#arma3_config
1 messages ยท Page 90 of 1
hey, anybody here knows how to edit animation configs? i have this issue https://feedback.bistudio.com/T85764 and i wonder if its Animation or Config issue, anyone want to help fixing it?
@undone quiver yes. Some vanilla mag wells will be added to vanilla soon... But how's that relevant?
anyone know what purpose textureHL2 has in CfgFaces?
It seems they always have the same path as textureHL in vanilla configs
hi guys. Im trying to add userActions to my parachute, but they dont show even if I use condition = "true";
is it a config setting for disabling useractions alltogether? I know the parachute class inherits from helicopter, so I expected userActions to be working
@fathom thorn as always pastebin
position = "pilot_control";
could be the prob
try with "" like
class UserActions
{
class OpenScoreBoard
{
displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\settimer_ca.paa' size='2.5' />";
displayName = "Score Board";
radius = 5;
onlyForPlayer = 1;
condition = "true";
statement = "['uiOpen', [this]] call BIS_fnc_target;";
position = "";
```
class UserActions
{
class Plane_CAS_02_Eject
{
priority = 0.05;
shortcut = "Eject";
displayName = "Eject";
condition = "player in this && {speed this > 1}";
statement = "[this] spawn bis_fnc_planeEjection";
position = "pilotcontrol";
radius = 10;
onlyforplayer = 1;
showWindow = 0;
hideOnUse = 1;```
from BI plane
ok gonna try. I have a mempoint called "pilot_control right in the centre
hm didnt help :\
please someone enlighten me to my error...
i get missing inheritance classes for my #include for reason i dont get...
#include "\k40_v_static\Statics\Light\Tripod_HB_HS.hpp"
class StaticMGWeapon: StaticWeapon{};
rapify x64UnicodeVersion 1.76, Dll 6.44 "config.cpp"
In File \k40_v_static\Statics\Light\Tripod_HB_HS.hpp: Line 1 rap: missing inheritence class(es)```
https://pastebin.com/JF5ivnvy
there are no unbalanced brackets in mortar.hpp
does it happen if you copy-paste the #included file manually into there?
might just be a error in mikeros tools
Or.. what's the content of Light_Mortar.hpp?
@grand zinc I was assuming the magwells thing was being encoded into A3 itself. Hence my confusion.
So CBA implements is a temp thing for now? Or is there another purpose that Iโm missing?
Vanilla will only implement the wells it needs
But there are dozens different calibers and ammotypes being used by mods
that vanilla won't add
And we couldnโt add them in the future? Like itโs hard coded?
Ah, gotcha.
And if we don't have a central standard for magazine wells, everyone will make their own wells. And in the end everyone has their own, different system that won't be compatible with other peoples mods.
And that central standard won't be in vanilla if we need 2 months to maybe get a single thing added every time
So it's important to get everyone to use the same system right at the start
Interesting, @grand zinc have you seen my thread on the Essence of ARMA?
@grand zinc did that + kicked out mortar temporarily... same issue. I dont get it
https://pastebin.com/cWJJLGeS
now he complains about line 95, missing inheritance class class V_S_HBolter_Tripod_Base: V_S_HStubber_Tripod_Base {
https://forums.bohemia.net/forums/topic/219524-the-essence-of-arma-and-how-it-provides-value-to-the-player/ - continuing this train of thought, maybe the community is already doing more of BI's work than I've realized. With radio, medical etc systems
Hence maybe a higher need of monetization ๐ค
no i didn't read.
I don't know any further... Does it work if you pack with non-mikero tools?
doesnt seem so
wait now it did... so er... i had commented out mortar and that didnt work. Turns out mortar was balanced brackets, but one was not uncommented as it should. Now that works. But that doesnt explain why it didnt work with mortar removed
pboproject still complains...
@strange egret pastebin the complete output from rapify parsing
Anybody ever write a config for difficulty within a single mission? That way it would override however the server is set up?
Impossible, unless the mission is an addon.
By addon, you mean custom made one?
That's in initserver correct?
No, you cannot configure difficulty config in initServer or in description,.ext for that matter
@strange egret if you do it with rapify -L, it should also merge in the included files - without this/those, cant really judge whats going on (or send me via DM the whole folder/required files)
Can any one reccomend a decent book/video to learn scripting plz
@sudden kraken some YT tutorials are not too bad
depends largely how deep you want to go
Thanks @stoic lily
Anyone know how to get reskinned weapons to show up in Virtual Arsenal? So I made like the Zafir LMG black and the guy will spawn in editor with it. But in arsenal (even with scope=2; and scopeCurator=2;), it won't show. It's in cfgPatches under weapons{}; as well
Probably something I'm missing. I can post the actual config in a few minutes
did you change anything else besides scope/scopeCurator/hiddenSelectionTextures ?
baseweapon = "classname";
So I'm trying to have a custom vehicle inherit from the Marid in such a way that lets me change the magazines for the turret, but even simply declaring the MainTurret class inside the custom vehicle's class breaks it horribly and it'll be missing a bunch of entries, which is odd since I've done the same thing with the Ifrit and the Hunter and that worked fine.
Anyone have an idea what's up with that?
So I am trying just for testing to make Passive Radar distinguish targets at greater distance. I changed typeRecognitionDistance to 12000 but no luck :/
https://imgur.com/5dchyRV
Yes , for Ground and Air Target is set for 12k
I actually copied ActiveSensor , just changed type and no luck either. In config viewer it shows that it should recognise easily
Also the aircraft I am trying to detect is forced to have Radar ON
it's showing on the sensor? Just no info when you mark/lock it
Nope, when I am really close it instantly recognizes target. Before that there is nothing
class PassiveRadarSensorComponent: SensorTemplatePassiveRadar
{
class AirTarget
{
minRange=100;
maxRange=12000;
objectDistanceLimitCoef=-1;
viewDistanceLimitCoef=-1;
};
class GroundTarget
{
minRange=100;
maxRange=12000;
objectDistanceLimitCoef=-1;
viewDistanceLimitCoef=-1;
};
angleRangeHorizontal=360;
angleRangeVertical=360;
aimDown=0;
groundNoiseDistanceCoef=0.1;
maxSpeedThreshold=0;
minSpeedThreshold=0;
typeRecognitionDistance=12000;
};
I will try it, but the problem is also with jets
class SensorTemplatePassiveRadar
{
componentType = "PassiveRadarSensorComponent";
class AirTarget
{
minRange = 16000;
maxRange = 16000;
objectDistanceLimitCoef = -1;
viewDistanceLimitCoef = -1;
};
class GroundTarget
{
minRange = 16000;
maxRange = 16000;
objectDistanceLimitCoef = -1;
viewDistanceLimitCoef = -1;
};
typeRecognitionDistance = 12000;
angleRangeHorizontal = 360;
angleRangeVertical = 360;
groundNoiseDistanceCoef = -1;
maxGroundNoiseDistance = -1;
minSpeedThreshold = 0;
maxSpeedThreshold = 0;
animDirection = "";
aimDown = 0;
color[] = {0.5,1,0.5,0.5};
minTrackableSpeed = -1e+010;
maxTrackableSpeed = 1e+010;
minTrackableATL = -1e+010;
maxTrackableATL = 1e+010;
allowsMarking = 0;
};```
Those are the values for the default passive radar sensor
Could be the lack of allowsmarking - sensor will only show info for marked targets. So if you can't mark/lock with some other sensor, you wont be getting typerecognition from any of the sensors
So in the LoW DLC, the cargo variant van has option to keep the two FFV slots in the back as a customizable thing. Is that possible with regular passanger seats?
it just seat locking via script so yeah
Regarding laser designation for missiles, is there a way to make it so a missile can lock onto a laser target from infinite (read as cross map) range or is it restricted to field of vision? Please tag me in this
Does anyone know how to make an impact grenade?
I've been trying to find the config setting that does the job, but no luck so far
explosionTime=0;
fuseDistance=0.5;
How do I fill arrays of flight model of jet(for example envelope[])? Wiki isnt very informative
read the sample
one question, is there an command for the "outside" inventory range of a vehicle? i can only access the inventory after get in as driver,passenger etc.
@light locust
memoryPointSupply = "doplnovani"; // name of memory point which will be used as origin of radius
supplyRadius = 1; // range in meterers```
Hi
I am creating a new flag, everything works except a trick the flag does not display. I have that the mast nevertheless the proxy is good. You have ideas. Config: ``` class CfgVehicles
{
class FlagCarrier;
class Edaly_FlagCarrier: FlagCarrier
{
author="Hugo - Edaly";
scope=0;
scopeCurator=0;
displayName="";
model="\Edaly_Flags\Flags_01_F\Edaly_Flags_01_F.p3d";
icon="iconObject_circle";
editorSubcategory="EdSubcat_Flags";
vehicleClass="Flag";
cost=1000;
keepHorizontalPlacement=0;
accuracy=1000;
animated=1;
nameSound="obj_flag";
supplyRadius=2;
};
class Edaly_FlagCarrier_Asym: Edaly_FlagCarrier
{
_generalMacro="Edaly_Flags_01_Asym_F";
model="\Edaly_Flags\Flags_01_F\Edaly_Flags_01_F.p3d";
};
class Edaly_Flags_01_F: Edaly_FlagCarrier_Asym
{
author="Hugo - Edaly";
class SimpleObject
{
eden=0;
animate[]=
{
{
"flag",
0
}
};
hide[]={};
verticalOffset=3.977;
verticalOffsetWorld=0;
init="''";
};
_generalMacro="Edaly_Flags_NuevaIsla_F";
scope=2;
scopeCurator=2;
displayName="Drapeau Nueva Isla Inclinรฉ";
};
};
class CfgCloth
{
class Flag
{
stepSize=0.0049999999;
colPoints=9;
rowPoints=5;
stretchCoef=1000;
fricCoef=1;
windCoef=10;
gravCoef=0.75;
};
};
class CfgNonAiVehicles
{
class ProxyFlag_F
{
scope=1;
model="\Edaly_Flags\Flags_01_F\flag_f";
autocenter=0;
reversed=0;
selectionFabric="latka";
simulation="flag";
};
class ProxyFlag_Asym_F: ProxyFlag_F
{
model="\Edaly_Flags\Flags_01_F\flag_f";
};
}; ```
@exotic shadow ```
Proxy that is used in p3d need to be listed in CfgNonAIVehicles class. There is following rule for creating those entries
โ
class Proxy+nameOfP3d
@unreal musk lesson of pastebin usage is required.
do you want to change flag mesh itself or texture only?
flag mesh itself
@exotic shadow If the flag is to be displayed on a vehicle, the flag proxy needs to be in the visual LOD's, especially the LAST visual LOD.
How many visual LOD's do you have?
2
Do you have the flag proxy in the last visual LOD? (ie if you have LOD's 1 and 2, then referring to LOD 2)
does anyone know what part of the helicopter config affects the top speed of the heli. I have one that likes to go over 300 and im trying to fix that
Is there a wiki resource for adding an MFD display on top of a PIP screen? Iโm doing an RCWS gun station with the PIP display set up on the gunner terminal, but how would I add stuff like the crosshairs and compass icons (like the stuff you see when youโre aiming down the camera of the weapon system)
Anyone have experience adding easy trader to exile? I am having a problem with the cfg
Is it possible to know if animation is going to work with playMove by looking at attributes in the config?
(it's attributes)
@exotic shadow in such case first of all you need to change name of your flag since, as you've might noticed, it's breaking right now vanilla flag atm
Name p3d with some tag in front so p3d have some unique name
Okay reyhard i test later
@tiny sky MFD on top of pip can be done with MFD classes - it's not done IN the pip, it's simply layed on top. Depending on how complex your stuff is... you can instead of MFD also overlay a texture planes and animate them...
@tiny sky https://community.bistudio.com/wiki/A3_MFD_config_reference you can also check how it's done on Tank DLC vehicles or Zamak MRL
apropos MFD...
pboProject seems to dislike bone names and Macros in MFD configs...
https://pastebin.com/YdLw0cVW
rapify x64UnicodeVersion 1.76, Dll 6.44 "config.cpp"
In File k40_V_Air\Vehicles\Thunderbolt\subHUD.hpp: Line 59 Mismatched quotes or missing ','```
@hard chasm รฌs that fixed in the subscriber version?
Or is there a "more correct" way to write that line?
best of my knowledge is subscriber and free are same. I do remember fixing something similar to above in a galaxy far away....
the expression above is fine, but the error message indicates it hates something in CIRCLE() or DOT()
you would have to supply me some appropriate code for me to debug, preferably shortened to the bare essentials.
the pastebin is the code shortened to the essentials
(at least what i think the essentials are)
i also have another packing problem with pboProject ->
class TurretMain: TurretMain {
weapons[]+={"W_V_HKMissile_P3_launcher"};
magazines[]+={"M_V_HKMissile_P3_4rnd"};
};```
fails to process correctly. When looking at the config ingame, it treated it as simple "=", so all the weapons and magazines get replaced by the new array, instead of adding to it
understood the 2nd,, and that shouldn't be the case. i'll check it here.
(it has not, previously, had issues afaik)
in the meantime, if you derap the config.bin, either with eliteness or derap exe, or even (gulp) cfgConvertFileChg..exe, it should tell the truth
the pastebin is the code shortened to the essentials
๐
oi people. quick question.. did anyone ever get cartridge ejection and "gun smoke" effects working with the proxy weapon system? for example in custom helicopter weapons, etc.
my full merged config is >> 1000 lines, cant expect anyone to find anything in that ๐
@strange egret So I went into the Hunter MFD class in soft_f_pbo and copied and pasted the MFD code since it's the same as what I want in terms of drawn icons. Added the top left, top right, and bottom left/right points to memory... anything else required?
propably not? i'm quite the opposite of an MFD expert... i hate to config the bloody thing.
@strange egret , POINT2 is not defined, hence the error
oh damn
Wait, are the top/bottom left/right points in memory or the LOD?
the fixes are as follows
#define YtoXscale (whatever/whichever)
#define POINT_END() {}
#define POINT2(xx,yy) {{__EVAL(xx),__EVAL(yy*(YtoXscale))},1}
๐
the error message itself borders on indecipherable, but, it is extemely hard to track appropriate message meanings to a mix of #defines and evals becuase the same 'label(s)' can also be valid depending on context
yeah the confusing error message struck me some hours ago with my mortar (if anyone remembers...)
it was claiming missing parent, which was BS because the parent was defined directly above it.
Took me propably 1-2 hours before i finally found the actual cause...
class Armory { description = "Lib HS Tripod" };
does anyone know if that thing (armory) is even relevant nowadays/ where it appears?
wasn;t in the channel to read above error ptroblem, but I think I should or could to better than 'missing inheritence'. what was the typo?
it was a full config
class someBaseclass;
class myMortar: someBaseclass {
//lots of stuff
//couple of includes
class Armory { description = "Lib HS Tripod" };
//lots of stuff
};
class myMortar_var2: myMortar {
//lots of stuff
//couple of includes
class Armory { description = "Lib HS Tripod2" };
//lots of stuff
};
<- missing ; behind "Lib HS Tripod"
- was two classes, myMortar_var2 was claiming a lack of parents
yep, because i encoded the 2nd class within the description=
class anything;
class TurretMain: anything
{
weapons[]+={"W_V_HKMissile_P3_launcher"};
magazines[]+={"M_V_HKMissile_P3_4rnd"};
};
outputs correct += syntax to the bin file
then there must be something else to it
when the master config.bin is created during game load, I suspect the array[] is actually massaged within the class to reflect weapons = otherweapons+ weapons;
first check with eliteness to 'see' if it is primarily correct before the bis engine gets near it.
it is, btw, an idiosyncrous and almost unusable operator. the chances of actually finding the inherited array depends on what you ate on Tuesday
it absolutely does not operate in the intuitive manner you would expect. Bis have had issues here in the past where they use SkeletonInherit= in model.cfg for same issue (which works as expected in the model.cfg rapifier)
for some time this useless operator was only available in config.CPP. When they finally got round to wedging it into config.BIN, it worked slightly diifferently, and they broke the rules of binary rap encoding to do so,
The general rules of use are that weapons[]= can only be one level of inheritence behind this one, AND, that weapons= must be visible in the compiler. This, for the engine, to actually find what to add to.
this is my usecase (shortened again to hopefully be understandable at a glance)
https://pastebin.com/W10wLk55
original weapon and magazine parameter of TurretMain is defined in battletank_base class (forgot to add)
yep
TurretMain {
weapons[]+={"W_V_P6launcher"};
my understaning (which can be wrong because I've lost interest in ever trusting this operator) is that weapons in the inhertied class is not visible to the engine at the time of merging.
binarizing with addonbreaker produces the expected outcome though
have you checked eliteness?
the output from addonbuilder? I debinned that and it shows correct, ingame it works correct.
with pboProject free it only shows the one entry (treated as if = instead of += ) and ingame it behaves as such (only the missile weapon, all other are lost)
I assumed += worked same for free. perhaps not.
@Hugo in such case first of all you need to change name of your flag since, as you've might noticed, it's breaking right now vanilla flag atm Not working @hot pine
need more details then
model.cfg of flag, how proxies are set in flag pole p3d, etc
what kind of errors do you have in rpt
@strange egret just to make sure you guys are on the same page:+= only works as desired if a previous loaded config has already defined the array parameter in this very same class context
yes that is the case
if its not, as mikero says, the engine turns it to a mere =
maybe some load order difference then
dump cfgPatches of both situations and compare the order
the array (weapons[]) is the defined within the same config.cpp as the += line. It's just some #includes further down the line
with pbproject modifying requiredAddons, the different load order could happen
there is no required addons that is going to do anything here. Its the same addon
are you refering to https://pastebin.com/W10wLk55 ?
if its the same config, then it cannot be the same class
if its two configs within the pbo, the load order must not be directly after each other
link parsing prob of discord
weapons[]={"mycannon"}; is defined in battletank_base class in turretMain. I forgot to put it in this trunkated config
like the pastebin indicates two different vehicles with += classes. this is irrelevant for the matter. what is required to have the vehicle in another config weapons[]= already defined before you can extend with =+
same class as said
inheritance does not apply for =+
so you need
configA
class A
weapons[] = {X};
config B//loads after A
class A
weapons[] += {Y};```
if this is the case, but still does not work, then only thing i can imagine is load order (configB loads before configA due to requiredAddons being different)
or latest BI tools brought some changes to +=
https://pastebin.com/Gu3fWUU7
this is how it looks.
It works. With Addonbuilder. It doesnt work with pboProject. I dont know anything else. That it works with addonbuilder indicates to me that i didnt do it wrong per se.
well as mikero said, using eliteness to compare the configs in the two different pbos should show the difference
@grand zinc ^ any ideas to above? did BI change anything in engine or latest BI tools?
requiredAddons.
to append to an array, your append code needs to run after any "set" code
i feel like a broken record.
if there is a weapons=stuff loaded after your config. Your changes will be overwritten
same config.cpp, original first, modified in a child class
the difference between both pbos is exactly like i said. pboProject no bueno. += is treated as = and replaces original. Addonbuilder merges it correctly
you would be the first to have this working differently
scratch "would be" with "are" then
if nothing else then by sheer will... my tank has 180 variants (not counting camo versions). i NEED this to work
well you can generate code, you can use macros
yes in theory, in practice it takes a lot of time and is a pain to make work and worse, debug once you let it cool down for a month and suddenly an error pops up
sorry to interrupt but does anyone know why this doesn't work?
it's a bit sloppy but it should work
except it doesn't
it compiles into a pbo fine, but when I try to spawn the test vehicle it throws a bunch of errors saying the MainTurret class is missing all sorts of entries
wrong inheritance definition
ditch that part
{
scope = 0;
class Turrets;
};
class FP_GOR_B_APC_Wheeled_02_rcws_v2_BASE2: FP_GOR_B_APC_Wheeled_02_rcws_v2_BASE
{
scope = 0;
class Turrets: Turrets
{
class MainTurret;
};
};```
and define inheritance correctly in O_APC_Wheeled_02_rcws_v2_F and higher up
I've done the exact same thing with other vehicles and that worked fine
it's only with the Marid that it's being a pain
@hot pine And : config cpp https://pastebin.com/RTK8cHrc Model cfg : https://pastebin.com/XxVQLbRp
Some screens (not flooding ^^ ) : https://gyazo.com/3fef5bc7e53ef863505692097ecb160e```` https://gyazo.com/5ba987fe45d4aced9c8128c5ce497944?token=f392d6587725ca2899fdc7580b381ebf https://gyazo.com/df70a814000d2046883815c8e166ffa9```
can someone explain to me how passthrough works for hitpoints?
read that paragraph (or better yet: the entire page) https://community.bistudio.com/wiki/Arma_3_Damage_Description#Standard_Hit_Damage
I have a very strange question regarding Operation Flashpoint weapon configs. I know that vanilla weapons and magazines are only one class. But they also have different inventory pictures for the weapon and magazine. I'm trying to use new pictures for each. How can I overwrite the classes to do this?
nvm figured it out lmao have to not define picture= in the config and just use a dtaext.pbo with new pictures
hi i have a question ? how to replace the cutscene in main menu by a picture ?
@stoic lily irrespective of the order of the elements within the required addons field, addon B with a += cannot load before Addon A has done so, IF, addon A is stated anyywhere in addon B's array. It's a helpful suggestion of yours, but irrelevant to @strange egret 's problem, because, according to him, the FREE tools don't produce += encoding in the pbo at all.
if he needs it fixed, he knows what to do about it.
@idle matrix , oddly enough, your problem happens to be a missing requiredAddon. your pbo is being loaded before the one containing the inheritence., OR, you have mis-stated the inheritence tree in your addon. Either of them scrambles the master config.bin, and the errors you report is due to this scramble.
@native ether , you can't. The engine mechancs are, it will activate a cutscene from the last map that has been played on. If there isn't one stated in that map's addon, it will revert to a camera view of the map in question.
A static picture can only happen during map loading of a mission.
@hot pine i test some new but no working all my file in top
@exotic shadow your flag is missing model.cfg entry + some selections in model itself
class Flag_01_Vertical_F: Default
{
sections[] = {"cloth"};
vertexSelections[] =
{
"cloth"
};
};```
Ahh okay i test when i go back home ๐
๐๐
class CfgNonAiVehicles
{
class ProxyFlag_01_Vertical_F
{
scope = 1;
model = \a3\Experimental\VerticalFlag\Flag_01_Vertical_F.p3d;
autocenter = false;
reversed = false;
selectionFabric = "cloth";
simulation = "flag";
};
};
@hard chasm yeah but if you see the "Faces of War Mod" on workshop he add a static picture on main menu but the mod is encrypted so i don't know how do that.
you should be able to view the menu config in the in game config viewer?
or you can always ask the author ๐
I assume he altered one of the rscDisplays to achieve that.
if true, it is unstable, and likely to break when bis alter the ui.pbo
Im making an mc mat and i keep getting the error message "cant load material file .rvmat"
{
class Default
{
class Custom;
};
class Man_A3: Default
{
class Default;
class TestHead: Default
{
author = "$STR_A3_Bohemia_Interactive";
displayname = "Test Face";
texture = "\A3\Characters_F\Heads\Data\m_White_01_co.paa";
head = "NATOHead_A3";
identityTypes[] = {"Head_NATO","Head_Euro"};
material = "testing\m_white40k_Variant01.rvmat";
materialWounded1 = "A3\Characters_F\Heads\Data\m_White_01_injury.rvmat";
materialWounded2 = "A3\Characters_F\Heads\Data\m_White_01_injury.rvmat";
textureHL = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa";
materialHL = "\A3\Characters_F\Heads\Data\hl_White_bald_muscular.rvmat";
textureHL2 = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa";
materialHL2 = "\A3\Characters_F\Heads\Data\hl_White_bald_muscular.rvmat";
};
};
};```
that is my cfgFaces
whats your cfgPatches and how do you buid the pbo?
also drop / comment all the code you dont change
and inherit rather from an "actual class" and not from base class (default)
{
class YourFaceBase
{
author="Ranger";
requiredAddons[]={};
requiredVersion=0.1;
units[]={};```
build with addon builder, im currently working on getting my mikeros tools working
requiredAddons[]={};//needs "A3_Data_F_Sams_Loadorder"
testing
needs correct setup to have the namespace/prefix set correctly in the pbo header
Thanks kju. This brings me to my other issue im having with mikeros tools, when i try to pack i get the message that Bis Tools are not installed for this engine type no tools binarize no tools signfile no tools pal2pace This was after i changed my project drive to my C: drive becasue pboProject couldnt find the P; drive
@hard chasm it's unstable to change main menu picture ?
if BIS change ui.pbo ... which may not happen, it's almost end of life after all
Is planes ignoring infantry hard coded in? Or is there a way to override it?
as in not shooting at them at all? are the weapons configured to be fired upon infantry? has the AI been given order to attack the infantry?
is it possible the AI cant see them? No sensor to see them or no line of sight
also at what distances
i dont think the default spotting range is even high enough to see targets
i remember in A2 warfare i always got myself a sniper to sit in my Mi-24 nose turret because he could spot targets from much further away than a normal pilot
typical use of weapons on planes is against radar/laser targets right?
isnt there an option to also display mantargets on radar? (i think drones have that?)
@strange egret I heard rumours that fighter pilots are the best infantry in A3 ... could there be some magic like that? ๐ค
units have had different spotting ability and some sort of skill abilities (dont remember what all was there) in A2
didnt explicitly check for that in A3 yet
I believe Reyhard said that fixed wing aircraft specifically ignore infantry unless directly told to target.
Hence my curiosity.
Getting the AI to use bombs like candy on all targets...
I set the cost to 100, set the AI flag to almost all targets.
Doesn't seem to want to use them unguided.
reyhard02/06/2018
Planes ignore infantry unfortunately```
Unless I'm taking that out of context.
if he said so its fairly possible
plane pilots... but not necessarily gunners in turrets of planes. VTOL are also planes, so easy to check.
It propably wouldnt be hard to script AI to assign an attack order on known infantry to itself (once certain conditions are met)
could also have some invisible FAC check on known targets, look for clumped up groups and assign a fake target in the middle of it, then call some bombs on the fake target...
do the VTOLs have an infantry sensor or something?
not that i know of
it may just be simple AI pilot attack routines to not go for infantry, but turrets could work normally
Well in order to get the details we may have to summon @hot pine and ask if he can clarify how it works
hmm no any good emoji to represent summoning circle
โฃ
that could work
i gave it all
Actually on top of that behavior. How do AI even "see" in vehicles per say? Like in tanks and such? Do they use the optics LOS? Or do they just see through the vehicle?
I've always assumed they use the View Geometry LOD, so in planes there generally isn't a clear view downwards. Not sure how it works with optics-only turrets though, perhaps they use that when available.
yes there is line raycasting - viewGeo blocks these rays. I assume that they propably only cast one ray towards center of the target model. or the boundary corners of the model... easy to test, if AI know you are there when just the tip of your feet poke out from behind a corner in prone
For sure that's how it works when you're external. The view geometry is used quite accurately. But internally for AI looking out - not sure?
they use the gunnerview memorypoint most likely - unless that doesnt exist, then they are likely going to cast from their head camera position
rays might go through their own viewGeo (just like projectiles go through your own firegeo) - no idea
set irTarget to CAManBase and planes will hunt down infantry (but will show up as radar targets)
otherwise if you tweak cost for infantry, and threat, as well as weapon configuration accordingly, you can get planes also to attack them somewhat
if BIS change ui.pbo ... which may not happen, it's almost end of life after all
that's very true. But, altering any base configs in any way cause other addons that rely on the originals to break. As a general principle you don't alter what's already out there:, The reason why inheritence is used instead. Admittedly, in this case, there's and attempt to alter overall engine behaviour, and no other way to do that.
no tools binarize
no tools signfile
no tools pal2pace
simple and straightforward:
steam tools are not installed (arma3)
personal tools 2.5.1 are not installed (arma2)
This was after i changed my project drive to my C: drive becasue pboProject couldnt find the P; drive(edited)
simple and straightforward:
you did not use a bat file to create a virtual p: drive. This comes with steam tools, and better ones are available via the PMC wiki, or, using Arma3p
moving steam tools (if that's what you did) won't work. the tools are tied to their installed location, via the registry.
@hard chasm ok thanks for the insight
Was also wondering is it possiable to configure a materialWounded value for vests in a3? Want to add MC mats to vests but didnt see a line for it in the config
So I finally stumbled upon my issue with my VTOL wanting to go to space. However, it raises more questions. It appears that with a co-pilot gunner, the driver will use that view as navigation to some extent. Examples being my side gunner was temporary turned into the main co-pilot turret. Which caused the VTOL to left turn left then correct itself. So what exactly does the pilot use for navigation? Or what defines what they use for viewing the world?
im working on a inventory item and got everything in game but the model is in the ground after I drop it
is this a config or p3d issue
probably model.
https://gyazo.com/1617004f5100d8ef558ac5a8d912672e using LB_MULTI or 0x20 I can't seem to get rid of the borders
border = "#(argb,8,8,3)color(0,0,0,0)";
class ScrollBar
{
arrowEmpty = "#(argb,8,8,3)color(0,0,0,0)";
arrowFull = "#(argb,8,8,3)color(0,0,0,0)";
border = "#(argb,8,8,3)color(0,0,0,0)";
thumb = "#(argb,8,8,3)color(0,0,0,0)";
};
``` even with this
Can you cut the decimals in class MFD values?
Have you tried to add ST_NO_RECT to the style? + 512 or + 0x0200 @dusty epoch
Does anyone know of a way to explicitly state what gear goes into which slot (i.e. uniform, vest, backpack) from config? Currently with the Items[] magazines[] properties it simply fills up uniform, vest and then backpack. I was hoping there was a workaround for this. For mission editing I've been just using the ACE Arsenal however, I'd still like to be able to drag and drop right into the editor with good default loadouts.
I really hope I'm just missing something with it because you can do this in-game, from mission editor, scripting, and seemingly everywhere but from config which is just irritating.
Oh and this is for a mod not for a mission in just in case I wasn't clear enough about that.
@sullen fulcrum will take a look
have tried 512
im guessing the other2 is the same
What is the name of the new class for vehicle interior cabin lighting please?
class compartmentsLights
Thanks.
configuring a turret and running into an odd issue. The weapon doesn't appear to be loading and the the turret isn't able to turn at all, instead only the camera moves as if I was turning my head. It does load the proper destroyed model so I don't think this is an animation issue
I set up 3 other turrets just before this one and all 3 of those are working fine.
please tag me if you respond
is it possible to move the position of the weapon fire light flash to the position of the muzzle (instead of the chamber)? https://abload.de/img/flashpospfc2r.jpg - for a long weapon like this it's really obvious that the light is at the wrong spot, especially when firing through an apperture in a pillbox or a window
@autumn crater do you have an error message pop up stating something to the effect of a missing property like No Entry bin\config.bin/CfgVehicles/Your_Class_Name/Turrets/.....?
I had a similar issue while making a custom faction that used the vanilla blackfish gunship. It turned out I didn't have the inheritance set up properly so it declared a class Turrets without all the properties it needed rather than picking them up from the base class. I've had the model not show even when it reported it was missing the maxHorizontalRotSpeed property, so I'd say it's still worth double checking everything. Although my issue was a little different essentially the same thing happened to me I had several other turrets configured properly before and just a few were messed up.
In your particular case it sounds like you may even be missing another sub-class that belongs in the particular class for your turret. If you want help I could probably help figure this out if you wanted to share it in a DM.
Otherwise if you don't want others to see it for whatever reason my suggestion would be drop the closest thing you can find to it in the editor, ideally something with the exact same turret class if you can find something with it right click and bring it up in the config viewer and view that class comparing it to yours to see if you're missing a property. Off the top of my head it does sound like you could be missing the aforementioned property with horizontal rotation and possibly one of the other arrays that defines what classes from CfgMagazines can be used as munition.
@wintry jetty Iโll check that and come back thank you
All right let me know if that helped otherwise I could do some more digging too.
Hi, I have a question, how can I change car light color cause I found this line "color[] = {100, 160, 600};" but i don't know where can I found color code cause it's not the same as RGB if anyone can help me, thanks
Car headlights? @faint echo
@nimble sequoia Yep
In config.cpp, class Reflectors
Yep, I see that but I don't know where I can find some color codes
color[] is RGB...
but the numbers can go higher than 1 or 255
to change intensity, coupled with intensity =
So if you want Red, color[] = (1, 0, 0) or color[] = (1000, 0, 0)
My intensity is 1
I use this for headlights:
color[] = {1900, 1800, 1700};
intensity = 1;
Alright so if I want red light I need to use this one color[] = (1000, 0, 0)
Thanks @nimble sequoia !
Yes
How do you hide a vehicle turret gunner's rifle when turned-in? (turned-in=cargo pose, turned-out through hatch = ffv)
I already have inGunnerMayFire = 0; and hideWeaponsGunner = 1; but his rifle still appears. Custom turned-in rtm.
You can't
As for lights you can use this http://www.armaholic.com/page.php?id=20454 and increase intensity (ie to 10000)
Armaholic - Covering the Arma series - Arma 3 | Arma 2: Operation Arrowhead | Arma 2 | Arma 2: British Armed Forces | Arma 2: Private Military Company | Armed Assault
@hot pine, Thanks. Is that because of the ffv when turned-out?
Yes
Hello, I've made an error somewhere in my config.cpp and I'm not sure where it is. Can I get someone to check over it and see what's up please?
^^
That's the config
UnifromSlotInfo?
You never said what was the problem
@sullen fulcrum use eliteness with lint check to find errors (or rapify/makepbo/pboproject with error checking active)
Thanks @stoic lily but I am pretty sure @inner pine can do it themselves
^^
What he said
@wintry jetty it was an embarrassingly simple fix that I think I looked over after about 15 straight hours of modding. Thank you for the help.
Does anyone know if itโs possible to use the pylon system from the aircraft to swap weaponry on a tank or similar vehicle?
use eliteness with lint check to find errors (or rapify/makepbo/pboproject with error checking active)
Lint check is picking it up, I'm not certain how to correct it
it should tell you a line where it suspects it
in addition use a proper text editor who can do bracket folding
so you can see if the issue is coming from this
line 140: class Vest_Camo_Base; <- a wild semicolon appeared!?
I would rather say curly bracket below is the issue
So LaunchBarMemoryPoint = "pos_launchbar"; isnt used, correct?
@autumn crater Glad to hear that worked and was easy mine was very tricky.
So I understand child<-Parent class set up for configs
but how are configs getting away with stuff like this in their child classes?
initAngleX = 9;
};```
Or better yet class Turrets : Turrets {
Like wouldn't that override all "turrets"?
Or is it just overriding the turrents within the parent class?
This means your Turrets class is inheriting from parent Turrets class
So as long as it's within a main class it should be fine?
@undone quiver When you see it as a stand alone line it does look odd.
class VanillaVehicle : VanillaVehicleBase {
class Turrets;
}:
class SabresVehicle : VanillaVehicle {
class Turrets : Turrets {...}; // first Turrets belongs to SabresVehicle only, and inherits from Turrets in VanillaVehicle
};```
So anything you change in the class Turrets of SabresVehicle is local to that vehicle only, unless you specifically create another vehicle that inherits from SabresVehicle.
So I'm still having trouble with remote turret MFDs in the config. I have the memory points set up around the display, and the MFD class in the turret config... I can post up the config later but nothing's showing up. Am I missing anything?
Ah, that makes it so much better to understand.
I might have asked this one before, but is there a user-friendly configs browser, online/offline? For allinone config export.
There was one from BlenderRUS - http://configs.arma3.ru/ but now its dead.
There was another one. @grand zinc might have an URL.
I can't really get a good like.. Thingy I can remember for that though.
For the old one I just entered "arma config ru" in firefox and it recommended the correct website. But this thing...
I added it as favourite as "Arma config" now so that I can still find it
I set out to create a light source with the effect of smooth blinking, but I can not find the information of this parameter, do you know that? I would like to create this config model
@iron belfry Try class MarkerLights {} - these are used for navigation / anti-collision on vehicles.
@nimble sequoia the question is to create (attention!) smooth blinking, but not how to create a simple blinking
@brazen ferry #server_admins is the best place for your topic
Okay thanks @kju ill repost therr
@iron belfry You will need to explain what you mean by "smooth blinking" and how that is different from "simple blinking"?
sinewave. Instead of squarewave
There is theoretically sqf-vm
But would not call that User friendly ๐ค๐ค
There is a way to delete inventory action on vehicle ?
Yes. There's a config entry to disable inventory
Ok I need to search it, tried to find it in cfgVehicles reference but found nothing
Thanks @grand zinc
any idea why PboProject would get stuck at:
<Bis Binarize>```
so im running my Arma3P.cmd file and its saying mikeros tools not set in registry. I have them installed in my C:\Program files (86x)\mikeros so im a bit confused as toi why they cant be found
tried that already and still getting the same error message
Question, can a vehicle have a separate sensor package for each position?
Don't think so. But you can try filtering things with showTargetTypes in the info panel
๐
I'm really stoked about the new syntax for hasDriver parameter: -1. Doing this in certain vehicles, like a tank, allows the commander to driver the vehicle. In a 1-man tank, which I have one I've made and couple others planned, it means you have control of the turret AND the chassis. Now this is kind of a silly thing for most tanks, but as a creator it eliminates some unnecessary prohibitions. My responsibility is to not create things that are too OP/uber. It works perfectly for non-AI, and frankly I'm not concerned if AI can or cannot use my tanks - for the moment. What I'm more concerned with is how to get a similar capability for 1-man heli and plane pilots.
Different question, still related to helicopters... Is there a way to alter or disable the pitch forward of a helicopter on my gamepad right analog trigger?
I have this function set to the right thumbstick forward position. I have the right trigger set to move forward for vehicles. Unbinding it from move forward does not remove it from pitch forward.
So I'm here wondering if there is something else that can be done about it, in configs
What would be really good is if I could designate a button to channel lift from the main rotor to forward thrust, without tilting the aircraft. A thrust coefficient could influence how much thrust "steals" from lift, if any. Animations could also be associated on the use of the thrust (source = heliThrust or somesuch) to give the appearance that an engine tilts according to amount of thrust applied - like a gas pedal or odometer.
This would make platforms like the Eurocopter X3 https://upload.wikimedia.org/wikipedia/commons/thumb/a/aa/Ila12_X3_0600_b1.jpg/1200px-Ila12_X3_0600_b1.jpg and the Sikorsky S-97 Raider https://www.armytimes.com/resizer/-8Kkk3Y69X_NBkEIBhm7VoZ5Vbc=/1200x0/filters:quality(100)/arc-anglerfish-arc2-prod-mco.s3.amazonaws.com/public/YHNCTLHICNFRHIYO2YGR4IS57E.jpg perform better in-game. Also, dedicated VTOLs (strictly vertical takeoff and landing and a smidge of heli-style low speed maneuvers, but capable of plane-style flight with momentum) could finally get better representation. Such vessels might have landing skids rather than wheels, like popular science fantasy starfighters.
@dry carbon Can you help me out with an error?
Already on it. check the other subchannel
@dry carbon have you tried pilot camera yet?
I have not... sounds interesting. do tell
@hot pine ok so trying to wrap my head around this... please bear with me. Does this mean I need to use the class pilotCamera as a surrogate turret, and child an otherwise static pilot weapon to this camera?
re: the pitch forward of helicopters: this is caused by the plane fast forward setting in controls. Whatever makes a plane go fast also makes a heli nose-down. Should I make a feedback report, or is this known?
Yes
Although you would most likely need to use bone for weapon direction
Blackish turrets are using it - not at pc atm so I'm not sure what was exact name of it
ok. I'll look at that plane. I didn't remember it from last I looked - about two years ago
I'm a little concerned that "use bone for weapon direction" would leave me back at square one ... maybe?
there is no forward thrust for helicopter flight model. Simple as that. You can only fake it by applying force via script
bummer
@strange egret Problem with going the VTOL route is that they tend to fall out of the sky... but I can kind of work with it. Helicopters are just better at hovering in this game, so this plane might have been better off using heli configs if they weren't limited as you've noted: https://youtu.be/EkvQ8YYRAPU?t=5491
@strange egret Better yet, perhaps my idea for helicopter forward thrust can go in the Arma 4 wishlist pile - a huge pile.
yes we can dream, but dont tag me with pipedreams please.
Dually noted
With modules and zeus, is there an entry, like with is3DEN, that I need to define to make it show up in zeus?
You donโt define is3DEN it is a getter, so your question is unclear
sorry my mistake, basically, the modules are showing in the editor fine, but nothing in zeus, tried adding the addon through manage addons but still nothing
nvm found my issue, missed scopeCurator
ok I lied
it still isn't working
I need the modules to show in Zeus:
my cfgFactionClasses is:
class CfgFactionClasses
{
class NO_CATEGORY;
class CURF_Base: NO_CATEGORY
{
displayName = "Curious's Framework";
};
};
my CFGVehicles is:
class CfgVehicles
{
class Logic;
class Module_F: Logic
{
class ModuleDescription
{
class AnyPlayer;
class AnyBrain;
class EmptyDetector;
};
};
class CURF_Modules_Base: Module_F
{
mapSize=1;
author="Curious";
vehicleClass="Modules";
category="CURF_Base";
side=7;
scope=1;
scopeCurator=1;
displayName="CURF Module Base";
icon="";
picture="";
portrait="";
function="";
functionPriority=1;
isGlobal=2;
isTriggerActivated=0;
isDisposable=0;
dlc="CURF_ENVISION";
class Arguments
{
};
class ModuleDescription: ModuleDescription
{
description="CURF Module Base";
};
};
class CURF_Apply_Textures: CURF_Modules_Base
{
displayName = "Apply Texture";
curatorCanAttach=1;
function = "CURF_fn_applyTexture";
};
class CURF_Spawn_Jukebox: CURF_Modules_Base
{
displayName ="Spawn Jukebox"
function = "CURF_fn_spawnJukebox";
};
class CURF_Spawn_AI: CURF_Modules_Base
{
displayName = "Spawn AI";
function = "CURF_fn_spawnAI";
};
};
In Eden, they show up perfectly fine, but I don't want them to show in eden, I want them to show in zeus, I have reset my scope values to disable eden as well.
your scopeCurator is 1. Hidden.
0 is private
1 is protected
2 is public
ok
scope = 2; // 2 = class is available in the editor; 1 = class is unavailable in the editor, but can be accessed via a macro; 0 = class is unavailable (and used for inheritance only). scopeCurator = 2; // 2 = class is available in Zeus; 0 = class is unavailable in Zeus. scopeArsenal = 2; // 2 = class is available in the Virtual Arsenal; 0 = class is unavailable in the Virtual Arsenal.
Cheers :3
scope=protected is no longer used and han't been since ofp. the reference to a macro is nonsense. It's original meaning was that only 'vehicles' which were public or protected could be camCreate'd. Go figure the logic of that if you can.
class NO_CATEGORY
is an accident waiting to happen, but some folks never learn. Full upper case is the preserve of #defines. Not even micro$oft break that rule because, undoubtedly, they know the conseqeunces.
how does the game determine what type a target is when using the aiAmmoUsageFlags tag (found in CfgAmmo classes)?
specifically, how does it determine whether a target is a vehicle (128) or an armoured vehicle (512)?
https://community.bistudio.com/wiki/CfgAmmo_Config_Reference#aiAmmoUsageFlags
good question. Could be bound by simulation class (tankX = armored, carX= normal vehicle)
that's what I thought initially, but the Rhino MGS wouldn't fit that criteria
it wouldnt be the first time something doesnt fit optimally
there's more than one exception to the rule (basically all wheeled APCs), so I can't rely on this criteria alone
as i said. We can argue about what ought to be used to distinguish armored from normal. And then there is the actual ingame implementation - which (as i already said) might just have taken shortcuts and simplification.
idk the answer - via empirical testing you should be able to find out what the "is" state is.
there could also be a hardcoded link to classes in CfgVehicleclasses but i doubt that
@bold tapir might know, at least he published the AI branch update changes from the to the new aiAmmoUsageFlags in June 2015
What is the best way to mark a 3DEN attribute as "not set" ?
I have a number input box where everything from -1 till infinite is a valid value. When I try to use "nil" as default value, 3DEN automatically inserts a 0.
Do I really have to just use -2 as default value?
is it possible to create custom ranks inside of CfgRanks and actually be able to set them with either setrank or setunitrank?
Hi all! I had a look at some aircraft, at reyhard's suggestion, to observe the pilot cam in action as a potential surrogate turret. He mentioned "Blackish," which I assumed was Blackfish, but I couldn't get any pilot camera interaction there. He said he couldn't remember exact names, so maybe he meant Blackfoot. Still no pilot cam. I thought for a second he meant it was black-ish, like in appearance, so I considered the Orca and the M900s. Still, I can't find an aircraft that uses pilot cam. Anyone know which aircraft he might be thinking of?
pilot cam - also known as targeting pod ...CAS planes have it most definitely.
Blackfish has bone control param
As X3KJ mentioned, pilot camera is available for ฤas planes
sweet. thanks guys!
Err... it just occurred to me. What's bone control?
I'm guessing it's different from user defined animations, like something specific?
Hmmm. I see the pilot cameras on the CAS planes, but there seems to be no way to control viewing angle. There must be some step I'm missing. Otherwise, I can achieve a basic fixed video feed with PIPs.
What is the best way to mark a 3DEN attribute as "not set" ?
delete attribute;
it will no longer be visible/ available to that class or any subsequent inheritence (but remains valid if defined in a class beneath this one (and that class is inherited by others).
@nimble sequoia We need to create a light source that will have a delay on and off, as in the video https://youtu.be/lsOper-i6aw?t=14 -give an example in the config-
@dry carbon check blackfish turret config
@hard chasm I meant "not set" as in "the user didn't set a value". I don't want to remove the attribute that I just created
For now I went with -2 as default value and added special code to handle that as not-set. Which is kinda crappy but oh well
As for viewing angle - what do you mean?
@grand zinc -1 is traditionally seen as meaning 'default' (if there is indeed a 'default' value implemented in code for that attrubute), and there's nothing wrong with extending that idea with other meanings for -2, -3, -4 etc
traditionally, btw in the bis world 'integers' are always positive values. (they use floats to represent negative values). so, in theory any genuinely negative 'integer' can have a special meaning.
This 'special meaning' is quite noticable in paa files where negativity means lzo compression
wrps also use this technique to indicate ch+ (dayz SA chernarus) road networks
@iron belfry I think class MarkerLights{} are either on or off, with no way to control their intensity during the blink phase.
It may be possible to use an animated class Reflectors{} light source to achieve a similar outcome
- make a hollow sphere with a window in it
- place the light source ('position' memory point) at the centre of the sphere
- restrict the light source emission distance to be less than the sphere confines so it doesn't shine through the walls ('class Attenuation')
- give the light source a narrow inner cone but with a wide outer cone ('innerAngle', 'outerAngle')
- animate the light source direction ('direction' memory point) to rotate about it's centre
As the reflector light sweeps across the aperture it might give the appearance of an intensity change?
@hot pine what if I were to create a user animation as a surrogate turret? I could specify its controls to use the freelook/headtrack settings. The only thing is I don't know if it would be a continuous input, or if it would just complete the animation each time I move my head... I'm not sure that's clear...
you could do same thing with pilotCamera then
it's much easier to lock pilot camera to some target than calculating angles by yourself
https://community.bistudio.com/wiki/Model_Config
pilotCameraRotX(A3) The turning (yawing) of pilotCamera Airplane, Helicopter
pilotCameraRotY(A3) The elevation (pitching) of pilotCamera
This is a small, low-tech helicopter
With some slightly hight-tech additions
Most of its "targets" would be soldiers and small vehicles
This is the application platform (i.e.: the aircraft requiring the turret): https://www.youtube.com/watch?v=yFHl-3hNUl4
Is there a config to reduce the lean of a helicopter without sacrificing movement from cyclic input?
no, I want it to maintain its agility, but reduce the change of orientation of the aircraft. Different heli than the one I linked to above, btw.
@hot pine I'm going to have to try it and test it on my vehicle. I can't seem to get the application to work on the A3 CAS planes, or any other planes with pilotCam. Incidentally, the first time I activated the pilot camera the little display was black, then it did a CTD - and this was all vanilla!
After a restart, the CAS camera was showing video feed (I could see the front gear animating), but still no control over its movement. Do I need to set up keybinds specifically for the pilot cams?
I have Apex, but not Jets DLC, if that may be the issue...
@dry carbon it's ctrl + rmb
The thing you are describing is picture in picture small video feed
And it's working only with pip enabled
I didn't realize there was a master switch for PIP enabling, but at any rate all my other PIPs work, vanilla or custom....
It was the Wipeout's pilot cam that went black, then CTD
Fluke, probably
I'm about to go into game to test a small tank speed. I'll try out the Wipeout or Gryphon pilot cam with ctrl+RMB while I'm there
Just a quick video highlighting the new targeting pod capabilities that all 3 vanilla jets now have access to. Excuse the hushed voice; this was recorded lat...
That will come in handy on my Diamondback jet... but I really need something like a simplified version of the pilot gun slave system that attack helicopters have.
Granted, eventually I want it to only work when wearing the proper headgear, but for now I want it simple for proof of concept. I don't see this sophisticated targeting system being useful on my little whirlybird.
I supplied a link to help give a visual of the type of aircraft I'll be implementing this (whatever "this" turns out to be) on. Now... if that camera can move actual turret geometry and gun memory points around, then it's worth looking at.
The point he's been trying to make is that pilotcamera can act as a pilot-operated turret
ok
you can get it to animate a bone on the model, such as the gun and memory points
so it can move more than just the video
ok ok NOW it's sinking in
my thick skull
There is hope, yet!
anyone has a config sample for an prop item?
we're working on an object and have the model and texture but we just don't know how to get it in game lol
we don't know the config
@nimble sequoia I will try. I will write the result. thank
@sage rivet look at the config for an object that is similar to what you want.
What's the effect of having a projectile pass through hit point spheres but not impact the fire geometry?
Got a bit of down time and thought I might fiddle with some mods I haven't touched for a year. Back then I'm sure this used to work for all units;
class All {
class EventHandlers;
};
class AllVehicles : All {
class EventHandlers : EventHandlers {
class FUNK {
Fired = "_this Call FUNK_Fnc_Fired;";
};
};
};
But now it only seems to work for vanilla and about a 1/3 of RHS units (works for 'rhsgref_ins_rifleman' but not 'rhs_msv_emr_rifleman'). As far as I can see the only EH definition in rhs_msv_emr_rifleman's ancestry is rhs_infantry_msv_base and this appears to acknowledge inheritence of EHs from SoldierGB;
class EventHandlers: EventHandlers {
class RHS_NVG_Check {
init = "_this call rhs_fnc_nvgHandler";
};
};
Anyone have any idea what I'm not understanding here?
@nimble sequoia Thanks!
What do I need to add/change to make my gunner's opticsOut view not be stabilized to the ground at all times?
Anyone? ๐ฆ
@gaunt dirge you might wanna take a look at #rules again. Especially number 9.
This channel is about a different kind of configs
Hey guys, what prefix should I use for my custom markers so they appear at the end of the list? I used z., but they're still showing first on the list
Or just after vanilla markers at least
Hello , Do you know how to reduce the range of a weapon ?
Hello everybody. Does anyone could help me understanding the purpose of setting addonRootClass = "MyAddon";? Many thanks, Frank
afaik it's a way of combining multiple addons into one pbo instead of each addon being a separate pbo within the main folder - but don't quote me on that
Hello, I have a small problem:
In a mod I make I have a unit randomization script. The unit has an Init Evenhandler and when spawned will run a function. This funktion first removes everything from the unit. Then the random gear is selected and later applied.
Everything works fine, now I have a very slight problem: When the unit is placed in the eden editor it has its weapon on the back. That in general is no issue but now I want to create eden preview pictures with BIS_fnc_exportEditorPreviews and the unit still has its weapon on the back.
Does anyone know what I could add to my function so the unit actually has his weapon selected when placed in eden? (selectweapon doesn't seem to do it here)
Hi all! I could sure use some help with configs for this tank:
https://forums.bohemia.net/forums/topic/219716-tanks-and-turrets-troubleshooting-need-help/?do=findComment&comment=3320071
It's mostly about the commander position in the turret - there are a few wonky issues centered on that crew position.
Maybe you need to switchMove to weapon holding animation? @glossy flax
@sullen fulcrum I have no idea why I did have this idea myself before. Thank you, seems to work :3
I made a post a while back about infantry loadouts from config for a mod. I was hoping someone will see this that knows how to explicitly state which items can go into Uniform, Vest, and Backpack currently the items[], magazines[], etc. seem to just fill items in order first it'll fill up the uniform then vest then backpack. This is something you are able to do from script, Arsenal, and everywhere but from config. I was hoping I was just overlooking something and they didn't set up CfgVehicles so foolishly. This prevents my modded classes for all infantry roles from having organized default loadouts you're able to drag/drop right into a scenario as the scenario editor.
It may seem like something minor, but it's actually a bigger deal than it looks. Anyone who was actually an infantryman would immediately recognize the importance of this. You keep the most important items for assault on your uniform and vest and non-essential items in your ruck allowing you to drop your ruck upon taking contact giving you the ability to maneuver better consuming less stamina. The functionality described there is also something I planned on adding to my Armed Forces Pack mods directly. I'd like to add rucksacks that also contain assault packs attached to them allowing you to drop your ruck while keeping you assault pack on you.
Again I could add that now however I'd like to wait until the property is a part of the container (i.e. your backpack has an items[] property instead of the Infantryman's class itself). I could do a workaround for this myself, I suppose, but I'm certainly willing to hear suggestions before I do it. What I really like to hear is that I overlooked something and a way to accomplish this already exists.
I know about how to do it from script and I could do that myself every time I make a scenario sure but that's a huge pain when you see the scale I'm working with here for my unit. Also others using my pack aren't going to want to do that either. Especially since memory is being allocated for that already I'd rather not allocate more by using a script to accomplish the same thing. The scale of the operations I do are large enough to where you really have to squeeze out performance wherever you can.
Yes I agree it wouldn't be an issue for doing squad level operations only as you see in vanilla but company level and bigger would mean manually loading the same loadouts every time on 100's of characters is not being time effective at all either. Even though it's simply loading presets from the ACE Arsenal doing it for entire companies every time is not being efficient at all. Doing it the first time just to get them all saved took over a week for over 50 roles.
After having the individualized roles configured properly I wanted to then configure groups to include companies, platoons, etc. that are fully ready to go which brings me to the next reason for needing to do it from config: Groups.
I could literally go on and on for the reasons why in my specific scenario here I need to do this from config I could type a whole novel on that topic I assure you. I'm already aware of how to do it from script and just about everywhere but from config and I really wish it'd work effectively for us to do it from script but it's still does not do a satisfactory job.
I do believe the problem here is Bohemia originally made the CfgVehicles class have the items[], magazines[], and all those relevant properties that come into play here as a member of the CfgVehicles class rather than the class for the uniforms, vests, and backpacks.
My first though would be overriding the base classes functionality for uniforms, vests, and backpacks to include a similar property. That'd be a fair amount of work to do without being sure though. Does that sound like a good approach? (Best I can come up with at least).
I think it would probably be more effective if I screen shared this and my notepad++ window with you sometime, I think that'd be an easier way to show you what I mean.
I dont think you can overwrite how the inventory works
unless you create an init evenhandler that does your magic when the unit is created
and it would not make sense to have contents of an clothing/gear item inside it
in config that is
the scripted system has no performance relevance
you can also make it part of the mod itself
its a hack for sure
yet should be doable in a simple and reliable way
Im having a lot of trouble with getting a billboard universal particle to spray out of the barrel of a flamethrower....is this not possible? I dont want to attach it to the projectile, want it to spray from the barrel like how the smoke effects work...
dropping extra particles should be possible sure. would probably need to tie it to the fired eventhandler
but also dropping extra particles might cost you performance if you also got lots of projectiles flying
why would you not tie the effect on the fired particle though?
the effect can be quite well configured
cause flamethrowers dont shoot fireballs
its a common gaming trope and i hate it
was gonna have the projectiles be invisible and all the FX coming from the muzzle particles
{
interval = 0.06;
circleRadius = 0;
circleVelocity[] = {0,0,0};
particleShape = "\A3\data_f\ParticleEffects\Universal\Universal";
particleFSNtieth = 16;
particleFSIndex = 2;
particleFSFrameCount = 80;
particleFSLoop = 0;
angleVar = 0.5;
animationName = "";
particleType = "Billboard";
timerPeriod = 1;
lifeTime = 10;
moveVelocity[] = {"-directionX/1","-directionY/1","-directionZ/1"};
rotationVelocity = 1;
weight = 6;
volume = .05;
rubbing = 0;
size[] = {1.8};
color[] = {{0.9,0.9,0.9,0.04},{0.9,0.9,0.9,0.018},{0.9,0.9,0.9,0.006},{0.9,0.9,0.9,0.001}};
animationSpeed[] = {1000};
randomDirectionPeriod = 0.1;
randomDirectionIntensity = 0.05;
onTimerScript = "";
beforeDestroyScript = "";
destroyOnWaterSurface = 1;
bounceOnSurface = 0.1;
bounceOnSurfaceVar = 0.12;
blockAIVisibility = 0;
sizeCoef = 1;
colorCoef[] = {1,1,1,1};
animationSpeedCoef = 1;
position[] = {"positionX","positionY","positionZ"};
lifeTimeVar = 0;
positionVar[] = {0,0,0};
MoveVelocityVar[] = {0.15,0.15,0.15};
rotationVelocityVar = 1;
sizeVar = 0;
colorVar[] = {0,0,0,0};
randomDirectionPeriodVar = 0;
randomDirectionIntensityVar = 0;
};```
{
class Flamer_RifleSmokeTrail
{
simulation = "particles";
type = "Flamer_RifleSmokeTrail";
position[] = {0,0,0};
intensity = 1;
interval = 1;
lifeTime = 0.05;
};
class Flamer_RifleFlameTrail
{
simulation = "particles";
type = "Flamer_RifleFlameTrail";
position[] = {0,0,0};
intensity = 1;
interval = 1;
lifeTime = 1;
};
};```
{
class RifleAmmoCloud
{
positionName = "Nabojnicestart";
directionName = "Nabojniceend";
effectName = "Flamer_RifleAmmoCloud";
};
class SmokeEffect
{
positionName = "usti hlavne";
directionName = "usti hlavne";
effectName = "Flamer_RifleSmokeTrail";
};
class BarrelRefract
{
positionName = "usti hlavne";
directionName = "usti hlavne";
effectName = "Flamer_BarrelRefract";
};
};```
@hearty sandal ok so i have all that....but no fireball billboard
smoke comes out fine though
Hey guys, i got a problem with my A3 Server. After a Day / night cicle the brightnes for all is to high. If someone reconnect to lobby and again into the game, his brightness is normal.
Does someone got the same PRoblems or knew the solution for this?
@hearty sandal ok think got past that part....the particle spawns, but doesnt shoot downstream like the smoke....it just drops to the floor https://cdn.discordapp.com/attachments/359024040465137667/503645456224616448/unknown.png
they need velocity from somewhere. you need to adjust your effect class
circleVelocity[] = {0,0,0};
moveVelocity[] = {"-directionX","-directionY","-directionZ"};
im guessing its the circle velocity that needs something?
does your gun shoot anything?
yeah it has a projectile
but i want to not do that htis way
well there is one and it goes
compare your effect to the A3 effects
see whats different
mayeb your velocity paramters are wrong
frustrating cause the smoke does exactly what i want and it has same parameters
something must be different
oooo didnt consider this.....can a billboard only travel as far as the memory vertices its attached too?
and a spaceobject can exceed it?
dont know. is your smoke spaceobject?
what is different between your smoke and your fire
start there
yeh, everytime i tried to spaceobject the flame it dumps out the entire .paa for universal
so your smoke is not a billlboard object?
nope its a space object
what object are you using for it
{
interval = 0.06;
circleRadius = 0;
circleVelocity[] = {0,0,0};
particleShape = "\A3\data_f\ParticleEffects\Universal\Refract";
particleFSNtieth = 1;
particleFSIndex = 0;
particleFSFrameCount = 1;
particleFSLoop = 0;
angleVar = 0.5;
animationName = "";
particleType = "SpaceObject";
timerPeriod = 1;
lifeTime = 10;
moveVelocity[] = {"-directionX/1","-directionY/1","-directionZ/1"};
rotationVelocity = 1;
weight = 6;
volume = 1;
rubbing = 0;
size[] = {1.8};
color[] = {{0.9,0.9,0.9,0.04},{0.9,0.9,0.9,0.018},{0.9,0.9,0.9,0.006},{0.9,0.9,0.9,0.001}};
animationSpeed[] = {1000};
randomDirectionPeriod = 0.1;
randomDirectionIntensity = 0.05;
onTimerScript = "";
beforeDestroyScript = "";
destroyOnWaterSurface = 1;
bounceOnSurface = 0.1;
bounceOnSurfaceVar = 0.12;
blockAIVisibility = 0;
sizeCoef = 1;
colorCoef[] = {1,1,1,1};
animationSpeedCoef = 1;
position[] = {"positionX","positionY","positionZ"};
lifeTimeVar = 0;
positionVar[] = {0,0,0};
MoveVelocityVar[] = {0.15,0.15,0.15};
rotationVelocityVar = 1;
sizeVar = 0;
colorVar[] = {0,0,0,0};
randomDirectionPeriodVar = 0;
randomDirectionIntensityVar = 0;
};```
ok so see they are not the same
copy the smoke over the fire and start over
see where it starts to break
well i noticed the smoke is a single image
probably where it starts the problem is spaceobject must be a single image
I think usually smoke effect uses bilboard btw
spaceobject is for stuff like rocks and stuff
yeh ive seen smokes as billboards as well, hve one for the cartridge eject
someone else tossed it at me, ive no clue
๐
look up arma effects and see whats different there
like the current version looks like a flare gun
not a flamethrower
@hearty sandal HAHAAAA i think im right about the memory point vertices
havnt tested it yet
directionName = "Usti hlavne";
effectName = "Flamer_RifleFlameTrails";```
k so i fixed this part and that allowed it to launch
but now when i try to get it to go in the direction......it just defaults to world coords and not relative
Did you compare to the default effects?
not that section of it
but all of the defulat effects i looked through didnt specify with the directionX....its just had a number
find an effect that works in similar way and see how it works
ok i dont understand how or why this made the difference, but it fixed it
{
positionName = "usti hlavne";
directionName = "konec hlavne";
effectName = "Flamer_RifleFlameTrails";
};```
moveVelocity[] = {"3directionX","3directionY","3*directionZ"};
and then using the same number but positive values
https://gyazo.com/8d666bfe881750a1cf6f5bdf57dbc574 @hearty sandal weee thanks!
not quite what am going for, but its nice to see something working
going in the right direction then
yah, i dont quite understand what rubbing is
it means something like how much the environment slows down the particle
the particle parameter explanation is somewhere in the webs I recall
ah, wiki was fairly limited on description
ah, think its how air effects the particle
so low weight high rubbing, particles flies
wait nvm, just low weight makes something fly
Where can I find the stringtable.xml for UI menus?
Perfect, thank you
Does anyone know how to hide the scrollbars on RscListNBox? I tried setting the colors to fully transparent but that wasn't working out for me.
What is "OA only" mean?Changing "shotBullet" to "shotSpread" (OA only) causes the changed ammo to behave like it is buckshot (again, OA only).
Operation Arrowhead?
I've got a pilot camera working, sort of, but I'm experiencing some technical complications getting it right.
Hi guys, I 've a big problem. At least big form me. I modified textures of an house and moved a3 house with mikero tool in a new directory. Then I created classes to get new veihicle classes and units to put object in Terrain builder and missions. The point is that house I put in TB are not animated (doors dont open and windows dont crash). On the contrary when I use those objects in a mission everything goes well. Can anydoby tell me why and I could work around it? Thanks
Input moves the camera turret along certain axes, and the camfeed mem point is also part of the camera pitch selection by name. However, the optics mode seems to be pivoting at the camfeed mem point, which causes part of the camera turret geometry to pass in front of the optics view. Can I offset the feed location from its pivot point somehow?
Anybody know why I am getting a message from botClyde whenever I try to paste in my code?
I have a bunch of vests I need to override since their values are imbalanced compared to the rest of our modpack. I want to make a single base class which I can use to override a bunch of different vests (the only differences between a bunch of these vests is textures/models. I have an initial version that functions, but I want to use class inheritance to reduce the amount of code that I have.
How would I go about doing this? (I will provide a sample shortly.)
class CfgWeapons
{
class ItemCore;
class VestItem;
//MILGEAR PACK OVERRIDES
class milgp_v_battle_belt_assaulter_MC: ItemCore
{
allowedSlots[] = {701};
class ItemInfo: VestItem
{
containerClass = "Supply40";
mass = 40;
};
};
class milgp_v_battle_belt_assaulter_RGR {
//SAME CODE AS THE MULTICAM VARIANT
};
class milgp_v_battle_belt_assaulter_CB {
//SAME CODE AS THE MULTICAM VARIANT
};
class milgp_v_battle_belt_assaulter_KHK {
//SAME CODE AS THE MULTICAM VARIANT
};
};
@sullen fulcrum are you talking about vanilla A3 houses? as those are big nono to touch
do tracers continue if they have a longer tracerEndTime then the projectiles timetolive?
been using maxSpeed, but the projectile doesnt seem to be slowing down
didnt find anything else on arma wiki on how to control projectile speed, this project has no friction or gravity on it
friction and gravity are what slow it down ๐
Am I being blocked? If so, why?
Your message could not be delivered because you don't share a server with the recipient or you disabled direct messages on your shared server, recipient is only accepting direct messages from friends, or you were blocked by the recipient.
Ok. I copy/pasted that but it didn't return the actual message by botClyde
Maybe there's a line limit to what I can paste here?
memoryPointDriverOptics = "pilotCam_pos";
class PilotCamera
{
class OpticsIn
{
class Wide
{
opticsDisplayName = "WFOV";
initAngleX = 0;
minAngleX = 0;
maxAngleX = 0;
initAngleY = 0;
minAngleY = 0;
maxAngleY = 0;
initFov = "(60 / 120)";
minFov = "(60 / 120)";
maxFov = "(60 / 120)";
directionStabilized = 1;
visionMode[] = {"Normal","NVG","Ti"};
thermalMode[] = {0,1};
gunnerOpticsModel = "\A3\Drones_F\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_wide_F.p3d";
opticsPPEffects[] = {"OpticsCHAbera2","OpticsBlur2"};
};
class Medium: Wide
{
opticsDisplayName = "MFOV";
initFov = "(12 / 120)";
minFov = "(12 / 120)";
maxFov = "(12 / 120)";
gunnerOpticsModel = "\A3\Drones_F\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_medium_F.p3d";
};
};
minTurn = -75;
maxTurn = 75;
initTurn = 0;
minElev = -60;
maxElev = 40;
initElev = 10;
maxXRotSpeed = 1.3;
maxYRotSpeed = 1.3;
maxMouseXRotSpeed = 0.5;
maxMouseYRotSpeed = 0.5;
pilotOpticsShowCursor = 1;
controllable = 1;
};```
Seems like it was a line limit. I removed two FOV classes inherited from Wide to slim it down.
@hearty sandal ah found the issue, theres an initialspeed callout in the magazine file....apparently that was controlling the value.
Well, now that I solved my paste problem...
indeed what was the issue?
getting back to the original problem, I was wondering how to offset the memory point for
memoryPointDriverOptics = "pilotCam_pos";
so that it's aligned with the vis camera lens
I didn't get an error for my last code paste attempt, so I'm hopig you can see it above
above above, even
Going on reyhard's advice, I tried using pilotCamera to make a surrogate pilot turret. It has a 20mm gun, a headlight, and a camera. When looking through its optics mode, the rotation is in the wrong place. I have pilotCam_pos also part of named selection maingun, which is animated via pilotcameraroty and childed to mainturret. Without full understanding, I'm expecting it to pivot on the axes mainturret_axis and maingun_axis, but it's rotating in place instead.
The result is that while both the turret parts and the camera feed are rotating, I see the extended parts of the turret pass across the screen out of alignment. It doesn't seem to be affecting the PIP the same way - just the optics movement.
So... I was wondering if I can set the memory point to the point in space where the mainturret and maingun axes would converge, and then just offset the camera feed somehow.
I feel like I've lost you.
yes
you have lost me
you have a turret
and a separate camera
but that camera is also part of the turret?
take a pic of your vehicle and draw where you have turret and camera and how you would like them to move
it's a "surrogate turret"
lol
What I'm ultimately trying to do is create a pilot turret with camera and headlight
and MG
but its all 1 turret yes?
but you now have 2 turrets
I had made this model a few years ago, but only just now tackling this problem
make a picture please
"mainturret" is the selection name
it will likely solve the whole issue
ok. I was making a video to help even better...
picture is enough
any picture with the vehicle and the turrets you have on it
something like this
in here I have separately animated camera on red
a nose machine gun on blue
and the arms
that all move with gunner input
the gunner camera memorypoint moves with the red camera
you want something similar or am I completely lost?
I wouldn't say completely... It's just one turret
ok so then the optics point should just be in the same selection as the barrel
and it would move with the barrel
and look at where the barrel points at
grr I can't figure out discord either
picture posting is restricted to veterans and above on this server
there's the link... it just didn't embed it
oh ok
I served in the US Army...
I'm a vet ๐
yes
ok so your optic memorypoint just needs to be part of the barrel selection and it will move with it
that's what I have... it's not cooperating
In PIP, it's working
so, I know something is right
but in gunner optics it does not?
right
you sure the memorpoint is named right?
or the optics parameter for the memorypoint
well it starts from the memory point, but the rotation is also AT the memory point
mainturret is just the part name
class MainTurret
{
type="rotationY";
source="pilotcamerarotx";
selection="mainturret";
axis="mainturret_axis";// *probably*
sourceAddress = loop;
minValue = -6.2831855;//rad -360.0
maxValue = 6.2831855;//rad 360.0
angle0 = -6.2831855;//rad -360.0;
angle1 = 6.2831855;//rad 360.0;
animPeriod = 0.0;
initPhase = 0.0;
// memory = true;//(default assumed)
};
class MainGun
{
type="rotationX";
source="pilotcameraroty";
selection="maingun";
axis="maingun_axis";// *probably*
// sourceAddress = clamp;// (default)
minValue = -6.2831855;//rad -360.0
maxValue = 6.2831855;//rad 360.0
angle0 = 6.2831855;//rad -360.0;
angle1 = -6.2831855;//rad 360.0;
animPeriod = 0.0;
initPhase = 0.0;
// memory = true;//(default assumed)
};```
that's the model.config bits
ok so is the memorypoint part of "maingun" selection
and have you some other selections on it
for optics, I am using memoryPointDriverOptics = "pip0_dir"; which is also the direction of my PIP. In memLOD this point is also named "maingun"
try using separate memorypoint with unique name
ok so I did that too...
I tried placing it in the converging point where the mainturret and maingun axes would be.
that aligns the movement, but then I can see the inside of the turret ball
since those axes are supposed to be where it rotates from
if it's rotating in place instead of on its parents' axes, then I figured I would put it AT its parents' axes
however I need an offset for the cam to do that
the second method aligns the roatations, just not the camera pos to the vis lens
nm I see what you're saying...
don't use the memory point that's already being used by PIP?
yes
trying that...
It seems to have aligned it. BIG THANKS!! @hearty sandal It's still wonky, but I still do appreciate the help you gave!
Now, I just need to figure out how to make it follow TrackIR/freelook
smokeGenMaxDist = 150; //for more info see part Changes dependent on distance
smokeSizeCoef = 0.6; //for more info see part Changes dependent on distance
smokeIntervalCoef = 0.001; //for more info see part Changes dependent on distance```
what does smokeIntervalCoef do exactly, how does the number math into game? There is 0 description on wiki about it
where is it used?
particles fx, i understand hte first 3 sorta....they tell the game when to change how the particles materialize i think
helps with preformance
so my guess is if im 150m away the particles wont show up at all
where did you pick them up? I dont have them in my effect configs
you should have followed the link
also right above them it says these parameters override the ones set in video settings
i did follow the link, its a loop and links itself giving no new information
I was wrong. It didn't align
@vernal sequoia Those links link to their respective topics on that page
but it tells me practically nothing of the function
Yup, I see. The example has a link. The link goes to another part of the page which has more links leading right back to the example. Maybe HG is saying check video settings to see what those parameters do.
I'm actually still having probs with the pilotCamera in optics mode. This is a more descriptive video, demonstrating the problem:
https://youtu.be/8py65F2BoGg
Cannot create entity with abstract type Civilian (scope = private?)
anyone know why this comes up in my rpt?
@hot pine I'm still not sure what you meant by
Although you would most likely need to use bone for weapon direction
I've had a little success using the pilotcamera, but there are some obstacles still.
What I've done so far, was first to keep my turret parts, and in the model.cfg simply use sources pilotcameraroty for the gun pitch and pilotcamerarotx for the gun yaw, in replacement of maingun and mainturret, respectively.
Second, I added the class pilotcamera with a variety of optics FOVs, inspired by the pilot cam in the Wipeout.
Next, I added memoryPointDriverOptics parameter, and gave it a unique memPoint attached to the gun pitch.
My short video shows exactly what is happening wrong.
Also, I cannot figure out how to control the camera with TrackIR.
Im trying to make some re-textured vests for my unit, problem im having is the new texture doesn't show up just the original but the config viewer shows its loading my new texture https://pastebin.com/gQNAiUWa Not sure why this isnt working the same way as backpacks.
@hearty sandal Yeas I'm talking of A3 VAnilla houses. In fact, I do not touch models only config and classes. I think the problem I have is similar to the one you have when you put a vehicle (car, tank, etc..) in the Terrain Builder. You can put them but they are unplayable. Maybe someone has found a work around?
my vehicle acceleration is slower then usual? What factors hinder a car's acceleration?
@sullen fulcrum what you are doing wont work.
@dry carbon camera movement would have to be scripted
with some loop which would constantly lock pilot camera at position you are looking at
pilotCamera doesn't allow any manipulations for view memory point - it's doing its vector changes at memory point position
Other solution is to disable access to pilot camera and leave only "driver" optics thing but that will require even more scripting because mouse movement would need to be translated into pilot camera movement
disabled pilot camera thing (whole functionality is still working so you can rotate etc) taken from Su-25
memoryPointDriverOptics = "pilotCamera";
class PilotCamera //targeting pod
{
class OpticsIn
{
class Wide
{
opticsDisplayName = "WFOV";
initAngleX=0; minAngleX=0; maxAngleX=0;
initAngleY=0; minAngleY=0; maxAngleY=0;
initFov = A3_FOV_DEG(10);
minFov = A3_FOV_DEG(60);
maxFov = A3_FOV_DEG(60);
directionStabilized = 1;
visionMode[] = {"Normal"};
//gunneropticsmodel="rhsafrf\addons\rhs_a2port_air\mi35\rhs_sight_9s475_x3";
gunneropticsmodel = "";
opticsPPEffects[]=
{
"OpticsCHAbera2",
"OpticsBlur2"
};
};
};
minTurn = -12;
maxTurn = +12;
initTurn = 0;
minElev = -6;
maxElev = 16;
initElev = 0;
maxXRotSpeed = 1.0;
maxYRotSpeed = 1.0;
maxMouseXRotSpeed = 0.5;
maxMouseYRotSpeed = 0.5;
pilotOpticsShowCursor = 1;
controllable = true;
};```
ah64 gunner optics available from pilot seat
// TADS
class DriverOpticsIn
{
class Wide
{
hitpoint = Hit_Optic_TADS;
camPos = GunnerView;
camDir = gunnerview_dir;
opticsDisplayName ="W";
initAngleX = 0;
minAngleX = -30;
maxAngleX = 30;
initAngleY = 0;
minAngleY = -100;
maxAngleY = 100;
initFov = 0.456;
minFov = 0.456;
maxFov = 0.456;
directionStabilized = 0;
visionMode[]=
{
"Normal",
"Ti"
};
thermalMode[]={0,1};
opticsModel="\rhsusf\addons\rhsusf_a2port_air\ah64\gunnerOptics_ah64";
};
class Medium: Wide
{
directionStabilized = 1;
opticsDisplayName = "M - Stabilized";
initFov = __EVAL(0.7/12);
minFov = __EVAL(0.7/12);
maxFov = __EVAL(0.7/12);
opticsModel = "\rhsusf\addons\rhsusf_a2port_air\ah64\gunnerOptics_ah64_2";
};
class Narrow: Medium
{
opticsDisplayName ="N - Stabilized";
opticsModel ="\rhsusf\addons\rhsusf_a2port_air\ah64\gunnerOptics_ah64_3";
initFov = __EVAL(0.7/32);
minFov = __EVAL(0.7/32);
maxFov = __EVAL(0.7/32);
};
};``` you can't move it but it gives you also much more freedom of camera manipulation
as you can see it will require plenty of work so if you don't feeling like dwelling into it just move pilot camera memory point to the front so barrel is not visible
do you have somewhere whole model.cfg?
@hot pine Ok, I can put that somewhere. I just woke up, so I'll post it on my relevant BI forums thread in a few moments, and then post the link here.
This is the thread mentioned above:
https://forums.bohemia.net/forums/topic/219953-small-helicopter-turret-control-options/
I created it new; there were older threads on this topic, in which I posted, but they were too old to exhume.
oh, now I see
yeah, the offset between barrel and eye memory point is because of position
Right. It seems it cannot be attached to the geometry it manipulates.
yes, it cannot
which seems like it needs separate mempoints for pivot and view
Sad part is: even if this fixes my alignment problem, I still would have to jump through hoops to get the motion slaved to the freelook/TrackIR
I tried looking at the Apaches from Franze and Nodunnit, and the RHS Apache. My brain handed in its resignation that day.
you can put i.e. pilotCamera memory point in the middle of x & y axis of gun and use LODDriverOpticsIn = 1201; (View cargo with 1 resulation)
so gun movement would be quite aligned
Ok, so it would have the proper alignment, but the geometry wouldn't be obstructing?
Well... that works for this turret... It won't work for another one where the yaw and pitch don't have a common convergence
Also, I didn't realize you could have more resolutions for special LODs. Cool
On a side note, is it better to use lod view-pilot or view-cargo (0.000) for a single seat aircraft, like some obscure taxing on the RV Engine? Currently, this heli has view-cargo (0.000) for its pilot view. I set it up like that back when A3 was new, or possibly even Beta, but I wonder if it's optimal for the current state of the Engine.
@hot pine I tried using LODDriverOpticsIn = 1201;, but I'm not sure I've placed it in the right spot. I put it in the base vehicle class. Should it be in a sub class?
The alignment is right, but I still see all the geometry from LOD 1
This must be a new parameter, because there is zero info on it, and only one instance of its use comes up from a Google search for "LODDriverOpticsIn".
here's what the visLODs look like in OB:
https://orig00.deviantart.net/174e/f/2018/296/0/a/wyvern_vislods_by_rooster3d-dcq61mz.jpg
@sullen fulcrum
The zoom FOVs don't show any geometry, so it gave me an idea. I tried to increase the first FOV, incrementally, from 60/120 out to 24/120. Once I reached this point the view was too large, and the gun geometry was still partially in the scene.
The first zoom (i.e.: 2nd FOV) is already at 12/120.
Would it be possible to get the feed from a mem point in a proxy? The concept is that the proxy would stay attached...
but then the problem would still be preventing the feed from also rotating. It's so frustrating.
Can you boys help me out with the vehicle config? Apart from some minor issues (the gun not following the aim, the turret following) the gunner can't use the assigned weapon. It's not lshowing in the top right weapon panel. What's interesting, the weapon was able to be fired by commander with manual fire (before removing the commander position).
Here's the cfgVehicles: https://pastebin.com/135RVCPu
(also the turret and gun animations work properly in Buldozer)
to me it seems like some inheritance issue, can't really figure out what's wrong though
Any way to allow a TC/VC to turn on/off a vehicle's lights, engine, etc?
dispersion=0.002 in the weapons config should be the only deciding factor in literally the dispersion pattern of a weapon yea?
There is also the aiDispersionCoefX and Y depending on why your changing it and whether you need the AI to have consistent values as well. Also under each firing mode there is aiRateOfFireDisperson.
Hey guys is there a new order to config overwriting? For example i'm seeing if I can turn on terrainsynth for terrains that don't have it turned on - the config I have written doesn't seem to overwrite the one for the actual map.
I could be wrong, but that sounds more like #arma3_scripting or #arma3_terrain
It's an issue with config priority, the terrain side is sorted and no scripting involved.
You have a dependency in your mod on the original mod? That would be the place to look as you need to ensure you load second to override the config.
The config loads correctly - no dependency set as it covers multiple terrains so no error will be thrown if some are missing. When just loading the reconfig it loads correctly and follows the full structure. Just when the actual map is also loaded it's like that takes precedence.
dependencies are important for the loading order
Hmm ok will see if that makes a difference. Thanks guys.
So I'm still getting no results from dispersion. Does it put any other factor into calculation? Like wind resistance and such?
I tried both minor adjustments and even crazy numbers like 40,
magazines[] = {"Mlaser_valk"};
dispersion = 0.00057;
Multiplier = 1;
class GunParticles {
class FirstEffect {
effectName = "SniperCloud";
positionName = "Lascannon_muzzle";
directionName = "Lascannon_chamber";
};
};
};```
This should be fine right?
dispersion goes in the firemode subclasses
not in the main body of the cfgweapons class
Hi guys, I'm learning a lot from a beautiful Mondkalb tutorial ( https://community.bistudio.com/wiki/Mondkalb's_Addon_Tutorial ) Unfortunatly images are missing. Does anybody have a clou about how I could find images? Many thanks, Frank
That stuff is super old, I doubt the pictures are still around.
Also how the eff is that tutorial already nine years old. ๐ฎ
LOLz
I remember those tuts...
back when I was chiseling out a round rolling thing made of stone
@scarlet oyster Could you please suggest anything more updated for an "absolute beginner"?
I havent been following the development of available tutorials for quite a while, so I don't know whats out there and what the quality is.
Does anyone know how I can force a specific face to spawn on a unit when created?
Basically trying to set a specific face/head model per unit when its spawned
Configs set up via a mod, not looking for a scripted solution if I can avoid it
Is there any sort of list of particleeffects used in vanilla?
like effect = "ExhaustsEffectPlaneHP";
how can i prevent a weapon from inheriting the magazines array from its parent weapon? I have a weapon that i have only one entry in the magazine array, and when im in arsenal, it has that magazine plus the 4 magazines available to its parent
i have it set as that, still inherits them
class CfgWeapons
{
class rhs_weap_rpg7;
class APM_shovel_launcher : rhs_weap_rpg7
{
scopeArsenal = 2;
scope = 2;
author = "Crowmedic";
displayName = "Shovel Launcher";
baseWeapon = "APM_shovel_launcher";
descriptionShort = "A RPG7 that has been modified to launch shovels";
magazines[] =
{
"APM_mag_shovel"
};
};
};```
yeah, we have magazineWell[] = {RPG7}; on it
do i just set magazineWells[] = {}
without s yes
thanks again Dedmen, you my hero lol
Hi guys, does anybody know the required addon for class rotation ? Thanks. Frank
none?
if you are using class Rotation; in model.cfg & don't have some master model.cfg (in parent folder) you can safely replace it with class Rotation { type = rotation; memory = 1; minValue = 0; maxValue = 1; angle0 = 0; angle1 = 1; };
...or perhaps a specific axis, right?
I'm learning, but as I've come to understand it, if you don't have two memory points, you usually need to specify the axis of rotation.
I think it will default to straight up if you dont give it any special axis
I echo the question above about effects:
Is there any sort of list of particleeffects used in vanilla?
like effect = "ExhaustsEffectPlaneHP";
well the effects classes are in the config but I dont think anyone has parsed them into a list
So how do AI in vehicles see?
Like is it based on the optics? What if a vehicle doesn't have any?
The reason I ask is because I been doing a ton of testing to get my VTOL to fly like the Y-32 and it seems that the Y-32 relies on it's gunner sight rather then the pilots.
@vast parcel I think you may have to scour through the vanilla files with eliteness, and try to determine what's available that way.
Use the allinone config not eliteness
It makes a 43mb single config dump you can open in notepad++ and then search โeffect =โ
What is this config you are talking about
Here is the All in One Config for Apex, as of June 11th stable branch update (1.62.137494).I will be updating these periodically and will include dumps with...
In class MFD,someone know how to correctly combine bones? I am trying to make a line that top point will move in X , a bottom point will also move in X , and them I want to create a perpendicular line that will move from top to bottom. I have these bones for X movement of top and bottom:
class TopX
{
type="linear";
source="cameraDir";
sourceScale=1;
min=0;
max=360;
minPos[]={0,0};
maxPos[]={1,0};
};
class BottomX
{
type="linear";
source="cameraDir";
sourceScale=1;
min=0;
max=360;
minPos[]={0,1};
maxPos[]={1,1};
};
and draw class
class VertLine{
type = "line";
width = 4;
points[]=
{
{"TopX", {0,0}, 1},
{"BottomX", {0,0}, 1}
};
};
And now I'd like to create that small red line which would move along the black line:
https://imgur.com/2DfCRVO
Hey, I've got this issue: a custom made tracer is disappearing after traveling some 500 meters and it appears only after traveling 100 meters. It's quite frustrating scince it neither looks good or helps at long-range engagements.
cfgAmmo:
class TIOW_rifle_pulseshot: B_127x99_Ball
{
typicalSpeed = 1000; //it was 1000
airFriction = -0.00002;
model="\40k_tau\Effects\pulse_tracer\Pulse_tracer.p3d";
hit = 125;
caliber=6;
deflecting=0;
soundFly[]=
{
"\40k_tau\Weapons\Pulse_Rifle\sounds\Flyby1.ogg", 1,
"\40k_tau\Weapons\Pulse_Rifle\sounds\Flyby2.ogg", 1,
"\40k_tau\Weapons\Pulse_Rifle\sounds\Flyby3.ogg", 1,
"\40k_tau\Weapons\Pulse_Rifle\sounds\Flyby4.ogg", 1,
"\40k_tau\Weapons\Pulse_Rifle\sounds\Flyby5.ogg", 1
};
};
cfgMagazines:
class TIOW_pulse_mag: CA_Magazine
{
scope = public; /// or 2, to be precise
displayName = "Pulse weapons ammo";
descriptionShort = "24 silicon-ferromagnetic charges";
picture = "\40k_tau\Weapons\Definitions\UI\Magazine.paa"; /// just some icon
mass = 5;
ammo = TIOW_rifle_pulseshot;
count = 24;
initSpeed = 400; //was 1000
tracersEvery = 1;
lastRoundsTracer = 0;
};
tracerStartTime tracerEndTime
๐ฑ
yep, that worked, suprised I haven't found it on BIki's cfgAmmo
apparenlty the BIki site is only as refrence to vehicle ammo, not handheld weaponry
{ class Turrets {
class GunnerTurret;
};
};
class Valkyrie_Base : VTOL_02_base_F{
class Turrets : Turrets {
class CopilotTurret : GunnerTurret{
};
};
};```
With filler of course of changes, I written out my config that way. Yet it seems I'm still overriding the parent class?
class VTOL_Base_F;
class VTOL_02_base_F: VTOL_Base_F
{
class Turrets
{
class GunnerTurret;
};
};```
Worked like a charm, thank you!
But a question to help me understand it. Why do I need the previous one? Like shouldn't I be able to just start at VTOL_02_base_F becuase it has already inherited everything previous to it?
You have to forward declare all classes, even those sub-classes inside a previously inherited parent.
what i have to do when my vehicle istn shifting up anymore in after 2nd gear ?
this gearbox thing is just so shitty there no real explanation
dayz sa has manual transmission wonder if arma could have same
hate climbing hills have gears go back and forth
I guys. Can someone tell me where to find the config entry for the trackmarkings that tankstracks leave on the ground? I'd like to make my own
Im guessing its these?
memoryPointTrack1L = "Stopa LL";
memoryPointTrack1R = "Stopa LR";
memoryPointTrack2L = "Stopa RL";
memoryPointTrack2R = "Stopa RR";
it should be possible to make a custom track mark right?
Like shouldn't I be able to just start at VTOL_02_base_F
yes, you can, and no, you should not. Why not is because you will affect ALL other mods and addons which (try to) inherit the original. the rules for classes btw are as follows
class (new) A
{
begins by emptying the entire contents of (old) class A if it exists, and yout then add your own salt and pepper
}
class B;
class A:B
{
begins by NOT, repeat NOT, emptying class A. and then you add salt and pepper or overwriting some/all of the existing vars=
}
to affect / overwrite a base class is exceedingly foolish. You have no right to affect other people's addons (ncluding those from bis themselves) which have nothing to do with you.
This may not be your intent anyway. You are probably under the illusion that you can create a duplicate of what's already there. a personal copy of the same thing. That's not how bis configs work.
@hot pine thank you very much ๐
is there a way to force the crew of an APC to be out of their turrets, e.g. not hidden inside, upon scenario start?
I tried this in init, but it didn't work, the gunner stayed inside: (gunner _veh) action ["TurnOut", _veh];
_x setBehaviour "Safe"
The Action command wont work, as the AI overrides it immedately with the desire to stay hidden/protected by armor. Switching to Safe mode or Careless will change it, but with the added change in behaviour. So it may or may not suit your needs.
This is my first addon for helping me with mission making and i tried to create a dialog in it, when loading the addon and entering the virtual arsenal, my scroll bar for the virtual arsenal (for example when selecting a weapon) is completely white and i can't see the actual scrollbar
if someone could pm me i will give him the addon so he could check for mistakes
(do note this is only a visual glitch, the sidebar is still there it's just the same color as the background of the scroll bar)
CfgPatches >> anycbaaddon >> Version of CBA
is this actually a number? or does it gets magic-parsed to a string?
yup, a string as expected ...
@scarlet oyster , that's a bloody excellent answer, I had half forgotten it!
Anybody have a issue were you have sensors like active radar working fine. But you canโt lock on to radar detected units for info?
rule out the sensor or the target - could be target params like accuracy
is it possible to fix the "requiredAddons" from addon A from addon B ?
Problem:
Addon A:
requiredAddons[]={""};
Fix it to / via Addon:
requiredAddons[]={};
Can you clarify?
You you want to patch a different addon's requiredAddons entry from a third party addon?
I don't think so.
What do you mean by "fix" exactly? What is broken about it?
Contact the author
what config entry do i need to make to add a custom paintjob to a vehicle in the garage? (ex: i made textures for the RHS uh-60 and i want them to show up as an option in the bis_garage)
thanks @hot pine
Is the only way to change how loud a sound is by the mod config? You canโt like change in description.ext and overwrite it or lower it with a say3D argument?
via config you cant either
you can only set the relative volumne/importance to other sounds
the sound file itself defines the actual volumne
So I would need to lower the sound via the file.. got it, thanks @stoic lily
another issue im having with config, how do i insert a sibling class w/o overwriting the other siblings?
for example, the following config is for a vehicle im creating that is overwriting the other options under class textureSources:
class APM_MBT_04_command_F : O_MBT_04_command_F
{
class textureSources
{
class APM
{
displayName = "APM";
author = "Crowmedic & SkunySpliff";
textures[] = {
"\APM_Units\data\MBT_04\MBT_04_exterior_green_hex_1_CO.paa",
"\APM_Units\data\MBT_04\MBT_04_exterior_green_hex_2_CO.paa",
"\Data\camonet_CSAT_HEX_Desert_CO.paa"
};
factions[] = {};
};
};
};```
when i open the vehicle in bis_garage, it only shows the APM option, and not the other 4 options that are already on the vehicle
you need to inherit the class textureSources
indicating to me that its overwriting the already existing textures
the way you have it now replaces the class textureSources
like so? tried this already and it yeilded the same result
class O_MBT_04_command_F
{
class textureSources;
};
class APM_MBT_04_command_F : O_MBT_04_command_F
{
class textureSources : textureSources
{
class APM
{
displayName = "APM";
author = "Crowmedic & SkunySpliff";
textures[] = {
"\APM_Units\data\MBT_04\MBT_04_exterior_green_hex_1_CO.paa",
"\APM_Units\data\MBT_04\MBT_04_exterior_green_hex_2_CO.paa",
"\Data\camonet_CSAT_HEX_Desert_CO.paa"
};
factions[] = {};
};
};
};```
class O_MBT_04_command_F that's breaking inheritance
class APM_MBT_04_command_F : O_MBT_04_command_F
{
class textureSources : textureSources
{
class APM
{
displayName = "APM";
author = "Crowmedic & SkunySpliff";
textures[] = {
"\APM_Units\data\MBT_04\MBT_04_exterior_green_hex_1_CO.paa",
"\APM_Units\data\MBT_04\MBT_04_exterior_green_hex_2_CO.paa",
"\Data\camonet_CSAT_HEX_Desert_CO.paa"
};
factions[] = {};
};
};
};```
like this then?
tried that, it yields an error, because the base class textureSources isn't defined
would creating an inbetween class work? like so:
class O_MBT_04_command_F_1 : O_MBT_04_command_F
{
class textureSources;
};
class APM_MBT_04_command_F : O_MBT_04_command_F_1
{
side = 1;
scope = 2;
crew = "B_APM_Rifleman_HK416";
faction = "B_APM_F";
classes_tank
scopeCurator = 2;
hiddenSelectionsTextures[] = {
"\APM_Units\Data\MBT_04\MBT_04_exterior_green_hex_1_CO.paa",
"\APM_Units\Data\MBT_04\MBT_04_exterior_green_hex_2_CO.paa",
"\Data\camonet_CSAT_HEX_Desert_CO.paa"
};
class textureSources : textureSources
{
class APM
{
displayName = "APM";
author = "Crowmedic & SkunySpliff";
textures[] = {
"\APM_Units\data\MBT_04\MBT_04_exterior_green_hex_1_CO.paa",
"\APM_Units\data\MBT_04\MBT_04_exterior_green_hex_2_CO.paa",
"\Data\camonet_CSAT_HEX_Desert_CO.paa"
};
factions[] = {};
};
};
};```
Try to recreate inheritance tree instead
anyway, if you want to have that texture available in virtual garage also for vanilla vehicles, then I would suggest to add new entry in base class
here you have example config from RHS GREF, which adds additional camo variants to vehicles from AFRF/USAF
now then guys, hopefully a quick one, I'm trying to make a custom identity for a character so they have a set head and set voice, but I just cannot seem to get it to work.
what I have is;
class CfgIdentities { class mysoldier { name ="soldier"; nameSound ="soldier"; face ="AfricanHead_03"; glasse ="None"; speaker ="Male05ENG"; pitch =1; }; };
with "mysoldier" in the identity type of said character, everythings in the right place according to the config viewer, It just wont have it. any help would be greatly appreciated
how could I draw a simple line from radar entities to center of HMD in class MFD?
class RadarBoxes
{
type="radartoview";
pos0[]={0.5,0.5};
pos10[]={0.773,0.773};
width=4;
points[]={
{{-0.02, 0.02},1},
{{0.02, 0.02},1},
{{0.02, -0.02},1},
{{-0.02, -0.02},1},
{{-0.02, 0.02},1}
};
};
CfgIdentities & identities in soldier cfg are 2 different things @dusty relic
@hot pine oh, where are identities located? all I want is for a character to have a set head and voice without faffing with init's
heads are linked with heads cfgs
imo easiest it would be to set event handler
otherwise it's a lot of effort to do something like that
class cfgVehicles
{
class B_Story_SF_Captain_F: B_Soldier_02_f
{
author = "Bohemia Interactive";
editorPreview = "\A3\EditorPreviews_F\Data\CfgVehicles\B_Story_SF_Captain_F.jpg";
_generalMacro = "B_Story_SF_Captain_F";
scope = 2;
modelSides[] = {3,1};
displayName = "Miller";
identityTypes[] = {"Miller","G_NATO_default"};
[...]
class EventHandlers: EventHandlers
{
init = "(_this select 0) setIdentity """"EPA_B_Miller""""";
};
};
};
class CfgFaces
{
class Miller
{
class Default
{
author = "Bohemia Interactive";
displayname = "Miller";
head = "Miller";
texture = "\A3\Characters_F\Heads\Data\m_Miller_co.paa";
identityTypes[] = {"Miller"};
material = "\A3\Characters_F\Heads\Data\m_Miller.rvmat";
materialWounded1 = "A3\Characters_F\Heads\Data\m_Miller_injury.rvmat";
materialWounded2 = "A3\Characters_F\Heads\Data\m_Miller_injury.rvmat";
textureHL = "\A3\Characters_F\Heads\Data\hl_White_hairy_1_co.paa";
materialHL = "\A3\Characters_F\Heads\Data\hl_White_hairy_muscular.rvmat";
textureHL2 = "\A3\Characters_F\Heads\Data\hl_White_hairy_1_co.paa";
materialHL2 = "\A3\Characters_F\Heads\Data\hl_White_hairy_muscular.rvmat";
disabled = 1;
};
class Miller: Default
{
};
};
there was attempt to make it with vanilla functionality only but it ended up with EH anyway
but i'm not after making a new face per se, just giving a character set features, using miller as an example;
identityTypes[] = {"Miller","G_NATO_default"};
The "miller" part of that has the information for the head the character uses, as well as the voice
Where are these located if not CFGIdentities?
{
class Miller
{
class Default
{
identityTypes[] = {"Miller"};```
that's the link
"miller" doesn't contain voice
setIdentity is used to set proper voice
Hey guys, is there an example for creating launchers?
rocket launcher weapons?
yeah
i want to create a baton as launcher slot weapon. model is set up in OB and LOD's are also ready
sounds tricky
i tried to use the a3 config from the a3 folder (located in p drive) but it won't really work. I got the baton on my back and can select it but when i try to pull it out, the game crashes
check the rpt if it tells you a reason
sounds like you are missing some critical part of the model and/or config
i don't know what to write in the model.cfg tho
rpt says nothing
just created dump file
do you have anything in the model.cfg?
nope not yet
that could be an issue for starters
is there an example for launchers?
no
unless that whats it called sample collection has one
I wanna say BreakingPoint
or somesuch ppl have made a bunch of examples
i made a custom launcher before. it is a little tricky
as the weapon you take from your back, MUST be a class of launcher.
if it isn't the game crashes
i think this is something to do with the animation that is used, and possibly the modelspecial settings in the weapon / magazine
so try inheriting your class ofbaton from a default rpg, same for the mags and ammo for it
and get that working, then modify your rtms for animations, and the nyour ammo and mag damage and efx etc
Launcher_Base_F is alright as class?
no use one of the actual weapons
adjusted animations, added sounds. realistic 5 sec flight time
i made this, inheriting off the RPG
you can find the class of weapon in the AiO config
okay thanks i will give it a try
virtually no reason to use modelspecial to replace the whole launcher now though
https://hastebin.com/elujupalof.cpp
this is my config.cpp do you see any errors? arma still crashes when i try to pull the "launcher"
Exception code: C0000005 ACCESS_VIOLATION at 9E571251
problem could be in the magazine or ammo config
launcher must have missile type ammo
pls do as Rob suggested and use the damn rpg config and ammo
it's the rpg config
yeah bulletbase will break the launcher simulation for sure
like i said yesterday, it's tricky, needs careful planning to create a launcher variant.
So I have a ship with sails that can be shot. These sails are also raised and lowered by animating certain parts. The fire geometry for the sails is also animated to raise and lower with the sails, however I can't animate the hit points to raise and lower, so the hit points are pretty much static. How would I set up my hitpoints to where if a projectile hits the hit point it causes no damage, but if it hits the fire geometry within the hitpoint sphere it causes damage to just that sail?
And is there a way to have a certain projectile cause more damage to one material, but less damage for another material? In this case, a cannon can fire a shot of loose chains at the sails to destroy them, but the chains don't cause a lot of damage to the hull of the ship, and vise versa solid shot will damage the hull significantly but do very little damage to the sails.
@simple trout - have you tried using armorComponent instead of hitpoint spheres? Basically you can assign selection name from fire geometry in hitpoint, instead of memory point
as for damage - yes, you can add modifiers in ammo via ArmorSimulations thing
you would add "WarheadName" property to your ammo and define different types there