeCurator was 0, yet with scope=2 that has 0 for scopeCurator works
so you fixed your issue, right?
yep π
now only to find a workaround for class static/thing type
as test i assiged crew="civilian"
hmm, I'm trying to make a variation of the RHS SMAW that I can put the thermal weapon sight on (just to mess around with)
I've set up my launcher to inherit from the RHS smaw and then changed the compatibleItems array to have the TWS in the CowsSlot class in the WeaponSlotsInfo class
but the TWS is not showing up on the launcher
post the config on pastebin or somewhere else. Propably inheritance issue
class rhs_weap_smaw_SR; why is that in that class? that doesn't sound right
that's for the spotting rifle for the SMAW, I might modify that later
to be clear, it works
just the camera goes to a position on the centerline of the launcher then the sight picture pops up
also if what I'm not doing is not kosher per RHS devs I'll stop
it's in the pastebin link
class WeaponSlotsInfo{ vs
class WeaponSlotsInfo: WeaponSlotsInfo
wow derp
probably should set scope=0; for those import classes too
let me give this a shot
works 100%, thanks @hot pine
Is there a way to patch loaded configs? Right now i have to shutdown and reopen Arma every time I change a config
Thanks
So then you just need to restart the mission?
or respawn vehicle
if you are editing eden attributes then you have to go back to main menu and load editor again
no just custom vehicles
@hot pine can you please check what makes objects/buildings appear in ZEUS?
scopeCurator "0/2" seems not relevant
crew also as all by default have "civilian"
editorSubcategory parameter seems also not it
at first i thought it was something with inheritance from Thing or Static, but most of our objects and buildings dont show up in ZEUS (nor CUP)
It's scope curator +cfgpatches
hm thats weird. here is one for example with scopeCurator=0
https://i.imgur.com/PakbwmH.jpg
its based on ReammoBox_F, and has class SimpleObject
and from inheritance: curatorInfoTypeEmpty = "RscDisplayAttributesInventory";
maybe these play into it too
config?
Is there a way to enable the debug console for every mission? Still just for the logged admin of course.
The global config entry can enable it. But only if it's not specifically disabled in the mission
Using global/mod config param
That's the part that confuses me though
where exactly is that
config.cpp inside a mod
like, just in the root of a config.cpp?
yes
π€ hm, ok, first time encountering that
I actually published just such a mod a month or so back - https://www.charliefoxtrotops.eu/?page_id=281
The magic line is simply enableDebugConsole = 2; in the config.cpp
I'm going to use an array of our moderators in our group's mod. I'd just never seen a config param like that before, just hanging out in the root of a cpp file
=2 would enable it for everyone everywhere. Not only for logged in admin
There are tons of entries in the root. Check config viewer ^^
I am trying to use
class RscDisplayStart: RscStandardDisplay {
class RscControlsGroup;
class RscPictureKeepAspect;
class controls {
class LoadingStart: RscControlsGroup {
class controls {
class Logo: RscPictureKeepAspect {
text = "\z\synixe\addons\main\media\synixe_logo_transparent_ca.paa";
onLoad = "";
};
};
};
};
};
to change the splash screen logo, but I am left with no logo at all, just the background noise. I use the logo elsewhere and know the file path is current. There are no errors in the RPT.
Anyone know what is going on?
RscControlsGroup/RscPictureKeepAspect is wrongly placed
it should be in root. Not in RscDisplayStart
oh yeah, I copied the code from an example online. Didn't notice that error. Thanks dedmen
π€¦
I didn't scroll down far enough
small updated on ammo event handlers - fired seems to be decent replacement for muzzleEffect parameter
explosion EH is working only for mines
is that AmmoHit EH the one from VBS? weapon,muzzle,mode,ammo as arguments?
Nah wait. I think I got the wrong arguments.
https://resources.bisimulations.com/wiki/Category:VBS:_Event_Handlers#AmmoExplode.2FAmmoHit that one?
I just looked in 1.82 and that CfgAmmo Eventhandlers class only has Fired and AmmoHit but AmmoExplode is missing.
yeah, that's why i didn't mention ammoExplode
But biggest reason I would want that is for mines. And AmmoHit also fires on mine explosion. Atleast in VBS. And I'd expect that wasn't removed if AmmoHit was enabled everywhere else
ammoHit in a3 is like sort of both hit & explo
at least for mines
or well, it seems to be same as in vbs
If you can see the we're about to go boom too then we are looking at the same thing.
Very nice to know it exists. ACE guys will love that I think.
sneaky bastard π
how do i disable all accesorys for a new weapon so it only can use them i tell it can use
Hey guys, not sure if this is the right channel but lets see. A dedicated server that checks new joining players with OnHackedData, OnUnsignedData and OnDifferentData is using the
On.... = "kick (_this select 0)"; as most servers will use. Problem is, I want to tell players what file is damaged or wrong to keep troubleshooting low. I have thought about a script, but as google told me the server VM and the engine are two different things, with one connection (engine -> server VM) is implemented via the #exec command. No search of mine discovered the other way around. Question: Is there a way to trigger something in the engine from the server VM with the On...Data events?
I guess no workaround or something has ever been discovered?
nope.
only commands available are
users
ban
kick
numberOfFiles
lock
checkFile
checkExe
Nothing to output anything really. Don't know why there a re commands to get the number of files.. If there is no way to actually log them π
Maybe the functionality existed at some point and got removed
So I can either validate the files in the server.cfg without executing a script to tell the file or running a script without a way to validate files...
Great :D
I think the netlog might show the filename. But that could only be used for you checking what file it was after the fact
Good idea, but I canΒ΄t be online all the time, so maybe not an option
Sorry for asking again, there is no way to validate files from a script I guess?
I could probably make a mod to give you the ability to call a real script from these server config scripts. Dunno how much work that would be
correct.
That would be awesome, seems like im not the only one asking for it. But I canΒ΄t force you to do it and have nearly nothing to return for it
Windows server?
Remind me on saturday please. You can write me a PM.
Will do with the PM, some servers are windows some are linux
I'd probably only do windows then
Ok, perhaps I can rebuild it for linux once i know what to do
no you can't ^^
Most likely no, but hey, let me have the illusion :D
How do i disable accesorys for a gun ? its a new gun that i made and i just need to disable the accesorys like scopes, silencers and flashlights/lasersights
You are asking that for the third time now. But I thought you already got the answer the first time you asked
nop didn't :S
WeaponSlotsInfo I think has subclasses for each attachment slot
and that slot contains a list of items that can be attached
just define that array entry as empty
nope. That would do nothing if you inherit that
classes like that are just pulling in a reference to their prior definition
you need to define the compatibleItems array in the attachment slot class I think it's MuzzleSlot/CowsSlot ?
ah ok
Where do config.cpp and physx.hpp come together in terms of vehicle configs. What do the physx.hpp do? Should it have the same values as the config.cpp? Thanks
no idea what physx.hpp is. It's not a official filename afaik.
Atleast I never heard of it
its from a mod, so i was wondering the same thing
its almost identical to the config.cpp
Guess i wont worry about it. I had just never seen it before
is probably the physx foo. they did that with the samples i think in A3. just organizational in nature. could just as well all be in the same file.
the config.cpp.
it is a config.cpp, you just add them to config by doing #include physx.hpp and when the config is processed and packed, it writes the .bin with all the includes
the main reason to keep things separate in .hpp files is as Hatchet says, for organisation
Which would override the other? Because most of the configs are already in the config.cpp, so would the physx.hpp override the config.cpp or not if #include
assuming some of the configs had different values in one or the other
if you include it. It's included
it's basically copy-paste into config.cpp
If you unpacked that from a pbo
then it already is included.
And the physx.hpp is kept instead of being deleted. Although it's useless after packing
For the most part I am following, but for example:
Config.cpp
maxOmega=700;
Physx.hpp
maxOmega=750;
Which value is going to be loaded
You are not following then
config.cpp
as physx.hpp does nothing at all and is completly ignored
as in your case the config.cpp doesn't have any #include
Guess I wasn't, sorry.
I am just confused as to why and how Physx.hpp is there when the pbo is unpacked
Simple. Because it wasn't removed when the pbo was packed.
It was embedded into config.cpp when the mod was packed
after that it became completly useless
Okay, tell if this is right... before the pbo was initially packed, the config.cpp did not include the data from Physx.hpp., and when the pbo was packed then the physx.hpp was included as instructed in the config.cpp?
yes
I am trying to get a add a new playable vehicle. I am using
class CfgFactionClasses {
class K9 {
displayName = "K9";
priority = 2;
side = 1;
};
};
class CfgVehicleClasses {
class K9_Animals {
displayName = "Animals";
priority = 2;
};
};
class CfgVehicles {
class Fin_blackwhite_F;
class K9_Dog: Fin_blackwhite_F {
author = "Synixe Brett";
scope = 2;
scopeCurator = 2;
scopeArsenal = 2;
displayName = "K9 Dog";
faction = "K9";
vehicleClass = "K9_Animals";
cost = 100;
camouflage = 0.5;
threat[] = {0.5, 0, 0};
};
};
but I don't get anything in the editor under BLUFOR. The configs are loaded just fine and there are no errors
Have you tried searching for the unit by name? It's possible that without an editorCategory or editorSubcategory that the unit is hidden away somewhere. Some info on those fields here https://community.bistudio.com/wiki/Eden_Editor:_Object_Categorization#Object
Also, to rule out another variable you could try using one of the base A3 factions
I tried adding
side = 1;
editorSubcategory = "K9_Animals";
to K9_Dog but still no luck. I'll try a base faction
faction = "BLU_F";
side = 1;
editorSubcategory = "EdSubcat_Personnel";
``` is still no go
It's an issue with Fin_blackwhite_F, changed it to B_Soldier_base_F and it showed up
I can not seem to figure this out
class K9_Dog: Fin_blackwhite_F {
author = "Synixe Brett";
scope = 2;
scopeCurator = 2;
scopeArsenal = 2;
displayName = "K9 Dog";
faction = "K9";
side = 1;
editorSubcategory = "K9_Animals";
vehicleClass = "Men";
weapons[] = {};
respawnWeapons[] = {};
magazines[] = {};
respawnMagazines[] = {};
items[] = {};
respawnItems[] = {};
linkedItems[] = {};
respawnLinkedItems[] = {};
role = "Rifleman";
isMan = 1;
simulation = "soldier";
aiBrainType = "DefaultSoldierBrain";
_generalMacro = "B_Soldier_base_F";
canCarryBackPack = 1;
canHideDriver = -1;
canUseScanners = 1;
identityTypes[] = {"LanguageENG_F","Head_NATO","G_NATO_default"};
faceType = "Man_A3";
};
Even that doesn't work, and I can't figure out what is missing / inherited that is causing it not to be displayed.
@austere prism CfgPatches is correct?
Yes, other units are being added from the same CfgVehicles. It's just the standard ACE dev one
class CfgPatches {
class ADDON {
name = COMPONENT;
units[] = {"K9_Dog"};
weapons[] = {};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"ace_common", "synixe_main", "synixe_common"};
author = "";
authors[] = {"Brett"};
authorUrl = "http://synixe.com";
VERSION_CONFIG;
};
};
you shouldn't really need to change anything but displayName for it to show up. As everything else is inherited.
The issue is that Fin_blackwhite_F is not shown in the editor
It is an unplayable* animal
give it a valid crew
How do I find the Revive settings in the Multiplayer Lobby Settings shows here ? https://community.bistudio.com/wiki/Arma_3_Revive
Trying to play Antistasi with friends but playing medic is boring, it takes 1min to revive someone and you are forced to crouch
Hey does anyone have a uniform Config.cpp as i cant make or find a decent one i have found a couple but They was all modded and would not be helpful as i am basing off is a vallina ones and not modded
or help me create one
will it have uniform config.cpp on it?
ok just checking
Are keys defined in arma 3\userconfig\ available when not loaded ina mission? For example in the main menu?
nothing in userconfig is "available"
If you load it.. You've loaded it and they are there now
userconfig is not an engine thing or something. If that's what you're asking
Ah, so I can #include "\userconfig\MY_addon\Somefile.hpp" in a config.cpp? Does that require filePatching?
Hi guys. I made a tank that can drive under water. Ofc the AI dont like this very much. Is it a config entry for ai in vehicles under water? Or maybe this needs to be scripted somehow?
They dont like to move much, but they will fire at underwater targets
@hot pine how do simpleObject definitions (or lack therefore) play into Zeus availability - it plays some role for objects (non AllVehicles), does it not?
I didn't noticed anything like that
hm weird. will continue on debugging
have a few static objects still not showing up
(dead cows and soldiers - was first static and tried now thing)
(added civ dummy crew, scope, editorCat + sub)
Quick question, do pbo files count as "folders" when writing configs?
If my music directory is @Modname/addons/bluemoon.pbo
And my music folder is inside the bluemoon.pbo, how would i access that?
the config would be in bluemoon\config.cpp for example
If you don't have a prefix it will use the filename of the pbo as starting point
You should use a prefix tho
I am really new to modding, how do i define a prefix?
How are you packing your pbo?
You mean which program?
yes
The Addon Builder
In the options you can configure the prefix
"Addon prefix"
use whatever you want there.
Then your files inside your pbo will be at <prefix>\fileinsidePbo
Hi guys. This may be a noobish question, but here goes..
how do I get a radar going? Im trying to get the exact same sensory system as the IFV-6a Cheetah. I added the same Sensor classes and MFD has the cheetah has. Nothing shows up when Im the gunner in the vehicle. What am I missing?
did you put the sensors in the gunner turret or the main body of the vehicle?
Main body
Turret needs them too
might just be the VehicleSystemsDisplayManagerComponent(Left/Right) that the turrets need actually
@untold temple yep you were right π
Since the tank DLC, has tanks got a proper config entry for speed limit now? I've been using a script for this that is quite CPU expensive
nvm, seems I can use maxSpeed now. That definately didnt work before
@fathom thorn maxSpeed should be AI only
no, it's not
it's a value after which thrust is cut off
cutoff of thrust is linear and goes 1 to 0 from maxSpeed to maxSpeed+10%
in case of carX maxSpeed is also influenced by terrainCoefs
so i.e. maxSpeed = 60 + terrainCoef = 1 in vehicle config + maxSpeedCoef = 0.5; in surface config = maxSpeed = 30
@stoic lily thats what I thought too, but maxSpeed did it for me. Could be that I'm using the one man tank script by KillZoneKid
did BI change how maxSpeed works?
@hot pine are we talking planes, also ground vehicles, any phsyx vehicles?
i guess this is about acceleration getting cut of with that parameter
like rolling downhill, physx bouncing bug would be not affected by this, right?
in my case I sat maxSpeed to 22km/h, but it goes up to 25 on a flat surface. it also goes up to 30 when doing sharp turns for some reason
oh wait. it can actually go up to 50-60 if turning alot π€
@hot pine i wish they would... tanks are just as affected by terrain as cars IRL... they just have more torque and traction forces to overcome the stuff
yeah, I know but the way maxSpeed is working is nowhere close to how tanks are working
some tanks have limiters (leo2 and wiesel beeing two that i know of)
hi guys. does lingloading have weight limitations or something? I added these to my config and memory lod:
slingLoadCargoMemoryPoints[] = {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"};
but still not able to hook on
yes i think so. It's a helicopter you lift with, yes?
yes
vanilla ones
taru and huron
so I would need a modded helicopter to lift, thats what you're saying?
I found something.. the Huron has this:
slingLoadMaxCargoMass = 12000......
my tank is 41500 π
π
no pacific rim stuff :\
or make the tank 11 tons because plot-armor weighs nothing...
@sullen fulcrum in the end you have to replace the classes in scripts and mission.sqm
maybe contact the mission author first for some advice
We all love crossposting don't we π€
Actually. 6 channels... Might aswell go directly as spam @unreal musk
Only place where he didn't crosspost is KP Liberation discord π€ Like.. He spammed all the unimportant places. And forgot the most important one. Kinda inefficient
Yeah, I've linked him our discord... But he has so many channels to check for responses that I doubt he will see it.
@opal crater Just saw this https://forums.bohemia.net/forums/topic/158714-spmpcoop-patrol-operations-official-thread/?do=findComment&comment=3299012
Also saw a dead kitten on the street literally this morning.
#TotallyRelated
i could use some help. i have tried changing the campfire/barrel fire/burning vehicle fire to vanilla in this blastcore edit i uploaded some time ago with no luck. it always turns out glitched. does anyone know how to do this? thanks in advance
in this blastcore edit i uploaded some time ago π€
Splendid smoke permission -> 404 page not found
For Blastcore permission see description: -> I tried and could not contact Opticalsnare via Bohemia Interactive forum to ask for permission to modify it.
**Please, don't upload this mod on any other sites or hostings without permission
I'm trying to add an additional magazine to a weapon but += doesn't appear to be working
class rhs_weap_m24sws
class enhanced_test_rifle : rhs_weap_m24sws
{
displayName = "enhanced test rifle";
magazines[] += {"test_super_magazine","test_super_magazine2"};
};
but the only magazine available are these test magazines and not the originals
is your requiredAddons setup correctly?
I never tried new class AND append together. I always just appended in existing classes π€
You can just use magazineWell's to do this more easily
https://gist.github.com/dedmen/dc980cf8d6b4b719484e2dd8158a7de1 Here.
You basically add
magazineWell[] = {"myStuff"} into the class (Warning this will probably break with next RHS update when they implement magazineWell's by themselves)
And then
class CfgMagazineWells {
class myStuff {
my_magazines[] = {"test_super_magazine","test_super_magazine2"};
};
};
as well as ruPal / paladin i cant get in contact with opticalsnare either, i think he would be fine with edits but if not, he is free to say so as rupal states. i updated permissions links btw
π€
I'll give both methods a shot
magazinewells does seem like the wayyyy more elegant solution
note to myself so I dont forget to update wiki:
magazines[] are also used by Eden crate module so having some entries there is recommended
Don't think we're using magazinewells on the M24 yet though
Question,
The mod units in Zeus will spawn individually fine, but the groups will not even let me click to spawn them. Do I need to define them some were?
Has anyone managed to get a context menu working outside of Eden Editor?
what's a context menu @placid jay ?
right-click
oh okay
No magazineWell's in 1.84 ._.
they should be included with Oldman DLC
I didn't have time to take a look at inheritance issue
Robalo desperately want's them merged into CBA. I guess CBA's implementation will be there before vanilla then ^^
Well when inheritance works we can just alias them later.
I might push it to devbranch next week for example
Thanks that would be nice. Do you know if RHS implementation is based on the vanilla one? Or completly seperate?
Really don't want 3 competing standards for this ^^
Vanilla one
Perfect.
If you are still looking for minor #arma3_config TODO's. Take a look at
https://forums.bohemia.net/forums/topic/207471-172142223-small-marker-text-fix/
https://forums.bohemia.net/forums/topic/207472-etelkanarrowmediumpro-font-family-broken/
https://feedback.bistudio.com/T126667
https://feedback.bistudio.com/T127587
https://feedback.bistudio.com/T126160
Feedback tracker reports are basically all duplicates
I've already looked into it and I was thinking about replacing font for markers
Someone on feedback tracker also asked for purista for markers.
I have no opinion on that.
Yeah I think I've tried Purista for those
It happened after there was Chinese (afair?) variant of Etelka was added to font array π
yeah. Think so
One of the language only updates
https://www.youtube.com/watch?v=Y1G9v-mwX2w wiki page for UVAnimations is incoming
Chain and wheels? Or am I missing something else?
yes, chain mainly
I feel the urge to make a small waterfall feature fountain now.
any limitation of the number of uvanimations - for an object / for a scene?
dunno, I guess it's same as with regular animations
@hot pine UV anim source is applied to UVset 0, 1 or both?
@grand zinc
probably not possible, you're lacking a useable continuous animation source for that.
just 0
Oh thats good!
This tech would be really useful if we get some extra anim sources
floatTime (per frame update of elapsed time in s)
worldPositionX worldPositionY worldPositionZ
Those sources would turn that tech into an extremely powerful piece for environment assets.
worldPositionX what kind of value do you expect it to return? 0-1 (top left corner -> top right corner) range or arma grid?
first one could be probably easily copy pasted from MFD
WorldPos I'd say simply what getPos returns
getPosATL directly
So not a normalized value, but an actual float with metres as unit
normalized could be also good, not sure if it would trouble to add both variants π
Also, looking at the list of anim sources in the wiki, "oil" has never been a source
it just has been copy pasted around for years since OFP
Actually, about that continuous time source, it clockMinute should be able to supply that.
It moves non discreetly unlike clockSecond does.
Anyone know where I can find a standing FFV proxy
Shultz posted this a while back but the dropbox link is expired: https://forums.bohemia.net/forums/topic/183015-finally-found-a-way-to-get-a-standing-up-ffv-spot-working/
Isn't that dropbox link just a picture?
i dont know what it is, gave me an error 404 when i opene dit
Can I adjust the position of the left and right radar screens?
Can boats have horns just like cars do with CfgWeapons?
@fathom thorn I believe you can in the layout menu.
new config stuff in 1.84 (outside modern stuff)
https://pastebin.ubuntu.com/p/7vytR7mpWK/
yes
Interesting
i guess reyhard has more details
Fuel trucks could be useful now.
@placid jay where do I find that?
@fathom thorn Video options -> Layout I believe
Oh right. Thank you
if I were to try and add cba as a dependency to a mod I would insert something along the lines of?
class CfgPatches
{
blahAddon
{
name = "Blah";
author = "Blah";
url = "Blah";
requiredVersion = 1.84;
requiredAddons[] = {"cba_main"};
units[] = { };
weapons[] = { };
};
};
or would it be better to require a pbo to be loaded specifically based on it's functionality? Take XEH for example. Are these just the pbo names or the cfgPatches class?
cba_main has all of CBA I think
Yes.. it would be better to load the thing you need. But that's alot more work and generally just using the "big" one is fine
not saying I necessarily have it right but in addition to the requiredAddons array you can also use a CfgSettings for CBA including the main addon and the dependencies including their versions, then CBA will do a more detailed test for dependency.
class CfgSettings {
class CBA {
class Versioning {
class cf_woodland {
main_addon = "cf_woodland";
class Dependencies {
CBA[]={"cba_main", {3,6,0}, "true"};
};
};
};
};
};
There we go got there in the end!
Lol, I will take a look at the settings system eventually if that is the case. Wouldn't loading the "big" one for each pbo be extremely slow dedemen?
CBA is going to go get loaded anyway so I can't imagine it makes any difference, it is just for the purpose of determining load order.
Right, I was just curious. As I imagine some people regardless of being told to load CBA won't π
They will probably get away with it, but it is a type of race condition waiting to happen if the dependency isn't declared
Hmm, alrighty.
The main reason you usually survive is because it starts with a c and that often puts it earlier in the mod list and given no other details the game seems to load in the order the mods are presented. You also have plenty of mods starting with an a that depend on CBA, so it gets yanked in first anyway unless you are running just your mod and CBA and your mod also comes alphabetically before or you have ordered your mod list differently. It is pretty rare scenario basically so a lot of people get away without the declaration but it should be there. You don't need the section I gave, that just lets CBA do some additional version checking and it matters more if you depend on other mods and particular versions
I see that makes sense.
Thanks for the example though, I will try and utilize as much as I can with CBA for as much as it's going to be included
can you add armor to clothing like you do to vests? eg. by modifying the HitpointsProtectionInfo class?
I'm doing this currently, and it doesn't seem to be working
class testuniform : U_Marshal
{
scope = 2;
displayName = "mytestuniform";
modelSides[] = {0,1,2,3};
class ItemInfo : ItemInfo
{
uniformClass="testdude";
mass=30
containerClass = "Supply60";
class HitpointsProtectionInfo : HitpointsProtectionInfo
{
class Chest : Chest
{
HitpointName = "HitChest";
armor = 100;
PassThrough = 0.01;
};
class Abdomen : Abdomen
{
hitpointName = "HitAbdomen";
armor = 100;
passThrough = 0.01;
};
class Body : Body
{
hitpointName = "HitBody";
armor = 100;
passThrough = 0.01;
};
};
};
};
Would there be a way to add a data link to characters? The idea is to allow a soldier with a laser designator to data link with the VLS in order to use it.
@soft leaf use the config for the CSAT uniforms as a reference. Those uniforms have protection values, which is why CSAT vests are weak.
@autumn bridge there is script command to enable data link on soldiers too
Thanks. Got a direction I can start looking in? Was also thinking about creating something that only enables that link if you have a LR radio backpack.
Search for data link related commands on wiki - not on pc right now
No problem. Thanks for the info.
Thanks. I'll give that one a try.
Anyone know what would cause a weapon on a pylon to saty on the pylon, even after the weapon is fired?
My bomb drops from the pylon (with the "flying" model) as expected, but the bombs also stays (visually only) on the pylon after firing
What's the path of the proxy used in the pylon model, where the bomb mounts?
What do you mean?
I have a bomb that inherits the MI10 GBU-12 (2Rnd_GBU12_LGB_MI10), meant as a 1Rnd version that can be used in custom loadouts
yeah, but the magazine points to a pylon model of some kind
and the bomb loads on the magazine pylon
was wondering if you had a custom pylon model
Does anyone know why the camera wouldn't use the driver proxy when I'm turned out. Turned in is fine using driverview memory point but turned out seems to use model origin point?
So, @untold temple it is something that is set in the model itself? Or is it a field in the config of the magazine?
I have a model set in the magazine config, "model = ..."
Your bomb shouldn't be set in the magazine model. Only the ammo class
proxyShape parameter in the cfgammo class
model in cfgammo is the flying model when the bomb is dropped, and proxyshape is the model that is drawn on the pylon model, which is the model defined in cfgmagazines
if that makes sense
So I should set model and proxyShape in ammo, and only model in magazine?
model in magazine should be something different
if you remove the line, it should inherit the pylon model used for the parent class you picked
This might be a dumb question but whats the difference between the Eden Categories & the Faction Classes?
Faction classes is kind of obsolete AFAIK
How would I add Priority to a eden category?
pretty sure they're sorted alphabetically
ok ty
@autumn bridge I'm looking a the CSAT uniform base and I can't find any hitpointprotectioninfo or anything that would give it armor in it's iteminfo class
specifically "U_O_CombatUniform_ocamo"
the O_Soldier_base_F (that wears U_O_CombatUniform_ocamo) has armor though... which is the class that normally wears the uniform
odd that armor on the uniform is done that roundabout way but I guess I kinda figured it out
hitpointprotectioninfo can only be used to give armor ratings to vests
(in the Bohemia config)
any reason the name shown when the mouse is hovered over a unit can be inconsistent with the displayName in other circumstances?
let's say I have my_soldier_base with displayName = "My Soldier Base", then I have Soldier A with displayName = "Soldier A"
I can see "Soldier A" in the Editor, Zeus, and when I kill an instance of the class (eg. in AAR and in rearm dialogues)... but when I mouse over them in the editor it's "My Soldier Base"
knowsAbout value about the specific entity
when its too low you get higher up more basic info
accuracy=1000; to make a given state not shown
ah makes sense, thanks
I don't know if this has been asked before, so sorry if it has been asked already:
Let say there is a mod with a uniform and its class is: supermod_uniform.
I want to use that uniform but there is just one little thing that bugs me. E.g. I want to use it as CSAT but it has modelSides[] = {1};. So I decide to fix this minor issue with a small self-made mod. (Obvs. I don't want to change the actual mod nor do I want to steal anything from it...a simple config change). This is possible with inheritance I know that....but I don't want the class name to change (so after my change it should still be supermod_uniform). Can I do that and if yes, how?
why would you even want to change the classname
sure. Just put the class (with same inheritance) into your config and overwrite the entry
make sure requiredAddons is correct.
Thats what I meant, I don't want to change the classname.
Well, if its just one item that is certainly an option. I just hoped there is a way to change just one little config for multiple classes without needing to depbo the other mod.
you don't need to depbo the other mod
you just need to replicate the correct inheritance for that one config class that you're editing
Where can I get the latest dialog/display starting template files?
Is it possible to have different variations of a .p3d without creating a duplicate and increasing file size?
I want to create a vehicle with different variations but I have to copy the .P3D and that increases file size. I want to proxy it out but I know I'm going to have some trouble putting a proxy in a proxy
proxy in a proxy does not work
what kind of variants you want to make
some things are possible with good hideable selections
Different wheels, lightbars
as in different models for them or just different colors?
different model
I would advice against that
The only method of doing is prob proxing non-animated objects
that would either increase the size/performance cost of your single vehicle a lot
ah i see
or you would need a multiple different models as you said
and that too will increase performance cost
Im sensing this is some sort of "lifemod" esque thing where you want cool customizable cars.
and it can be done sure
but it will have a cost
and that cost may be paid in FPS
Working on A HUMVEE
and i want different variations
like medic
one with turret
transport
but i dont want to increase file size
I would refrain from changing the tire meshes, most of other stuff you probably can put into a single model as long as you keep it simple
and dont overdo the mesh changes
a lot can be done with just good use of changing textures
and file size/performance cost will increase no matter what route you take
more stuff in 1 vehicle may still be less than 2 new vehicles
Anyone know any standing animations for FFV?
I've been trying to find a standing animation for a vehicle I'm working on but so far, no luck
What about those used when turned out? Dont remember the names, but you can look for them in the config for specific vehicles
can someone help me to get stringtable.xml to work in my config?
This is my xml
<?xml version="1.0" encoding="utf-8" ?>
<Project name="diwako_anomalies">
<Package name="anomaly">
<Key ID="str_anomaly_detector">
<Original>Anomaly Detector</Original>
</Key>
</Package>
</Project>
and this is my config
class AnomalyDetector_Item: Item_Base_F {
displayName = $str_anomaly_detector;
};
I am obviously doing something wrong as I see $str_anomaly_detector; instead of the translated value
The Stringtable so far has also german and english translations, this is jsut an example
displayName = "$STR_anomaly_detector"
apparently yes
hm, okay
else it should've worked for you
well i do noth ave it in quotation marks
okay, gonna try this again
lol, okay it did something i guess, now the String are just empty.
Well I think I am doing something fundamentally wrong here.
Current progress can be found here
https://github.com/diwako/stalker_anomalies/tree/translations/mod/diwako_anomalies
compared to CBA <?xml version="1.0" encoding="utf-8" ?> vs <?xml version="1.0" encoding="utf-8"?>
is your stringtable packed into the pbo? Do you binarize your config?
oh damn, that i have not checked...
yup.. it is not in the pbo that explains it
yep now it works, stupid me forgot to pack the xml
anyways thanks @grand zinc
I've tried long and hard on this and failed so thought I'd seek help here... Is it possible to make an IR Strobe NOT blink? I.e. inherit grenade properties from, say B_IRStrobe and then turn the blinking effect off?
no.
Well... Not as long as it's a IR Strobe
blinking is hardcoded in the engine type for it
Same as the enable/disable based on your NVG state
is there no IR glow stick?
OK - thanks, @grand zinc . Last time I tried using the 'onlyInNvg = 1;' on a light, it seemed to have no effect so I assumed that only strobes had this ability.
But I might give this a quick go...
I tried it too. And didn't find a way besides enabling/disabling via script
Ah - my scripting skills are pretty much non existent so I'm likely to fail here!
it's a 4 line script with CBA ^^
Enabling/disabling the light via damage
...and that is almost same method as engine use
IR reflector lights when?π
directional IR weapon attachment flashlights when?
same thing
Oh ._.
lights are either reflectors (directional) or markerlights (omni)
I played about with an omni directional light that was placed in geometry (on a weapon attachment) that allowed only a narrow cone to be emitted. I tweaked the lighting power such that it was only really noticeable to the naked eye at night if you pointed it at something very bright (like white lines painted on a road). But was bright enough that it made quite a big difference to night visions. However, just like doing this with a reflector, it seems that regardless of how bright and 'torch' light actually is, the AI always spots it at about 140m! If only there was a way to remove this effect, my crappy 'barely visible light' technique would work!
I got part the way modelling a DBAL-A4 before realising this was never going to be useful....
IR lights are really needed with the new ACE nightvision stuff.
There must be a way to configure the AI visibility... Right?... or else this is just another case of Arma being Arma again :/
@grand zinc - yes, it was for the superb ACE nightvision effects that I wanted to do this to complement. The 'barely visible' light works really well as an IR illuminator. But I have no idea how to stop the AI detecting (it seems, ANY) torch light at about 140m!
my other idea was to just createVehicleLocal a "vehicle" light and attach it to the players chest π
Yeah - I was very interested in that idea until I realised you could not attach it to the weapon accessory so for a narrow beam illuminator, it would never look quite right. (But probably OK for a wide beam IR torch)
yeah my idea was like... There are these lights that you can put into a chest pocket that illuminate stuff in front of you.
Would still be ugly and hacky tho
No more hacky than my 'almost invisible' torch light technique!
Thanks for your quick answer, by the way, @grand zinc . I'd spent about 4 hours this morning trying to get this to work so wish I'd asked sooner now!
Question is it possible to make a overall mod module. Like lets say you make a custom skin for a RHS asset, but then you have some for CUP. Could you still run the mod without one of those?
not really, because you have to inherit to overwrite config properties and you can only inherit if it's already existing. And if you just define a dummy, you have no way of knowing if your dummy loads before or after RHS, so your dummy class could overwrite RHS, breaking it
What if I kept them as seperate PBOs? Like pending errors, it would still let me load the CUP stuff yea? Or is it like maps with missing mods were it just wont load at all?
if you make a class that inherits from RHS class (or uses a model from RHS) you can't launch without having RHS loaded without getting bombarded with errors
What would be config name for a weapon fire rate?
huh? you mean the parameter? https://community.bistudio.com/wiki/CfgWeapons_Config_Reference#reloadTime.3D1.0
I thought reloadTime was that, but doesnβt look like it. Default rifle value is 0.15, if I fire every 0.15 sec it is slower than when I fire in full auto
Ok, need to take fire mode into account
Anyone any idea what this means? could not find a cfgpatches class for p3d file refs
pboProject
Did you add your class in cfgPatches?
I think that means it can't find a dependencies (file refs) CfgPatches because it tries to rebuild your requiredAddons
Do you have references to other mods in your p3d?
Yea, I do. That makes sense, thanks
hey lads, so fixing someones err... cockups. so we have a tonne of defines that arnt defined correctly in the configs, error now shows something along the lines on undefine not avail? how does this work?
further details
In File \160thSOR\cfgAircraft.hpp: Line 69 #define altered without a #undef
ERROR: \160thSOR\config.cpp is faulty
The addon name for \160thSOR\data\160th.paa cannot be determined
In File \160thSOR\cfgFactionClasses.hpp: Line 13 Rap: rebuild reqaddons failed
@carmine jasper You're defining the macros arent you? so like #lmg_ammo etc etc?
Is there a way to have different values on burst mode, to have the time between shots be different from the time between trigger pulls?
@carmine jasper Its probably something to do with the name of the define
I've ran into my fair share of define errors and they're usually something to do with the naming of them
i think more that anything, they arnt defined at all
take this for example
(class SOR_Mi8amt_civ : RHS_Mi8amt_civilian { editorCategory = "SOR_Cat_Faction_D"; editorSubcategory = "SOR_SubCat_Aircraft_Captured"; vehicleclass = "SOR_Aircraft_Captured"; faction = SOR_Faction_D; side=1; displayName = "MI-8AMT (C2/P20)"; //Airborne_Transport_Inventory }; )
ive commented out the "define" just to get it to a point where thats all left to fix
Can you define a Callsign via config?
Like to use one of the named ones that the unit will directly say, instead of "1 go to", ect.
Diesel your config is missing #define airborne_transport_inventory class transportmagazines yada yada
Which should be outside of your cfgvehicles
To understand reloadTime invert it so 0.1 would be 10 ie 10 shots per second or 600rpm
So a weapon with 1200 rpm is divide by 60 =20rps
Invert it =1/20 =0.05 reloadtime
@vernal sequoia thats a strange question what exactly are you trying to design?
@livid heath trying to have a meltagun, but i want it to fire lots of projectiles quickly (imitate a shotgun effect), and then have a longer cooldown between bursts
only thing i could think of doing is having the burst fire use the entire magazine, and then using the reloading magazine time/animation as the cooldown between bursts
why not just make it a shotgun?
@vernal sequoia Meltagun is not a shotgun weapon. It is an intense fusion beam cutter meant to cut through armor. Not quite sure where you are going with the shotgun effect.
if you are going for the Space Marine game depiction of the weapon, dont, its silly
its like a fart gun
does not make any justice to the concept of the weapon
is there a way to make tanks/vehicles engage/destroy static weapons itself?
by default they only try to kill the crew
crewVulnerable = 0 didnt help either
is this something engine hardcoded? or something to do with the model setup?
cant see anything relevant in config comparing with Tank class
https://forums.bohemia.net/forums/topic/62525-ai-kept-shooting-at-static-weapon/
i do recall know it was a problem with AI firing on empty MG static weapons - either they did some engine change, or something else is responsible π
(context is I want tanks to destroy static AI guns itself as they have very hard times killing the AI crew)
try hideProxyInCombat = 1 & then viewGunnerInExternal = 1
you can also add zamerny memory point (used for camera center & add aiming point)
So reyhard. I guess we didn't get the "defaultMagazineProxyModel" entry in the weapon config?
That might be easier than getting vanilla and every other mod to implement proxies
not in 1.84 but I hope to get it done if vanilla is supposed to have it
Hello, I am trying to make my own custom munition for a launcher however I am running into the issue where when the round is loaded in the launcher the charatcer holsters it straight away and prevents me from firing.
I am trying to use the submunition system for a launcher rocket to turn into a flechette round similar to the M1001 canister shot in RHS however I suspect that it may not be possible.
Additionally when it does that the round comes up as a grenade option and allows me to throw it
@hot pine thanks - viewGunnerInExternal makes the gunners sit in weird positions and float to different extent
both dont seem to help unfortunately either - tank still uses only MG on the crew
@stoic lily because you need to change gunnerInAction so it matches gunnerAction
@solid gorge you need to keep shotMissile simulation
submunition is working also on missiles so you should be fine
ok will try
@hot pine
Thankyou, that got it working but now the rounds drop out of the barrel.
and hit right at my feet
@hot pine
Cheers. Working perfectly
what was the conclusion with the ammo EHs now? are they working and useful for what?
also i do recall someone mentioning some issues with using separate HE/HEAT in muzzles[] for AI to make use of it (aside from rpt spam when count>2)
I'm using ammoHit on tripware flares & fired as replacement for
muzzleEffect = "";
fired = "_this call (uinamespace getvariable 'BIS_fnc_effectFired');"; is extremely inefficient so it sounds like a good replacement
although RHS is sort of test bed on how it behaves in MP
neat
GroundWeaponHolder just has proxies inside it to show a model right?
Would it be possible to make a gun-case that can fit exactly one weapon (That part I know how to do) and have it show that weapon as a proxy inside the case? Just like the GroundWeaponHolder shows the weapon inside it?
@grand zinc - yes, I made once a small AK crate with lid animation with InventoryOpened EH
Exactly that is what I wanna make.
I guess I need to place a specific proxy in the model. Do you know which?
Or is your AK crate public so that I can look at how to do it?
\A3\Characters_F\Proxies\weapon
nah, I didn't finished texture for it that's why it's not released anywhere
oh neat so weapon proxy works in other types of objects too
how does it decide which weapon to display though?
Does it just use the first one in inventory?
you can put multiple weapon proxies
weapon ground holder in fact consist of 50 proxies
1st item = proxy with index 1
2nd item = proxy with index 2
etc
Thanks perfect.
That means I have to make weapon cases that fit two weapons too π
Or ability to put a dozen pistols into a rifle case :U
oo brilliant!!
Not sure where to put this but I am trying to make a beret mod with the config I have attached, it shows in the virtual arsenal list but doesn't have a model/texture when you select it https://hastebin.com/rejecuqova.cpp
@copper thunder Try requiredAddons[] = {"A3_Characters_F_BLUFOR"};
That's where H_Beret_02 is defined.
Are these settings ok when I pack it? https://i.imgur.com/h9T5W1w.png
Try w/o binarize first.
I'm already booting up arma, ill try after i try with bin.
@narrow swallow I changed the config a little, this loads the beret but without the texture https://hastebin.com/becidisiku.cpp
Go in to config viewer and see what texture it ends up with.
Go into editor, Tools > Config Viewer. Find your beret in the tree on the left ( you can start typing the Classname). Look on the right, values without indent are directly defined, indented values are inherited.
ah
not showing up there
in the tree on the left
found it
it has the texture i want it to have https://i.imgur.com/5upHSrs.png
Is that .paa in the right place then?
I'm out of ideas Dx
it doesnt make sense becuase i have made berets in the past with no issues
i coped those configs and it doesnt work now
@stoic lily maybe the cost of the static weapons is not high enough for cannon rounds to be considered worth it?
150k to 250k
i also have a mod shich contains just textures and sounds, none of them work/load into a mission
cars have 500k to 1m
tanks 1m to 2.5m
i guess its worth a try
@strange egret on related note working to get "command fire" as human commander to AI gunner again
LIB_Gunner fireAtTarget [assignedTarget LIB_Gunner, currentMuzzle LIB_Gunner]
this works fairly well
via display EH on main display or thread to check inputAction one can trigger it when desired
@copper thunder try to verify that those .paa paths are working by using them another way that you know for sure works, like putting it on a flag or something.
will do
possibly your dev environment setup is wrong and the paths get messed up. Whats the physical path on your p: drive to the texture?
i dont use the p drive
never have
but that directory should work on a server
it works if i use it from c:
Are those paas just sitting in the directory and not packed into pbo?
they are in a pbo as well as in a folder
the pbo is in a @mod/addons directory which im loading on arma
What's the path you're putting into AddonBulider and where is the paa in relation to that path?
https://i.imgur.com/FtlfTwP.png
paa's are in C:\Users\JoshLisher\Desktop\Takistan@TakistanLife\Addons\TLRPBerets\data\textures
Have you tried it without Binarize yet?
well its fairly possible since you dont use the correct dev environment that your stuff gets packed all wrong
as i said, ive never used it and never had an issue but maybe
out of curiosity why dont you use it?
i dont like seeing the p drive and ive never needed it
just saying its the correct way to do stuff as pretty much all debugging relies that you do things in certain proven way
so the issue you got now could be anything
since you dont follow the common work method
P: drive is virtual root of all Arma files
so for exampel \A3\data\stuff is on p: drive P:\A3\data\stuff
if i do stuff in here P:\Mods will it be ok
thanks @hearty sandal packing from the p drive made it work xD
\o/
@hearty sandal yeh, but its wot the boss wants...so is there a way to make it happen other than what i suggested?
What entry determines were in the faction unit section the unit will be in the editor? I.E Armor, Special Forces, ect?
Hi, I'm wondering if anyone can offer some help, I've hit a brick wall with my mod.
Essentially, when I click to aim down the sights, my camera moves to look down my model.
When I range up, the position of the camera moves, the second image.
Anyone have any idea what's going on, I have created the relevant memory points in object builder,
and I've linked a version of my config.
https://steamuserimages-a.akamaihd.net/ugc/970976163231664969/9E3C51FF28018434F47A536B11404C98310DD463/
https://steamuserimages-a.akamaihd.net/ugc/970976163231665110/6704CA44F43889F6D0E90DE1B7F20B7C72B1E5BC/
https://gyazo.com/1fb08264d0f157fd47d9a10767ad8c07
https://pastebin.com/H4S9z9Xm
@vernal sequoia fight him!! Its so wrong way to depict that particular weapon xP (Which mod are you working on? I can tell them myself too xD) But eah not i dont remember how the shotgun worked from the top of my head but its either that or what your idea is. Or if you can get submunition to work with like a grenade that couldbe used
or completely scripted system that on fire spawns copies of the shot at random
but Im still higly against the fart gun way of doing it
Is there an up-to-date tutorial for calculating vehicle gearboxes?
Ok, I'm struggling here
All I want to do is take the CTRG uniform and switch sides so a independent unit can wear it.
displayName = "Kill Team Outfit";
scope = 2;
hiddenSelectionsTextures[] = {"\PDF\Data\U_B_CTRG_Soldier_F_co.paa"};
class ItemInfo: UniformItem {
uniformClass = "Kill_Team_Lead";
containerClass = "Supply80";
mass = 0;
};
}; ```
author = "Sabre One";
scope = 2;
side = 2;
scopeCurator = 2;
sensitivity = 2;
camouflage = 0.6;
canHideBodies = true;
scopeArsenal = 2;
identityTypes[] = {"LanguageENG_F", "Head_Greek"};
displayName = "Elias";
uniformClass = "KillTeam_Outfit_1";
hiddenSelectionsTextures[] = {"\PDF\Data\U_B_CTRG_Soldier_F_co.paa"};```
Yet, the game screams and throws errors at me.
For 1, the model refuses to use said uniform.
I also get this error No enty "bin\config.bin/CfgWeapons/KillTeam_Outfit_1.nameSound"
IS there a piece to all of this I'm missing?
sound like faulty inheritance
class Hussar_Vehicles {
units[] = {"Hussar_Truck_Ammo", "Hussar_Truck_Transport", "Hussar_Truck_Transport_Covered", "Hussar_repair", "Hussar_Fuel", "Hussar_CRV", "Hussar_AA", "Hussar_Truck_Medical", "Hussar_Light", "Hussar_Light_Rocket", "Hussar_Light_Gun", "Hussar_Helicopter", "Hussar_I_Lead_Base", "Hussar_I_Medic_Base", "Hussar_I_Rifle_Base", "Hussar_I_AT_Base", "Hussar_I_Repair_Base", "Renegade_Elite_Base_1", "Renegade_Elite_Base_2", "Renegade_Elite_Base_3", "Renegade_Elite_Base_4", "Type14_Box", "Kill_Team_Lead"};
weapons[] = {"CustomM36Rifle","CustomM36Rifle_Scope"};
requiredVersion = 1.6;
requiredAddons[] = {"A3_Data_F_Tank_Loadorder", "Renegades_Foot", "tb_arifle_sob_agripinaa", "Renegades_Weapons", "DKoK_Weapons", "Cadian_Weapons" };
};```
you could try adding the pbo that has the CTRG uniform in it into the required list
Wouldn't A3_Data_F_Tank_Loadorder solve that?
mmmm, do I just need to add it to the weapons[]?
Since uniforms fall under weapons?
add what? your uniform? no dont think that does anythign. And dont know if that tank loadorder thing is enough. could be its not. Also do you have all these units in this same config?
Heya, Im having a bit of an issue. An item i removed from my mod is showing up in the arsenal menu in-game. I removed it from the config and it's folder inside my PBO yet it still pops up in-game (Only config wise, the model isnt present anymore). It's most definitely not in the config and i clear my temp folder on a very regular basis (Also tested it with it cleaned before packing). The problem started occuring when i repacked my configs into seperate PBO's. the old ff_headgear pbo just has a cfgpatches/config.cpp in it atm, the config itself was moved to a ff_headgear_c pbo. Does anybody know what causes this? Would it be possible that my headgear pbo merges an old config when packing from somewhere? I'm really kind of lost here π
hey Justin, are you using pboproject perchance?
setup\ delete temp files
and rebuild your pbo
old content should now be gone
Yes, currently packing with pboproject for some reason cleaning my temp folder didnt work. I decided to try and appoint a different location for my temp files... no dice :/. Mighty strange, especially considering this has been gone for the past 3 months and only now popped up during the reform of the PBO's.. double checked the config again.. nothing in there remotely relating to the item. I'll try packing with AddonBuilder to see if it's related to my files somehow. About to reform/ clean my disk anyway so that might get rid of some leftover heebiejeebie files somewhere as well.
well it may be something dumb and obvious, like another pbo running that content
try cleaning your test mod folder dow nto the bare bones
to isolate the file causing it
e.g. did you place an unbinned version in your arma 3 directory for on-thef-ly config editing?
I want to store some read-only data for my mission. Are there some basic rules when I should chose storing RO data in mission config file VS storing it in a global missionNamespace array or variable? What's the performance and memory tradeoff between the two?
you cannot store read-only data in missionNamespace.
Unless you make it code.
In which case you have obvious memory overhead for storing the compiled code aswell as the source string.
And performance overhead because you constantly need to call the code to get a copy of your data out (Copy for arrays. Others are returned by ref)
I meant that I am only going to get that data while the mission is running. Not actual RO which can't be modified by any means, but something what I am not going to modify after the mission has started.
missionNamespace will be cheaper to lookup values then.
Memory I don't know. Shouldn't be big enough to be relevant though
Thanks. Where's the approx threshold beyond which I should move my data from configs into missionNamespace? I guess if I need to access the data once in a minute it can be stored in a config, but for something which must be retrieved ~ones a second I should consider missionNamespace. Right?
Dunno. I can calculate how much a missionnamespace entry costs memory wise. But no idea about config
Ah you mean performance wise... Ehh... Dunno ^^ Don't think it really matters. You can try profiling it yourself in debug console to see if it does
Ok I'll have a look some time. Thanks!
tbh .... it is pretty much always better to cache your config data π€·
it will not change at any point in time and accessing config-stuff is horribly slow compared to variable access
Hi, i kep on running into an issue when binarazing a config file
the build result keeps on falling and this keeps on getting error
@modern river use lintcheck from eliteness to find the error
otherwise pastebin the config here
what
besides the last one
like SCI_Hemlmet_name
right.
Now I get the following message after I edited the config: https://gyazo.com/b1e439f1b01a7910bb0ef19bab9208a6
with hte following code
I just told you where
I'm trying to hide a camera feed screen (render2texture) on a boat when the engine is off by using a black texture ("display_off") in front of it that is hidden when the engine is switched on and displayed when engine off. Currently the black screen is hidden when the engine is first switched on, as desired, but it doesn't 'unhide' when the engine is later turned back off again.
class Display_on {
source = "rpm";
sourceAddress = "clamp";
type = "hide";
selection = "display_off";
minValue = -0.8;
maxValue = 0.2;
hideValue = 0.9;
};
The notes on model.cfg animation sources does mention that "rpm" doesn't necessarily apply to ships. Could that be it?
https://community.bistudio.com/wiki/Model_Config#Animation_sources rpm -> Any(except Ship)
Ah. You were faster than me
π
depends. It looks like there are Boat and Ship
Perhaps it needs an "unhide" parameter with "mirror"?
Hey config wizards. I'm in trouble.
For my team I have made a retex mod also modifying the inventory of vehicles. I want to focus here on the Badger IFV (or is it Marshall in vanilla ?). The vanilla inventory features plenty of useless stuff such as MX rifles that we do not use. That's why, a long time ago, I redo most of the inventories in my custom vehicles. All is working as expected... but ONE thing.
When I place a Badger in Eden and check it's inventory, it's okay, same as in config file. But when I check a Badger on our dedicated mission (also edited moslty by myself and using my custom Badger), it's the default inventory that appears... More brain-fuck : if I spawn an other badger with Zeus on the same mission, the config inventory is spawned ! But the previous Badger is still geared up with default inventory.
What is this sorcery ?
Is you config packed into a pbo and uploaded on your server as well?
Silly question but if it isnt running on your server the server is probably reverting to vanilla values even if your client has the mod running.
Silly question but if it isnt running on your server the server is probably reverting to vanilla values even if your client has the mod running. That's not how configs work. That's not what's happening
but it's always worth to check in config viewer if the mod is loaded correctly clientsied
Yes I've thought about an old version of the PBO on the server, making the mission to use the server's version. But no, after verification the server is running the right version. Plus, if I launch the same mission in Eden in my side, the same problem appears. Is the inventory stored in the mission.sqm ? That could explain the "bug", if the Badger was initially placed in the mission before the inventory was remade. Then we updated the PBO so all newly Badger created would have the new config, but the old one is still using the old config ?
hi guys. when dropping physX objects from high alititude as Zeus, a non-steerable parachute is deployed. You guys know the classname for this?
oh nvm, I think it is Parachute_02_base_F
Is there a way to define in config the training level for an ACE engineer ? It is possible for repair vehicles, but it does not seems possible for units.
Same for medic, is it possible ?
oi. anyone in here can tell me what tells the mine detector to actually detect mines?
is it possible to change that or hardcoded stuff?
also how does the game know when to allow the info panel to show up?
for the one carried in inventory, it's probably down to hardcoded simulation = ItemMineDetector;
on vehicles, the info panel comes from the VehicleSystemsDisplayManager### class containing the minedetector
class MineDetectorDisplay
{
componentType = "MineDetectorDisplayComponent";
range = 50;
resource = "RscCustomInfoMineDetect";
};```
no other way to allow the info panels to appear?
might be able to make a custom Rsc to use with weaponinfotype etc
e.g. incorporating the controls and elements from the RscCustomInfoMineDetect listed in the info panel above
Can anyone help me with configurations if so please call me or message me on discord
Is there any parameter to force an engine startup time in which vehicle can't move ?
RHS Tanks have a delay but I can't see any related parameter, is this scripted ?
ah nvm I found the function at last
gotta drink coffee
rhs_fnc_engineStartupDelay
Hey there. I'm designing a small mod including a new inventory item. Everything is working as expected, and in the arsenal the item is well displayed with its icon. But when in inventory, an error popup is shown stating Picture equip\w\w_lm_aps\ui\icon.paa.paa. My icon path is indeed lm_aps\ui\icon.paa but I have no idea of what is this equip\w\w_lm_aps thing, and why is there a doubled .paa extension in the error which is not existing in my config file. If needed I can show you both my CfgWeapons entry and CfgVehicles entry for this item, but I see nothing like this strange path in it. Am I missing something ?
class CfgWeapons {
class ACE_ItemCore;
class CBA_MiscItem_ItemInfo;
class LM_AP_Spray: ACE_ItemCore {
scope = 2;
author = "[LM] Cheitan";
model="\A3\Structures_F_EPA\Items\Tools\ButaneCanister_F.p3d";
picture = "lm_aps\ui\icon.paa";
displayName = $STR_aps_item;
descriptionShort = $STR_aps_descShort;
descriptionUse = $STR_aps_descShort;
class ItemInfo: CBA_MiscItem_ItemInfo {
mass = 15;
};
};
};
picture path should start with leading backslash
oh really ? Why is it found in arsenal but not in inventory ?
Β―_(γ)_/Β―
Indeed you are right. Is that also true for other paths in an addon ? I'm also using a sound "lm_aps\sound\spray.ogg" and some functions defined in folder-path mode (with property file = "lm_aps\functions")
it is true for all global paths
And unless you want local, every path should be global
However spray sound is properly played and functions are properly compiled. And picture in arsenal was correctly displayed. The single one problem was in inventory. I'm amazed by this behaviour ^^
Thanks @grand zinc !
Hello ;)
Quick question what part of the config decides if there is a crosshair for an armed heli for example? is it "cursor="?
maybe this belongs here rather than the scripting channel:
is there a single config parameter that identifies a backpack as not being a normal backpack but having dismantled weapons or a respawn tents or other shenanigans in it?
@rigid token #rules no cross-posting.
I know two possible answers. But you won't get either if you don't stop breaking #rules
i see. it technically belongs in both areas though.
anyways. here's the answer:
isnull(configfile >> "CfgVehicles" >> _backpackclass >> "assembleInfo")
Issue, I parented off of the SPMG to make my own variation that uses some custom rounds. The units assigned the weapon are fine with it, but it seems to act like weapons with scope attachments as in I can't find it in arsenal even when set the scopes to 2
Is it possible to throw a "grenade", in my case a grappling hook, and go pick it up again?
it looks like submunition turns it into another ammo type. Could it turn it into a "magazine" so i can pick it up?
Well it turns it into a mine that can be deactivated
maybe toy with that?
Having the option to "unhook" the grapple hook
can anyone show what i need to add to this so i can spawn the weapon with attachments ie a scope already on it in a crate
class _xx_arifle_MX_F {
weapon = "arifle_MX_F";
count = 2;
};
};```
^ is a snippet from a working crate mod
make a subclass of the weapon with a special new classname.
Add the attachments in the weapon config. And then use that one for your crate
{
class rhs_weap_M107;
class custom_M107: rhs_weap_M107
{
class LinkedItems
{
class LinkedItemsOptic
{
slot = "CowsSlot";
item = "rhsusf_acc_premier";
};
};
};```
like that yea? and is it LinkedItemsMag or something to set the magazine?
Dw got it all working thanks
How does the engine decide which "thing" to attach to which proxy?
As far as I can see for example a weapon attachment has a linkProxy entry. And if a proxy with a matching name is found in the weapon model it will attach it there. Could I just make my own linkProxy type? And then reference the same name in my weapon model?
And if that works like that. Where does the \A3\Characters_F\Proxies\weapon proxy come from? Is it hardcoded? I can't find it in a config dump
Trying to figure out how the engine decides what things a "weapon" proxy should display.
It obviously displays weapons yeah. But I can't find any config entries that tells it to do that.
Okey with attachment proxies it indeed seems to work like that. It tries to find the first(or maybe all) proxy in the weapon model that matches the linkProxy name.
Or is that some kind of magic simulationType proxy? Because weapons simulation type is "Weapon" ?
knowing how things in arma work usually i'd say it's all hardcoded since there are only very specific slots in the inventory. but who knows. if you manage to hack in a new slot i wouldn't care, if it's not displayed in the inventory properly. it would be great. grips without extra weapon classes. custom stocks. so much fun!
Not talking about inventory slots.
As I said Trying to figure out how the engine decides what things a "weapon" proxy should display.
The path \A3\Characters_F\Proxies\weapon is neither in config nor in engine. So I don't know where that comes from.
grips without extra weapon classes we can already do that.
custom stocks we can also already do that. Though with ugly workarounds
how would it be done? using existing slots with offset in the model?
As I mentioned a few days ago, there's a hardcoded limit on 5 proxy slots per weapon, and inventory UI limit on 4 slots
so you wouldn't be able to do stock+grip+optic+light+muzzle+bipod
Main interest is to find out how the weapon proxy decides what to display
weapon type items are displayed in weapon proxy
its same as cargo, commander, gunner type proxies
"type" you mean simulation type?
what point do grips have? Cant make animations dependant on attachments, so why bother?
@strange egret couldn't it be done with gestures? they can be looped and use weapon IK. either way. was just getting random ideas. i like how straight forward attachments are in pubg in terms of what they do to stats. would be cool in arma.
You can always switch weapon class with different handanim
Much better than having multiple p3d variants
does anyone here have experience with mixing two versions of a mod in the mod itself? E.g. the Nimitz will experience some major update soon and one of the ideas is to declare the existing Nimitz as 'Nimitz legacy' (displayName) and create a new structure, maybe v1 folder in the top level mod dir with the new p3ds and scripts and such. This would allow mission makers and units to gradually move from the legacy build to the new one (which is not backward compatible to changed heights of the hangar and other deck levels). After maybe 6 months the old stuff would be removed completely and only the v1 code and model be there. Any thoughts on this approach?
as long as the config classes don't conflict it's probably fine
is only the top level config.cpp file used in a mod, or can I just use a totally fresh config.cpp in the v1 directory?
every config in every directory is used
You can have multiple CfgPatches for each config. Not sure if you need one for every config.
Okey for get that. Comment sums it up nicely
https://github.com/michail-nikolaev/task-force-arma-3-radio/blob/1.0/addons/core/intercomConfig/config.cpp#L6
Never really looked into whether CfgPatches is per config or per pbo. Apparently per config
ok, not a problem, the v1 config would declare new carrier spawner as unit anyway
hmmm
when I build a PBO with the prefix a3\modules_f to overwrite a script it actually overwrites the entire vanilla mod
resulting in 13:10:26 Warning Message: Addon 'A3_Data_F_Loadorder' requires addon 'A3_Modules_F'
wut
it basically "removes" the entire original modules_f PBO π€
I guess I'll just copy over the entire pbo to my edited version
...
13:18:40 Conflicting addon A3_Modules_F_Hc in 'a3\modules_f\hc\', previous definition in 'prefix=a3\modules_f\hc\'
SSIIIGGHHH π€¦
backs away from the computer to take a breath
I guess I'll go with @grand zinc's overriding the module init and fix the paths ^^
@grand zinc works, thank you π
what parameter controls weapon fire rate?
reloadtime
I'm trying to teach myself some basic config editing using my group's L85 mod, specifically weapon sound. The config points to the vanilla TRG20 sound but when fired the weapon plays the .wss file in the .pbo, even if I delete that sound folder. Sorry it's a bit of a generic question but anyone got any pointers?
Keep it as basic as possible
I'm not a clever man
post the config on pastebin.com and share the link so we can look. You might just be looking at the wrong place.
You want the whole thing or just the sounds bit?
the whole thing
Would you mind if I pm it as it's an in house mod?
yes i do mind, configs are not secret, if they are you are doing something wrong...
Ah, ok
I obviously sought permission to edit the configs from my friend's work but it has the name of the group throughout and I know he isn't happy with his work being shared publicly unless by himself
Thanks for trying to help, though
weak
Don't be too hard on yourself, you tried to help and I appreciate the effort
100% of the time someone asked me to look at a config via pm vs. in public is when they know they are doing something that is not allowed...
Ok, well I'm with the mod maker on TS right now and he's talking me through it so thanks all the same
Do the FAKS use some sort of script to make them consumable?
I strugled into a small issue, i was try to create a NATO Version of the Lynx using the default green Camo as main, it works fine but as soon as i try to add SLAT or Camo-Net using the Garage it reverts to the AAF default camo Patterns how can i fix this issue? Here are the Config: https://hastebin.com/wukoyumuve.cpp
tried using C textureList[] = {"Indep_Olive",1};
instead of the hiddenselections stuff?
not yet, afaik all Textures are only available/limited by Default on on Independent Side, so i assume that i need maybe to rebuild textureSources and textureList maybe?
I'm trying to implement a passive radar for a boat primarily for collision avoidance with other seaborn craft. But it would be nice if it also picked up land vehicles near the shore.
I've tried Components {{...SensorTemplatePassiveRadar...}} and have read most of the sensor config reference material but don't get any traces showing on the sensor screen.
Is there a vanilla vehicle that I can look at it's config for reference?
passiveradar only detects vehicles that have active radar source
Does anyone know of a working example (vanilla game or modded) of a boat with radar please?
Why does it need to be a boat? Sensor configuration is the same regardless of vehicle simulation type
Because I've got a radar working on a car, but not on a boat. Just wondered if there was a hard code reason why it shouldn't work on the sea before I work out where I went wrong.
In what way is it not working though?
Good timing, I was just about to update...
turns out there was a nut loose behind the wheel
I was too close to the targets in testing, and the dots were being displayed more or less on the origin of the radar display
when I moved several km away I could see them 8-0
I see. You could adjust the sensor display's radius to better suit a short range radar
Yes, doing that now. It was set far too long range, but it's one of those things you don't realise when you think it's not displaying anything.
Hello. I am having some issues with trying to create a model defintion in the object builder.
Model config editor is probably not even functional. Just write your model.cfg in a text editor
Newbie question: Is it possible to override class attributes set in a mod in description.ext. For example, I'd like to expand the list of types of civilians created in civilian presence ambient module. Unit types are read from config ->
configfile >> "CfgVehicles" >> "ModuleCivilianPresence_F" >> "UnitTypes" >> _worldName
(this would be for single mission only)
AFAIK no. description.ext is in different namespace. It starts with missionConfigFile >> ...
thanks
configFile accesses config.cpp. If you make own mod then you can expand it
Anyone know if its possible to animate vehicle in vehicle attachment points, example would be an elevator that attached the vehicle and then moved with the vehicle attached and ended up in a new position with the viv and its exit point moved with it
How to increase the volume of bulletproof vests?
hey there, I still have some troubles with class inheritance, override, and stuff like that. Let's say I'm using ACE and there is a vehicle with some actions on it.
class CfgVehicles {
class MyVehicle {
class ACE_Actions {
class ACE_MainActions {
class act1 { };
class act2 { };
};
};
};
};```
What I want to do is to create another vehicle inheriting from this one, and having the same actions PLUS a new one. At the moment I do something like this :
class CfgVehicles {
class MyVehicle;
class NewSuperVeh : MyVehicle {
class ACE_Actions {
class ACE_MainActions {
class act3 { };
};
};
};
};```
The problem is, once in game, NewSuperVeh have only act3, and have lost act1 and act2. How can I keep these actions and adding my new one ?
try class ACE_MainActions: ACE_MainActions {
Do I have to place class ACE_MainActions; just above, like for the vehicle inheritance ?
no, but you also need to inherit ACE_Actions from MyVehicle
I'm afraid I don't understand ^^'
the : means inherit in the config.cpp
so if you state class NewSuperVeh: MyVehicle you actually say that all that is to be found in MyVehicle is now part of NewSuperVeh
but you have to follow through on subclasses, this is why you need class ACE_Actions: ACE_Actions and class ACE_MainActions: ACE_MainActions
once you done so, the act1 and act2 classes should be in MyVehicle. Otherwise you overwrite the class with your new definition
any parent class you inherit must also be defined at correct place in hierarchy
otherwise you'll need up with something funky
OK so now I have the following config :
class CfgVehicles {
class MyVehicle;
class NewSuperVeh : MyVehicle {
class ACE_Actions : ACE_Actions {
class ACE_MainActions : ACE_MainActions {
class act3 { };
};
};
};
};
but this is not working. AddonBuilder said "ACE_Actions base class not defined"
I never had troubles with inheritance, but I definitely have some problems with nested classes --'
well, your trouble is with inheritance π
ACE_Actions is not defined
neither is ACE_MainActions
just like the error says
but it is, in parent class
you never told the compiler/preprocessor so
all parents must be defined explicitly
class CfgVehicles {
class ParentVehicle;
class MyVehicle : ParentVehicle {
class ACE_Actions;
};
class NewSuperVeh : MyVehicle {
class ACE_Actions : ACE_Actions {
};
};
};
like so
oh
got it
I need to reference the parent actions, and so I also need to redefine properly the parent vehicle. That's one more level that I don't have in my config. Thanks !
I'll try that later in the evening π
no, not redefine
you need to define it
class CfgVehicles {
class ParentParentVehicle;
class ParentVehicle : ParentParentVehicle {
class ACE_Actions;
};
class MyVehicle : ParentVehicle {
class ACE_Actions : class ACE_Actions {
class ACE_MainActions;
};
};
class NewSuperVeh : MyVehicle {
class ACE_Actions : ACE_Actions {
class ACE_MainActions : ACE_MainActions {
};
};
};
};
etc
yeah that's what I mean, english is not my first langage sorry π
check rpt log for any inheritance rewrites
since your mod can rewrite other mods
which then breaks stuff
so if MyVehicle -> ACE_Actions has no parent you wouldn't need the parent class
like
class CfgVehicles {
class ParentVehicle;
class MyVehicle : ParentVehicle {
class ACE_Actions {
class ACE_MainActions;
};
};
class NewSuperVeh : MyVehicle {
class ACE_Actions : ACE_Actions {
class ACE_MainActions : ACE_MainActions {
};
};
};
};
but if MyVehicle -> ACE_Actions has a parent, that would destroy the inheritance
so check how the nested classes define their parents
and check RPT log if you accidently break any inheritance
and declare any required other addons in your CfgPatches or the class tree might not be correctly define once yours load
Understood π Will try that later on !