#arma3_config
1 messages Β· Page 92 of 1
that is not relevant on how the weapon and vehicle configs are different
well yeah
but I dont want to talk shop too much on my free time
I like modding arma way more than vbs
that's because you're a masochist like the rest of us.
@ruby pine one tip I can give to you. VBS3 should have a optional configviewer addon somewhere in the install
and you can export the allConfig too out of it
as in all loaded configs in one file
your version may or may not have the switchable part system in it too
but depends really on what version you have
what's switchable part system
enough shop. if you dont know about it I doubt you have it π
aside from the lectures I hold, i've played around for about an hour on this game
so if its an ingame feature I wouldnt have a clue
its an ingame feature that is not very videly introduced
at least not in the version i've used
so chances are you dont have it and it does not really matter
fair enough
is there a config property that makes an object, say, a house, stay properly oriented without aligning to the slope of the terrain below it?
I think I found it actually keepHorizontalPlacement = 1
the buildings I have that don't have that value inherit from House and the ones that work inherit fromHouse_F
not relevant to structures baked into a wrp of course, in the geolod properties for houses it is:
placement vertical
I just want my houses not to end up sideways in eden lol
Google can tell and show you pretty well what it is. Also look at "VBS blue"
Hey guys. So I've added physX to my tank. I've moved memorypoints where they are supposed to be (wheel bound and axis to fit the small wheels on the tank). It worked quite allright without physX, but now it behaves like this: https://media.discordapp.net/attachments/383933250596503563/517395730080464907/20181128184527_1.jpg?width=1120&height=630
The springs are retracted waaaay more than I would expect them to
and the tank basically lies on it's bottom on the ground
tweaking mass up and down didn't really change much apart from springs going a bit more or a bit less up/down
so my question is: what variables should I focus on in PhysX?
or it's some other issue?
I'll be able to do that today's evening EU time
hello arma modders, i made a simple bolt addon that can be thrown, itβs like the handgrenade, everything works fine and its also listed under the grenade section in arsenal. is there any way to make this bolt into an object once throwed at the target so i can detect with other scripts? right now itβs always nullObject
you are right
nearestObjects [player, [], 50]
return
[B Alpha 1-1:1 (Player,9: tzr_bolt.p3d]
That's Ammo right? You might be able to use the new Ammo Fired eventhandlers
its the bolt, ammo whould be ammo = "tzr_bolt_ammo"; `?
i just was thinking something with my config is worng, but its working fine
is possible to modify groundWeaponHolder?
define "modify" ?
@grand zinc i want use model for groundWeaponHolder
Sure. You can make your own model
@sick zephyr check offset0 and offset1 values of damper animation (model.cfg), it must match with maxdroop and maxcompression in physx setting
use diag mode "EPEVehicle" via arma3diag.exe to display if the wheel centers and contact points are in the right place
oh amazing tips mate β€
@strange egret @sick zephyr true only if the distance between the axis memory points is 1m, otherwise the damper animation movement scales with the distance between the axis points
if you use the same setup as sample tank and vanilla, aye. If you dont, better know what yer doing π
well it's only true in one very specific case, so good to know that all other cases won't be true
? no. Animation offset is always in meter
you dont need the 0 to 1 damper "scale" memorypoints
distance moved = (offset1-offset0) x distance between axis mem points
if you use the axis then yes.
no
only if you use begin and end memorypoint
type="translation";
sourceAddress=0;
selection = "";
source="";
axis="";
minValue=0; maxValue=1;
offset0=0; offset1=1;
};
class BaseTranslationP2P { //point to point (begin to end) translation
type="translation";
sourceAddress=0;
selection = "";
source="";
begin="";
end="";
minValue=0; maxValue=1;
offset0=0; offset1=1;
};```
try increasing the distance between axis memory points, you'll see what happens
axis length never had effect for me unless i defined begin and end memorypoint, then the offset acts relative to the distance between those memorypoints
yeah, I don't use begin and end points. It does scale.
is possible to get folder config with script?
i always use p2p when i want to move specific from a to b and always use the 'regular' when i want to move normal meters. Never not worked for me... i guess im a unicorn then.
@hearty sandal yes, path to config folder in addons
what "config folder" ?
and I would say no config paths are no longer in the game files. GroundWeaponHolder is likely in some main config
or with weapons
but dedmens link should get you there
there is no such thing as a 'pbo name' in the game, there is only an addon name, as defined in cfgpatches of the pbo
thank you, dedmen
If you just want to read that config you don't need to know in which pbo that was added
if you want to inherit it, you don't need to know that either
if you want to edit it, you don't need to know that either
so I have no idea what you need that for
that for example π
http://tikka.ws/class/index.php?b=cfgVehicles&c=GroundWeaponHolder&conf=1 here is the content of that
How do you prevent a vehicle with a large gun (howitzer type) from recoiling - moving backwards?
muzzleImpulseFactor
Cheers π
@untold temple I tried muzzleImpulseFactor[] = {0, 0}; in the CfgAmmo shell definition, but the vehicle still flings backwards (dramatically) on firing. What did I miss?
Does it need to go in cfgMagazines as well maybe?
yes - putting it in magazines fixes the problem
is there anything special I have to do if I want to have my own config variable? like for example in ACE3 there is
ACE_caliber
``` for cfgAmmo,
no
also they are called entry not variables. We had a huge confusion about that recently on BIF.
If you add an entry, you've added it and can read it via script
my code calls them entries, my documentation calls them properties π
and yes, it's deadly to think of them as variables because they are baked in constants that can't be changed only read.
Okey yeah. I also differentiate like that. Entry is anything, properties are just values. So a class is also a entry but not a property
#define CONT(n) containerClass = "Supply##n##";\
mass = 10+(n/4);```
this is throwing badvehicletype supply##n##
when i patch a unit config that is wearing a vest that has this macros enabled on it
Why diag exe? should be same everywhere
in diag.exe
I'd say
#define QUOTE(x) #x
containerClass = QUOTE(Supply##n)
What are these ## at the end ? They shouldn't be there
ooh does QUOTE add quotes around the string?
thanks a lot for that, that was why i was adding the extra ##
Macros aren't evaluated inside double quotes
but they are inside single quotes
So you are using double quotes. Preprocessor just says "Hey, a string! I don't need to do anything! let's skip ahead till the end of the string"
And I think I found a armake bug.. Not sure if it ignores macro parameters inside double quoted strings.. Probably doesn't
butthat may do some fancy binarizing
so maybe because im using diag.exe tocompile instead of pboproject we're seeing different behaviour
so what should i use?
#define QUOTE(x) #x
containerClass = QUOTE(Supply##n)```
ideally pboproject should comply with what Arma does
or maybe
sorry im confused by your macro
#define CONT(n) containerClass = "Supply##n##";\
mass = 10+(n/4);```
this is mine right now
what should i change it to?
Yeah I mean just replace thenow quoted thing with my QUOTE thing
Btw thanks. I found a bug in armake. I guess mikero might be making the same mistake
Yeah it shouldn't work. Stuff inside double quotes shouldn't be evaluated @hard chasm
um
mass = 10+(n/4);```
I mean if you have free time. Try out single quotes. That should work in diag.exe too. Just to confirm that
Or just take the easy way π
The ## at the end is not needed. The semicolon isn't a valid macro name char anyway, it will stop there
#define WIN_OPEN_ACTION(n) class Open_##n##: Open_window_01\
{\
position = "axis_##n##_support_01";\
condition = "((this animationPhase '##n##') < 0.5) && (cameraOn isKindOf 'CAManBase')";\
statement = "this animate [""##n##"", 1]; this animate [""##n##_support_01"", 1]; this animate [""##n##_support_02"", 1]";\
};\
class Close_##n##: Close_window_01\
{\
position = "axis_##n##_support_01";\
condition = "((this animationPhase '##n##') >= 0.5) && (cameraOn isKindOf 'CAManBase')";\
statement = "this animate [""##n##"", 0]; this animate [""##n##_support_01"", 0]; this animate [""##n##_support_02"", 0]";\
};
//WIN_OPEN_ACTION(window_02)```
also compiles and functions perfectly
Though I personally prefer not do trust the safety net of the preprocessor catching me when I don't properly quote things
I would also use __EVAL on that mass like
mass = __EVAL(10 + (n/4));
use single ` not triple if you have it in a single line
Well... π
I would also use
__EVALon that mass likemass = __EVAL(10 + (n/4));
damn markdown
ok so
#define CONT(n) containerClass = Supply##n;\
mass = __EVAL(10+(n/4));
any advice on my window animations above? they use a lot of nested strings
I'd say use QUOTE and ' if you need strings inside strings
You are already using ' at some places. But mix it together with "" in other places. Just choose one and stay consistent
so maybe like this?
#define WIN_OPEN_ACTION(n) class Open_##n: Open_window_01\
{\
position = axis_##n##_support_01;\
condition = '((this animationPhase ''##n'') < 0.5) && (cameraOn isKindOf ''CAManBase'')';\
statement = 'this animate [''##n'', 1]; this animate [''##n##_support_01'', 1]; this animate [''##n##_support_02'', 1]';\
};\
class Close_##n: Close_window_01\
{\
position = axis_##n##_support_01;\
condition = '((this animationPhase ''##n'') >= 0.5) && (cameraOn isKindOf ''CAManBase'')';\
statement = 'this animate [''##n'', 0]; this animate [''##n##_support_01'', 0]; this animate [''##n##_support_02'', 0]';\
};
//WIN_OPEN_ACTION(window_02)```
Eww. that makes it even worse π
#define WIN_OPEN_ACTION(n) class Open_##n: Open_window_01\
{\
position = QUOTE(axis_##n##_support_01);\
condition = QUOTE(((this animationPhase 'n') < 0.5) && (cameraOn isKindOf 'CAManBase'));\
statement = QUOTE(this animate ['n', 1]; this animate ['n##_support_01', 1]; this animate ['n##_support_02', 1]);\
};\
class Close_##n: Close_window_01\
{\
position = QUOTE(axis_##n##_support_01);\
condition = QUOTE(((this animationPhase 'n') >= 0.5) && (cameraOn isKindOf 'CAManBase'));\
statement = QUOTE(this animate ['n', 0]; this animate ['n##_support_01', 0]; this animate ['n##_support_02', 0]);\
};
//WIN_OPEN_ACTION(window_02)
Now you don't need any double ' anymore
The QUOTE macro will turn this into a "string" once all internal macros are resolved
As I said, the config parsers fallback that it treats everything as string that it can't understand is nice, but I personally wouldn't trust the safety net.
So yeah. You could leave the QUOTE away on the position but I'd personally just won't
glad i asked now, seemed like just a diag.exe issue
diag.exe should have exact same preproc as normal Arma
might just be mikeros that's different (armake has the same "bug")
yeah which i dont use lol. i only use pboproject
ok one clarification
containerClass = QUOTE(Supply##n)```
what about the ;
#define QUOTE(x) #x
#define CONT(n) containerClass = QUOTE(Supply##n);\
mass = __EVAL(10+(n/4));```
does that look right?
yeah
Stuff inside double quotes shouldn't be evaluated @hard chasm
i am unware of ever NOT following that rule
nothing "between quotes" is ever decoded futher
"axis_##n##_support_01";\
unless I have an undocumented feature, the ## would never be detected
Well your tools seem to work in this case. So something has to be happening here
Yes confirmed
Input:
#define testMacro(n) "test##n"
var = testMacro(5);
Through your Rapify and your Debin
Output:
var = "test5";
Should be
var = "test##n";
Armake has the same bug currently. When finding occurences of parameters in the marco value it doesn't check for doublequotes
Rapify.exe v6.33.0.1
DePbo v6.44.0.1
my configs were compiling and working fine, in pboproject. i only received the badvehicletype error when i used diag_exe to recompile the config on the fly. atthat point i guess the macro broke, due to the quotes
am using pboproject 2.36, haven't updated tools in a month or so
I'm on 2.24 haven't updated in over a year ^^
var = "test5";
as far as I am concerned i now have a bug
thank you for the heads up
@livid heath , diag.exe will be interpreting it correctly, which means you will get errors with anything "blah##"
fix coming soon, and you need to edit your #defines to remove the innappropriate "quotes"
done thanks mate
u maybe might expect a lot of sudden - "hey my macros stopped working" after the fix is out π
π
So.. Two bugs found and fixed in one week π
Gotta keep that average >1 per week π
Next week will be hell
that. at least. keeps up with my updates to the dll of 1/week for past 10 years.
ok next question of the day. what animationsource is best to use on a helicopter that has wheel dampers, like the Huron?
as altradar causes it to bounce on the USS freedom. and altsurface doesn't seem to work at all.
i could try creating custom animsources like jets have, but configviewer shows the Huron does not use any custom damper sources
sample model has
class gear1
{
type="rotation";
source="altSurface";
selection="gear1";
axis="gear1_axis";
memory=1;
minValue=0.000000;
maxValue=0.300000;
angle0=0;
angle1=-0.4;
};
class gear2
{
type="translation";
source="altSurface";
selection="gear2";
axis="gear2_axis";
memory=1;
minValue=0.000000;
maxValue=0.300000;
offset0=0;
offset1=-0.4;
};
wiki says this
altSurface(A3) Altitude above land surface (ignoring water). Usable for wavebreakers on amphibious vehicles or possibly water depth indicators for ships. CarX + ?
Hi
Is it possible to configure a heli like a VTOL plane that move on wheels on the ground and can fly when hiting a defined button?
What part of it would be a helicopter then?
got my CH53 dampers sorted, so they don't constantly vibrate on the carrier deck
took ages adjusting the size of the damper axis by 1cm increments til it worked
wish i had some understanding of why it oscillates up and down
when i cut the axis from 16cm to 10cm it miraculously works like a dream
then did the exact same animation on the huey skids, and... it shakes itself to destruction...
i don't understand why the value input of altsurface would change when you're parked on the carrier deck
it seems to wildly vary
causing the dampers to pump like a piston on crack
they work perfectly on terrain
maybe contact with roadway is updated at different (lower) time intervall compared to terrain
if its updated at low intervall maybe a force pushes at update, then does nothing, then updates again. If update frequency is near eigenfrequency of the spring dampers, it results in resonance -> shaking to death
well, it's a helicopter so it doesn't have any physx dampers
afaik
it only has a simple damper animation that is changingthe height of the geometry, based on the altsurface source value
class Damper_left
{
type = "translation";
source = "altSurface";
sourceAddress = "clamp";
selection = "damper_rear";
axis = "damper_rear_axis";
minValue = -0.06;
maxValue = 0.06;
offset0 = 1;
offset1 = 0;
};
class Damper_right: Damper_left
{
selection = "dampers";
axis = "damper_axis";
};```
that's all there is to it
each skid has its own axis and selection
what i'm not understanding is what value altradar delivers to this animation
I think Gulls have learnt to dance on the earth, worms think its raining come to the surface and meet there doom.
it looks like this basically
seems to have fixed it by removing the damper selections from the geometry and roadway lods
how to work out what is causing this?
seems to me that it's something to do with the maths. like the distance the damper moves (axis points are 10cm apart) and the min and max value of the altsurface source value (-6cm to +6cm)
so when it lands, somehow the animation goes into a perpetual loop
I fixed it by removing the damper selections from geo and landcontact
but that feels like a cheat, as now the dampers won't actually protect the helicopter.
would love to hear some good advice on this problem! thanks!
it causes 2 critical issues ```
1/ player can bestuck in helicopter, unable to get out
2/ helicopter can damage itself or bounce across the deck, if left unattended
and 2 minor issues
1/ helicopter is flickering constantly - visual
3/ helicopter is animating constantly - performance
why do you think this animation would protect the helicopter? What you are doing is just telling the system to "raise gear a little up". You control the position based on position. There is no dampening here, it's not force driven. If you land too hard this animation should have no impact whatsoever to the collision damage. It's 100% visual eyecandy only.
therefore it's not exactly a cheat if you leave it out of roadway and geo
if you look closely in your video, landing on normal terrain doesnt look 100% smooth either (the animation)
wouldnt surprise me if planes are hardcoded to not float
What is the selection name to define where a holstered pistol would go in a custom uniform model? I originally thought it was just the pistol_holstered proxy but that seems to be doing nothing
I think they only work on vests, not uniforms
Well even in the case of a vest how could I sort that out? Tried doing it both ways but it just doesn't show
Should it be a proxy or just a selection called something?
Tried looking on the forums and google but couldn't seem to find anything definitive
seems not. Just needs a proper path to \A3\Characters_F\Proxies\pistol_holstered
needs to be weighed to the vest model though
and is it weighed to the same body part as the holster mesh?
I have no idea how to do that, first time properly experimenting with uniforms & vests
I've had a look at some of the default p3ds for A3 like the carrier rigs, as far as I can tell I have done the exact same but it won't show
Hello, I'm playing around with the eden attributes. But i can't get it to work like i want. So I want an attributes category which holds subcategories which have checkboxes inside (Even better would be a multiselect listbox). How would I do this? I'm a little bit confused about the attributes thing.
Hey guys, I've created a custom launcher and I can't aim it with right-click. Here's the cfgWeapons: https://pastebin.com/05bed1RH
The "eye" and "eye_look" points are added to memoryLOD
you dont have a class OpticModes with classes in it. I defined my Ironsight also as opticmode, just without optic model or vision mode
also need a view Pilot LOD
It's an infantry weapon though
it has a pilotLOD
I mean the files I'm basing on don't have a an OpticModes class
I've tried implementing such class but didn't work
one thing I've observed is that on right-click the weapon stops this idle movement so looks like it's technically in optics mode, yet the camere stays in the same spot
absolutely sure the memorypoint names are right?
You don't have class OpticsModes {
all the view stuff should be in one of those rather than the body of the weapon
hello, so im tryna make my own grenade but its not showiing up in the grenade section in vritual arsenal. If I look in the all magazine section I can see my grenades mag there so im assuming my cfgMagazine and cfgAmmo are working and its my cfgWeapons thats an issue ,this is what I have so far
cfgWeapon
class CfgWeapons
{
class ThrowMuzzle;
class HandGrenadeMuzzle: ThrowMuzzle
{
displayName = "Namenai Grenade weap";
magazines[] = {"HandGrenade","HandGrenade_Namenai"};
};
};
cfgMagazine
class CfgMagazines
{
class CA_Magazine;
class HandGrenade_Namenai: CA_Magazine
{
author = "Bohemia Interactive";
mass = 10;
scope = 2;
value = 1;
displayName = "Namenai test nade mag 2";
picture = "\A3\Weapons_F\Data\UI\gear_M67_CA.paa";
model = "\A3\Weapons_f\ammo\Handgrenade";
type = 256;
ammo = "GrenadeHand";
count = 1;
initSpeed = 18;
nameSound = "handgrenade";
maxLeadSpeed = 6.94444;
descriptionShort = "Type: Defensive Grenade<br />Rounds: 1<br />Used in: Hand";
displayNameShort = "RGO Grenade";
};
};
and cfgAmmo
class CfgAmmo
{
class Grenade;
class GrenadeHand_Namenai: Grenade
{
hit = 8;
indirectHit = 8;
indirectHitRange = 6;
dangerRadiusHit = 60;
suppressionRadiusHit = 24;
typicalspeed = 18;
model = "\A3\Weapons_f\ammo\Handgrenade";
visibleFire = 0.5;
audibleFire = 0.05;
visibleFireTime = 1;
fuseDistance = 0;
ace_frag_enabled = 1;
ace_frag_skip = 0;
ace_frag_force = 1;
ace_frag_classes[] = {"ace_frag_tiny_HD"};
ace_frag_metal = 210;
ace_frag_charge = 185;
ace_frag_gurney_c = 2843;
ace_frag_gurney_k = "3/5";
};
};
``` any ideas what im doing wrong?
you need to add it to the throw weapon
you created a magazine and the ammo, But your weapon (your hand) cannot load that magazine
need to use magazines[] += ...
you should be able to find that in ace
look at flashbang or frags ace component. They should have a cfgWeapons with what you need
oh is that wat the big list of grenade muzzels is?
hello, i have a model without geometry and roadway. I defined that to weaponholder. But is no any actions on created weaponholder
any idea?
so its all 1 weapon with a lot of mags?
yes
actions?
What did you inherit from @outer sapphire
geo lod has mass and is convex?
when i use another model - i see inventory action
oooff,aye thx ill go do that
I wonder if grenade throw weapon can use magazineWells.... @hot pine if it doesn't.. That might be a very good idea wouldn't it?
@grand zinc that my config.
class GroundWeaponHolder: WeaponHolder
{
author="$STR_A3_Bohemia_Interactive";
mapSize=5.1799998;
_generalMacro="GroundWeaponHolder";
model = "TheranosStart\obj\box\InvBox.p3d";/*"\A3\Structures_F\Civ\Market\Sack_F.p3d";*/
scope=2;
class EventHandlers
{
init = "[_this select 0] spawn {waitUntil {(((_this select 0) nearEntities [""Man"", 10]) isEqualTo [])}; deleteVehicle (_this select 0);};";
};
};```
about model - i used backpack base for my model
So you are editing the original one.
is your requiredAddons correct?
And what about my other questions?
yes
backpack probably has no geo lod I'd say
again. does your geo have mass and is it convex?
but backpack have inventory action
No
on scroll
they are put into a weaponholder on ground
no, when i use for backpack model for weaponholder
If you have time till tomorrow evening (in 17 hours) send me your p3d that you are trying. i have the ground weapon holder p3d laying around somewhere. I'll try to check what's missing. But I have to sleep now
thank you!
Just remind me. I tend to forget things quickly
old age does that
kk, thank you again! have a good night
the grenade now workz thx dedmen
is setting a grenades simulation type to
simulation = "shotShell";
the only way to make it so the grenade detonates on impact?
So i ve noticed that if for a grenade I set
initSpeed = 32;
The grenade shows up in arsenal in the grenade section but isnt throwable
but if I did
initSpeed = 28;
the grenade is throwable, any ideas why?
What is the fix for this rpt error? Dimensions in class <className> should be an array of size 2
from reyhard
only way to "fix" it right now is by adding ViV memory points for transport
VehicleTransport->Cargo->Dimensions```
@nimble sequoia best to ignore
@toxic solar the only way to make it so the grenade detonates on impact
Can look into what 40mm grenades do...
Okey they use shotShell too.
Yea thats wat i did,it ended up working nicely
But i noticed
if the initspeed=30 in cfgMag was greater then 30 then there would be no throwing animation
and if less then 30 then there was a throwing animation
which makes it hard cause im tryna make a spear XD
and wat I saw with grenades that are simulated as normal grenades is that they can have initspeed greater then 30 and still have a throwing animation
thats why I wanted to see if there was another way to make a grenade detonate on impact
random question ofthe day. if i have a sandbag bunker, earth slope on one side, sheet metal on the inside wall, in the fire geo, this is one triangular component. can i apply sheet metal rvmat on the inside wall face, and hard dirt rvmat on the outer slope - both on the same component?
or do i need to make a separate component for each rvmat applied in fire geo?
i'm guessing adding materials only to faces will give me the different bullet impacts desired, but will it bork the penetration calculation for the component?
I would assume the penetration is calculated based on the material that the bullet goes into. So the material on the input facing side.
Meaning things like (you can shoot from outside in, but not inside out) could happen
π how I see it too
Okey. It intersects in bullet direction. And takes the surface of all faces that it intersects.
So the first face will definitely get it's penetration simulated.
Question is if the backface of the second face also counts...
Yes it does.. Generates a entry and a exit collision.
Okey yes. It only uses the minimum collision. Aka the closest one in direction of travel.
It will simulate the bullet till it leaves the object again. At that point it's gone through. And it will not recheck the exit face.
So yes. What I wrote above.
Of course I could be making mistakes here. Trying goes over Studying! π
Thanks @stoic lily.
bit of a weird one, is there a way to inherit subclasses, for example
class CfgVehicles { class LandVehicle; class B_MRAP_01_hmg_F; class new_mrap: B_MRAP_01_hmg_F { class Turrets class MainTurret { weapons[] = {"new_hmg"}; magazines[] = {"new_200Rnd_127x99_mag_Tracer_green"}; }; }; }; };
at "class MainTurret" has all the information from the original config intact, but all the classes included are removed, is there a way to get around this aside copy-pasting all the information?
cheers
@dusty relic you need to replicate the structure of the parents until all sub levels are resolved
and you need to do class Turrets: Turrets and class MainTurret: MainTurret
best check some mods like RHS/ACE/IFA3 for reference
ah, okay, thanks kju, ill look in to it!
kju is 100% on the money. Hopefuilly not to confuse you:
class LandVehicle and class B_MRAP_01_hmg_F;
are known as template definitions. They describe the class(es) and where necessary, the subclasses of those classes.
this makes your template classes imediately wrong because it's
class LandVehicle;
class B_MRAP_01_hmg_F:LandVehicle
{
class MainTurret;
};
you< then must inherit later from
class MainTurret : Mainturret{.....
so, interestingly that worked, (not that I doubted you guys) but I'm sure I've done that before and i've had a random new seat and passenger appear with messed up animations.. any insight to that would be greatly appreciated, but you've absolutely fixed this current issue, thanks guys!
same rules apply, if you say
class anything
{
anywhere in your subclasses
you better make damn sure there is no
class anything: something{}; in an inherited config
// actually, even just a class anything in an inherited chain will destroy you
How do you make a mod override or update an existing mod? Is it the patch thing?
well crap. I want to make it where if someone uses my uniform mod it overwrites the uniforms in my USM mod
without requiring my usm mod
@untold temple https://pastebin.com/xxZUw0f4
here's the config with the opticsmodes
I think it's unnecesary tbh, most launcgers with iron sights don't use it
none of them actually in IFA3
it also doesn't work
for anyone intrested: a custom aluncher on right-click goes into aiming mode (weapon held up, no running), yet the viewpoint doesn't move to look through the iron sights
there IS a pilotvievLOD
ther ARE eye and eye_look points added to memoryLOD
apparently fix lies somewhere in those lines: lockAcquire = 0; modelOptics = "-";
you modeloptics cant be -
none
just like on any infantry weapon with iron sights
it also works now without any modeloptics
Actually vanilla A3 has entries of modeloptics = "-";. Check out class UGL_F.
UGL_F is the underbarrel grenade launcher baseclass
class EGLM: UGL_F
{
displayName = "GLM";
useModelOptics = 0;
useExternalOptic = 0;
cameraDir = "OP_look";
discreteDistance[] = {50, 100, 150, 200, 250, 300, 350, 400};
discreteDistanceCameraPoint[] = {"OP_eye_50", "OP_eye_100", "OP_eye_150", "OP_eye_200", "OP_eye_250", "OP_eye_300", "OP_eye_350", "OP_eye_400"};
discreteDistanceInitIndex = 1;
reloadAction = "GestureReloadSPARUGL";
reloadMagazineSound[] = {"A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_UGL_reload", 1, 1, 10};
};```
when incorporeted into a weapon stuff like this gets added
but there seems to be parameter useModelOptics = 0; which likely is the reason UGLs dont need modeloptics
from the alamut RPG
modelOptics = "\A3\Weapons_F\acc\reticle_RPG_F";
weaponInfoType = "RscWeaponEmpty";
opticsZoomMin = 0.1083;
opticsZoomMax = 0.1083;
opticsZoomInit = 0.1083;
cameraDir = "look";
class OpticsModes
{
class optic
{
opticsID = 1;
useModelOptics = 1;
opticsZoomMin = 0.1083;
opticsZoomMax = 0.1083;
opticsZoomInit = 0.1083;
distanceZoomMin = 300;
distanceZoomMax = 300;
memoryPointCamera = "eye";
opticsFlare = 1;
opticsDisablePeripherialVision = 1;
cameraDir = "look";
visionMode[] = {"Normal", "NVG"};
opticsPPEffects[] = {"OpticsCHAbera1", "OpticsBlur1"};
};
};```
it has modeloptics yes and the optics class has useModelOptics = 1;
so @sick zephyr does your optics class have modeloptics = X parameter
π
you may then have useModelIOptics = 0 there from inheritance or by accident or its a default value
@grand zinc
Have you tried building a config similar to the one you posted here https://discordapp.com/channels/105462288051380224/122121444703338496/518374047445155840 with CfgConvert/Addon Builder? It builds correctly with pboProject, but CfgConvert/Addon Builder throw an error and I'm not entirely sure why.
#define QUOTE(x) #x
#define TEST(DOOR1,DOOR2)\
statement = QUOTE([this, DOOR1, 0] call BIS_fnc_Door; [this, DOOR2, 0] call BIS_fnc_Door;);
class Test {
TEST(1,2)
};
well crap. I want to make it where if someone uses my uniform mod it overwrites >the uniforms in my USM mod
without requiring my usm mod
if someone can explain the logic of wanting to patch a pbo, but doesn' t want the pbo to be there to patch, i'm fascinated with the answer.
in any case, the answer i simple. don't don't supply the patch!!!
@wild pasture you aren't using latest version of mikeros tools
Wait no. Different error
Ah!
@hard chasm's error too it seems?
You cannot "use" commas inside macro arguments
You are trying to call the QUOTE macro with the arguments:
1: [this
2: DOOR1
3: 0] call BIS_fnc_Door; [this
4: DOOR2
5: 0] call BIS_fnc_Door;
You are trying to call QUOTE macro with 5 arguments. But the QUOTE macro only takes one argument. Thus it fails to resolve that macro.
If mikeros tool does that properly, it's an error
You have to do something like this
#define ARR_3(a,b,c) a,b,c
#define QUOTE(x) #x
#define TEST(DOOR1,DOOR2)\
statement = QUOTE([ARR_3(this, DOOR1, 0)] call BIS_fnc_Door; [ARR_3(this, DOOR2, 0)] call BIS_fnc_Door;);
class Test {
TEST(1,2)
};
Or instead
#define TEST(DOOR1,DOOR2)\
statement = '[this, DOOR1, 0)] call BIS_fnc_Door; [this, DOOR2, 0] call BIS_fnc_Door;';
class Test {
TEST(1,2)
};
Thanks, the first one worked but the second one still threw an error
Yeah I saw that and removed it, but there is still an error
awww ._.
You cannot "use" commas inside macro arguments i say you can
but you need to think different:
#define COMMA ,
#define Magic(A) A
Magic([1 COMMA 2 COMMA 3])
i mean ... it looks 100% braindead ... but it works π€·
looks worse than the ARR trick
also. That falls under what the "" around the use mean
#define , , π€
should not work in theory
and practically that will break literally all macros if it does
#define C , also is an option though
if armake is using bison and yak for the parser and it was not configured braindead, it does
hah
that then could be troublesome
is there a way to install some kind of intercom in arma 3's task force radio?
what about newer versions
?
what about newer versions of tfar
I don't understand the question?
how is me, myself and i able to use any or some kind of vehicular intercoms in which we use our human voice to communicate with other beings inside a vehicle with the lastest version of task force arrowhead radio?
you just get into a vehicle that supports intercom..
And that's it.
It's enabled by default
Also I don't see the relation to #arma3_config? You want to add intercom support to a vehicle via config?
so when you run over people in arma it dosnt kill them, is there a way to increase the damage done from this?
You could try with this EH i think:
https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#EpeContact
Its not via config tho.
anyone know how to fix airplanes that taxies weirdly in one direction, but not the other? E.g. the A-4 in Unsung turns right nicely, but when turning left it slows down (like on a brake) and wiggles back and forth. For the A-6 it's the opposite, left turns nicely, right weirdly.
To change the display name of the sub category of a faction you use cfgVehicleClasses right?
With a vehicleClass = "vehicleClassName";on, in my case, the base class of each unit
Or am I missing something
@gritty rune duplicate front or rear wheel (single one)
Physx will always use at least 2 wheels for steering
@hot pine thanks, I'll give it a try. I hope duplicating the wheel in model is good enough
thought i'd add some words about about sqX doors but since the language has been consigned to history's shitbucket ... we may not have to endure it much longer.
it was first concieved and only used (initially) and only intended for use in cwc for camera control. It contiinued on to poison the careers of some talented ofp bis-devs.
a 'better' way of quoting btw to deal with bis is:
#define QT "
#define THINGY(one,two,three) QT whatever.... QT
and fyi: the quotes themselves are not placed in the final, binarised, output, they are merely there to prevent the pre-processor from interpreting the string after it has been preprocessed
@mossy scaffold can you do init-script-removing without having to make a mod?
@fresh steeple At least in vanilla I believe that careful init scripting allows this
Interesting. Might be what we are already using.
After all, if you for example wanted to make a mission where you start in/exclusively play as the crew of a guns-only Cheetah/Tigris, no respawn, then you could just plop the weapon/magazine removal commands into the planted-down vehicle's init field
Can NVGoggles type items have Camo selection?
sure
Can you tell me any example classname to look into config? Now i has texture mess each time i'm adding
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = { "dzn_headgear\data\head1_co.paa" };
to class body or to ItemInfo sub-class. Same model but in CfgGlasses class working ok with camo selection
...sure they can't π
wut? Really not?
multi proxy
π€¦
uniformModel = "A3\weapons_f\binocular\nvg_proxy_INDEP.p3d";
modelOff = "A3\weapons_f\binocular\NVG_proxy_off_INDEP.p3d";```
@hot pine much scienes, can you share some manual?
?
Same thing for helmets? Or do they happen to work?
?
nevermind, sorry :3
they can be retextured via cfg
Where should i place hiddenSelections lines - in class body or in ItemInfo?
class rhs_fieldcap : H_HelmetB
{
Author_Macro
INVENTORY_PICTURE(rhs_fieldcap)
dlc = "RHS_AFRF";
STANDARD_FACEWEAR_MACRO
displayName = "$STR_RHS_FIELDCAP_NAME";
model = "\rhsafrf\addons\rhs_infantry\gear\head\rhs_fieldcap";
hiddenSelections[] = {"Camo1"};
hiddenSelectionsTextures[] = {"rhsafrf\addons\rhs_infantry\data\6b27_co.paa"};
descriptionShort = "No Armor";
class ItemInfo : HeadGearItem
{
hiddenSelections[] = {"Camo1"};
mass = 5;
uniformModel = "\rhsafrf\addons\rhs_infantry\gear\head\rhs_fieldcap";
allowedSlots[] = {801,901,701,605};
modelSides[] = {6};
class HitpointsProtectionInfo {
class Head
{
hitpointName = "HitHead";
armor = 0;
passThrough = 1;
};
};
};
};```
if I remember correctly hiddenSelections need to be both in itemInfo & main class
hmm... will try, thanks!
yeah, itemInfo + main worked! Thanks!
Additional small question: If i have class
class myClass1: H_HelmetB
{
class ItemInfo: HeadgearItem
{
...
};
};
and i want new class inherited from myClass1 but with litle changes in ItemInfo - it should be like this?
class myClass2: myClass1
{
class ItemInfo
{
// different hiddenSelectionTexture
}
};
no you also need inheritance for ItemInfo
class HeadgearItem;
class myClass2: myClass1 {
class ItemInfo : HeadgearItem {
// different hiddenSelectionTexture
}
};
that should be enough
great. Thanks a lot!
Question :D
Getting some problems with my vehicleClass not working.
I'm including it from another file (for organising as there are lots of factions and such)
class cfgVehicleClasses {
#include "cfgVehicleClasses\Viking_PMC.hpp"
};
my related issue is:
class ODIN
{
displayName = "ODIN";
};
and
class B_Soldier_F;
class B_Soldier_F_OCimport_01 : B_Soldier_F { scope = 0; class EventHandlers; };
class B_Soldier_F_OCimport_02 : B_Soldier_F_OCimport_01 { class EventHandlers; };
class B_VKN_OPERATOR_PMC_01 : B_Soldier_F_OCimport_02 {
author = "Curious";
scope = 2;
scopeCurator = 2;
side = 1;
FACTION = "B_VKN_PMC_ODIN";
vehicleClass = "ODIN";
displayName = "Operator";
etc.
It still takes the vehicleClass from the inheritance from B_Soldier_F. Any suggestions?
vehicleClass = ODIN; should fix it
Nope still not working
Ok it have to be a string, but this should work. Are you sure the VehicleClass exist?
Yeah look: https://imgur.com/a/9YqTArz
https://gyazo.com/2d0dfcb4710f37842d9980aba549fbc2 look here pls
Yes it exists: https://imgur.com/a/dKIqGWK
When i don't have any idea sry
is your mod loaded after the one that adds ODIN? (required addons in cfgpatches?) do you use right editor categories?
It's all in the same PBO
oh ok, I understood it was external mod you were creating and addon to.
I have like 6 or so different factions, so I broke it down into a folder structure and use includes.
but yeah
It's really weird
can you create the unit with script?
Eden and zeus lists are different I think yes
Didn't display in Zeus either
what command do you want me to try, createUnit?
Using createUnit works perfectly fine
I do get this error 0:29:36 Warning Message: No entry 'bin\config.bin/CfgVehicles/CBA_Extended_EventHandlers_base.scope'.
Right i've done some reading up on this page: https://community.bistudio.com/wiki/Eden_Editor:_Object_Categorization and saw that cfgVehicleClasses is deprecated. Simple adjustment and it works perfectly fine now. Thanks for the help anyhow! π
Depreciated oof π§
yes, cfgVehicle classes is not usable in the 3den editor. you need to migrate to
cfgEditorCategories & cfgEditorSubCategories
there's plenty enough examples to look at in almost any (model) config.cpp
I don't praise Bis too often, especially when they move goalposts on us, but this was a necessary and good re-structure, long overdue.
cfgVehicleClasses is still relevant for other use cases though
on the 2d map, yes
Hey there, trying to start with some basic config editing with submunitions on a rocket and I can't seem to wrap my head around it. Been trying to follow: https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Ammo_changes_on_fly_and_on_hit -- but arma complains that there is no submunitionBase.simulation in the config. What am I missing?
Hard to say if you don't show the config on pastebin or something
https://paste.ubuntu.com/p/CS8Gq2qKfn/ -- Lines 845 and on.
well there's no reference to submunitionBase at all in there.
In this case, it would be "tf47_ammo_basic_penetrator.simulation"
any ammunition type using submunitions needs simulation = "shotSubmunitions";
Is that a CfgAmmo definition?
Unless you have defined tf47_ammo_basic_penetrator in another config somewhere, there's no parameters in that class, so I'm not sure why you're using it
the example on the biki is calling submunitionBase, because it is an existing class in the base game that has a bunch of parameters defined for submunition simulation
{
model = "\A3\Weapons_F\Ammo\shell.p3d";
};```
which in turn gets paraterers from submunitionCore
{
simulation = "shotSubmunitions";
simulationStep = 0.05;
timeToLive = 180;
cost = 1000;
soundHit[] = {"",316.228,1};
soundFly[] = {"",0.0316228,4};
hitOnWater = 1;
artilleryLock = 1;
indirectHitRange = 8;
visibleFire = 16;
audibleFire = 16;
visibleFireTime = 10;
deflecting = 5;
};```
I see. Thank you, that definitely helps.
Is there a way to make a pylon with dual Hydra rocket pods?(using vanilla ones)
I created proxy in which there are two proxies for "pylonpod_rocket_02_f",
my cfgWeapon looks like this:
class Rocket_04_HE_Plane_CAS_01_F : RocketPods {
magazines[] += {"PylonRack_MyRocket"};
};
and my CfgMagazines:
class PylonRack_MyRocket: PylonRack_7Rnd_Rocket_04_HE_F
{
scope=2;
displayName="Dual RKT";
displayNameShort="Dual RKT";
descriptionShort="Dual RKT";
model="\js_jc_fa18\proxyRocket.p3d";
hardpoints[]=
{
"JS_JC_F18_Pylon"
};
pylonWeapon = "Rocket_04_HE_Plane_CAS_01_F";
};
and only thing I am missing are rockets inside launchers
would need to put the rocket proxies again in your pylon/launcher model
But will they disappear if fired ?
if they're pointing to a correct model that's defined with maverickweapon simulation, yes
Thanks will try that
When defining a new editor module I want a combo box having a default value. Sadly defaultValue does not work for that. The module still has an empty selection when opening the modules dialog
class Arguments {
class Side {
displayName = "Side";
description = "The side the HQ is bound to";
typeName = "STRING";
defaultValue = "West";
class Values : ArgumentsBaseUnits {
class opt_1 {name = "West"; value = "West"; default="West";};
class opt_2 {name = "East"; value = "East"; default="West";};
}
}
I'm trying to use a custom font:
class cfgFontFamilies {
class EXORegular {
fonts[] = {
"\fonts\ExoMedium\ExoMedium6",
"\fonts\ExoMedium\ExoMedium7",
"\fonts\ExoMedium\ExoMedium8",
"\fonts\ExoMedium\ExoMedium9",
"\fonts\ExoMedium\ExoMedium10",
"\fonts\ExoMedium\ExoMedium11",
"\fonts\ExoMedium\ExoMedium12",
"\fonts\ExoMedium\ExoMedium13",
"\fonts\ExoMedium\ExoMedium14",
"\fonts\ExoMedium\ExoMedium15",
"\fonts\ExoMedium\ExoMedium16",
"\fonts\ExoMedium\ExoMedium17",
"\fonts\ExoMedium\ExoMedium18",
"\fonts\ExoMedium\ExoMedium19",
"\fonts\ExoMedium\ExoMedium20",
"\fonts\ExoMedium\ExoMedium21",
"\fonts\ExoMedium\ExoMedium22",
"\fonts\ExoMedium\ExoMedium23",
"\fonts\ExoMedium\ExoMedium24",
"\fonts\ExoMedium\ExoMedium25",
"\fonts\ExoMedium\ExoMedium26",
"\fonts\ExoMedium\ExoMedium27",
"\fonts\ExoMedium\ExoMedium28",
"\fonts\ExoMedium\ExoMedium29",
"\fonts\ExoMedium\ExoMedium30",
"\fonts\ExoMedium\ExoMedium31",
"\fonts\ExoMedium\ExoMedium34",
"\fonts\ExoMedium\ExoMedium35",
"\fonts\ExoMedium\ExoMedium37",
"\fonts\ExoMedium\ExoMedium46"
};
spaceWidth = 0.7;
spacing = 0.13;
};
};
I used the converter in A3Tools however it's not showing in-game. I've tried lots of sizeEx but it's not displaying.
no errors in RPT? Double checked file paths?
Yep
\VKN_Misc\fonts\ExoMedium\
right
Whoops π
Do they have to be TGA or PAA?
23:01:48 Warning Message: Cannot load texture vkn_misc\fonts\exomedium\exomedium46-04.paa.
but then they're all TGA
Well my working example uses paa
Ofc, game can't load TGA
didn't know π€·
so im flying a helicopter , and I noticed that if I land and wait 2 seconds or so and then hold collective up, it takes about 3-4 seconds till the helicopter actually gets off. What determines how long it takes to lift off? if that makes sense
Not sure how much, but this might help if you're looking for the specific setting - https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#envelope
envolpes effect helicopters?
I thought they only effect airplanes?
ill look into it toh
tho*
Couldn't find anything specifically for helicopters
Might be affected by RotorSpeed or RotorDrive though
ive seen RotorSpeed but not RotorDrive before
Where would I look for setting up "configure addons" for my mod (the option menu)
use deFxy to check that all the fxy files and their indexes have been built correctly. the constuct for arma3 is pure utf8, the construct for a2 is a restricted mess
defxy will list all valid characters in the font, along with their sizes and kerning
what would cause a plane to not brake properly? The Unsung C-1 rolls happily, but is only reluctantly stopping with 'x' applied
So im looking at the particle effect documentation from
https://community.bistudio.com/wiki/Arma_3_Particle_Effects
and the line that talks about color says this
color[] = {{1,1,1,1},{1,1,1,0}}; //color of particle during the life (r,g,b,a)
why is it two arrays instead of just {r,g,b,a}?
well the way i read above you have a white particle fully transparent, coalescing to non transparent
oh so alpha=1 means fully transparent?
I didnt understand why there was two arrays inside, that makes sense
i easily get that wrong btw, i always manage to forget which way is full
lol ,its kind of hard to test what the color is gonna be, I cant seem to get the script verision working ,but oh well
ill just change in config and reload my game π
as it says
it start with the first color and fades to the second
in this case alpha goes zero; in other words it disappears / fades out
also make sure to learn mergeConfig use
and you can change colors to x/255,x/255,x/255,x/100 if you prefer that
mergeConfig config?
never heard of that
I found a Particle Editor on that BI forums that helped me understand that color a bit more
You can also add more colors to the array and it will play through all of them
AH, never reasiled that,....
Thank you :3
Hey all i have a question that has me totally puzzled about how to implement it into the engine
i want to implement the infantry controls but for vehicles like it has Hull Engine etc. but it moves like an infantry soldier
i don't mind having to do immense work to get it working im just trying to figure out if the Game Engine can handle that
@daring galleon https://youtu.be/s-8igodclDg
Long time no news! Well here's some!! Little teaser of things we've combined from various tests! Still a bit raw here and there.. But you can see where this ...
In theory it's doable. Extensive multiplayer testing still pending.
The work needed is immense^10
And totally undocumented
thanks would love to make a gundam esk mod and this is the only way i see it working right
Yes I figured from your nickname what you are after. π
Well as some famous captains have all said "To Boldly Go Where No One Has Gone Before!"
For that kind of mobility might be be best to just make it a custom character
yeah legit want ot put this ingame https://vignette.wikia.nocookie.net/gundam/images/2/28/Ms-06f2.jpg/revision/latest/scale-to-width-down/310?cb=20141201195006 https://vignette.wikia.nocookie.net/gundam/images/4/46/Rgm-79d_Cold_Climate_Type.jpg/revision/latest/scale-to-width-down/253?cb=20121104174659
but changing them up so Bandi doen't have a cow
Yeah I've got similar stuff planned for my mod too.
Are you the one making the Lost Dragon mod?
One more for the road. This time with concept fingers!
That would be me yes
and following your channel id love to bounce my full idea off of you to see what you think
Sure
sent a friend request
Anyone have a good tutorial on how MFDs are defined for planes/helicopters? It seems to be more than the MFD class within the config. Copying the MFD class from the cessna, for example, over to another aircraft doesn't seem to produce the same display.
how do I switch to the dev branch if I want to try merge config?
oh okay okay, if this works ill be a happy boi
@toxic solar or use fast-2 to get 2nd install via steamCMD
not sure if it should be here or #arma3_scripting but im tryna use mergeConfig with this
diag_mergeConfigFile["C:\Users\Namenai\config.cpp"];
and all that config.cpp is
class CfgWeapons
{
class emptyClassToSeeIfMade
{
};
};
but if I run tht diag in a mission file forn init.sqf I get a error saying im missing a ; and if I run it in vritual arsenal, nothing happens
im assuming im just bad and im doing something wrong
If you write diag_mergeConfigFile in debug console and press F1. does it recognize the command being there
the debug console is the one I see when I press esc right? and wat does f1 do?
Shows help about script command
are you running the diagnostic .exe or just the dev branch?
just dev branch
you need to run it from the other .exe file in the Arma 3 folder
oh okay ill try that, pressing f1 didnt show anything either maybe I also need to run that exe
and diagnostic .exe is in the same folder where arma is installed right?
oh I found it nvm, ill see what happens now
yeah it works, weapons and mags merge,but changing the missileeffect on ammo doesnt π¦
nope nvm, i just did it wrong
okay ive been trying for the past two hours or so for a specific effect. If I put say the missiles_SCALPEL on the Nato attack helicopter, thee Comanche and I where to shoot the missiles_SCALPEL or even the Air to Air missiles that it has, theres an effect thats played at the back of the rocketpod, and I dont know where to look to find that effect. Is it in the vehicle, weapon or ammo?
Personally, Iβd say itβs linked to the weapon, but not sure how it works with helicopters
I think I found it out
I compared each line and I think its muzzleEffect = "BIS_fnc_effectFiredHeliRocket";
Is there a way to view just the effects?
not that I know of
@heady wharf Probably something to do with how the model config is setup
Also memory points
I did change the references to memory points for screens and some of the mfd does render, it just is missing many of the graphics. @boreal heart
@toxic solar
effectsMissileInit = "PylonBackEffectsFFAR";
@hot pine oh okay, I saw that there was a BIS function that does that with muzzelEffect so ill try that then
thx
bis functions is deprecated solution
effectsMissileInit is handled by the engine as recommended approach for missile fx
oh okay, ill use that then
is it correct if I think of submunitionAmmo as the armor piercing part of a tank shell, like the very tip of that shell ?
submunition is used for the penetrating jet on shaped-charge HEAT warheads
solid APDS type penetrators are just one projectile with a high caliber value
Any idea what causes this rpt error on a vehicle (turret) weapon?
Bad muzzle direction in myVehicle: 'chamber_1'-'muzzle_1'
I've tried reversing the muzzlePos and muzzleEnd memory points and still get the error message, so it doesn't just look to be that they're the wrong way around.
Bad muzzle direction in myVehicle: 'muzzle_1'-'chamber_1'
we have this also for our static MGs
Is the turret's gun modelled facing to the front viewplane?
yes, facing to the left in OB's Left ortho view
Is possible to change default dust color? Or remove it.
so I have a weapons thats based of the Kajmans 30mm, the only thing I changed was the display name. Now if I put this on a helicopter that weights 10k, and shoot full auto the helicopter gets pushed back. im guessing the reason it gets pushed back is because of the caliber? But wat causes the helicopter to push it self back when shooting
Maybe you have auto hover on?
nah I dont have auto hover on, and i did increase the hit a bit, I thought I remembered there was a impulse factor and I checked in cfgWeapond and cfgAmmo, I didnt expect it to be in cfgMagazines lol. so if I read that right the 1st value is torque and 2nd value is force if I give an array
whats the diffrence between shotRocket and shotMissile for simulation in cfgAmmo? is it that rockets are dumbfire and missiles can be guided?
w8 network?
rockets have a simple trajectory so can be calculated clientside
oh so if I make a rocket and then make it so it can be guidable, it defeats any optimization?
shotrocket will probably ignore the cfgammo variables that are used for guidance
I think submunitions also only work on shotmissile
and the shotsubmunition
i see
there are no differences between shotMissile & rocket anymore
shotRocket is kept due to backward compatibility
@hot pine have you got any inside info on what causes this rpt error:
Bad muzzle direction in myVehicle: 'chamber_1'-'muzzle_1'
if (_simulation == AmmoShotRocket) // rockets are treated as missiles
_simulation = AmmoShotMissile;```
if (_muzzleDir.SquareSize()<Square(0.1))
@nimble sequoia - distance between memory points is too small?
one of the selections doesn't accidentally contain both points, does it?
no, but both are in the otochlaven
can you upload somewhere p3d with only memory lod?
so if you select chamber_1 and check the weights, muzzle_1 isn't also there
and vise versa when selecting muzzle_1
no muzzle in chamber or visa versa, looking at weights
pm with link to memory lod sent to you reyhard, thanks
are you hidding those weapons?
No, I don't think so.
Wondering if it shows on one of our helicopters now if it can be caused by hiding the turret
is it possible to only load an addon when another addon is present?
Probably not, or I guess we wouldn't need separate 'compatibility' mods.
mix n match addons are done by placing (groups of) addons in different mod folders
if one of those mods contains this extra addon, it should be obvious to also place the needed addon in the same mod
Right, I want to add compat for other mods without requiring them. I guess I could always pack them and place the folder in a parent directory, is that what you are sayijg?
there is no 'parent directory' there are a collection of mods one of which happens to be arma\addons
and i have no idea what it is you are trying to do by not having the other addons. if you're replacing them that would make sense
say someone makes a pink_girrafe and puts it in an addon.
you come along also with a pink girraffe, but the one thing you cannot do is call it the same name as the original.
if you do that, most people playing the game will castrate you.
they either use the old girraffe or the new girraffe, it is their choice, not yours.
I'm inheriting classes of other mods in config, it's not going to load if I try and require ineritance from another addon if it isn't loaded yes?
correct
the game will scream can't find 'blah blah'
I don't really get why you're trying to completely re-write someone else's config.
at no time can you ever say:
class pink_giraffe
{
}
because, you have no control over the other addon actually being there at some later date
Not rewriting. Creating new class, inheriting values. Creates values are seperate from existing in other mod,.
what I was trying to do is prevent having to have a seperate mod for each compatibility version of mods supported.
can you give a quick class text example? it doesn't have to be accurate, i might understand better.
Ex:.
class ac_CivTRG : C_Man_Fisherman_01_F
{
displayName = "Civilian (TRG1)";
faction = "CIV_F";
editorCategory = "ac_civilians";
editorSubCategory = "EdSubcat_Personnel";
weapons[] =
{
"hgun_Pistol_01_F"
};
respawnWeapons[] =
{
"hgun_Pistol_01_F"
};
magazines[] =
{
"10Rnd_9x21_Mag",
"10Rnd_9x21_Mag",
"10Rnd_9x21_Mag"
};
respawnMagazines[] =
{
"10Rnd_9x21_Mag",
"10Rnd_9x21_Mag",
"10Rnd_9x21_Mag"
};
};
This is a new civ class I created from inheriting one provided with game.
I want to do the same thing with cup civilians, other mod civilians.
I just don't want to "require" it to be loaded so that it can run by itself when the player decides they don't want to use cup for example.
I'm just experimenting with configs for the first time. Not pretty I know.
well as i understand it now, IF, a cup addon is 'there' you want to add new classes. which is more than fair enough.
but if it aint there. there's no facility available to discover that (except via the dreaded reqaddons)
Alrighty, good to know. Thanks for being patient with me.
IF i were doing it, i would simply supply my_cup.pbo, my_unsung.pbo, my_whatever.pbo
the user has the choice then what he has to have to make each or just one of them, work.
that way, if he want's to use your unsung_addon, he won't hate you because he also needs cup for no reason oher than it has to be there.
Right, that's what I wanted prevented. Good idea.
I'm solving that same problem with my groups launcher that auto load the correct compats when you load a combination of mods.
I have Intercept code to edit configs on the fly, which would be able to detect loaded addons and inject a config depending on that. But it's a little too much hassle
So a #onlywithintercept kind of thing?
I'm trying to Cfgpatch a weapon from one mod to use the sounds of a weapon from a different mod. The sounds work, but now the weapon I patched doesn't have firemodes. The "next weapon" key just puts the rifle on back. Using UGL variants, you can switch to the UGL but not back to the rifle.
@sudden garnet yeah. And also #OnlyWithInterceptThatIWontReleaseSourceCodeFor kind of thing
well, you could also experiment with some variables in cfgs
but that could be potentially risky
So how does deleteParentWhenTriggered Work exactly? Does it keep the original projectile so both the original and sub hit the same spot? How does it effect HEAT based weapons?
In terms of when to trigger the sub-munition that is.
I kind of like risky reyhard, how would I go about that?
I am trying to make a custom skinned LSV for my clan, however no matter what I try, I can't get it to show the new skin on Init. I've tried setting its hiddenSelectionsTextures[] to the path to the skins, I've tried putting an init event handler to change the objectTextures, and I've tried doing a CBA extended event handler. I've had no luck
anyone know why I can't get this to work? I know the textures are there, because I can access them when in the garage (i have them setup as a textureSource class as well)
I was able to make the init EH work. But i am curious to know why i can't get hidden SelectionTextures[] to work. Anyone know what causes that?
what are your retextured vehicles derived from, the base classes or one of the ingame ones?
the ingame ones probably have textureList[] parameter overriding hiddenselections at init
if you're using texturesources, you may as well use texturelist[] anyway
I am pulling from the defined classes, not the base ones
I was unaware of that config property. I'm guessing that explains why some of my vehicles have that issue, and others dont
hi guys. Im making a bipedal mech(tank class) that I want to be able to walk over high obstacles. I did some experimentation using the test_tank (from the sample files) where I removed some wheels(now have 2 on each side) and enlarged them. I also adjusted the wheel mempoints and basic_dampers_destruct accordingly. I'm experiencing some bad bouncing issues and very poor handling. Can someone tell me why this happens?
this is basically what I want to achieve in the end
and use the animationSource from the dampers to make it lift its legs
So i got a question working on a armor config and im trying to get the TFAR underwater radio onto one of the vests how do i manage that?
i think that armor has to be a child of the underwater vest
atleast thats what the script does from wat I saw
@wary fossil "tfar underwater radio" doesn't exist
TFAR has a hardcoded isKindOf for the vanilla scuba gear
And switches over to "underwater" radio effect once you are underwater
So no way to put that on any kinda of other gear
Well you can inherit from the vanilla scuba vest thing. Then it should behave the same as the vest
you have to inherit though, no config entry for that
Damn
what is config_proper.xml? I noticed it has more/different animations and animation classes than config.cpp
Just wondering if i need it in my folder after converting the animations for my model using a custom skeleton.
hmm, i noticed i have transition issues with my animations and in the config_proper there is transition classes for the animations.
what kind of issues?
when moving from left to right the model will scale for a second or so when switching animations.
ah
yeah I've seen that too :/
dunno if anything refrences to those xml in any config though
never seen any properties linking to them
Id think they could be leftovers from some tool to create the actual config
yeah now that I looked closer Im quite positive that they are remnants of some sort of animation editor
hmmm, i wonder if those transition animations are needed when moving between animations
they are all defined in the movescfg
all the connectTo and InterpolateTo lists match between the xml and cpp
or what transition animations are you talking about?
the one in anims_f\data\Anim\sdr\mov\erc\wlk\non\non folder, AmovPercMwlkSnonWnonDnon_transition. I was thinking maybe ones like this was used when moving between animation. single frame animation.
@astral pagoda you wanna pitch in? π
π
or you just like to watch? π
Maybe those are remnants π
just maybe?
50:60 chances?
@young oar that transition .rtm does not seem to be referenced in the config
I can not confirm or deny anything π
ok, maybe i'll just delete the ones not mentioned in the config to save some space and so i don't have to convert them again.
tried to look for any reference to that transition .rtm but could not find any
could be its just some reference file too
AmovPercMwlkSnonWnonDnon
this animation sate does not exist either
ArmaWoman Project Christmastime sneakpeek.
my set at work
there is a bug though
Seems to be connected to the variation of Idle animations
if Idle animations are disabled it works fine
movement - > stand still -> (X) play idle animation where the (X) is spot for that weird scaling
Also AI is not affected
hmmm when mine does that it's not as bad. mine just gets squeezed together, almost like its scaling in the x-axis .
maybe you are missing an rtm.
and not as often
no missing files nor errors in rpt so hard to debug
mine does a bit of squeezing when moving sideways
actually mine only does that when moving sideways as well, i don't have the other bug you have.
the xml are for BI anim graph editor AFAIK
Hey there. I think I need some help with config today. I know that it has been asked a lot of time on different forums, but I cannot see any consistent answer anywhere. I would like to know how to make the rebreather's respirator persistent out of water. It only looks like a texture switching to empty when the player gets off water, but I wonder if there is any way of making it persistent. It looks like the corresponding texture is under "underwaterHiddenSelection", named "hide". Can you confirm this ?
Does anybody know if there is a sound shader for door gunners such as an exterior sound of the weapon firing while also hearing the interior sound while you're the gunner firing the weapon? if so can you please @upper relic
@little warren yes, answer is no
Obviously it isnβt a #arma3_config question. Use the right channels pls
Getting the "Addon ____ requires addon ____" error even though the text under requiredAddons exactly matches that in cfgPatches for the dependency. Any ideas what might cause this?
the mod with that exact name is not loaded. That's what causes it
@grand zinc I seemed to have resolved the issue by moving the PBOs to a new mod folder. Is there a cap on the # of pbos that can load within a single mod folder?
I guess the answer was that i had everything set up right, it just wasn't loading.
Then I have no idea why it started working but I'm gonna go ahead and not complain about it π
does it matter if I do sizeVar = 0.25; vs SizeVar = 0.25; like are configs case sensitive?
you'll rarely encounter case sensitivity in a config. and even then it applies only to the = sOmeThING;
as a religious practice however, you should write everything in lower case (except for #defines)
so do sizevar=5; instead of sizeVar=5;
i would say camel case...but everyone has diffrent defintions of it
Always use lowercase for everything, problem solved.
oh ye
First time touching retextures and adding them in-game.
The problem is that it shows a naked body on the uniform.
class U_B_CombatUniform_mcam_vest;
class VKN_CombatUniform_Base : U_B_CombatUniform_mcam_vest {
_generalMacro = "U_B_CombatUniform_mcam_vest";
scope = 0;
faction = "west";
author = "Curious";
displayName = "VKN_CombatUniform_Base";
nakedUniform = "U_BasicBody";
uniformAccessories[] = {};
uniformClass = "VKN_CombatUniform_M90_Vest";
hiddenSelections[]= {"camo"};
hiddenSelectionsTextures[]= {"\VKN_Gear\data\Uniforms\VKN_M90_sleeves.paa"};
};
class VKN_CombatUniform_M90_Vest: Uniform_Base {
Author = "Jonmo";
scope = 2;
displayName = "[VKN] Combat Uniform - Rolled (M90)";
descriptionShort = "Swedish M90 Camo";
model = "\A3\Characters_F\Common\Suitpacks\suitpack_universal_F.p3d";
hiddenSelections[] = { "camo" };
hiddenSelectionsTextures[] = { "\VKN_Gear\data\Uniforms\VKN_M90_sleeves.paa" };
picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_vest_ca.paa";
class ItemInfo : UniformItem
{
uniformModel = "-";
uniformClass = "VKN_CombatUniform_Base";
containerClass = "Supply20";
mass = 30;
};
};
``` Here's a small extract - It displays everything but the custom texture π€
did you double and triple check the filepath?
First thing that meets the eye is that you are missing the _co suffix on your texture
Also check RPT for errors
Okay so checked over the RPT for errors, couldn't see any - I adjusted the image path and still nothing. To test it, I tried using setObjectTextureGlobal and it applies it perfectly fine.
Did you check in ingame config viewer if your changes appear there properly?
I haven't - in the process
Are you sure the selection is called "camo" ?
I took it from U_B_CombatUniform_mcam_vest
Not sure really.. π€ I'd think they are vehicles same as uniforms and backpacks... Config viewer doesn't really help me
which vanilla uniform uses "\A3\Characters_F\Common\Suitpacks\suitpack_universal_F.p3d"?
U_B_CombatUniform_mcam_vest
configfile >> "CfgWeapons" >> "U_B_CombatUniform_mcam_vest"
Copied and pasted the model from there
But that inherits from "Uniform_Base" sounds like a uniform rather than a vest π€
Arma's naming isn't the best
Shock there π
So my custom hidden selection is:
hiddenSelectionsTextures[] = {"\A3\Characters_F\Common\Suitpacks\data\suitpack_soldier_blufor_co.paa"};
which isn't right
It's taking it from U_B_CombatUniform_mcam_vest
uniforms are defined in cfgVehicles & cfgWeapons
cfgWeapons entries are only for inventory handling
https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide#Uniform_configuration
Okey the _vest really threw me off. I thought you were talking about a vest
Oh - Apologies
while cfgVehicles contain all data about mesh, textures & other properties
Ah I see
The CfgWeapons thing and hiddenSelectionTexture that you set is just the texture of how the uniform looks when you put it on the ground, not when you wear it
the wearing texture is in CfgVehicles
Ah I see
Makes sense
So i'll need a second config for vehicles - hopefully this will work aha
And you need to change the uniformClass in your CfgVehicles character to match the CfgWeapons name of your new uniform
Ah - awesome cheers for the help
Does Arma only support dual-engined aircraft? As in it's not possible to have HitEngine3 and HitEngine4 in the hitpoint config?
you divide the two hardcoded engines up with the depends parameter
e.g. class HitEngine: HitHull { armor = 1.5; explosionShielding = 2; name = "engine_1_hit"; passThrough = 0.5; visual = "-"; radius = 0.55; minimalHit = 0.1; depends = "(HitEngine_1 + HitEngine_2)*0.5"; };
where HitEngine_1 and HitEngine_2 are additional hitpoint classes
note that the HitEngine_2 isn't the same as HitEngine2
Ohh, so you can have four engines, but it's a bit peculiar about it
yeah, in terms of simulating thrust you only have a maximum of two engines, but you can divide the loss of thrust from damage on each side of the aircraft, across dummy engines
I wonder why they didn't make it scalable
As in:
EngineCount = x
HitEngineLimit = EngineCount
Or something like that
it's built on legacy Operation Flashpoint era stuff AFAIK
so was never designed to simulate something more complex than an A-10
I wonder if that's something that will be changed in Enfusion
What does the material variable refer to in regards to vehicles?
The wiki is rather unhelpful in regards to this
what material variable? There are a lot of places in Arma where materials crop up
It's to do with .rvmats usually
This one
It's used in relation to hitpoints as far as I'm aware
Requires an integer
I believe it's the % of damage taken before the section switches to the damaged material
which you define in class damage
I thought that was just when HitPoints = 0
that's when it shows the destruct material
Because I've only ever seen material defined by 1
well I was going off that it's 50 in the above example
since class damage has materials defined in threes
the undamaged .rvmat for reference purposes, the damaged .rvmat and the destroyed .rvmat when hitpoints are expended
typically, they currently switch to the damaged .rvmat at 50% damage
so I assumed that's why the value of 50
but it might not work that way if they're all 1 in the game
Tell you what though, the wiki needs to be updated for this stuff π
Isn't it connected to user values in oxygen material window?
it's legacy ofp thing as far as I remember
No clue
But I have to admit, I'm curious as to what happens if you put true to canFloat for a plane
And then nosedive the plane into the water
probably for blackening the parts then in the old OFP damage model
before .rvmats were even a thing
in flashpoint, canfloat operated on all geolod class=vehicle but was only ever used 'offcially on the bmp and bradley
But what would happen if you shoved it on a plane and flew the plane into the water?
well why the hell don't you try it???
can't be a tough call to create a config that does it
That's the plan, just need to finish the model first
Keep in mind that there are those of us here that have no idea how to do that because we're just starting out
Such as myself
If you're happy to give me instructions, I'll happily test it
well, if you're just starting out you have a hell of a lot more important issues to fuss about.
obviously seaplanes don't sink (but I think a boyancy lod comes into play there)
you can test ingame without completely finishing the model ... its advisable even imo. Makes you see mistakes sooner so you dont end up realizing that you have to remodel something.
also... you can just use a cube as model
hey so question
the event handlers section in a config file
this little bit here
i'm using it to assign loadouts to units, for ease of access and varying other reasons
the problem is, these event handlers don't fire when a unit is a player, and the unit has respawned
meaning, if you play as a unit with an event handler loadout (i.e. using init EH to assign loadout), you won't respawn with that loadout
how can i fix this?
would there be another eventhandler i could use?
is there something in CBA that would allow me to use this same method of assigning loadouts, whilst still retaining them when a player respawns as that unit
in essence, event handlers in a unit's config aren't added back when a unit is a player and respawns, does anyone know how to fix that?
How do you set with LOD the driver uses?
@barren umbra LODDriverTurnedin, LODDriverTurnedOut
Hi all, I'm trying to make a RscEdit be autocompleted
class RscEdit_1403: RscEditInvisible
{
idc = 1403;
autocomplete = "profileName";
x = 0.39 * safezoneW + safezoneX;
y = 0.613 * safezoneH + safezoneY;
w = 0.27 * safezoneW;
h = 0.02 * safezoneH;
};
From reading here:https://community.bistudio.com/wiki/DialogControls-EditBox
autocomplete should make it put the profileName, however nothing appears
is RscEditInvisible of type=2 ?
Yeah
class RscEdit {
type = 2;
style = 0x00 + 0x40;
font = "PuristaLight";
shadow = 2;
sizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)";
colorBackground[] = {0.529,0,0,1};
soundSelect[] = {"",0.1,1};
soundExpand[] = {"",0.1,1};
colorText[] = {0.95, 0.95, 0.95, 1};
colorDisabled[] = {1, 1, 1, 0.25};
autocomplete = false;
colorSelection[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", 1};
canModify = 1;
};
class RscEditInvisible :RscEdit {
text = "";
style = 0x00 + 0x0200 + 0x10;
colorBackground[] = {0,0,0,0};
colorDisabled[] = {0,0,0,0};
colorText[] = {0.118,0.553,0.969,1};
lineSpacing = 1;
};
Thats the inheritance
Anyone got any ideas? π€
I've never seen such a syntax with autocomplete - the only values I've seen so far are "general" and "scripting"
autocomplete enables the auto-completing of known words/scripting commands within a text field (by pressing [Tab])
if you want to set a default text in the field you can use text="some static text"; or an onLoad eventhandler with ctrlSetText, e.g. onLoad = "(_this select 0) ctrlSetText profileName";
Hmm, thats a shame if I can't use it, but onLoad does provide a workaround
Is anyone able to spot why this config isn't working? Everything is loading fine and appearing in the config viewer, but when I open Zeus the module isn't present. It is the exact same code as another mod of mine that works fine.
class CfgVehicles {
class Logic;
class Module_F: Logic {
class ModuleDescription {
class AnyPlayer;
class AnyBrain;
class EmptyDetector;
};
};
class GVAR(Module_Base): Module_F {
mapSize = 1;
author = "SynixeBrett";
vehicleClass = "Modules";
category = "EZI_AI";
scope = 1;
scopeCurator = 1;
displayName = "EZI AI Module Base";
function = "";
functionPriority = 1;
isGlobal = 2;
isTriggerActivated = 0;
isDisposable = 0;
class Arguments {};
class ModuleDescription: ModuleDescription {
description = "EZI AI Module Base";
};
};
class GVAR(Module_Watch): GVAR(Module_Base) {
category = "EZI_AI";
scopeCurator = 2;
displayName = CSTRING(Module_Watch);
function = QFUNC(moduleWatch);
};
};
but when I open Zeus the module isn't present. I don't see your CfgPatches
Also Module_Watch's scope is 1 if you want it to be public it should be 2
Shouldn't it be fine with just scopeCurator = 2? That's all I've ever used
class CfgPatches {
class ADDON {
name = COMPONENT;
units[] = {QGVAR(Module_Watch)};
weapons[] = {};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"EZI_main"};
author = "SynixeBrett";
VERSION_CONFIG;
};
};
class CfgFactionClasses {
class NO_CATEGORY;
class EZI_AI: NO_CATEGORY {
displayName = CSTRING(Category);
};
};
That's the rest of the code there
So thanks to Commy on Arma 3 Discord, we have finally been able to fix the issue whereby Zeus would not show some of our units, objects or buildings
Β ...
what the hell is a GVAR
it could as well be potatoes. but ok
What (config setting?) determines whether an opfor rifleman will fire his rifle at a blufor crewed truck? I have a modded truck that inherits from a BIS HEMTT:- a CSAT rifleman fires at the HEMTT, but not my truck.
I think it's a threat setting
I'm inheriting threat and cost values, so both HEMTT and my truck are the same. Still a difference in AI behaviour though.
"I'm inheriting threat and cost values,..."
I guess better question would be what you are not inheriting
Yes, very good question. Wish I knew the answer! Can fire geometry affect ai behaviour?
"fire at" the truck or the crew?
Um, possibly the crew in the truck. Hard to tell. It looks like the rifleman fires at the HEMTT windscreen
I have crew proxies in the View and Fire Geometry LOD's
well does AI fire at the BI HEMETT from any direction?
if not, it would indicate something with your crew (positions) is the problem (config/model.cfg/model wise)
Just checked, enemy fires at HEMTT from behind it too.
does AI target your vehicle at all, or just not shoot?
They will fire UGL's and RPG's, but not small arms.
did you try to replace your model in the BI class and see if that works?
I'm not clear on whether I should be looking at config, or if model p3d alters behaviour too.
No, didn't try that, but good idea, thanks.
at this stage its to narrow down the source
it could be something in the model setup (not my area though)
There seem to be some odd inheritance rules in Arma. For example, class Turrets {} need to be defined (class Turrets : Turrets {};), even if nothing changes, or they are lost. Is the same true for class Hitpoints {}?
yes
everything you declare without inheriting from the parent class is clears everything else from it
class Turrets {}; stops the inheritance
class Turrets : Turrets {}; is not necessary
if it doesnt work without, it should be an indicator something else is amiss (2nd config probably)
class Turrets {
class myTurret {...entries...};
};
};
class B : A {};
class C : B {
class Turrets : Turrets {
class myNewTurret : myTurret {...};
};
};```
Above doesn't work? Needs to be:
```class A {
class Turrets {
class myTurret {...entries...};
};
};
class B : A {
class Turrets : Turrets {};
};
class C : B {
class Turrets : Turrets {
class myNewTurret : myTurret {...};
};
};```
above is fine in general
Top one doesn't work I think.
if it doesnt work, you need to verify what exactly happens
via config browser, config dump, scripting
It seems that Turrets doesn't follow normal inheritance rules.
@hot pine do you know something about this?
ontop of my head i am not sure if we have such case in our mod, but above should be fine in general
There are a few types of classes that you can't add subclasses to without re-inheriting the other classes that existed in the parent
I assume Turrets is one of those. Is there a list anywhere of which classes are affected?
I don't recall seeing one
can you remember if Hitpoints is one of them?
you can compare the contents of the hitpoint classes in the game config viewer
It's just that you can see class HitPoints: HitPoints {}; in a number of the BIS configs.
would not rule out that its required to be there
Turrets and eden attributes
It seems that Turrets doesn't follow normal inheritance rules.
there is nothing unique or special about the Turrets class vs any other. All classes have to follow the same rules
+you can often get confused with Embededd Turrets class(es) inside a Primary Turrets class
shortform template encoding:
if this is the literal truth
{
class whatever;
};
class B:A{};
class C:B{};
class D:C{};
/// endof templates
class me:D{
{
class anything:anything{..........
can be shortfomed to:
class C;
class D:C
{
class anything;
};
// end of template encoding
class me: D{.....
the same shortform rules apply for:
class C:B
{
class something;
};
class D:C
{
class anything:something{};
};// endof shortform template
the above is NOT the literal truth, it is the short form truth. the compiler will have no difficulty finding where those actual classes are.
shortform template encoding has the tremendous advantage that you do not need to know the nitty gritty details of where those classes actually are, nor, the fact, (unknown to you) that a buried class has actually added to the class you are interested in.
https://community.bistudio.com/wiki/Dialog_Control#Controls is the property really called "autocompete"? or is that a typo in the BIKI
Can anyone give me a hand with damage rvmats. Have them assigned like mat[] = { "Test_Character_01\data\jacket.rvmat", /// what material is changed "Test_Character_01\data\jacket_injury.rvmat", /// how does the material look like in damage 0.5 and more "Test_Character_01\data\jacket_injury.rvmat", /// how does the material look like while the part has damage }; this have tried with and without a backslash at the beginning but ingame it stills comes up as cannot find material so my damage texture doesnt apply.
pretty simple, pboProject will automatically tell you if the materials are where you say they are.
its the correct file path though which is why i'm having an issue?
Is the .rvmat still in the .pbo after compiling?
@torn dew what do you pack your addon with?
with the addon builder in tools. Got the rvmat working (wasnt added to exceptions) but the dt wont display @hearty sandal
Get mikeros tools and try pboproject. It might give better output where the problem is.
I would like to make a mod that changes the main menu load things and the background of it like in exile
can somebody help me out ?
@jagged steppe download such mod, extract it and analyze it
@stoic lily aight
Given there isn't really a specific channel for this question I figured I'd just ask it here: I'm trying to update an addon on the workshop using publisher but its getting stuck on "Publishing content to Steam Workshop..." without any error
But it never goes anywhere
Nevermind, seems recreating all the bisign files and then trying again fixed it
Is the ground holder part in the config really necessary?
Config of what?
vests, uniforms, headgear .etc
Got the rvmat working (wasnt added to exceptions)
Surely you don't need telling twice.. My tools are free, it costs you nothing to lift your game. Or stick to toys like addon breaker to do the job and keep asking 'why doesn't it work'
Please can someone explain to me why I get the following error? 'Vehicle_1_armed.Turrets: Undefined base class 'Turrets''. I've put Vehicle_1_Base as a required addon in the CfgPatches of Vehicle_1_armed and it doesn't seem to make a difference. The file structure looks like this: ```
// PBO 1
class Vehicle_1_Base {
class Turrets: Turrets {
class MainTurret: MainTurret {
...
...
...
};
};
};
// PBO 2
class Vehicle_1_Base;
class Vehicle_1_armed: Vehicle_1_Base {
class Turrets: Turrets {
class MainTurret: MainTurret {
gunnerName = "Example";
...
...
};
};
};```
Inheritance is wrong in second PBO
What am I missing? https://community.bistudio.com/wiki/Class_Inheritance#External_base_classes says I just need to declare it?
@spiral delta
CfgMagazines is correct, but I think itβs only a fault in this message
So use magazines with one a
@distant gyro
you are missing a class template. A class template does NOT assign values, it lists the structured order of the class you are trying to inherit from. THUS:
pbo2:
class dunno_coz_you_didn_t _say_what;
class Vehicle_1_Base :dunno_coz_you_didn_t_say_what
{
class Turrets:
{
class MainTurret;
}
};
//endof template(s)```
//THEN
```class Vehicle_1_armed: Vehicle_1_Base {
class Turrets: Turrets {```
(excuse the poor formatting, discord quoting gives me the sh*ts)