#arma3_config
1 messages · Page 89 of 1
they say
class CAManBase: Man {
class ACE_SelfActions {
class ACE_Equipment {
class ACE_PutInEarplugs {
but this will drop all other actions defined previously
appart from this being the top level
yes, since those will override any existing inheritance
Hello, when within range of the object this interaction menu does not show up. When changing the condition to true however it does.
{
title = "ServicePoint Re-Arm";
condition = "(count (nearObjects [(getPos player), ['Land_fs_feed_F'],5]) >0)";
action = "_this call Bones_fnc_servicePointRearmMenu";
}```
so i assume the condition is returning false although im within range. ANy ideas?
check your syntax - you've mixed up the syntax of nearObjects and nearestObjects
is there a way to design manual gearbox in A3 ?
hello!
is it possible to change the config depending on the player id?
I know preprocessor command doesnt have any player info
but just asking
You can __EVAL and __EXEC sqf code during config preprocessing
1.2 Repair Vehicles
Allows full repair based on setting fullRepairLocation (not enabled by default)
Can easily be set via 3den attribute.
SetVar: "ACE_isRepairVehicle" - true or false
Config: ace_repair_canRepair - 0 or 1
Is the doc misleading, or does that mean that in config 0 means true and 1 means false ?
missleading
@dusk jungle let's not spam the scripting channel. I finally understood what is going on with this anim stuff. But if I understand well, if I define an animation source for the turret rotation based on user input, I might end up with a turret movable via script, but not via mouse, am I right ?
https://discordapp.com/channels/105462288051380224/122121444703338496/481403494843154442
Answer to that is.. The proxy class has simulation type of proxyweapon or proxysecweapon.
And the rest is hardcoded. It first renders weapons then magazines, then items, then backpacks
How can I remove the "Inventory" UserAction from a Ammobox?
setting supplyRadius to 0 doesn't work.
I think I could add a memoryPointSupply and just put it so far away that no one will get to it. But that's really hacky
there is parameter to disable inventory
I think when you disable it scripting commands should still works though
I want to keep the inventory itself. Like being able to add items via 3DEN Attributes. But not have the user be able to access it
disableInventory = 1;
as I've mentioned above script commands should still work with it
There is soooo much stuff missing on the CfgVehicles reference page on biki ^^
Utility Drone is using that if you are looking for some vanilla examples
Works perfectly. Thanks o7
@hot pine salvo (cfgAmmo) new AI paramter to tell/recommend how much ammo to use per target or sth?
burst?
hm dont quite get it. why is salvo=1 defined then in some ammo?
1 should be default, is it not?
in ammo?
it's fire mode parameter
enum SALVO_TYPE: char { ST_DEFAULT = 0, ST_BOMBING /serial (bombing) releasing/,ST_MIRROR /paralel from mirror pylons/, ST_ALL /all pylons with same ammo/ };
so it seems I was wrong 😛
yeah sorry my bad - meant cfgWeapons
so to sum it up, salvo = 2 will fire two rockets at once
but any other number will change how it works
ty 👍
there is a salvo possibility now? how long did this exist already?
is that just for pylons, or also regular weapon?
Was in Jets DLC at least
for a while on dev branch, the planes would drop all their bombs at once - IIRC oukej mentioned it was down to the salvo configuration
it would be handy for multibarrel weapons that shoot in sync, e.g. ZSU-57-2 if it works for ordinary weapons
multiple barrel mem points for a single muzzle doesn't work on ground vehicles anyway AFAIK
it works for "machine gun" weapons no problem (see vanilla AA tanks)
Isn't that just animating the mem point between two places, or a dispersion trick with custom muzzle FX?
you define multiple points and it cycles through them in order with each shot
thats where the bullets spawn. You have to animate the muzzle effect manually however
but to make it synchronised without dedicated option you need reloadtime=0, and magazines with 2 shots each (for 2 synchronous shots), so you have to use magazinereloadtime for "rpm". Which sucks because you need dozends of magazines for a couple of hundred rounds
weird, I thought the array form of memoryPointGun, had stopped working on ground vehicles in A3
nope. But you cant use it for weapons that use simulation shotShell because they use gunBeg + gunEnd instead of memorypointGun[]
would there possibly be a way to change the color of blood if they were to wear a certain armor?
How do I prevent a gunner turret position from seeing the radar UI of the vehicle?
I've tried gunnerCanSee = "2+4+8+16"; in the main config and also canUseScanner = 0; in the turret.
remove it from the turret's VehicleSystemsDisplayManagerComponent(Left/Right)
thanks!
Hello can one tell me whether the MaxDroop in the PhysX with M or without is written? (mMaxDroop - MaxDroop) Sorry for my bad English 😄
@stoic lily Thanks
What can I do that the body of the vehicle does not move so much when steering or (rocking)?
Someone had told me that it should be worth the roll cage but which is it?
ok found out anyway thanks
I'm tying to get this https://gyazo.com/9af558a9ec781465e4a852ca39845e11 in game to work as a satchel charge. Can anyone point me to a good config I can work with.
best off making one yourself
Thats my thought too but still new to scripting and what Arma wants as basic requirements
I know how to get basic static objects in game
you may be best off learning SQF syntax first then
Still has nothing to do with SQF or scripting
this is #arma3_config not #arma3_scripting
Just inherit from satchel and change the model and displayname? ¯_(ツ)_/¯
Ok thanks
got in working in game but only issue now is clipping when placed down. In editor it places just fine
Is anyone familiar with ACE explosives framework
Hey folks, just wondering: will having multiple exact same entries in CfgPatches requiredAddons[] section cause any issues?
For example, in my CfgPatches I have requiredAddons[]={"Mug_EditorPreviews_F"}; but when I Crunch in pboProject with the 'rebuild requiredAddons' flag/option turned on I get this in the resulting config file: requiredAddons[] = {"Mug_EditorPreviews_F","Mug_EditorPreviews_F","Mug_Characters_F_BLUFOR","A3_Weapons_F","A3_Characters_F_Exp","A3_Characters_F_Common"}; I don't think it's a huge issue but I just wanted to be sure, thanks!
Thanks @stoic lily - I've spent the last little bit trying to figure out what's causing it (or if in the grand scheme of things it would hurt anything) but was coming up empty. Appreciate it!
that's definately an 'undocumented feature' in my code. It does no harm because the engine doesn't know it's the same until it encounters it, and then treats it as having been loaded (which it is, to get to that point)
Will fix in next release.
Thanks for clarifying
What does the Turret parameter: canHideGunner = -1; do? (canHideGunner = 1 enables turn-in/out)
Is there config settings to adjust for fire from vehicles? Like to make the AI less accurate?
I am trying to retrieve animationSourcePhase but it always gives me 0. Am I doing something wrong?
Animating using : this animateSource ["Map_Scale", 0.2];"
//config .cpp
class AnimationSources
{
class Map_Scale
{
source="user";
animPeriod=1;
initPhase=1;
}
}
Retrieving:
vehicle player animationSourcePhase "Map_Scale";
@grand zinc sorry, been instructed to ask here, should I delete there?
yeah.. I think.. Atleast then I guess it doesn't count as crossposting
Ok deleted. Now I animated it, and value should be 0.2 and it returns 0
Show your corresponding model.cfg
@sullen fulcrum Actually it is animated using new UVAnimations
Have you read this? https://community.bistudio.com/wiki/animateSource
@sullen fulcrum yes I did. I used that command to animate the UV , everything animates perfectly, but when I am trying to retrieve animationSourcePhase it gives me 0
Maybe it is not meant to be used like that, have you tried animate and animationPhase? Sorry I am not familiar with UV animations
@sullen fulcrum animationPhase works flawlessly. However I cant get animationSourcesPhase to work, it only returns something different than 0 when I for example us it with "direction" source vehicle player animationSourcePhase "direction"
anyone know anything about LB_MULTI, mine changes the look of the control, but wont allow me to select multiple index's I have used it before without a problem , but this doesn't seem to be working
class RscListbox_1500: Life_RscListbox
{
idc = 1500;
style = 0x20;
x = 0.430267 * safezoneW + safezoneX;
y = 0.3174 * safezoneH + safezoneY;
w = 0.138818 * safezoneW;
h = 0.291094 * safezoneH;
size = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.9)";
sizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.9)";
rowHeight = "2 * (((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
font = "RobotoCondensedLight";
};
https://cdn.discordapp.com/attachments/106016548992356352/486424573160456193/unknown.png pylons are working on ground vehicles too 😮
Brrrrrrt
con-grad-ulations
Hello, guys! I want to ask advice on some pbo prefix issue.
There is a major bug (link https://feedback.bistudio.com/T127848), which prevents battleye from working on 1000+ addons setup.
Im trying to compress the addons from a large mods that use mod prefix into a few big addons, and looks like i can't define more than one pbo with the same prefix.
Do you know any way to bypass this, or may be i am doing something wrong?
and looks like i can't define more than one pbo with same prefix. correct.
What you could do with ACE for example is instead of tons of pbo's with z\ace\addons<module> prefix. Just make a single huge pbo with just the z\ace\addons\ prefix and all the module folders inside it
or you could just use no prefix at all and put the z folder and below directly into your pbo
yep, thats what i am trying, but mikero tool stops at 2gb
at least you made me sure i am on a right path, thanks for that
will try now to make one addon with folder1/folder2 and another with folder1 prefix and inside folder2 folder)
Pbo's sizelimit is 2gb.
has nothing to do with prefix
2147,48MB to be exact
To be even more exact 2147,48MB offset from start of pbo till the start of the last file.
Putting the largest file at the end of the pbo you could get more out of it.. But I couldn't try that out yet. and you'd need a custom packer for that
Well, splitting prefix into addons is no luck. Looks like one 2gb addon per mod is all we can do
@hot pine thanks for the info! ground vehicle pylons bodes well for dynamic loadouts for my mechs :3
Trying to make a staffshell work, with limited success
Guys, suddenly found that mikero tools do not unpack addons correctly. Can anyone advice another one? I am trying to set up old PBOmanager, but i cant set up registry command for its console
what does "correctly" mean? I never had mikeros tools fail on me
There wouldn't happen to be a way that you can enable tracers on submunitions when using submunitionBase right?
Hey thanks for the hint! Looks like i disabled errors in registry for some reason
and forgot it
Hi guys, is it possible to overwrite an existing class in order to update a class (EG: CUP buildings with 'outdated' doors not supporting being locked etc.)?
solved: https://discordapp.com/channels/105462288051380224/122121444703338496/487252362725949441
you can edit entries in a existing class yes.
All I've found so far is to inherit the original class, edit out what I want, but no luck on overwriting an existing one. (Mikero keeps telling me I can't pack it, because of double classes detected)
Care to share what I'm missing? I now do this weird class declarations, will be posting example.
Mikero keeps telling me I can't pack it, because of double classes detected you wrote your config wrongly then
Could be, hence me coming here. Reached the end of my knowledge regarding configs.
class itsParent;
class youWannaEditThis : itsParent {
entryToChange = newValue;
}
Oh and I guess that my way actually does everything to preserve the original?
lass Land_deox_fachwerkE1;
class Land_deox_fachwerkE1temp1: Land_deox_fachwerkE1
{
scope = 0;
class UserActions;
};
class Land_deox_fachwerkE1temp2: Land_deox_fachwerkE1temp1
{
class UserActions: UserActions
{
class OpenDoor_1;
class CloseDoor_1;
};
};
class Land_deox_fachwerkE1_Fixed: Land_deox_fachwerkE1temp2
{
scope = 2;
class UserActions: UserActions
{
class OpenDoor_1: OpenDoor_1
{
statement = "[this, 'Door_1_rot', 1, 1] call ARM_Admin_fnc_handleDoorsFix;";
};
class CloseDoor_1: CloseDoor_1
{
statement = "[this, 'Door_1_rot', 1, 0] call ARM_Admin_fnc_handleDoorsFix;";
};
};
};
Anyway, will try it out. Thanks incognito Dedmen. 😄
your code looks good though.. But the temp ones are weird
you usually implement these class externs that you have in your temps in the original classes that it inherits
Yeah I know it's actually written by a scraper tho.
you are not editing that class you are creating a new one. And if you wanna edit you can't use such temp things. The parent needs to match
(I wrote scraper no worries lol)
Ok I'll see if I can understand /rephrase that.
Okay so my issue was the redeclaring?
Oh no I see, I actually did 1 step too much?
You created a new Land_deox_fachwerkE1_Fixed class. Not edit some existing class
Also does the original really inherit UserActions from somewhere?
if the original didn't inherit then you also don't need to
A bit vague (did this last night) but IMO the UA were empty if not specifically defined.
I'll give your initial code a try, but still don't see how that would overwrite the original though.
Oh I'm stupid 😄
I see, so I move up a parent from the class I want to edit!
God damn inheritance
class House_F;
class Land_deox_fachwerkE1 : House_F {
class UserActions
{
class OpenDoor_1
{
statement = "[this, 'Door_1_rot', 1, 1] call ARM_Admin_fnc_handleDoorsFix;";
};
class CloseDoor_1: OpenDoor_1 {
statement = "[this, 'Door_1_rot', 1, 0] call ARM_Admin_fnc_handleDoorsFix;";
};
};
};
Works as intended, thx Ded.
need some guidance on something i never dived into: vehicles & units and their inventory stuff
is there some way to actually define where and how many inventories a vehicle/unit has? or is that predefined by the game?
@lofty zealot you mean this stuff? https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#transportAmmo
nope
something like actual inventories on a vehicle
though ... if you send me that, i assume that objects always only have one inventory 🙈 😄
thus units are special only in that regard that they can carry a backpack etc
oh i was wondering what you meant by inventories. yea i think that stuff is probably hardcoded
depending on what you want to do you can check out the inventory related EHs (inventoryOpened/closed, take, etc) and see what they give you just for research
not doing anything actual arma related
it is all for my sqf-vm project
which is why i hope that i do not need to dive too deep into config stuff with vehicles 🙈
How do I define position of pilot head view in cockpit?
That's dependent on animation
@astral pagoda not the pilot proxy?
Well of course it depends where you place the pilot, but if you want to keep pilot in place and change only head (view), you need to change anim
@astral pagoda thats what I thought, just thought there was a way to place camera via config, to get rid of the pilots body
Can you please stop tagging me? Thanks! 😃
Sorry, my bad ;/
I just want to make the body of pilot invisible in ViewPilot LOD to see every gauge and knobs in my cockpit
Well maybe you can make animation so hideous, that you will basically move away pilot's body and leave head where it should be 
Although that might not be the case as it also alters outside lod ;/
@wise tusk i mean. how hacky do you want to go here? 😄 my first thought was invis uniform or hideObject on the pilot when he is in the vehicle. although i'm guessing that won't work on a vehicle proxy. but never tested it. hide anim on the proxy didn't work because it offsets the whole thing to somewhere else, right? including camera
Hide anim didnt work at all, just no result when I click it via action . I find it weird that I cant hide my body 😃
It's not weird. No one needed that, so it's not in engine.
No worries, my requirements are weird 😉
oh, actually you could try player setObjectTexture [0,""];
although hands will be still visible if character doesn't wear gloves
you could retrieve first textures with https://community.bistudio.com/wiki/getObjectTextures, store them and depending on conditions
@hot pine thanks reyhard will try now 😃
Ok it is working now, thanks 😃
The hideObject command worked. Thing is, on the outside of vehicle it hides only in 3rd person view. In vehicle however it hides character body both from 3rd view and first person
why do you need to hide the character anyway instead of just forcing in to some kind of optics view?
I am doing clickable cockpit and some parts of cockpit are hidden behind arms
then you should probably do Kllrt's first suggestion of basically having a animation a cargo animation that puts all bones in one place to squish the pilot for better hiding him and then do optics view. that should pretty much cover it
Wonder if you could make some IK animation in the cockpit to move the arm out of the way when looking in certain directions
I am trying to add some items to the Self Interaction -> Team Management in ACE. I am using the following
class CfgVehicles {
class Man;
class CAManBase: Man {
class ACE_SelfActions {
class ACE_TeamManagement {
class Synixe_Team {
displayName = "Team Members";
condition = QUOTE(true);
insertChildren = QUOTE(call FUNC(addTeamMembers));
statement = "";
};
};
};
};
};
Nothing is added and I get no errors
Hey boys, how do you make music files playable via zeus "play sound" module?
Here's my code:
{
class NORTH_music
{
requiredAddons[] = {"A3_Weapons_F"};
requiredVersion = 0.1;
units[] ={};
weapons[] = {};
};
};
class Sound;
class cfgVehicles
{
class NORTH_Saakijarven: Sound
{
author = "Hiroko Ara, Shiro Hamaguchi";
scope = 2;
name = "NF Säkkijärven Polkka";
sound = "NF_Sakkijarven_Polkka";
};
};
class CfgEnvSounds
{
class NF_Sakkijarven_Polkka
{
name = "NF Säkkijärven Polkka - Kantele (3:17)";
sound[] = {"\NORTH\NF_Music\sounds\Sakkijarven_Polkka_kantele.ogg",1,1};
soundNight[] = {"\NORTH\NF_Music\sounds\Sakkijarven_Polkka_kantele.ogg",1,1};
};
};
class CfgSFX
{
class NF_Sakkijarven_Polkka
{
name = "NF Säkkijärven Polkka";
Sakki[] = {"\NORTH\NF_Music\sounds\Sakkijarven_Polkka_kantele.ogg",3.1622,1,3000,1,0,0,0};
sounds[] = {"Sakki"};
empty[] = {"",0,0,0,0,0,0,0};
};
};
@sick zephyr CfgMusic
{
tracks[]={NORTH_Saakijarven};
class NORTH_Saakijarven
{
name = "";
sound[] = {"\NORTH\NF_Music\sounds\Sakkijarven_Polkka_kantele.ogg", db+0, 1.0};
};
};```
can't seem to find any good source on this
"Arma CfgMusic" -> Google
bro plz, don't insult my inteligence
right, thanks
Otherwise you can always check config viewer and look at existing things. Here is an example out of my configs
class Battleship1FirstTransmission
{
name = "Battleship 1 - First Transmission";
sound[] = {"\KiriMusic_Battleship\Battleship1FirstTransmission.ogg",1.0,1.0};
duration = 197;
musicClass = "Battleship";
};
artilleryCharge on CfgWEapons firemodes; Im guessing this is a modifier that acts against the init speed of the ammo to achieve the different ranges . Is this a correct assumption?
yes
Brilliant. Cheers
can anyone shed any light on this RPT error
Error: Wheel reference not initialized
finding it hard to hunt down any simple explanation
{
class Wheel_1
{
boneName = "wheel_1";```
can anyone spot the massive error?
class Wheel_1 is case sensitive. should be class wheel_1
who knew???
we were wondering for half the morning why our wheels wouldn't spin
i can honestly say I have no other experiences of a classname being case sensitive.
well, there we have it lol.
hope it helps someone else.
Camo and camo in hidden selections. There are some really annoying inconsistencies to trip us up.
Is it possible to do any kind of loops within a preprocessor command? Im trying to neatly create X duplicates of a class where only 1 variable is different.
Yes sure
#define
the core of the preprocessor.
Just give the different variable as a argument to your macro
#define M(var) this is var
M(1)
M(2)
M(3)
M(4)
->
this is 1
this is 2
this is 3
this is 4
That would require 4 calls to the macro, Can i not have 1 call to M(4) which would inturn call M2(1), M2(2),M2(3),M(4). With the var "4" being any number i want ?
not really
I had to do this for TFAR to create 1000 item classes.
Here is the crude way: https://github.com/michail-nikolaev/task-force-arma-3-radio/blob/master/arma3/%40task_force_radio/addons/task_force_radio_items/radio_ids.hpp
And here is the fancy way: https://github.com/michail-nikolaev/task-force-arma-3-radio/blob/1.0/addons/handhelds/radio_ids.hpp
cheers, ill see if i can wrap my head around a different way of doing. what i need to do
Unfortunately Arma doesn’t support variadic macros so no you can’t unpack it like that
class CfgVehicles {
class Man;
class CAManBase: Man {
class ACE_SelfActions {
class Synixe_TeamMembers {
displayName = "Team Members";
condition = QUOTE(true);
insertChildren = QUOTE(call FUNC(addTeamMembers));
statement = "";
icon = "";
showDisabled = 1;
};
};
};
};
Anyone know why this wouldn't be working?
Can I force Jet to have active radar on?
@austere prism do you include the required macros? otherwise best to join the ACE slack for support
I do include the macros, I'll launch slack now
Did you check in config viewer what the end result is?
Hello! Tell me how to make a rebreather, that man would not sink?
@grand zinc everything was right in the config viewer, it was the statement being empty, which shouldn't have mattered since it had children but ¯_(ツ)_/¯ it works now
Vehicle (inherits car_f) with driver, gunner (turret) x2, cargo x1. All in "Compartment 1".
Gunners and Cargo can move to Driver seat. Driver can not move to any other seat.
How to give driver ability to switch seat please?
if other seats are empty he cannot move ?
@nimble sequoia does vehicle have turn in/out option?
well, you can use ```
hideProxyInCombat = 1;
canHideDriver = 0;
viewDriverInExternal = 1;
it's because driver is turned out & rest of seats are turned in
some sort of bug in game which I tried to fix once but didn't have time to solve it
you can also notice that driver is using external sounds all the time
Ah that explains a lot, thanks!
what does canHideDriver = -1 mean? it's inherited
-1 = default behavior
whatever default is
If I remember correctly turn in/out availability was calculated automatically in ofp times
so -1 param was introduced to retain backward compatibility
default behaviour meaning what the hard-coded default value is?
dunno, it's some ofp legacy stuff
ok
probably ignored so it inherits from parent , maybe it errored without any value
thing is, there's only 1 entry so there's nothing to inherit (mrap_01_base_f, all the way back to class All)
sorry i meant in OFP legacy
Thanks @hot pine , that's fixed the issue. 😃
think ill use it on my Bus it was a pain on that too
ah, and obviously, if you force driver turned in then you have to define driverInAction but I guess you figured it out already
Yes, driver was waving his hands around like a loony, rather than gripping the wheel 😉
Interestingly it's also fixed the gunner turret which was initialising with gunner turned out. Now it's gunner turned in, as desired.
Are Class CompartmentsLights {} a new thing? How do they differ from Class Reflectors {}?
CPGunner Turret - turned in (no firing) and FFV when turned-out.
If the gunner rotates during FFV and then turns back in, his turned-in animation maintains the rotation he had while turned-out, resulting in large torso and direction of view twist. The turned-in animation doesn't reset. Is this a bug or configuration error?
It's just a normal turret which can be turned-in or turned-out. When turned-out it has FFV.
maybe i am misreading it mate , it sounded like a turret that had an additional turret , rather than just a turret with a gun
it seems a turret you fire your personal gun
it's 'turret' as in Class Turrets
firing a weapon attached to the turret or personal weapon on turn out ??
personal weapon - "FFV" means Firing From Vehicle
yeah so i was saying , sounds like a nightmare to add a cargo turret to a Cpturret when turned out , i was interested as i treid one with my BangBus
maybe its the maxturn in the cargo turret is too much ?
I'm not adding a turret to a turret
i think i had similar with 0- 360
CPGunner Turret - turned in (no firing) and FFV when turned-out. << i misunderstood this then
No worries. It's a single turret, using config values to allow turn-out and then firing from vehicle when turned out.
what is extremety of FFV
maxElev = 360;
minElev = -360;
maxTurn = 360;
minTurn = -360;
isPersonTurret = 1;
like that ?
much less (can't open config to check right now), something like +-45deg. But the point it, even if he rotates 1 deg, that rotation is 'remembered' when he turns back in
maybe its the init value of the position in the turret and the ffv are mismatched or turned in anim vs ffv relaxed anim
sorry...copied completely the wrong turret code up there...
but reason i thought i could add was i know my owm turret used to flip over the hips when the exremeity of the FFV was too much
turret configs are a right pain, so many interacting variables
well i just made a custom FFV and believe me it was an Ass , then i saw that BIS had left names in the sample.rtm when they saved them for backpack slots and things so it killed me to redo all them too
or i got error in rpt bone backpack slot doesn not exist in skeleton argh !!!
my bus has 20 turrets and 6 FFVS took me weeks to understand it partly and still dont 😃
can your FFV passengers turn-in?
no they are sitting ina Jacuzzi on a bus roof believe it or not
lol
i think maybe its an inherittance of this turret for you something like initTurn= 0; or similar
maybe resets on turn in and twist the guy or the FFV is not relaxing
maybe it need to reset rtm in a class somehwere
It's inheriting initTurn=0
yeah not exactly that but some class maybe
minOutElev = -4;
maxOutElev = 20;
initOutElev = 0;
minOutTurn = -60;
maxOutTurn = 60;
initOutTurn = 0;
yeah, before continuing to try finding a config fix I wanted to check if anyone was going to say "it's a known bug"
all them to consider or not ?
i think you have a unique thing so your the alpha ester lol
a passenger who can turn-out and fire definitely isn't unique
ah then you have something to at least reffrence
what is a standard vehicle that will do it ?
sorry, what specifically is the issue?
i have added FFV seats in our type 63 APC where the proxies are animated by the hatch source, to force them to face a specific direction (they are along the side benches facing inwards turned in, and facing outwards when turned out), in case that helps.
@livid heath Thanks Rob. After they have turned out, raised their guns and rotated to maxTurn, then turned back in again, does the seated animation look ok, or is their torso twisted and view pointing in the direction that they were when turned out and FFV?
short vid incoming for you mate, just uploading it
that's the model.cfg entries for animating the proxies
bit of a workaround, but it works mostly ok
is that the kind of effect you're attempting to achieve?
Thanks for the video - we already use a similar process, cargo proxy animation triggered by an event such as hatch opening.
The question I'm asking though is about a bug we see with this:
After you turned out, and raised the gun to shoot...ROTATE to maximum turn (either left or right). Don't go back to 'centre'. Then turn-in and look at your seated character. Is he still sitting straight?
In your video after shooting you went back to the centre position before turning back in.
are you keeping ffv in turned in state too?
on that video ffv is disabled when turned in
No ffv on turn-in. Just like Rob's video. Just he didn't test the effect of rotation.
Turned in - no FFV - all ok
https://imgur.com/BcKpFd4
Turned-out, not rotated
https://imgur.com/VUgxiwF
Turned-out, rotated
https://imgur.com/E0yLVz9
Turned back in, seated animation screwed up
https://imgur.com/H9jieek
He definitely can't shoot when turned-in.
can you show your config then?
pastebin?
hastebin is like pastebin, I think better
"CargoTurret" is being inherited from AllVehicles
you should use personTurretAction for turned out action
Ok, is that a new variable?
?
Was it introduced in Tanks DLC?
Yes, doing that now. 15 occurences
I see a number of occurences in the config dump of:
isPersonTurret = 0;
personTurretAction = "vehicle_turnout_1";
How do they work together?
I think using 'personTurretAction' is going to fix my issue, after a very quick test. Thanks 😃
It's a shame that the turret config reference can't be updated with this stuff, makes it very hard for modders if key things are missing. I know it's all about time and priorities though.
well, it can be updated
@nimble sequoia you can get an account via Dwarden 🙏
Do you mean for updating the config reference? I had, I guess wrongly, assumed it was created and maintained by BIS for the community, as opposed to created by the community.
It would be a bit like the blind leading the blind 😉
BIKI was created essentially by OFPEC people and their wiki initially
BI contributed only very little to it (aside from some promotion stuff of their projects)
with A3 it became a bit better though
still the core remains community efforts
Many thanks to those that have updated it then, I use it daily. But the problem then is that much of the info will have been generated by experimentation, rather than through direct knowledge from the game devs, and that can lead to errors.
make sure to bookmark this page from Olds
reyhard and oukej did good work on several config related pages too
most important is to use google/third party search for media wiki like
SearchTerm site:community.bistudio.com
Here is a question, how does the BI staff know about a lot of these? Like is it just experience or do they have their own in-house wiki for documentation?
Like I get a lot was designed by the programmers themselves, but seems like a lot of legacy stuff gets lost in translation between some A2 stuff.
Hello guys, I was look for some help with my weapon and optic configs since I have several problems:
- For some reason my Full Auto config isn't working and when I click in game to switch firing modes my character places the weapon on it's back, even though the single fire mode works just fine.
2.I believe my optic is coded correctly as it's taken from the ArmA 3 samples but when I right click to aim in game nothing happens, even though my optic is mounted on the weapon.
My firing mode part of the config:
https://pastebin.com/gKuUw5qd
My optic part of the config:
https://pastebin.com/J5qM4rrG
Any help would be greatly appreciated
Thanks in advance
does your optic have a view pilot LOD?
Yes sir
I have found it difficult to find documentation on this but does an optic require a model.cfg?
no, since they don't animate
Another question, what exactly happens mechanically when a parachute is deployed?
Like is it just a vehicle attached to the unit, with the unit playing the animation? Or Does it shove the unit into a vehicle that is the parachute rig?
Or Does it shove the unit into a vehicle that is the parachute rig? That.
that's what I thought. Really strange why it doesn't work
Anyone else got any ideas?
@grave steppe can you post your whole config?
I can't tell from that excerpt where class Mode_FullAuto; is placed
@hot pine https://pastebin.com/VR5m5qJG
class Mode_FullAuto doesn't exist in cfgWeapons
thats first mistake
it should throw pop up error about fault weapon if you haven't noticed it yet
class SlotInfo;
class MuzzleSlot;
class CowsSlot;
class PointerSlot;
class Mode_SemiAuto;
class Mode_Burst;
class Mode_FullAuto;
class UnderBarrelSlot;```
those are placed in wrong place
Strange never got any error and I am packing with pboProject. Will move it around and get back to you
are you sure you are not using -noLogs or -noAsserts in command line?
Just checked and I don't have either of those enabled
Got it working now thanks. Seem to have another issue with my red dot on my optic not showing up
Do you have "eye" memory point?
Yes sir, I am able to zoom in to the optic but not able to see the red dot
have you checked if it's model related issue?
by i.e. removing model = "IDF_Mod_Brody\IDF_MeproM5.p3d"; and let game inherit that param from optic_Arco
Hmmm Let me check real quick
Hey, im doing some Retexture work for a uniform, im kinda new so not sure how to call on the right 3D model to get the texture to load, anyone willing to lend me a hand? much appicated
what im doing is Retxturing an existing RHS model with a remake of the OCP to a more woodland texture, already got permission from the RHS team
@hot pine It appears it must be something to do with the model since the ARCO Model works with the config. Any idea what could be missing? I have a plane there with the dot on that uses the same texture as the ARCO one and the same rvmat
alpha sorting of selections with red dot?
class CfgPatches {
class mymod {
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Characters_F_BLUFOR"};
};
};
class CfgVehicles {
class rhsusf_infantry_army_base;
class textest : rhsusf_infantry_army_base {
_generalMacro = "B_Soldier_F"; //unsure what this does
scope = 2;
displayName = "Combat Uniform OCP NEW";
nakedUniform = "U_BasicBody"; //class for "naked" body
uniformClass = "ocp_new"; //e.g. "textest"
hiddenSelections[] = {"Camo"};
hiddenSelectionsTextures[] = {"\uniform\rhs_uniform_cu_ocp_retex.paa"};
};
};
class cfgWeapons {
class Uniform_Base;
class UniformItem;
class ocp_new : Uniform_Base {
scope = 2;
displayName = "Combat Uniform OCP NEW";
picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";
model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
class ItemInfo : UniformItem {
uniformModel = "-";
uniformClass = "textest"; //would be same as our made soldier class
containerClass = "Supply20"; //how much it can carry
mass = 80; //how much it weights
};
};
};
```
<code>
```
to get better.. uh.. display
Your cfgPatches requiredAddons is missing the entry for RHS. you need to have rhs loaded first. You do that by putting it's appropriate name into your requiredAddons
_generalMacro you can remove.
class ocp_new : Uniform_Base instead inherit from the RHS uniform that you are changing. That way you already have all it's values correct
for the requiredAddon that would be to add @RHSUSAF?
no
you need to find which pbo that uniforms config is added in
and then use the CfgPatches classname of that pbo
rhsusf_infantry.pbo
it's probably rhsusf_infantry then. But you can unpack it and look at the top of it's config.cpp to make sure it is correct
config only contains:
class CfgPatches
{
class rhsusf_infantry
{
units[]={};
weapons[]={};
requiredVersion=1.3200001;
requiredAddons[]=
{
"rhsusf_c_troops"
};
version=1;
};
};
class rhsusf_infantry there it is. rhsusf_infantry that's it
It usually matches the pbo names.. But some addon makers are more creative and think it's funny to not have it match 😄
so like this: requiredAddons[] = {"rhsusf_infantry"};
👍
but for some reason it still don't load my texture
but atleast its the right 3D model
@hot pine Alpha should be ok since when I remove the rvmat from the plane it shows up but when I put the collimater rvmat on the plane it disappears
don't think it supports it
easiest way to check if the original uniforms config has hiddenSelectionTextures entry in it's config
if not then... retexture something else 😄
is it still possable to make a workaround to use that 3D model?
if it really doesn't support hiddenSelection.. Then.. legally no.
unless you get a RHS dev to give you the source files.. which is unlikely
@hexed nova have you tried Dedmen hint about setObjectTexture or checking config?
im trying, but not sure im using it in a right way
this setObjectTexture [0,"\uniform\rhs_uniform_cu_ocp_retex.paa"];
also try 1 instead of 0.
Also..... ehh... brain... come on... ehhh... Crap.. What... eh.. Thing.
Path file prefix thing.
nothing changes
checked your RPT?
I mean.. Eh. Is the path to your texture correct. are you sure that it is?
should be, its in my addon file. @mymod\addons\uniform(pbo)\rhs_uniform_cu_ocp_retex.paa
yeah should be fine. But always check your RPT for errors
RPT?
OwO
I just looked up a 2 year old config of the rhsusf_infantry_army_base And it contains
hiddenSelections[] = {"camo1","camo2","camo3","insignia"};
so obviously your hiddenSelections[] = {"Camo"}; won't work if the selection is called camo1
hiddenSelections[] = {"camo1","camo2","camo3","insignia"};
hiddenSelectionsTextures[] = {"rhsusf\addons\rhsusf_infantry\data\rhsusf_combat01_ocp_co.paa","rhsusf\addons\rhsusf_infantry\data\rhsusf_combat01_ocp_pockets_co.paa"};
I told you to check it's config :U Ingame debug console has a config viewer button.
RPT is in %localappdata%\Arma 3
throws 🍪 at @hexed nova
sigh... made no progress all day XD
this setVariable ["BIS_enableRandomization", false];
this setObjectTexture [camo1,"\uniform\rhs_uniform_cu_ocp_retex.paa"];
selectionNumber is a number not a... ehh...
no.
try the config way with camo1 instead of Camo
For a quick test you could also just do CfgPatches plus
class CfgVehicles {
class SoldierWB;
class rhsusf_infantry_army_base : SoldierWB {
hiddenSelectionsTextures[] = {"uniform\rhs_uniform_cu_ocp_retex.paa","uniform\rhs_uniform_cu_ocp_retex.paa"};
};
};
And see if that modifies the original
@hexed nova you have read our EULA that says do not retexture the ACU uniform, right?
if you publish a mod with that, we have to seek to remove it, per the wishes of the author of the uniform model
ACU uniform that that include all there uniforms or just that one uniform?
just the ACU, and the ABU
the Massif uniforms, G3s, FROGs etc. can be textured
I was just going off the fact your config says "combat uniform" repeatedly
so assumed ACU
Understood
rhsusf_infantry_army_base is rhs_uniform_cu_ocp which displayName = "Combat Uniform OCP";
Doesn't say ACU. But it's picture is picture = "\rhsusf\addons\rhsusf_infantry\ui\uniform_acu_ca.paa"; which does say acu so ... what now 😄
Mind you I'm looking at 2 year old config at https://configs.arma3.ru/155.133137-rhs/configfile/CfgWeapons/rhs_uniform_cu_ocp.html
rhsusf_infantry_army_base is the massif one I think
@grave steppe your optic needs modelOptics = "\A3\Weapons_F\empty"; instead of modelOptics = "";
I already changed that and still I have trouble seeing the red dot
did you do as suggested here in reordering the alpha planes? https://community.bistudio.com/wiki/Arma_3_Scope_3D#Alpha_planes
Yes sir, I see the dot in buldozer when I remove the collimater rvmat
You can't usually see the reticle in buldozer when the collimated shader is on even if it is working right
kind of need to test it ingame
but if it's not working there too, I'm not sure
Alright have just reordered the alphas. Will check again and get back to you
Fixed the issues. THanks!
So trying to config a flamethrow, but i dont want to do the traditional projectiles have lots of particles on them....i dislike how that ends up looking. Wanted to have all the cool visuals be spraying out from the gun barrel (like how a flamethrower really looks)....and was planning to use the muzzleflash and smoke stuff to do it. Ran into an issue though when adding a universal billboard type of that fireball that transitions into smoke, and it refuses to take on the input velocity....the billboard just sits at the barrel end point and does nothing, except gravitation physics
smoke as in muzzle effect smoke? i mean... what do you expect? If you want flames or smoke be "thrown" you need the projectile have the effect, not the gun
well the muzzle fx shoot out from the barrel of the gun, so not sure why this would be any different
Trying to make a hand held double barrel cannon and couldnt find anythin in the allinone that would suggest how to get a gun to have 2 different bullet locations........cept this class GunParticles
{
class FirstEffect
{
effectName = "RifleAssaultCloud";
positionName = "Usti hlavne";
directionName = "Konec hlavne";
};
};
but i thought that was just for particle FX not the actual projectile
muzzlePos = "usti hlavne";
muzzleEnd = "konec hlavne";
do i use that and then change it to this.....? muzzlePos = "usti hlavne, usti hlavne2";
muzzleEnd = "konec hlavne, konec hlavne2";
you cant make double barrel weapons with handweapons - at least not that i know. Only way is as different muzzles, which means each barrel has its own firing mode (like rifle + grenade launcher combo)
muzzle effect doesnt "shoot" out the barrel. It spawns "at" the barrel
anything can be hacked in though
you can make a fired eventhanlder catcher that moves the bullets in right position
might need a bit of magic to catch the right barrel positions but I recon it might be possible
hmm... so saying it would just be easier to fire 2 bullets and then have effects at each of the barrels
@vernal sequoia Battlestad can help you with that, he did it for the valks.
thats a vehicle, not the same
ive read up on AA and vehicles and such pulling this off, but not a soldier held weapon
Anyone know anything about the RHS Gripod funcionality. I have followed the guide on their website bit I am coming up short
@hearty sandal catching and moving bullets is bad because even in Singleplayer this is inprecise, as in, the bullet flies a bit before the script kicks in. In MP this will get even worse. So you can end up with glitches and double bullets
Hi, got a config question.
I'm trying to force a difficulty settings on a mission that will be hosted locally and I found this page https://community.bistudio.com/wiki/server.cfg#Arma_3_-_Forced_difficulty.
But does that apply to dedicated servers only? How would I edit the server.cfg for a mission I created to be hosted locally? Thanks.
afaik you can't force difficulty settings via mission.
it is up to the person hosting the server to configure difficulty as they wish.
@grave steppe what are you missing from wiki?
@modest sky
class ForcedMissionDifficultyArma
{
access = 2;
class Mission1
{
missionName = "A3\Missions_F_Bootcamp\Campaign\missions\BOOT_m01.VR\";
difficulty = "Regular";
};
class Mission2
{
missionName = "A3\Missions_F_Bootcamp\Campaign\missions\BOOT_m02.Altis\";
difficulty = "Regular";
};
class Mission3
{
missionName = "A3\Missions_F_Bootcamp\Campaign\missions\BOOT_m03.Altis\";
difficulty = "Regular";
};
class Mission4
{
missionName = "A3\Missions_F_Bootcamp\Campaign\missions\BOOT_m04.Altis\";
difficulty = "Regular";
};
class Mission5
{
missionName = "A3\Missions_F_Bootcamp\Campaign\missions\BOOT_m05.Altis\";
difficulty = "Regular";
};
};
class ForcedMissionDifficultyArgo
{
access = 2;
class Metagame
{
missionName = "Argo\UI_ARGO\Data\Displays\RscDisplayMetagame\MetagameMission.Abel\";
difficulty = "Normal";
};
};```
you can only do it if mission is configured as addon
ForcedMissionDifficultyArma is located in core config and missionName param is looking for mission dir
if there is a match, then override will be working
as that feature was designed for bootcamp campaing, i'm not sure how it's going to work in multiplayer but it seems there was at least attempt to make it working in MP
(ah, multiplayer support was added in Argo, so it should work indeed with locally hosted content)
Hello!
In CfgVehicle weaponSlots, it's for what?
Are there any variants to get limit of mag types?
@quaint ore Wrong channel #creators_recruiting
Hello all, having a bit of problem with some custom impact effects.
For some reason they apply to everything but characters (men) and Virtual Arsenal Ground.
I do have hitman and hitvirtual defined under the hiteffects class in cfgAmmo. The only way i could get my custom particles to show up is by recreating the classes for "ImpactEffectsBlood" and "ImpactGroundSoft" and replacing the classes within with my own particles. However this has the side effect of being applied to any weapon that uses bulletbase which is undesired.
Anyone got any ideas?
pastebin your config @burnt merlin
@hot pine thanks will give it a go!
@stoic lily
https://pastebin.com/5Ut8XxDE
this is the original one that did not work on humans and the virtual ground oddly.
using the F2000 ingame just for test purposes for the effects, they will then migrate to the weapons we want them applied to.
thats a laser or something like that?
class HitEffects
{
Hit_Foliage_green = "LoDR_Hit_Effect_Heat";
Hit_Foliage_Dead = "LoDR_Hit_Effect_Heat";
Hit_Foliage_Green_big = "LoDR_Hit_Effect_Heat";
Hit_Foliage_Palm = "LoDR_Hit_Effect_Heat";
Hit_Foliage_Pine = "LoDR_Hit_Effect_Heat";
hitFoliage = "LoDR_Hit_Effect_Heat";
hitGlass = "LoDR_Hit_Effect_Heat";
hitGlassArmored = "LoDR_Hit_Effect_Heat";
hitWood = "LoDR_Hit_Effect_Heat";
hitMetal = "LoDR_Hit_Effect_Heat";
hitMetalPlate = "LoDR_Hit_Effect_Heat";
hitBuilding = "LoDR_Hit_Effect_Heat";
hitPlastic = "LoDR_Hit_Effect_Heat";
hitRubber = "LoDR_Hit_Effect_Heat";
hitTyre = "LoDR_Hit_Effect_Heat";
hitConcrete = "LoDR_Hit_Effect_Heat";
hitMan = "LoDR_Hit_Effect_Heat";
hitGroundSoft = "LoDR_Hit_Effect_Heat";
hitGroundRed = "LoDR_Hit_Effect_Heat";
hitGroundHard = "LoDR_Hit_Effect_Heat";
hitWater = "LoDR_Hit_Effect_Heat";
hitVirtual = "LoDR_Hit_Effect_Heat";
default_mat = "LoDR_Hit_Effect_Heat";
};```
mine uses set like this
looks same though
yours is not explosive though
it might not do the effect if it goes through
or richoches off
like bullets do
hmm that could be, however makes me wounder why replaceing the vanilla "impacteffectsblood" works then O.o Because Bulletbase uses that effect for hitman, so replaceing it under the ammo in question should work as well with that logic?
bullet that goes through makes a wound
that sprouts blood
perhaps your effect works but its too fast or something
easy to try if you make the ammo you test with explosive though
I'll try that out, thanks!
unless you want it to deflect and go through
we were adding deflecting=0 to our weapons, it is suppose to be a laser type of weapon.
deflecting 0 still can deflect
and go through
I put mine explosive = 1 to negate that
though everyone has their own interpetation of a laser weapon
ahhh
My approach usually is a bit different than others do so do as fits your purpose
I think what you said about it going through makes sense now, Well thanks goat, will look into it more.
What's the line to determine weapon prioritising armour over infantry targets?
mm might have been cost?
@sick zephyr
cost is related though
hmm or was there something else for this too
not actually sure if there is anything for actual target priority
looks like it might be it, gonna do some testing
It's a mix of threat, cost, and Type
There is also an AI usage parameter (on phone so cant look it up)
Anyone here know why RHS attachments such as ACOG's and Bipods don't work when adding them to the compatibleItems field in a weapon config?
"don't work" ?
did you check in config viewer to verify that everything is going as you expect it to?
Yep, I have checked. It's strange it just doesn't appear to show the RHS optics or attachments. It shows the other RHQ optics and attachments though
As in the optics don't show up in the VA
we don't use compatibleItems array
just make the weapon compatible with CBA joint rails and everything will work
Hey, I've got a question regarding User Actions.
I made a Gate, it is quite big and I want to be able to access the user Actions from the left side and from the right side, so my question is, how do I make multiple Actions points for one Action?
I tried having multiple points in the same selections, but it didn't seem to work, I've also tried making new selections for each point and did this in the config:
position = "gate_point1", "gate_point2", "gate_point3", "gate_point4", "gate_point5", "gate_point6";
This however gives me an error
@untold temple Gotcha, Thanks!
@lilac fern you make 2 actions that both have condition that they are active only when the door is closed
or as many actions you need
oh, okay. Thank you
okay, I've got more problems: PboProject says \kka3_maingate\model.cfg Truncated file. Missing one or more};. Error starts near token 'kka3_gate' : default
{
class default
{
isDiscrete=1;
skeletonInherit="";
skeletonBones[]={};
};
class kka3_gate_skel: Default
{
isDiscrete = 1;
skeletonInherit="Default";
skeletonBones[]=
{
"gate", ""
};
};
};
class CfgModels
{
class default
{
sectionsInherit="";
sections[]={};
skeletonName="default";
};
class kka3_gate: default
{
skeletonName = "kka3_gate_skel";
sectionsInherit = "Default";
sections[]=
{
"gate", ""
};
class Animations
{
class gate_translation
{
type = translationZ;
source = gate_translation;
selection = gate;
axis = gate_axis;
minPhase=0;
maxPhase=1;
minValue=0;
maxValue=9.0;
memory=0;
offset0=0;
offset1=-1.0
};
};
};
};
I've checked it now like 20 times and I can't find where the problem is, am I blind?
class default
{
isDiscrete=1;
skeletonInherit="";
skeletonBones[]={};
};
class kka3_gate_skel: Default
default vs Default?
You should keep your casing correct. Even if it might not matter
👌
great use of pastebin once again.
anything to do or not to do config parameter wise to have TFAR working?
even with latest beta we have the report that all back seats (cargo) and a few specific turrets dont work - with turned out
@grand zinc
Cargo sets need special TFAR 1.0 config entries.
0.9.shit only has driver, copilot, gunner, commander
BWA3's Eagle has cargo seat support. You can check their config for an example
is there list of those special entries available somewhere?
and the 0.9.shit seats need a config entry for that the vehicle has a radio.
https://github.com/michail-nikolaev/task-force-arma-3-radio/blob/1.0/addons/core/script_macros.hpp#L57
@hot pine there is this: https://github.com/michail-nikolaev/task-force-arma-3-radio/wiki/API%3A-For-developers
only thing missing there is the cargo seats config
https://git.koffeinflummi.de/bwmod-team/bwa3-public/blob/master/bwa3_eagle/Radio.hpp#L4
I think that's cargo seat ID's
is there way to specify availability of LR on selected turret then?
https://github.com/michail-nikolaev/task-force-arma-3-radio/blob/1.0/addons/core/functions/fnc_getVehicleRadios.sqf#L27
Yeah. TFAR_AdditionalLR_Turret which is array of... eh.... 🤔 that looks bugged... I'm quite sure that shouldn't be _forEachIndex...
and TFAR_AdditionalLR_Cargo which is array of numbers for each cargo seat.
https://github.com/michail-nikolaev/task-force-arma-3-radio/blob/1.0/addons/core/functions/fnc_vehicleLr.sqf#L43
Yeah. turrets is bugged currently. Actually that shouldn't matter.
TFAR_AdditionalLR_Turret is array of arrays with turret path for each.
Such that
_vehicle turretUnit (TFAR_AdditionalLR_Turret select 0) might return the player.
https://community.bistudio.com/wiki/turretUnit
ok, thanks a lot!
thank you 🙇
anyone knows the specific config class/parameter that defines the position of scripting errors being shown?
should be CfgInGameUI
that defines the position of scripting errors being shown? the onscreen error UI?
not configurable
😬
well.. "not".. you know the deal 😄
Do it like I do. Move your debug console into a script file in userconfig and bind it to a hotkey 😄
sorry dont get how this helps 😐
reading configs it seems like BI tried to implement a radial menu with tactical ping but gave up again
Radial menu or dyslexy like radar?
probably WIP/incomplete and non functional
pushBack "AI" 👀
Syntax error: expected Array, got String
Fixed.
😄
append ["SquadRadar"];
anybody know what No entry "bin\config.bin/CfgWeapons/UH60M_HellfireLauncher.scope'. means?
my hellfires were fine before i added my sounds.hpp to my config
That means that UH60M_HellfireLauncher either has no scope entry. Or doesn't exist at all
But something is trying to use that weapon
Error in expression <0.1 + 0.05*((hit interpolate [0,100,0,100])/10)>
Error position: <interpolate [0,100,0,100])/10)>
Error Missing )
Error in expression <18 * (speedSize interpolate [0,23,0.25,1])>
Error position: <interpolate [0,23,0.25,1])>
Error Missing )
Error in expression <6 * (speedSize interpolate [0,23,0.25,1])>
Error position: <interpolate [0,23,0.25,1])>
Error Missing )
Error in expression <18 * (speedSize interpolate [0,23,0.25,1])>
Error position: <speedSize interpolate [0,23,0.25,1])>
Error Generic error in expression
Error in expression <6 * (speedSize interpolate [0,23,0.25,1])>
Error position: <speedSize interpolate [0,23,0.25,1])>
Error Generic error in expression```
from A3 blood and dust FX definitions
when you read this in sqf space, it bugs out
not sure what it only bugs out for these and not other definitions with interpolate
class Blood: Default
lifeTime = "0.1 + 0.05*((hit interpolate [0,100,0,100])/10)";
class LeftDustLong: Default
class LeftDustLongAir: Default
class LeftDustLongRed: Default
class LeftDustLongAirRed: Default
lifeTime = "18 * (speedSize interpolate [0,23,0.25,1])";
lifeTimeVar = "6 * (speedSize interpolate [0,23,0.25,1])";
Quick question to the RHS devs out there. How would one go about implementing the feature that when you change magazine to say a PMAG one, the magazine model in the game will change. I see that the RHS Devs and some others have succeeded in doing this but have found it hard to find much documentation on this. If someone could explain how it would be possible?
this seems like a classic problem...so i copy pasted the muzzelflash and proxy into blender...then exported and saved in builder....flash rotates each shot and all, but always stays on. Think this is a config issue, how to fix?
we've had it on some RHS weapons. We had to open the model in Object Builder, delete the proxy, do "Delete Empty" on the selections, and recreate the proxy
in our case, it was because the .p3d was saved with the modo plugin. Evidently something in the proxy formatting broke
it might be that the proxy loses some kind of special vertex property or ordering that the game expects
builder kinda sucks for positioning object
Does it? It has a pin tool for centring vert placement, and snapping
so, my best option is grab test weapon flash and proxy...and then just move it
do i need the proxy on all LODs or just number 1?
all LODs you want to show it in
blegh, fhweifhiwhdaw
don't need it in shadow LODs
ok, thanks
select the broken proxy, deselect all but the vert in the 90-degree corner, press C to put the pin there, Shift+C to activate the pin, then Create\Proxy with a path to the muzzle flash, and it will create it in the exact same spot as you broken one was in
obviously you want to delete the broken one and do the Delete Empty on selections before making the new proxy, but pin will stay in position
wish was a better way to do this via blender, cause any changes i make will require redoing this stupid proxy
save a .p3d somewhere with just the proxy in all the LODs you want
then you can file\merge
yeh, workaround...i guess
it could be automated with o2script I think
But I've not seen people have this issue with the blender plugin before. AFAIK quite a few people use it for weapons
only other thing I can think that it might be, is if the proxy is part of some other vertex-group/selection that is defined in sections[] array
i cant get the copied proxy to snap to
i pinned a point on the model, and it just wont do it
Is the pin active? Shift+C
should create the proxy at the pinned point
no need to snap
yeh i just made a new proxy and then linked the file location and all that
does muzzleFlash require some more than just being a rename of the proxy vertices?
aha, was missing something in config
selectionFireAnim = "muzzleFlash";
and now it flashes as expected
now to see if blender was really the issue
well i feel like a jackass....the problem was the config this whole time
blender export worked
didn't think of that since mostly people use the 'zasleh' selection name. There used to be issues with trying to use custom names for it IIRC
Is it actually possible to make a true flak gun?
Like one with proxy explosions over direct?
@undone quiver Just saw a script for that on forums - think they settled to exploding the shell at a set distance, convincing enough. Memory might be a bit hazy, but should be easy to find
I'm trying to disable/switch weapons on ground vehicles. Is there a good tutorial/writeup on how the weapons system works in ARMA? Also is A3 very picky what you put where or can you switch types willy-nilly - like say you have a machine gun and whoops you change it into a tank cannon?
I was thinking of going a bit silly and making like 10 magazines that airburst at certain ranges. But I'm not sure if you can actually make a airburst do damage
Try to locate the thread
Hmm guess limitations with weapon mounts would be within these types https://community.bistudio.com/wiki/BIS_fnc_itemType
I'd like eg. replace MissileLauncher type with some kind of dummy weapon (no weapon available)
wehave working flak in unsung, we hadit in arma 2 rangemaster and in pooks sam pack also. we use a fired EH to spawn a secondary explosion, which causes damage
however, it is resource intensive.
mmm
I guess I could simulate a ranged fuse mixing sub-munition with a fast frag grenade or something
do you want to be able to set airburst range manually?
or do you want to have it automated? @undone quiver
Ideally automated, but it sounds like only a scripted solution. So my other idea is to make several ammo types that have their own distances, and allow the player/AI to switch between "ranges".
you can try adding very huge geometry
like sphere with with 20m radius
it should trigger explosion when close enough
as a failsafe I would also use high enough triggerDistance
that's ingenious, though unpredictable iffired horizontally through trees i reckon 😉
I wanted to use it on missiles since vanilla proximity fuse works only as long as missile is locked
class Heli_Transport_01_base_F: Helicopter_Base_H
class Turrets: Turrets
class MainTurret: MainTurret
initElev = "--15";```
-- = + in A3? 😄
Some very strange code... in c/c++ that would be a bit different I think
fixed it
let's see how it works in game now 😄
welp, it seems indeed it was recognizing it as +15
@fresh steeple but in c-- it would be correct.
😬
c--
where
if not not <condition> then do not {}
is required practice
How do you disable cartridge and link ejection on a vehicle weapon (inherits from LMG_RCWS)?
Class GunParticles only contains a heat haze and smoke effect.
So what does it mean, instead of pointing 15 degrees up the guns will be pointing 15 degrees down?
reyhardYesterday at 12:39 I wanted to use it on missiles since vanilla proximity fuse works only as long as missile is locked I guessyou could animate the geometry to expand to full size with thrust to avoid clipping houses and ground after launch
or maybe use submunitions to switch the model after a set distance?
Speaking of submunition usage, is their a debug function that allows me to see the tracer of the bullet and the submunition when it spawns?
Diag shots with debug exe
Is it not possible to use a macro in a class name?
I'm getting an error from class CBACKPACK(Kitbag): B_Kitbag_Base {
Works for a dev build, but not release
It is possible.
Hm, I'm getting
In File backpacks.hpp: Line 2 Expected ';' or ':' or '{' after classname
If I remove the macro it works fine
Let it preprocess and watch what it outputs.... I think mikeros tools have a option to dump post-preprocess configs?
Alright, I'll see if I can find it. These tools are a bit of a pain to work with
Yeah, I don't see it in pboproject or makepbo. The configs are all valid when I do a dev build though, and work in game. So I don't see why a macro wouldn't be correct
rapify -L
I tried rapify -NL but that shows it before macros
I know the macros are being included. I did #define CBACKPACK false in that file and it gave me and error becuase CBPACKBACK was already defined
Yes
because you are not calling that macro
You defined macro X but expected it to call macro X(y) which doesn't exist.
#define CBACKPACK false
class CBACKPACK(Kitbag): B_Kitbag_Base {
->
class false(Kitbag): B_Kitbag_Base {
That was just a test to purposely trigger the re-defining error
My actual macro isn't just false
#define CBACKPACK asdasda adasd asd as das das dasd
class CBACKPACK(Kitbag): B_Kitbag_Base {
->
class asdasda adasd asd as das das dasd(Kitbag): B_Kitbag_Base {
macro without arguments != macro with arguments
Why the ##?
Is that not how you concatenate?
So, would there just be nothing to mark concatenation?
The macro will replace the name of the macro argument with what you supplied as parameter
So you'll end up with
B_##Kitbag##_##CAMO
While you really just want B_Kitbag_CAMO
So it's actually just B_CLASS_CAMO?
I also have something like #define CAMO UCP
but I use ## for string though?
yeah
Makes perfect sense I guess /s
Thanks for the help again
actually, I'm still getting the same error
┬─┬ ノ( ゜-゜ノ)
#define HEAD(CLASS) H_CLASS
#define CHEAD(CLASS) HEAD(CLASS)_CAMO
No luck
I can see it not detecting the macro call properly
I'll try removing it
#define CONCAT(X,Y) XY
#define HEAD(CLASS) H_CLASS
#define CHEAD(CLASS) CONCAT(HEAD(CLASS),_CAMO)
Like that maybe?
I'll try that, but #define CHEAD(CLASS) H_CLASS_CAMO didn't work either
Also I'd recommend to make macro arguments lowercase.. Less confusing
Have you tried the rapify thing to actually check what the output is?
I'm using rapify right now to test it
The Arma engine takes it, everything works there. It is just packaging it with rapify that is causing issues
Rapify output isn't that helpful at all. Maybe armake can output preprocessed file..
I'll give it a shot, the CONCAT macro didn't work either
Mikeros rapify throws error and fails on my test config. Armake just runs through cleanly without any problems
Yeah, armake doesn't complain at all. All the warnings are from CBA
Yeah. Mostly about useless ##'s
I think they are needed when combining things that aren't seperated by a non-word character
Yeah, this made it clear for me By default you can only replace whole words by arguments. If you need to replace only part of a word, you can use the ## instruction.
Yeah like my example #define CONCAT(X,Y) XY doesn't work and needs to be X##Y
But #define CONCAT(X,Y) X/Y is seperate words
don't know which characters are considered not part of a word
Probably [0-9A-z] but who knows for sure
I'll add a Armake cmd line argument to output a preprocessed file. That'll help.. Can't believe that isn't a thing yet
Would you happen to know of a decent example of armake being used in place of tools/make.py?
I tried switching my projects to armake a while back but had some issues with it on Linux and put it off
TFAR beta already switched over. now using make.ps1 (powershell) instead of make.py
And CBA and ACE have pull requests that are 99% done to switch over to armake
https://github.com/michail-nikolaev/task-force-arma-3-radio/blob/1.0/tools/make.ps1#L109 Everything besides that single line is essentially just to auto-download armake and keep it up-to-date
👍 Don't Follow TFAR much any more and didn't want to use the ace or cba ones while they were still PRs. I'll take a look at the TFAR one.
And Line 129 which execues that command for each module
TFAR one is just the ACE PR copied over.
Okey I'm not gonna add that preprocess option. I'd have to write it out to a tempfile just to read it in again and then delete the temp file again. Fuck this (╯°□°)╯︵ ┻━┻
I'm trying to use that ps1 file, I'm getting Failed to find \z\cba\addons\main\script_macros_common.hpp
Do I need to do something for it to find the z directory on the P drive?
x yeah my bad
It needs to be in your include directory
Ah right, armake doesn't use the P drive
https://github.com/michail-nikolaev/task-force-arma-3-radio/blob/1.0/tools/make.ps1#L109
-i "$projectRoot\include"
$projectRoot -> https://github.com/michail-nikolaev/task-force-arma-3-radio/tree/1.0
\include -> https://github.com/michail-nikolaev/task-force-arma-3-radio/tree/1.0/include/x/cba/addons
you can make it use the Pdrive
just add -i "P:" as parameter
I'd rather just get rid of it entirely
but that'll work while I transition my other projects over
... I'm still getting a failed to find error
I created the include directory
So I got that working, what method do you use to create a release?
pack stuff together and upload it? 😄
I guess, do you just do that bisign files and stuff yourself?
Ah you mean automated stuff? I think Armake automatically creates the bisigns
Armake should spit out addons folder with packed pbo's and bisigns. I then just take that. Put it into @mod folder and done.. basically
My automated builds are still on mikeros tools
https://ci.appveyor.com/project/dedmen/task-force-arma-3-radio But that's basically the same. Run make.py/make.ps1, move files to correct location, pack into zip file.
anybody good with the new sensors for radar? I'm trying to give me helicopter a decent radar and i want it to be able to scan up to 16k but it seems like whatever i do isn't working but i'm not having any build problems or errors heres what i'm using https://pastebin.com/54xk9kHd
hello, i'm working on dialog with controls group. I need place picture control in controls group, but i have no idea how to calculate new position. Controls group for me - a lot of pain 😦
How do you play an user animation when a weapon is fired?
like on a vehicle
And what's the scripting command to see if a weapon has a specific magazine?
do stuff when something happened : https://community.bistudio.com/wiki/Arma_3:_Event_Handlers
all script commands (just crtl+F "magazine")
https://community.bistudio.com/wiki/Category:Scripting_Commands
This will work?
class eventhandlers
{
fired = "_this animate [""recoil"", 1]";
};
nope, didn't work
_this is an array, so you need to select element
So if anyone is good at config editing please hmu i would like some help please thank you
Is there any way to make a flare launcher that uses custom memory points NOT defined in the vehicle config? I'm experimenting with the pylon weapons and I found out you can actually use pylons for flare launchers and they kinda work. The only issue is that flares come out from the center of the mass with no speed (ie. they are not shot out).
It seems that its tied to the simulation = "shotCM"; value for the ammo. However after reading up on the CMs I think that if I change the simulation It will break the CM's ability to spoof missiles.
Ok, got it working by adding memory points and config stuff to the vehicle. It seems that even the pylon flares can use memory points and stuff that is on the vehicle itself. Pretty interesting find.
Does anyone know if it is possible to configure container to only take, but not put?
Like a you wanna have it function as a husbands wallet?
I don't know. Can Take/Put EH return a boolean to deny the action?
I have a very unusual issue, could someone please DM me?
there is canDrop = 0; in cfgWeapons but this wont help here i think
@stoic lily figured it out
Needs maximumLoad = 0; then it can init with whatever is in TransportItems you can take it but cannot put anything back. Pretty neat trick if you ask me 😉
I don't think a container somewhere will effect infantry stammina
unless you take all items out of the container
Nah, it is a container, no effect on player
not sure i follow fully - does a player carry your "thing" or is it placed on the "floor"/somewhere
It is a weapon holder / container, player takes what’s inside
How to make a combo box with pre-defined list in custom attribute in CfgVehicles? All I have now is custom combo attribute with two choices: Enabled and Disabled
Nevermind, achieved by modifying attributeLoad
What's the scripting command that returns true or false if a weapon is loaded?
#arma3_scripting you mean? This is #arma3_config
https://community.bistudio.com/wiki/weaponState maybe? doesn't return true but you can use it to check
Too broad. Unit weapon, vehicle weapon? Weapon or maybe muzzle?
https://community.bistudio.com/wiki/magazinesAmmoFull shows true if mag is loaded into respective muzzle
condition = "this animationPhase ""recoil"" > .9 && ""1715_6pound_powder_shot"" == MagazinesAmmoFull this";
like this?
https://community.bistudio.com/wiki/magazinesAmmoFull does that command return a string?
no it doesn't ^^
Is there a way to divide model.cfg into files? I've got a lot of anims...
include?
@hot pine thank you. For some reason I didnt thought about that
Hello there. Guys, which sensor component shows incoming missiles?
RHS mig-29 and f-22 are tracking them and cup f-35 is not, and i cant realize what is wrong
showTargetTypes = 1+2+4+8+16+32+64+128+256+1024; which is even more
incomingMissileDetectionSystem
well it is set on 16
no typo in the parameter name?
I have already replaced the whole class SensorsManagerComponent from f-22((
no, i am copying it from rhs config
i can see that cup f-35 inherits from old plane base class
looks like i should dig in there
In case that's where you put it: missile detection doesn't go in the sensors, it goes in the main body of the vehicle
What do I need to add to my hellfire missile in my config to make it to where it will lock a laser and lock onto vehicle targets without being lased.
How can i increase distance at which i am able to hear an engine? I tried increasing radius of engine sound shaders of vanilla vehicles but was unable to get more than 250m no matter what numbers i was putting in config.
Hi guys. Is it possible to make a parachute that I can fire from while descending?
Is it a config setting for this or would it need to be scripted?
isnt parachute a vehicle too? Does it work with fireFromVehicle Turret?
you could try hasDriver = -1 and then add FFV turret
Ok cool Ill give it a shot
Thanks
Would probably need to change the .rtm for the pose too
Why this is not an option in vanilla though?
Will do. Gonna try when I get home ^^ Ill let you know how it goes
@stoic lily animation state is "para_pilot"
well as to be expected the crew anim
probably FFV as rehyard suggested is the only way
has noone done this before`? 😄
so I managed to disable the driverAction, set hasDriver = -1 and added a FFV turret. Still not able to fire, but at least he is in the correct pose
any ideas?
did you make an FFV animation set?
Im just using this for now:
passenger_flatground_3
using a FFV turret class that I know is working from another vehicle
I see
also tried using moveInGunner
but shouldnt be necessary when using hasDriver = -1
maybe the solution is.. replacing the parachute with another vehicle class using the same model. and use addForce and/or add Velocity to recreate the slow decent
two things
are you sure you are gunner in turret not driver?
what is your ffv config?
your animation doesnt look like passenger_flatground_3
you're right.. I am the driver. seems he wont move into the gunner seat
trying to force him in
while{true} do {
_pilot = driver _v;
hintSilent str _pilot;
_pilot moveInGunner _v;
sleep 1;
};
use moveinturret
it won't work if you are already driver
hmm yeah.. It didnt
it worked!
thanks @hot pine !
now I just need to add a proxy for the gunner ^^
only downside is..... now I cant steer the parachute 😂
😭
and nothing happens at all when it hits the ground. I think its not forcing me out before the chute is deleted or something
guess I can just force myself into the driver position again just before it hits the ground
and maybe I can use KillZoneKids one man tank script to make it steerable
can you show us your config?
hasDriver should solve it
otherwise you can use addForce or add toggle action to switch between steering & firing mode
with automated switch to steering mode when ATL is less than 10 meters
yeah I was thinking about adding userActions for switching. makes sense actually
and yeah using ATL to force back into driver pos, and then removing useractions
.
config
my script so far:
private["_v"];
_v = _this select 0;
_pilot = driver _v;
_pilot action ["moveToTurret", _v, [0]];
No, it is not limited to functions https://community.bistudio.com/wiki/params
ok
Hello there, im not sure if this is the right channel but is there a way to mod a plane i've uploaded to the workshop so that i can add an ejection seat?
Its the EF-2000 Typhoon
thank
Is there a base class for all vehicles? I'm trying to make an ACE3 Interaction menu extension, and I need to have the interaction appear only when the player is self interacting inside of a vehicle
I can see in the documentation that they use
class CFGVehicles {
class man;
class CAManBase: man {
class ACE_SelfActions {
class TestAction {
};
};
};
};
For when they're doing it with a person, but what config entry should I call to have it refer to any vehicle? Or do I have to individually specify which vehicles?
Look at the condition for these, possibly exceptions[] as well @gleaming yacht https://github.com/acemod/ACE3/blob/master/addons/hearing/CfgVehicles.hpp
So I asked this question in the past, and sorry for being redundant. But AI do have the capability of using bombs without scripting, or laser designation correct? If so, does anybody have a example test I could set up, or a mod that does this?
Sooo, anyone know why configs.arma3.ru vanished? 😦
Can anybody please help me with my cargo spots? The animations and spots work fine its just that i'm trying to give the option "ride as crew chief" but all I have is ride in back. Heres a pastebin of my cargoturret. https://pastebin.com/PrZ6Yqk6
I'm getting some weird macro usage while using armake. I have the following macros
#define RIFLE(CLASS) arifle_CAF2035_CLASS
#define CRIFLE(CLASS) RIFLE(CLASS)_CAMO
I have my weapons defined like
class RIFLE(C9A2);
class CRIFLE(C9A2): RIFLE(C9A2) {
Instead of getting arifle_CAF2035_C9A2_AR as one might expect, I am just getting arifle_CAF2035_CLASS_CAMO
your 2nd macro invokes the 1st macro?
sounds like it's just what's from 1st macro + the _CAMO from the 2nd
Never used armake but is that a correct way to reference variables in the macro?
ie. CLASS functions as a string and not a variable
Can you use HideTurret to hide the commander turret as well
Is it possible to preserve spaces in a macro?
I have
#define CNAME(NAME) NAME (CADPAT CAMO)
Using CNAME(test) yields test(CADPAT CAMO)
I am losing the space after NAME
macros should always preserve spaces I think... That might be a armake bug
#define RIFLE(CLASS) arifle_CAF2035_##CLASS
#define CRIFLE(CLASS) RIFLE(CLASS)_##CAMO
That maybe? Totally not sure about the second one
I just used a CONCAT macro, I couldn't get it to work otherwise
@little warren Check what you have set (or inherited) for cargoProxyIndexes[] and transportSoldier. Don't include the Crew Chief position as cargo.
class Lega_ATM_AccountID: Life_RscText
{
idc = 1013;
text = "76561198132926159"; //--- ToDo: Localize;
x = 0.567031 * safezoneW + safezoneX;
y = 0.335 * safezoneH + safezoneY;
w = 0.0752812 * safezoneW;
h = 0.022 * safezoneH;
font = "TahomaR";
sizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.75)";
shadow = -1;
style = 0x00 + 0x04 + 0x08;
};
``` the text is just not showing, but if i remove the styles, they show fine
well just found something ```
22:54:56 Obsolete, sizeH and sizeW calculation missing
22:54:56 Obsolete, sizeH and sizeW calculation missing
After some Testing
ST_VCENTER + ST_LEFT == BROKE
ST_VCENTER == BROKE
ST_VCENTER + ST_RIGHT == WORKS FINE
ST_VCENTER + ST_CENTER == WORKS FINE
Life_RscText is not vanilla so god knows what you are inheriting
type = 0;
style = 0;
Quick question. I was wondering if there was an animation source for aiming down go sights. I am trying to make a sight for a grenade launcher and I want certain parts of the weapon to be hidden when aiming down the sight but not when just holding it in first person. Any ideas?
no such thing
why/what do you want hidden?
it's working
I´m getting 0
what simulation type are you using it on?
CarX
I´m going to do a second test
To see if i made a mistake
Well now it´s working
Changed the names
Not sure if this's the best place to ask... If I fire a vanilla smoke round, for example, from a mod GL will players without the mod GL still see the smoke once it impacts?
@hot pine "engineTemp" is in celsius?
@hot pine so if i define afMax = 30; and engineTemp is 1 then it´s 30 celsius, right?
in arma2 we used to make vehicles like helicopters quiet inside (kind of like wearing ear muffs), but that method doesnt seem to work in arma3 anymore. the config entries are occludeSoundsWhenIn, obstructSoundsWhenIn, obstructSoundLFRatio, occludeSoundLFRatio and insideSoundCoef. are these obsolete? is there some new way to make sounds lower volume when inside a vehicle?
attenuationEffectType
ok now I'm starting to find matches, looking into that, thanks.
so is it the gain[] which controls the volume and can I modify it by creating cpp class CfgSoundEffects { class AttenuationsEffects { class tag_MyHeliAttenuation
CBA MagazineWells have arrived https://github.com/CBATeam/CBA_A3/tree/master/addons/jam
If anyone is missing anything please throw feedback into https://github.com/CBATeam/CBA_A3/issues/108
Especially CUP/RHS feedback would be good to hear
Here is a example implementation for the ACE magazines: https://github.com/acemod/ACE3/pull/6604
Also for the RHS guys, if you wanna add compatability here is a example RHS compat: https://github.com/CBATeam/CBA_A3/pull/928#issuecomment-390785679
@grand zinc tah, @hot pine and I will have a look in to it
what's the proposal for e.g Beta Cmags?
I see CBA_556x45_STANAG_L/XL/2D/2D_XL but how would you tend to categorise them?
like say a 50rnd drum which is large, but also wide
I'd say put them into 2D as they are drums but small drums
L/XL are stick magazines
anyone mind giving me a hand with some inheriting issues?
is there a way to import an arabic supporting font in arma ? trying to help an arabic guy out with a few things and all the strings are empty
So im exploring around ACE medical PBOs, and I have kind of a general question. There seems to be a lot of config entries that are not utilized yet by medications: `onOverdose, maxDose, viscosityChange' as well as some scripting that doesn't seem to be called such as the scripts that reference airway. My question is: is ACE medical still being developed? or is it gonna stay where its at now with it's level of functionality?
sorry if this is the wrong place to ask this question, i am just curious to know and don't know of the best way to ask
oh? so is that why it doesn't seem to have been updated? cause they are waiting for the whole rewrite?
interesting...
yep
There is a ACE nightly build on the steam workshop. And there is also one with the medical-rewrite nightly build
https://steamcommunity.com/sharedfiles/filedetails/?id=1460588026 here
another question: you know the rumor about how blood spoils? is that gonna be a thing now? cause i wanna mess with a guy we game with who gets triggered when people say it does
it's not yet in. And I don't think it will be. as tracking the lifetime of a bloodbag would be way too much work
lol i was gonna find a way to script it, but the only way i could think to do that is in a fashion similar to how TFAR instances radios: a base class, then 1000 different classes that inherit from it
but right now, all IVs perform the same, correct?
i don't see a difference in their viscosity changes, infact, the only drug that does do changes seems to be Morphine
yes. Afaik in rewrite the viscosity changes will be there