#arma3_config
1 messages Β· Page 96 of 1
well strictly speaking, if it's a completely new param, it'll probably just merge the two configs so long as the classes and inheritance match. So the load order might not matter so much. But it's best to make an established load order to add your param after the config for that vehicle is loaded in to the game. And it'll stop people running the addon without the classes it depends on, which would throw out a bunch of other problems
thanks thats what i thought aswell
is possible to use hiddenSelections on Uniforms?
when i try use that - and define in config hiddenSelectionsTextures - i getting default texture - defined in model
then you're probably not defining it in the right place
#define IT_INFO(X) class ItemInfo: UniformItem {uniformModel="-";uniformClass= X ;containerClass="Supply250";mass=40;}
class girl_uni_1: Uniform_Base
{
scope=2;
displayName="Uniform_girl";
picture="\girl_cloth\pitgirl.paa";
model="\girl_cloth\the_girl.p3d";
hiddenSelections[]={
"1body_texture",
"1head_texture",
"1face_texture"
};
hiddenSelectionsTextures[]={
"\girl_cloth\tex\the_uniform_1.paa",
"\girl_cloth\the_hear_1.paa",
"\girl_cloth\tex\the_skin_1.paa"
};
IT_INFO("girl_1");
};
@untold temple
and is that in cfgweapons or a unit in cfgvehicles?
class cfgWeapons
uniforms are character models once worn
all the hiddenselections stuff is defined there
the cfgweapons thing is just for the sake of inventory really
it turns out - I can not do multiple textures on one model of the uniform?
hm....
huh?
// Example from biwiki
class cfgWeapons
{
class UniformItem;
class U_B_soldier_new: Uniform_Base
{
author = "Splendid Modder";
scope = 2;
displayName = "New Uniform";
picture = "\A3\characters_f\data\ui\icon_u_b_soldier_new_ca.paa";
model = "\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"\A3\Characters_F_New\BLUFOR\Data\b_soldier_new.paa"};
class ItemInfo: UniformItem
{
uniformModel = "-";
uniformClass = B_soldier_new;
containerClass = Supply40;
mass = 40;
};
};
};
you can
@astral pagoda i need define all hiddenSelections in character too?
or i can define my own hiddenSelections on uniform class only
afaik hidden selection should be defined in model.cfg
ok so
yes, they defined
the character cfgvehicles class is what it looks like in game and walking
and thats where you set up hidden selections for that uniform/character
in the cfgweapons class you control what the uniform item looks like in inventory or unequipped on the ground
@hearty sandal as i understand - hiddenSelections in cfgVehicles - is for "naked" character?
and yes all texture sections must be listed in the model.cfg
no
each uniform has a cfg vehicles class
and each uniform can be their own unit
understand
basically you just swap what unit you look like when you swap uniform item
and the head proxy and identity system just keeps the flesh parts looking like you
but if i have 3 selections, and another character take that uniform - is can to be problem?
what selections?
I dont understand
sorry for my poor english
its alright
normally a unifrom does not contain head model
it has a head proxy
that the game engine then loads according to the identity of the player/npc
and if there is skin parts like hands
those should be copied from the sample man
so that the skin color change works
on ordinary characters, only camo is defined, hidden selection, and in my character 3 selections will be described. In multiplayer, it may happen that another character takes this uniform. I can not understand - whether the textures - prescribed for this uniform in hiddenSelections - will be displayed on this character correctly
it will be if the uniform class in cfg vehicles for that item has the textures configured
just like if you pick up an any uniform in game
understand, thank you a lot! π
good luck
ty
holy cow with that required line i get animations messed up - people are swimming in the air!
requiredAddons[] = {"rhs_c_rva","rhs_c_pts","rhs_c_mig29","rhs_c_mi28","rhs_c_btr","rhs_c_bmp3","rhs_c_bmp","rhs_c_bmd","rhs_c_a2port_air","rhs_c_troops","rhs_c_a2port_armor","rhs_c_2s3","rhs_c_a2port_car","rhs_c_a3retex","rhs_c_air","rhs_c_sprut","rhs_c_t72","rhs_c_tanks","rhsgref_c_air","rhsusf_c_troops","RHS_US_A2Port_Armor","RHS_US_A2_AirImport","rhsusf_c_ch53","rhsusf_c_f22","rhsusf_c_m1a1","rhsusf_c_m109","rhsusf_c_m113","rhsusf_c_m1117","rhsusf_c_melb"};
i have tried to add only last and only first class and no difference
and its rather trivial thing to do, i have never got that
well i believe they all are*
π€
so each of those items has their own pbo?
i have copied it out of every config file i mentioned in cfgvehicles
i am adding new paremeter to specific vehicle base classes
class CfgVehicles {
class Wheeled_APC_F;
class rhs_btr_base: Wheeled_APC_F
{
kka3_intercom[] = {"rhs_tsh4","rhs_tsh4_ess","rhs_tsh4_bala","rhs_tsh4_ess_bala"};
};
class rhsusf_M1117_base: Wheeled_APC_F
{
kka3_intercom[] = {"rhsusf_cvc_helmet","rhsusf_cvc_alt_helmet","rhsusf_cvc_green_helmet","rhsusf_cvc_green_alt_helmet","rhsusf_cvc_ess","rhsusf_cvc_green_ess","BWA3_CrewmanKSK_Fleck_Headset","BWA3_CrewmanKSK_Tropen_Headset","usm_helmet_cvc","CUP_H_BAF_Crew_Helmet_DDPM","CUP_H_BAF_Crew_Helmet_DPM","CUP_H_BAF_Crew_Helmet_MTP"};
};
...
oks so what pbo is M1117 in?
rhsusf_c_m1117
and is that also the name of the cfgPatches class?
class CfgPatches
{
class rhsusf_c_m1117
{
...
class CfgVehicles
{
...
class rhsusf_M1117_base: Wheeled_APC_F
its really strange because i did that stuff many times
so what is it your config patch is supposed to do?
i am adding the array parameter for script
requiredAddons[] = {"A3_Functions_F"};
with that line everything works fine
your mod might be loading before Wheeled_APC_F is created
inheriting from a class that doesn't exist yet doesn't work that well
Always put everything that you depend on in requiredAddons
ie soft armor air
no
there is one CfgPatches from vanilla that depends on all other vanilla things
you can just requiredAddons that one class and get everything from vanilla
A3_Data_F_Tank_Loadorder
Huh
requiredAddons[] = {"A3_Functions_F","A3_Anims_F","A3_Data_F_Tank_Loadorder","rhs_c_rva"...,"rhsusf_c_melb"};
no luck yet)
so with just functions f it works. But with functions f and some others it stops working?
Can't you just load rhs main? it already has required addons for all rhs stuff
check in ingame config viewer if the configs you edited are as you expect them to be
Well, i ve decided to move that config away from the animation addon, works fine for a moment) Thanks for your help
oh never pack anything else with animations
also
do you pack with mikeros pboProject?
yep
oh no sorry
i pack with the mikero makepbo
i use pbo project for binarisation but it is a pain
it requires to have all the resources mentioned on p drive
like rvmat textures and all the stuff
perhaps you are missing something that you would actually need
its good when you are packing transparent glasses, but not very handy for quick model fixes
it is possible your issues come from this method
I'm a bit of a noob in ArmA modding, can you simply re-declare vanilla classes in a mod config to alter some of it's properties without making a separate item? Such as editing vanilla weapon and vehicle stats and have it replace the actual item?
Sure you can π
@elfin temple while you can do that, you will not be able to use such modifications outside singleplayer or your own server.
just so you are aware
yeah, it's for our unit mods, so we can accelerate the boats for example and stuff
thanks for the info
One more thing, in that case, it it required to re-declare all variables/fields or is it enough to just put the changes in
guys i need some help, i wanna set ace scripts in my server, i already make what i want on my pc scripts and i saved all that scripts but now how i can paste that scripts into the server and make server read that ace settings ?
trying to use that example from biwiki
/// Sample uniforms configured with a macro ///
#define UNIFORM(NAME,DN,PIC,TEX,SOLDIER,LOAD,WEIGHT) \
class ##NAME##: Uniform_Base \
{ \
author = "Splendid Modder"; \
scope = 2; \
displayName = ##DN##; \
picture = "\A3\characters_f\data\ui\icon_##PIC##_ca.paa"; \
model = "\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; \
hiddenSelections[] = {"camo"}; \
hiddenSelectionsTextures[] = {"\A3\Characters_F_New\BLUFOR\Data\##TEX##.paa"}; \
\
class ItemInfo: UniformItem \
{ \
uniformModel = "-"; \
uniformClass = ##SOLDIER##; \
containerClass = Supply##LOAD##; \
mass = ##WEIGHT##; \
}; \
};
class cfgWeapons
{
class Uniform_Base;
class UniformItem;
UNIFORM(U_B_soldier_new,"New Uniform",u_b_soldier_new,b_soldier_new,B_soldier_new,40,40);
UNIFORM(U_B_soldier_new_2,"New Uniform 2",u_b_soldier_new_2,b_soldier_new_2,B_soldier_new_2,60,60);
};
but i getting message -###INDEX## not found
that my example
#define CLOTH(INDEX) class girl_##INDEX##: girl_1 {scope=2;uniformClass="girl_uni_##INDEX##";model="\the_girl\pitgirl\models\the_girl##INDEX##.p3d";}
really don't understand - why my config is not work
@hearty sandal, can you help, please?
I would not use the Macro example if you dont know how to use it. Just write the config normally
Exactly
Hello there, can anyone confirm if those values work at all in A3?
maxHeight = 50; // Max height above sea level.
avgHeight = 5; ```
I've applied them to my drone but they will just fly like a vanilla drone
Base class is B_UAV_01_F
The idea is to set altitude limit for the unit
Sorry if this is the wrong channel... I have gotten my dialog to appear when called, but, none of my text is showing up in the buttons or anything.
where have you set the text? SQF or config?
what appears instead (image at best, imgur etc.)?
code (pastebin.com etc.)?
how is defined in what positions AI enter a vehicle?
does it related to cfgActions prio of GetInXXX? ref: https://cdn.discordapp.com/attachments/442249892673355777/555821247477579777/unknown.png
that said the order doesnt correspond really to the prio either..
class GetInCommander: None
priority = 5.9;
class GetInDriver: None
priority = 5.8;
class GetInGunner: None
priority = 5.7;
class GetInPilot: None
priority = 5.6;
class GetInCargo: None
priority = 5.5;
class GetInTurret: None
priority = 5.4;```
class MoveToGunner: None
priority = 1.5;
class MoveToCommander: None
priority = 1.4;
class MoveToTurret: None
priority = 1.3;
class MoveToPilot: MoveToDriver
priority = 1.2;
class MoveToDriver: None
priority = 1.1;
class MoveToCargo: None
priority = 1;```
priority* distance afair @stoic lily
hi guys. the engine on my tank sometimes shuts off when idle. is this some config setting? I'd like to leave it on
@hot pine thanks reyhard. will check
is it possible to animate a piece of gear on a soldier using scripting? I want to animate the night vision goggles so they are lowered (like when you are using night vision), I want to use the aperture to create a full color night vision effect (like in TPW mods), but since its just some PP magic on normal vision, the NVGs are not lowered.
So if there was a way to trigger the googgle lower animation it would be great. From what I seen the NVGs are actually 2 separate models that get swapped when they are in use or not
Well I guess I will simply create a new NVG's with will completely 2 separate thing sand just swap them around
that would work
A3 does this pretty much like that anyway, just engine side.
does anyone know if its possible (and if so how) to modify what category is expanded by default in Eden editor? When you open Eden, you get Nato->Men automatically expanded. Id like to change that, because its annoying (its so long)
I'd very much like the same if it can be done.
class Cfg3DEN seems to be its GUI definitions or its configuration
can i use bankrev in the arma 3 tools collection to view the source code of addons i have installed? or is there a different/better tool?
you can use that yes
there are many other pbo unpackers. But bankrev should be good enough
Might be that the author protected it to make sure you can't properly unpack it
i think that was the case, it worked with a different addon
If i want to make a faction addon using equipment from the base game or other mods, will i need to include anything other than the config file?
You cannot copy other peoples stuff into your addon
you can reference their files. But you cannot just take their stuff and repack it. That's stealing
i don't want to upload files as my own or repack other addons, i want to use equipment that already exists to create units with a loadout of my choice. That said, i'm a noob and i don't know the best way of going about it so i assumed creating an addon would be a way of doing it.
could you explain what you mean by referencing other files?
You just use other mods classnames then, in your units configs
Would anyone be able to help me debug why some units don't show up as placable under Zeus but do in the editor? I've got some units that do show up and then some others that don't and I'm trying to work out why. Configs here:
https://termbin.com/bjxk -> shows up under 16AA Units (BFAs) in Zeus and editor
https://termbin.com/8ynl -> shows up under 16AA Units in Zeus and editor
https://termbin.com/wyz1 -> shows up under 16AA Units (BFAs) in editor but not Zeus
You'll probably want a difftool to be able to make sense of it...
CfgPatches correct?
what does that mean? π
CfgPatches class in your config
it has a units entry that has the classnames of your units
yep, that worked, they show up now. Thanks so much β€
where is textureType for fire modes defined? I forgot where they where and I wanted to see if there was a texture for 2 fire burst
firemode texturetype?
as in something that switches textures when firemode changes?
on the weapon?
No itβs the little tape in the UI that shows a graphic representation of the current fire mode
Like γΌ for semi γΌγΌγΌ for burst
is it possible to slave one turret to another so its turning the same way, but without editing the model.cfg? Just the turret config
yea I mean the little dashes at the top, sorry for late response
cfgInGameUI>>>cfgWeaponModeTextures
how do you create a soldier who is armed with a weapon that has a variety of attachments?
it appears it is more effective to simply create a 'new weapon' that has those attachments by default, then assign said 'custom weapon' to the individual soldier...im having some issues getting this weapon to appear...i'll keep plugging away at it
Hi everyone! Who can explain to me about setting mass of magazine if cfgMagazines? I am confused by two params "mass" and "weight" with different values in the same magazine config.
weight is unused (edit: outside helicopters)
Sorry for my inaccuracy. I'm work with magazines for mortars.
@stoic lily, @hot pine thx
anyone got this error message before?
Dimensions in class sfp_81_rbs55 should be an array of size 2
just a static weapon
but I want to remove it, make a "clean" report file :p
i will add that then π
dimensions[] = {"BBox_1_1_pos", "BBox_1_2_pos"}; // Memory-point-based override of automatic bounding box```
thank you
game is checking those dimensions even though canbetransported is set to 0
it's engine bug but well, if you want to keep it super clean then go ahead π
dimensions[] = {}; good enough?
I don't think so
If I would be an RV engine, I would still throw " should be an array of size 2" error π
I got a question for someone who is hopefully more knowledgeable about uniform, vest, backpack, and headgear configs. I'm attempting to query by script what the side of the equipment is. Ie, is the player wearing Civilian gear, BluFor gear, etc. The value put in for side for most gear seems to be 3... which is civilian... and I'm pretty sure BluFor uniforms are not civilian. BIStudios seems to have a way to query it when they prevent you from being able to put on a civilian uniform as a BluFor.
I did have a thought about it being inheritance related, but I have not tested that yet.
you know i tried something like that @burnt roost
i tried to get a BLUFOR uniform onto an Independent soldier, but it failed because that particular uniform is locked to BLUFOR
when creating the uniform, the "modelSides[] = {0,1,2,3};" MAY help make the uniform useable by all personnel, but im not sure
creating a uniform is tricky because you have to make the uniform as BOTH a vehicle AND a weapon...
but someone more experienced with making uniforms might be able to answe this
@simple trout has made a number of really kickass uniforms for his DHI mod. maybe you can pick his brain?
also, for future reference, editorPreview = ""; creates the unit portrait in the Forces overview π not 'picture' or 'portrait' XD
@candid flower thanks! I will investigate the modelSides
hmm, modelSides does not seem to be available in the config definitions for uniforms so that is not going to work for me.
model sides in the units cfgVehicles class if I recall right
yeah... looks like I will probably have to build a manual list of all the gear which is not fun
side=X; and modelSides in cfgvehicles tells you the side
if you take the uniform item (cfgweapon) you can extract the class name of the cfgvehicle
while were discussing creating things, im having trouble getting a weapon loaded with attachments to show up on a soldier. ive tried creating a new weapon based on dependencies, but only the rifle is showing up, not the attachments...
class CUP_arifle_M4A1_black;
class GDIM4: CUP_arifle_M4A1_black // Should otherwise be scope 2 and displayName "M-4 (M68,AN2,S)"
{
class LinkedItems {
class LinkedItemsOptic {
slot = "CowsSlot";
item = "CUP_optic_CompM2_Black";
};
class LinkedItemsAcc {
slot = "PointerSlot";
item = "CUP_acc_ANPEQ_2";
};
class LinkedItemsMuzzle
{
slot = "MuzzleSlot";
item = "CUP_muzzle_snds_M16";
};
};
};```
-Issue Resolved - there appears to be something wrong with the rifle I initially chose: the CUP M4A1...which means bad bad bad things...
@burnt roost The vehicle/weapon class thing is confusing but essentially the vehicle class of a uniform is actually a character and not a uniform or an "item" like backpacks, vests or helmets.
Thanks X3KJ and Tim! I will look into that.
Can pylons work on tanks in the same way they work for helis
i'm trying change model for object, write
requiredAddons[]=
{
"A3_Structures_F_Ind","A3_Structures_F_Civ_Garbage"
};
but when i try that set model = "";
@outer sapphire I dont think changing vanilla objects is wise
why do you try to do so?
Also use the tanks loadorder to make sure you are loading after ALL vanilla pbo's, and not just some
@hearty sandal I want to remove some unused objects
@hearty sandal
I do not know how to edit map altis, for this I am looking for another solution to the problem of unnecessary objects at the mod level
well you cant edit the Altis map. That would be impossible
and I dont think you can hide objects like that either
what you are trying to do is likely not possible at all
if you need to hide some specifc objects you should use the hide object module
i used, but that takes my fps π¦
I think what you are trying to do is impossible
and not how terrains are meant to be used
@hearty sandal i used that to change building model on map
works
just changed model
and defined
but when i trying remove model - getting problem - nothing is changed
@grand zinc used tanks loader, but nothing changed π¦ that pbo loading
thats what I meant
you cant remove them like that
even if you can change the model
you cant remove it
possibly.
but you do understand that the model can not be used in the editor anymore either
yes, i understand that
and you are not supposed to rebuild whole terrain in a mission
i will define objects with another class if they needed
if you place too much stuff in editor that will also eat your fps
just saying you are going about the whole mapping thing the wrong way
didn't mean literally "tanks"
I meant the tanks loadorder thingy that I don't remember the exact name of
@hearty sandal I understand it π I just want to make a temporary option to increase the FPS, while I don't know the mapping
A3_Data_F_Tank_Loadorder
Is it necessary for model to make model.cfg?
no
@grand zinc ```cs
requiredAddons[]=
{
"A3_Data_F_Tank_Loadorder"
};
ye
check if ingame config viewer shows what you expect
In filezilla, where would I find the server root file
More specifically I'm trying to get the ban.txt file
#server_admins
But also can't tell you where you installed your stuff
Two Things:
1:I'm temporarily taking this job so I'm learning all this XD
2: It is dedicated so I thought I'd have to go through the server panel/FTP thing
But ye I'll move to the other channel now
@grand zinc magic of arma π ```cs
model="\A3\Structures_F\Civ\Garbage\GarbageBags_F.p3d";
default model path
Β―_(γ)_/Β―
Which soldier base class is best to base the rest of your units off of when making new units?
I mean is there anything lower then B_Soldier_F?
hm...
now path changed currently
but model still default xD
i think problem in loader
is load after map initialization, i think
hm...
no
problem not in loader
another building working fine
π‘
@undone quiver all in one config, crtl + f ...
i don't know what's going on π¦
in config - model custom, but on map i see vanilla model
on buildings is works fine
but when i try modify something another - got vanilla models
and that model i can't find in config
hint str ("getText (_x >> 'model') isEqualTo ""\A3\Structures_F\Civ\Garbage\Garbage_square3_F.p3d""" configClasses (configFile >> "CfgVehicles"));
return
[]
but when i near object - run that code:
(nearestTerrainObjects [player, [], 5])#0
is return
Garbage_square3_F.p3d
but on map i see vanilla model the model might be hardcoded into the terrain.
not all things on terrains have config classes that you can edit
only objects with class = house (or houseSimulated) can be potentially replaced on map via config
Garbage_square3_F is missing that since there is no reason to simulate that asset
@hot pine is not possible to change with model $PREFIX$ if i set ```cs
\A3\Structures_F\Civ\Garbage\
and place my changed models there
you could try doing it, I remember I did something like with ponds once and it was somewhat working
prefix conflict replaces the whole other folder with yours. So if you want to keep some stuff. You'd have to copy it into your pbo
Should the prefix be the same as in the replaced one? Or you can specify the path to the folder I need?
I don't know. Try out.
I just know same prefix replaces whole pbo (that was a fun bug to find...)
subpath prefix works (somehow)
BI used that for plants2 for example. also some of the larger terrain
probably load order is important though
@grand zinc @stoic lily @hot pine thank you! Variant with prefix works with replace pbo
Subpath don't work for me, tryed a lot of variants
I've used subpath replacement successfully (to replace muzzleflash tex). Don't know if it's the difference in terms of load order but it doesn't seem to hurt also having a config.cpp with CfgPatches.
Prefix a3\data_f\proxies\muzzle_flash\data to replace just that virtual-folder from data_f.pbo.
Then just the following in a config.cpp;
`class CfgPatches {
class ANZINS_MuzzleFlash {
Units[] = {};
Weapons[] = {};
RequiredAddons[] = {"a3_data_f_sams_loadorder"};
RequiredVersion = 1.88;
Version = 1.00;
Author = "Defunkt";
};
};`
@obtuse anchor i'm trying to do that with models
i think find problem
@obtuse anchor thank you a lot!!! is working fine! π
Hello, I'm wondering if anybody may be able to assist me. I am attempting to use the init event handler in cfgvehicles to addaction to a crate. I have my addaction string of code working in the init box in editor, but when porting that to the config I am receiving errors, missing characters that are there. I suspect this is due to the quotation marks in the string, so Would anybody be able to point me in the direction of info on config.cpp string sanitation or escape characters. Would be greatly appreciated.
I attempted a search but was probably far too vague to find anything useful.
@cold raft is your config somewhere to be seen?
Yup, sorry was just figuring out how to code block
This is the event handler, the issue is definitely here and I'm sure it's wrong
init="this addAction ["<t size='1.25' color='#FF9933'>Open Arsenal</t>",{["Open",true] spawn BIS_fnc_arsenal;}, [], 2, true, true, "", "true", 25];";
};```
Works in editor but I'm failing the transition to config
@cold raft you cannot use " within "
I figured that was the issue, any way to escape the character?
you can replace the inner " with ""
not sure if the overall approach is sound, usually an action is added via userAction to a specific object via config
e.g. addAction is a local effect command, so if you spawn your object on a server, there will be no visible addAction code in your object
or is it for single player only?
Well alright then... That is my exact use case... So what should I be using?
here is a sample from the Nimitz: ```sqf
class UserActions {
class LandingStats {
displayName = "Show Landing Statistics";
position = "engine";
radius = 5;
condition = "true";
statement = "[this] call ttt_fnc_showLandingStats;";
onlyforplayer = 1;
};
};
Well using the double quotes got rid of the error, so thats exactly what I needed thank you! unfortunately the action doesnt show, so I'll just scrap that bit and look into UserActions
Thank you!
@gritty rune I've got it all transferred to UserActions and it's working great! Thanks for your assistance!
Now to go back and update a few configs...
have fun π
Hello again, does anybody know the best way to find a memory point name on a vanilla Arma 3 model? It may not even have one for all I know.
I am adding a user action, see above, and it is nagging for a memory point for position.
Maybe there are generic memory points that I dont know about, any help would be wonderful. Not sure configs is the right place to ask
@cold raft https://community.bistudio.com/wiki/selectionNames https://community.bistudio.com/wiki/selectionPosition would be the commands to help with that. Usually simple models do not have any so the position vill default to obejcts 0,0,0 origin
I cant remember if the position argument of the action can take model space coordinates though so you could try that.
Thank you for the advice, I was able to get a list of the NamedSelections on a few items I'm working with, but a couple have none at all. It appears position will only accept a string according to the wiki, so I sent it an empty string "" and it actually worked. Stopped providing an error and defaulted to model origin. Could have tried that earlier, but it didn't occur to me until I checked what would be accepted...
Thanks again for your help
I would use delete className; in cfgInsignias to remove say, an insignia from the game right?
Oh yeah forgot about that route, it's better to do that than use delete right?
Yeah thought as much, cheers π
hiya. is there a way to disable a pistol class weapon from being shown in the holster? thanks
thanks dtm, that's awesome.
HellO!
I have a problem since yesterday π¦ Whenever I try lo load my map, Arma3 crashes π¦
This is last line of RPT before explidong
17:59:24 Error: can't resize AutoArray to negative size!
what did you change last?
possibly
MAaybe ΒΏ?
hey all am trying to make a costom ui panel carmra for a gun sytem on a vic i have the panel art work done in paint shop but dont know how to get this panel to show inside the carmra system any help is more than welcome at this point.
i be leave its an optic art work that shows when you are in the camra posion
anyone?
you'll get more help if you take more time over describing where you're at and, more importantly - because it shows you don't expect to spoon-fed, what you've tried already and what specifically you're stuck on. probably like most people, i don't have the time or inclination to knock up a tutorial describing every step of the process from where you appear to be right now (knowing nothing). look at the vanilla game or similar other mods and work out how they do it. more than likely you'll want to start with an AIO (all-in-one) config - a dump of the game's whole configuration tree; https://forums.bohemia.net/forums/topic/191737-updated-all-in-one-config-dumps/ - assuming it's an existing vanilla vehicle you want to mod you'll probably find the optic definition inside class RscInGameUI.
indded it is not a Vanilla mod its one made within are comunity but basicly we are trying to ghet something simualer to this https://youtu.be/Kigx15FEPfg?t=1162 with te fancy art inside the camra view
we have done the wepon system but we caint make the fancy screen work we made the screen in paint shop but to the life of us we caint get it to work or how
so I noticed that on the MX rifle that the recoil defined in say the semi auto mode is this
recoil = "recoil_single_mx";
recoilProne = "recoil_single_prone_mx";
and the recoil defined outside of the fire mode class (not sure what to call it) is defined as
recoil = "recoil_mx";
and if I go to cfgrecoils I see that the recoil defined in the fire mode are arrays and the recoil defined outside of the firemode is a class. I read the cfgrecoils page on the wiki and it says that the array recoils is just there fore legacy. My question is why is it that the recoil in the fire mode is still an array and is there any reason besides legacy reasons. I was trying to change a recoil for a certain fire mode and it wanst working so I figured there must be a reason
BI forgot/didnt care to clean up
When making a custom reload sound, anyone ever have it where the sound can be heard from half across the map?
@woven flax #arma3_audio is better suited (check the "volume" parameter)
Ty
oh okay , ill try again with the recoils
hey all am trying to make a costom ui panel carmra for a gun sytem on a vic i have the panel art work done in paint shop but dont know how to get this panel to show inside the carmra system any help is more than welcome at this point. am trying to do this please see video timestamed his https://youtu.be/Kigx15FEPfg?t=1162
on my house i getting bis_fnc_buildingpositions = [] where i can define that positions?
are helicopters effected by gearsUpFrictionCoef? ive tried setting it to .1,1,100 and it doesnt seem to make a difference.
Im having a issue where my helicopter "rotor" and "back rotor" are not animating when turned on. I double checked to make sure the selection names are ok so it seems to be a config issue(?). Would appreciate any help. https://pastebin.com/u9Z8Xhv2
I strongly suggest you use better folder and file naming
and choose your own TAG_ prefix that you apply to all your models and textures
also for model to animate you also need a model.cfg for it
It's only a temporary thing since i was following a tutorial, i want to get it working first so i know how to do it @hearty sandal . Also can't you just define cfgmodels in the config as i did?
Just tried porting the cfgmodel class over to a seperate file and it still does nothing
no
you need model.cfg file that defines the skeleton and animations of a model
just like in the samples
dont start inventing your own ways to do things
that will not work
Must have done it wrong
indeed.
did you set the cfgModles class for your model to have the same name as your model?
ah its in your pastebin
your model.cfg class is called R22
but your p3d is called umbrella
this is why you should immediately start using proper naming
even for tests
so that you learn to put them right everywhere
Hey everyone, I imported my first weapon today but I'm somehow to stupid to get a custom firing and reload sound in the config, can someone help me out?
Thanks @hearty sandal i kind of got it working. https://gyazo.com/d5fff79ee212fb9ee6c4952d9b22f9fb (I can fix the rest :p) You were right about the naming conventions.
I animated objects like houses and vaults before, but i got rusty after 6 months of being mia
then its even better reading
Sounds good ty
Hey guys, I have a weird bug where the magazine that i have made doesnt subtract ammo when the weapon is fired (vehicle weapon). Any idea what is causing that
another rock that im trying to get over is that the tank is ment to have only 2 crew members, i need to remove the commander slot and AI. i tried hascommander = false; but it doesnt seem to work
how many crew does it have now?
and why have you configured it so in the first place?
What is the config property that defines how fast a helicopter "charges up" before it can take off?
currently it has 3 crew members, gunnder, driver and commander. I'm using the tank sample config and editing it as i go
@topaz veldt I beliebe you would need to tweak the envelope[] = array
then remove the commander turrert @sharp pagoda
then it wont have that seat anymore
have done that,, currently the only turret is the main turret
check the ingame config viewer that youa re not actually still inheriting the commander turret
and remove the commander proxies from the p3d
i did some checking and i found one proxie, removed it. I didnt see any inheretence with the config viewer. Commander is still there :/
Hmm it seem's the envelope property has nothing to do with the chargeup time @hearty sandal
@topaz veldt whats your envelope now?
I just tried some extreme values going off of the wiki, both really low and really high. It definitely had a effect but not on the chargeup time
I'm wondering if there even is a way to affect chargeup time
Id say yes, just dont remember what it was if envelope tweaking didnt do anything
@topaz veldt do you mean startup duration startDuration = 3; /// faster start-up than roflcopters
@sharp pagoda
{
class MainTurret
{
class Turrets {}; // <- disables commander turret
};
};```
@hot pine Thank you very much, that is what i meant yes!
@hot pine is that startDuration value in seconds or something like that?
i think seconds yes
@hot pine Just tried it, sadly the commander is still there
post config then
oh yes i see
@hot pine Thanks, that worked. Moving swiftly on, Whenever i fire the main weapon, ammo isn't subtracted. I.E: i have 46 shots, I fire, it still stays on 46.
Here is the 3 classes that may be causing that
top down? π
didn't knew french tanks were so advanced π
anyway, try using 120mm magazine for that cannon first
you will be able to narrow down where the issue is
if it's working fine with 120mm shells then it means magazine or ammo is wrong
if not, then it's most likely something with weapon itself
@hot pine I think the problem is with the main gun, since when i try to use the 120mm shells it just says 0 on the ammo count
well, if you switch magazine in cfgWeapons you need to make sure that proper magazine is present in cfgvehicles too
I guess you just changed magazine in CfgWeapons, right?
that ................ i may have forgotten
@hot pine mnope still says 0 π€ π€ π€
can you share config again?
Hello! I have been trying to make a wheelchair (yes a wheelchair!) go faster (It currently goes about 12-14 km/h) I would like it to go 200 km/h. I canΒ΄t figure it out my self, I have tested to use "limitSpeed" and "setVelocity" but the problem is that I am not really so good at scripting so I would like to get some help to get it the script to work. Thanks!
@hot pine https://pastebin.com/2Z6gzmr0
@trim halo https://forums.bohemia.net/forums/topic/161182-vehicle-turbo-script/ first result from google
Vehicle Turbo Script Special Thanks to Zooloo75/Stealthstick for allowing me to create this standalone version of a vehicle turbo script from his discontinued Stratis-RP mission! Features: - Increased acceleration. - Increased top speed. - Realistic loss of control due to hig...
@sharp pagoda I mean the one which is not working after changing it 120mm shells
with both CfgVehicles & Weapons?
@hot pine https://pastebin.com/cFKWEuuS hav
class LightingNew
{
class Lighting0 {
aperture(4,4,8);
rapify x64UnicodeVersion 1.79, Dll 7.16 "config.cpp"
In File Milky\MagneticIsland\config.cpp: circa Line 214 Expected ]={
anybody know how to fix this. when using pboproject i get that error
Hi guys. I'm having a problem with my tank gaining alot of speed when turning.
My maxSpeed 37km/h, but when turning while at this speed, it suddenly speeds up to over 100km/h.
I've tried messing around with tankTurnForce values but it doesnt seem to do anything. I've also been reading on the Arma_3_Vehicle_Handling_Configuration page but I just dont understand what all these settings do. Can anyone help me out?
@fathom thorn wrong damping, dampingRateInAir & MOI values
ok thanks, gonna try to tweak those settings
Is there a way to edit the carrying capacity of a backpack or the weight of an item without having to create a whole new mod and PBOing it?
no
what a sad time it is for me then
Hey guys, Im having an issue getting an Item to show up in a arsenal box but it shows up in the standard VA you can access from the main menu.
soundClick[] = {"\A3\ui_f\data\sound\RscButtonMenu\soundClick",0.09,1.0};
soundEnter[] = {"\A3\ui_f\data\sound\RscButtonMenu\soundEnter",0.09,1.0};
soundEscape[] = {"\A3\ui_f\data\sound\RscButtonMenu\soundEscape",0.09,1.0};
soundPush[] = {"\A3\ui_f\data\sound\RscButtonMenu\soundPush",0.09,1.0};
textureNoShortcut = "";
Instead of a path to a click sound - can I use the class name from CfgSounds as well? If yes? How exaclty would that like like? soundClick[] = {"MySoundClass"} ?
I doubt it. If it takes a filepath, then it will only take a filepath
hm ok
Anyone good with extDB3?
[22:56:22:345451 +01:00] [Thread 4996] extDB3: Config Error: : No such node (.IP)
Keep having that error and I cant find the root
There was someone here with same error just last week..
I found several results for that error on google back then
Anyone good with getting a magazine to appear in the Item Storage of a box if youre trying to make a whitelisted Virtual Arsenal box? Im having an issue getting a magazine to appear in an arsenal box, even using scope = 2;
I'm having problems with my CfgSfx : I can't get those old sounds from OFP to work.
(No I don't want to use those from CUP because they don't sound the same)
class CfgSFX
{
sounds[] = {};
class OFPSEAGULL {
sounds[] = {"seagull1","Seagull2","Seagull3","Seagull4","Seagull5"};
name = "OFPSEAGULL";
seagull1[] = {"sfx\gulls1.wss",db+0,1,0.15,0.1,0.5,5};
seagull2[] = {"sfx\gulls2.wss",db+0,1,0.2,0.1,0.5,5};
seagull3[] = {"sfx\gulls3.wss",db+0,1,0.15,0.1,0.5,5};
seagull4[] = {"sfx\gulls4.wss",db+0,1,0.24,0.1,0.5,5};
seagull5[] = {"sfx\gulls5.wss",db+0,1,0.2,0.1,0.5,5};
empty[] = {"","","","",0.2,2,20};
};
};```
Can some one spot what's missing/not good in this ?
have no idea whether that's the problem or not, but you are very foolish to use FULL_UPPERCASE.
that is the preseve of #defines, and OFPSEAGULL can or will be, translated to something else entirely
also, either you have P:\sfx\gulls1.wss, or, you don't
@hard chasm set all to lowercase but this did not solve issue.
This is from description.ext not from config.bin.
Sounds are stored in missionfile.abel\sfx\
db+0 you are setting it to 0 volume?
https://discordapp.com/channels/105462288051380224/122121444703338496/551471758536998942
db+0 ->(0*(1/20))^10 -> 0^10 -> 0. 0 volume
try 1 as volume
so soundVolume would probably be better set at a number and not a db value ?
are you getting errors in RPT when you try to play the sound?
empty[] = {"","","","",0.2,2,20}; huh?
Very different datatypes versus the wiki page
empty[] = {"", 0, 0, 0, 0, 0, 0, 0};
you are giving empty the soundVolume as a string, that doesn't work
I copied/pasted from the OFP bin so yeah, most need adapting
You are also setting max distance in meters to 0.1 You can only hear the sound 10cm from it's origin
@grand zinc db+0 == 1
https://www.wolframalpha.com/input/?i=pow(10,(0*+(1.0+%2F+20.0)))
thats formula for db calculation
Ah ouf... that's what I thought also but didn't want to contradict π¦
okay so I moved a few things but it's still not working
class CfgSFX
{
sounds[] = {};
class ofpseagulls {
sounds[] = {"seagull1","Seagull2","Seagull3","Seagull4","Seagull5"};
name = "ofpseagulls";
seagull1[] = {"sfx\gulls1.wss", 1, 1, 50, 0.5, 0.2, 2, 4};
seagull2[] = {"sfx\gulls2.wss", 1, 1, 50, 0.5, 0.2, 2, 4};
seagull3[] = {"sfx\gulls3.wss", 1, 1, 50, 0.5, 0.2, 2, 4};
seagull4[] = {"sfx\gulls4.wss", 1, 1, 50, 0.5, 0.2, 2, 4};
seagull5[] = {"sfx\gulls5.wss", 1, 1, 50, 0.5, 0.2, 2, 4};
empty[] = {"", 0, 0, 0, 0, 0.2, 2, 4};
};
};```
also i'm executing the sound through the playSound command... maybe that's the issue
anyone ever used turn in/out for FFV positions on a helicopter?
with animationSourceHatch, is there anyway of changing the animPeriod?
Has anyone been able to set up a proper underwear model in the config?
yes?
is there a way that I can check config files for the exact error instead of the error message I am getting in the launcher? quite new to config editing
is there a way to switch between 2 different hand animations when the weapon is deployed/undeployed?
@warm kite "in the launcher" ? you mean when you start Arma? That is usually a exact error
hey guys, is there a way to make a tank less mobile I.E it turns its hull and turret slower
nvm, i fixed it XD
@grand zinc yh sometimes the error is just not helpful :D I managed to figure it out after some triple checking
for cmImmunity, if the ammo and weapon have diffrent values, which is considered?
The unsung planes do not show up as option when Zeusing and using the CAS module. any ideas what has changed there? Probably in the last year π
Does anyone know how to set the default weapons on a dynamic loadout pylon? I have attachment="whateverweapon"; in the pylon code for all the pylons and Biki says that should make it the default. And I have a default class in the premade loadout sections, but the helicopter still spawns with no weapons (there's also an "empty" premade, if that matters)
Is the magazine compatible with the handpoints you made?
and whateverweapon should be a magazine class rather than a weapon one. In case that's what your placeholder name implied you were trying
with class Header { from the description.ext, are you able to make your own custom game types or is this blocked for the obvious reason of it not showing up for people without the mod.
Making FFV slots on a tank and i have hit this error when trying to load: File PZD23_R35\CfgVehicles.hpp, line 220: / CfgVehicles\R35.transportSoldier: Member already defined
heres my CfgVehicles
Well.
@sharp pagoda transportSoldier is defined 2 times
yep, the line 220 thing confused me
afair comments like this /* hiddenSelections[] ={"Camo1","Camo2"}; hiddenSelectionsTextures[] = {"A3\armor_f_gamma\MBT_01\Data\MBT_01_body_CO.paa","A3\armor_f_gamma\MBT_01\Data\MBT_01_tow_CO.paa"}; */ are treated as a single line
there is a preproc bug if you have a block comment after a #include that messes up line numbers
or other way around.. include after block comment
does the min/maxGunElev affect artillery capabilities and can it be modified dynamically?
as in limiting the gun elevation under certain conditions through scripting
nope , cant script limit it
yes it affects arty capability if you mean artillery computer and ai
Continuing on my glorious proxy learning experiance. I want to linl the proxies that i have made to their corresponding seat. I.E: Driver proxy with index 1 set to the driver seat. I know that it needs to be done with the memory lod but im not sure on the proces
Nothing to do with the memory LOD
driver proxy is a driver proxy when it points to a model called DRIVER
and its index is the number after the name of the proxy
all cargo proxies end with the word CARGO, etc. etc
mem points are just to define where you get in to the vehicle from the outside, for a given crew seat
hmm okay, what do we do if we have more than say 2 cargo seats
one seat should have index 0 and the other index 1
you might need to manually alter the indices using the rename window, if they are not pathed to the same model
but making custom proxies isn't really worthwhile, you may as well use the generic ones that BI made
yeah im using pretty much generic arma vanila ones
also from where can i get the Action for the specific proxy. Like driverInAction or CargoAction
or that doesnt matter when im using a proxy
doesn't matter. The action is defined by the config, not the proxy
not really sure how to find the action name that corresponds to the visual representation of the character model on the proxy. Best hope is that the proxy name has some indication of what BI vehicle it came from and you can check the actions used on that vehicle in the config viewer
hmm it probably is linked somewhere, thanks
Im also getting a weird thing where i can change seats from driver and gunner to cargo
and that isnt supposed to happen
and i cant access cargo from outside
the proxy in the model defines the location for it but its the Action parameters in the config that define what it looks like in game. Using same proxy as you set the action to makes it of course simpler to align the proxy as you want but its not mandatory.
Proxies can be found in P:\a3\data_f\proxies
seat changing is controlled with compartments arrays in different parts of the config. Each turret has it and the root class has it. Examples I think you can find in the cfgVehicles config reference in the wiki
and if you lack cargoGetIn/Out actions or memory points for them its unlikely you can get in to those seats
I have added memory points for getting into the cargo seats and positioned them where they shoud be. I think the issue here is the compartments
are you sure your memorypoints are named the same in the config?
memoryPointsGetInCargo = "pos cargoL";
memoryPointsGetInCargoDir = "pos cargoL dir";
same on my Memorylod
i havent defined compartment for my turret btw
but i think all shoud be accessable from the outside
you can post you whole config again - maybe mistake will be visible there
New day, new coding problem :D. I fixed the 2 driver and gunner proxies and im currently doing the 2 FFV. 2 probelms rn. First they can only be accesssed from inside, when they shoud be only from outside. Second is that they dont go to their coresponding Proxy positions
Heres my cfgVehicles
This is how it should look like ^
this is where it places me when i got passsenger ^
how it looks in 3rd person view?
proxyIndex = 4; you have just 2 cargo proxies, how the hell you have proxyIndex = 4?
FFV turrets are using Cargo proxy
can you show named selections of model?
also the action doesnt shows "Passenger seat" instead of "Paasenger (Left)" that i have assigned
transportSoldier = 2; - that is only for non FFV seats
Is there a tutorial for making Zeus modules? I have scripting experience but I find the BIKI docs lacking in this department. I made a module but it's not visible in zeus mode, only in eden.
Make sure it's in your CfgPatches units entry
All the modules I've made I just looked at how other mods like ACE were doing it
Yea, I took apart the achillies mod to try and see how it's done but there's walls-o-text so I'm struggling.
ACE is easier to read than achilles.
But besides the first couple lines everything is the same anyway.
Once you got the params part of your script done you're basically set.
And you probably want to deleteVehicle your module at the end when it's done
Things not showing up in zeus is probably a seperate issue. Make sure your scope in CfgVehicles is correct, and that your CfgPatches entries are also existing and correct
good idea about the delete. Yea I don't have a problem with the script itself it's getting it config'd properly
I'll try to pick apart ace
Seems like with zeus modules scopeCurator is actually more important than scope
scope=1 and scopeCurator=2
scope hides in 3DEN, scopeCurator shows in zeus
roger, thanks!
Well removing the transportSoldier = 2 did get rid of the passenger seats, but i still cant access the ride on back seats
Coud it e something to do with gunnerCompartments = Compartment2;?
Can you for example add passangers to those 2 seats via i.e. virtual garage?
I'm wonder if animation is valid
the option add them is there
with correct names
but adding them on isnt doing anythung
yeah the animation isnt correct
but shouldnt i still be able to access these seats from outside
uuuum okay XD. Changed the animations and none seem to work, but i just noticed something
The guy on the left is the passenger
This si what happends when you spam the button ^ XD
so animation is wrong probably
coud it be proxy aswell?
try gunnerAction = "passenger_inside_3"; & gunnerInAction = "passenger_inside_3";
well, the men of horror are no longer apearing, but i still go to that position
and can you see those characters?
nope
try using splendid camera
nope i cant see the charecters
and is the checkbox ticked in in Virtual Garage?
yeeeeep
i also did it in editor
added 2 guys to the tank
but again nothing
coud it be the proxy?
im using the heli light cargo
try to raise that tank to see if somewhere underground
mnope, they arent below nor anove
class CfgPatches {
// Avoid confusing users by keeping class name match the PBO name and path.
class R35 {
// List addons defining config classes you want to use, define new vehicles available in editor and weapon classes
requiredAddons[] = {"A3_Armor_F_Beta"};
units[] = {"R35_Captured_German"};
weapons[] = {};
};
};
@hot pine
use A3_data_f_tank_loadorder instead of a3_armor_f_beta
btw
class Tank_F: Tank {
class Turrets {
class MainTurret:NewTurret {
class Turrets;
};
class CargoTurret;
};```
cargo turret doesn't exist in that context
try
class CargoTurret;
class Turrets: Turrets {
class MainTurret: MainTurret {```
@sharp pagoda
yep, moving the CargoTurret class worked
[happiness noise]
i also want my gunner to be able to fire and use binoculars when he is turned out, is it on the same basis or is there more to it
To make a zeus module you place on a unit during a live zeus mission, you have to design the UI using the UI editor correct?
And put that in config @ curatorInfoType="";
if you want to change module variables that is
was making hatch animations and this popped up when trying to load the model in
https://cdn.discordapp.com/attachments/543347877729140736/563072475445854228/Capture.PNG
coudnt find anything with the cfg so here it is:
https://pastebin.com/NSPD62bi
is there any none scripted way to have a turreted machine guns movement/firing arc limited but its actual CCIP camera able to move freely?
so for a aircraft with a fixed or semi fixed cannon like the ka-52 can move its cannon within a limited arc, but its CCIP can move 360? and it can fire is missles in a larger arc?
also is it possible to make a ammunition alternate between HE/AP rounds without a scripted method?
camera and gun can be animated separately. must be done in p3d/model.cfg and config.cpp level thouhg.
Alternate bullets I think cant be done withouth scripts? Could be wrong.
I recall hearing RHS might do something like that?
maybe
yeah, I have things like that done in RHS Ka-52
@hot pine was it done scripted? or do you mean you where able to do it using the p3d and the config?
p3d and config
you can use submunition
and that will alternate the type of ammo?
you can set probability for different bullets
but it's not 100% precise since you are defining probability, not exact order
ic that is very helpful thanks, is the RHS configs viewable if i download the RHS mod?
@hot pine the method you used for the KA-52 does that method break ai aiming? or can AI use the guns and missiles on it successfully?
any idea why its giving me no entry '.model'? https://pastebin.com/7AQpGYRm
It's giving you that in config.cpp not model.cfg model.cfg doesn't have model entry
this is my config.cpp
#include "CfgPatches.hpp"
#include "CfgFactionClasses.hpp"
#include "CfgVehicleClasses.hpp"
#include "CfgVehicles.hpp"
#include "CfgAmmo.hpp"
#include "CfgMagazines.hpp"
#include "CfgWeapons.hpp"```
would it be safe to say your config-fu is not very strong?
still learning quite a lot of things so yes
just to get a feel of the baseline
unfortunately I dont have time for that deep debug right now so hopefully someone else can help you out
Send full config
these #include's only tell us "there is stuff elsewhere"
But that doesn't bring us any closer to actually seeing "stuff"
yes i know, thats why i was confused when you said config.cpp XD
can anyone enlighten me why 'call' in the init eventhandler wouldn't work for JIP on dedicated server? sqf init = "_this call uns_air_fnc_csj_uh1gun_init; _this call uns_air_fnc_csj_uh1gun_init_UH1; _this call uns_mbox_fnc_wipers_off"; init = "_this spawn uns_air_fnc_csj_uh1gun_init; _this spawn uns_air_fnc_csj_uh1gun_init_UH1; _this spawn uns_mbox_fnc_wipers_off";
first line is broken, second works
no sleeps in the scripts
wat π€
Any errors? or just no effect?
no effect, we initialize the skins there, and when JIP on dedi the skins were gone. When I use spawn they are present
not sure I believe what I'm seeing
skins gone?
setObjectTexture?
Did you try adding logging to the function to see if it's being called.
Maybe the code is executed, but skins are reset later.
call runs immediately at init EH the init might not be completely done yet.
spawn runs next frame or even later
that's the function ...init_UH1: https://pastebin.ubuntu.com/p/F2vyQZJTVy/
didn't try to log anything yet
Yeah I heard of problems in the past of trying to do things EXACTLY at object init. Because Arma initializes some things later, and not immediately
let me try that logging
nothing is logged with call in place, trying now with spawn
I think locality of vehicle is not determined yet when JIP player is joining
shouldn't that script be executed only on server though?
Is the CfgInventoryGlobalVariable maxSoldierLoad = 1000, hardcoded?
built the wrong pbo, here's the debug output: https://pastebin.ubuntu.com/p/5jgxzF9ftt/
vehicle not local means the script exists
Soo.. It is being called on the call and on the spawn?
I guess really is the delay thing then
exits
seems with call it's executed on server and client, with spawn just on the client
still pretty unclear to me what's happening there.
I'm confused now π
@hot pine the init script should be executed on the system where the vehicle currently lives, or? The old Unsung scripts executed the init scripts again and again on each system, this is why I check for !local and exit then
https://dev.arma3.com/post/spotrep-00079
Tweaked: Entity locality is now set before the init script call
probably this thing is missing for JIP
I could take a look at it at some point but no promises
thanks, I guess using spawn is a valid work around for the time being
well, i fixed my hatch problem, but a new one occured that at least i have a slight clue of what it is
i think its physX, but im not sure
what parrameters would affect this?
@hearty sandal I finally got my mod packed and with correct glass. With Mikeros tools though
thanks for pointing in the right direction
a plane with a player pilot drops bombs one by one, but when manned by AI and using bis_fnc_fire or fire, it drops all 8 bombs at once in a compact pattern. Is this some sort of AI fire mode of the weapon? Anyone aware how to fix this?
seems to be in the modes for the weapon, I set it to non existing Single mode, I get a pop up but the bombs drop single: modes[] = { "Single" };
Why don't you check what firemodes you have with config browser?
I got my FFV positions and crew positions working, but they dont seem to be killable
they act like there arent any hitboxes for them and bullets pass straight through
Crew proxies also need to be in the fire geometry LOD
I checked, there was only LoalAltitude mode and it resulted in all 8 bombs being dropped in a compact pattern.
finally tracked down why the bombs are dropped as compact pattern: ```sqf
class Pylons1 {
hardpoints[] = {SAB_SW_BOMBS_B_B};
displayName = "Bay 1";
attachment = "sab_8rnd1000_bomber_mag";
priority = 5;
maxweight = 8000;
UIposition[] = {0.1, 0.15};
bay = 1;
};
if you set bay = 0; the bombs drop one by one, if set to 1, they drop in a cluster
yax solved it. The bay has an opening time: bayOpenTime = 3; the fire / bis_fnc_fire then stacks the bombs and releases them at once when the bay is finally open. Doing a first fire, then sleeping 3.2 seconds, the releasing the remaining 7 and it works fine
I have a Picture Control in my dialog. The picture has 256x256 at all. But due alpha channels there is only a specific part visible. When I add a clickHandler on that - is there any way to say that only the "visible" part should be clickable?
Hey, I'm working on an edit of the FSH music mod, and am trying to get audio setup so it can be heard outside the vehicles. I'm trying to do it via event handlers and say3d but I'm having no luck. Can anyone check my PBO's out and see where I may have screwed up? https://drive.google.com/open?id=1dpd7QCTgVdQ4LLqD8TMLKE-Ka1558dX2
Hey guys im trying to get my Frigate model in and i seem to run into No entry "bin\config.bin/CfgVehicleClasses.OptreShips Any ideas and it doesnt spawn
Does anyone know why PAAs for RscPicture have to be square? Seems kinda stupid how you make the GUI classes in 16:9(1920x1080), create the custom image/UI background in 16:9(1920x1080) and then have to convert it to the closest square of 2048x1024 to see it properly in-game. Surely there's another work around for the broken paa when using 1920x1080?
Not broken, that's just how GPUs require image data (dimensions a power of 2).
Make it 2048 x 2048 if you're worried about the small upscale (1024 > 1080).
Generally a good idea to work at a higher resolutions when creating source images (so you always size down), say; 3840x2160.
Im having this weird issue where my weapon does not aim down the specified cameraDir position, which when I aim down the sights now my camera is in the middle of the weapon. I also cannot zero my weapon anymore. I feel like its my weapon config because everything else checks out but I can't identify whats the issue. Everything else is working as it should
It was working previously but I dont have access to my old files due to having to reformat my computer
also using pboproject which gives no errors on compiling
Hello everyone! How i can setup mass of magazine in cfgMagazines? I set attribute "mass"=50, but in the game my magazine have different mass.
How do you know itβs different ingame? What are you using to check?
Current load of player in inventory
ACE mass value?
Yes, i think
The config value doesnβt actually mean real world mass
ACE just made up a formula to convert it to something roughly similar
Your best bet is to find another object of similar ingame mass and use config viewer to discover the actual config mass
Or find where ACE published the formula. I canβt remember it exactly but you can work backwards from it
Ok, thx for your help, @untold temple
Hey all an update to my issue, it really seems like just my ADS/zeroing is the only thing that is affected. Checked memory points in O2, they are in the correct positions and are named correctly. At this point I am quite clueless of how to go about this
does the model have autocenter 0 in geometry LOD?
@untold temple yes it does
it's strange because for example, my deploy bipod works just fine. Only zeroing is affected
it's as if the config is not linking to the memory point
the points selections only have one mem point when you check them in OB, right? It's not taking the average between two points accidentally
Yes it says Selected points: 1 when i select my cameraDir mempoint
i've tried renaming the points as well, that doesnt work
and are you sure eye_100 etc exist?
Yes
if anyone would like to take a look at the files, here it is
I cannot see where the error is, especially since it was working fine previously
hi guys. if using multiple sections that use the same texture, but having different rvmats, will that count as 1 or multiple drawcalls?
will it load the texture once, or multiple times?
multiple
section = draw call
texture should only be loaded to memory once, but it'll still be rendered on a different call for each of those sections
....
apparently nothing was wrong, just that I hadnt defined weaponslotinfo and there were sights attached to my weapon but was invisible, so camera was locked to center pivot. Didnt even notice they were attached, welp there goes my saturday facepalm
So i'm having a minor issue with backpacks and EventHandlers codes. I've created custom backpacks loaded with the ammo that I need for a given soldier, but I thought I might try bypassing that by using EventHandlers syntax to load a soldier's backpack in his CfgVehicles entry in the config.cpp file:
{
init="(_this select 0) addItemToBackpack ""CUP_200Rnd_TE4_Red_Tracer_556x45_M249""; (_this select 0) addItemToBackpack ""CUP_200Rnd_TE4_Red_Tracer_556x45_M249""";
};
};```
However, even with these codes applied, while the loadout properly appears on the soldier model added to a scenario from the Forces overview list, if this soldier isd controlled by AI, and is killed and then respawns, his backpack is empty...
I'm trying to figure out why...
I have a Dialog Control for a static text that appears to be behind all the other controls. What property do I need to change to have a control at the front?
This is the control:
class CoopR_TaskBoard_Document_Recon_Label
{
type = 0;
idc = GUI_ID_TASKBOARD_DOCUMENT_RECON_LABEL;
x = safeZoneX + safeZoneW * 0.348125;
y = safeZoneY + safeZoneH * 0.39222223;
w = safeZoneW * 0.0625;
h = safeZoneH * 0.03666667;
style = 0;
text = "Recon Tasks";
colorBackground[] = {0.6353,0.3569,0.2627,0};
colorText[] = {0,0,0,1};
font = "PuristaMedium";
sizeEx = (((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1);
};
I've made some reskins for the T-100, and I'd like to use edited rvmats with them, but I have no idea how to get the rvmats in while still retaining the original rvmats for the original skins. Does anyone know how to properly apply custom rvmats?
how do I use that in a texturesource class though?
I'd rather not make a new vehicle class for every reskin I make, and I also kinda want them to be useable on the vanilla vehicle
better to use texturesources than hiddenselectionsmaterials in fact
I do use those
Applying skins is easy to me
it's the custom rvmats that are an issue
you make a separate array materials[]
in the skin's texturesource class?
along with the usual textures[]= yes
Thanks, I'll give that a try.
It works, but now I have the slight problem of the damaged and destroyed textures not showing up
this is a screenshot of a destroyed T-100
the turret is gone because of ACE, which isn't the cause, so don't worry about that
destroyed state will show up is you add your .rvmats to the vehicle's class damage, but damaged state doesn't work
unfortunately it's one of many limitations using custom .rvmats
so there's no way around that? that kinda sucks, as I have a bunch of skins that are rather dark and the normal rvmats make them look far too shiny
no way around it AFAIK
I had also applied custom rvmats to some warrior reskins I made, but while those do get damaged and destroyed textures, when destroyed it switches back to the original AAF skin
rvmats are weird
@untold temple ok thanks for feedback
@idle matrix you can always script your way around it with setObjectMaterial and using eventhandlers
I have a Picture and a Text Control over it. At first everything is fine - the Text renders over the picture and is visible. As soon as I click the picture (it's configured as a button) the Text label goes behind and isn't visible anymore. Is there a way to avoid the clicked element to kinda have to topmost rendering layer?
Can we access BIS vanilla configs for the definition of objects and items and if yes where? I mean like when you open a pbo eg. characters the config does not contain actual equipment definitions like uniforms, vests etc with values.
Looking at some tide configs, they use minTide parameter, but there is nothing like this in engine π
@elfin temple BIS or BI?
As in first makes VBS and second Arma
Look up allInOne config dump if Arma configs are what you are looking for.
BI, my bad
Arma is what I'm after
But where exactly are they?
I'm just interested
Found the all in one, should be very useful, thanks for the tip π
π
is it necessary to put toolkit into a backpack for soldier equipment?
Nope
is there a config command to update the ACE ballistic protection on helmets? the basic armor=16; isn't changing the protection
ACE doesn't do anything with ballistic protection on helmets. That's all vanilla
I remember kiory's stream doing a face mask and having serious problems getting the protection to work alright
Hi, does anyone have any idea why the armor isnt working for this vest ive made?
https://i.imgur.com/KWtvwjH.png
thanks, dont suppose you know the armor and passthrough number for V_PlateCarrierH_CTRG
search in google for all in one arma 3 configs
how important is it to config using external base classes (base classes that were defined by the base game) ?
i.e is it wrong/not recommended to use "house" on simple non-interactable custom objects, instead of using lets say "static" or "nonstrategic"? or when creating a building, what is the difference between house / structure / building ?
I'm not sure what is the whole purpose of pre-defined by the game base class names.
In scripts people can use script commands to find all objects of a certain type
if they search for "House" they'll get everything that inherits from "House" and they probably expect to only get houses, not props or cars.
There may be different simulation types in use which can affect performance and behaviour
Ok, so its a prep work for possible scripts that will use commands like iskindof typeof etc...
More interesting what HorribleGoat says... Any read material on this?
Biki not even scratching the surface
All inheritance does is inherit config entries from the classes you inherit
you can also create vehicles with zero inheritance by just copying every single entry that you would otherwise inherit
The main difference of the base classes are usually simulation types.
ThingX has physx, Thing doesn't.
Houses are static and aren't supposed to move, while cars can drive
you can also create vehicles with zero inheritance
In theory, but not in reality: However some hardcoded stuff still exists that requires your vehicle to absolutely postively having to inherit from one of the baseclasses, as they are linked in the engine (Car, Tank, Man, House, etc)
I.e a house not inheriting from class house at some point does not work fully.
Very very similar how the engine knows about magic HeliH and it acting as a helicopter magnet without any other extra configuration parameters.
This is one of the engine code abominations that we keep dearly to our hearts and store it right next to Autocenter.
next to autocenter, which means center of origin will be at e^(pi x voodoo) and bounding box will approach 1+i x β
Hello! I'm trying to display text on a laptop display, but it does not work. No errors. There is only a laptop without text. Tell me how to do it)
class testObject
{
idd = 9999;
enableSimulation = 1;
enableDisplay = 0;
onLoad = "";
onUnload = "";
onChildDestroyed = "";
class Objects
{
class abc
{
access = 0;
idc = 123;
type = CT_OBJECT_CONTAINER;
style = ST_LEFT;
blinkingPeriod = 0;
model = "\A3\Structures_F\Items\Electronics\Laptop_unfolded_F.p3d";
scale = 0.5;
x = 0.5;
y = 0.5;
z = 0.2;
xBack = 0.5;
yBack = 0.5;
zBack = 1.2;
enableZoom = 1;
zoomDuration = 0.5;
inBack = 0;
direction[] = {0, -0.35, -0.65};
up[] = {0, 0.65, -0.35};
tooltip = "CT_OBJECT";
tooltipColorShade[] = {0,0,0,1};
tooltipColorText[] = {1,1,1,1};
tooltipColorBox[] = {1,1,1,1};
class Areas
{
class disp
{
selection = "camo";
class Controls
{
class text:RscText
{
idc = 1100;
type = CT_STATIC;
x = 0;
y = 0;
w = 0.5;
h = 0.5;
colorBackground[] = {1,0,0,1};
text = "Text";
sizeEx = 2;
colorText[] = {1,1,1,1};
};
};
};
};
};
};
};
@dire python the laptop object you are working with...does it have the ability to display custom imagery?
@candid flower I can change the display image with setObjectTexture [0, ββ]
Is it possible to limit tank's manouverability (turning speed) without physX simulation?
for simulation = tank;? @sick zephyr
?
I inherit from tank base, yes
try turnCoef
Anyone got any suggestions for why a new weapon I've create does not appear in the arsenal?
I've set scope = 2 and have listed it in weapons[] in the mod's CfgPatches.
It's largely inheriting data from a vanila weapon and when comparing the configs in the editor's config viewer, the only differences I can see are the ones I've deliberately changed.
baseweapon?
LMG_Mk200_F
@fair hearth then you need to change it to the classname of the weapon you want to appear in Arsenal
Otherwise the game treats them like a variant of LMG_Mk200_F
like if you were simply making a Mk200 class with linkedItems
I'm shocked at the fact I've stuck quite a few weapons in game and never known that!
(Many thanks!)
@dire python unknown
Hello here.
What parameter define show/hide throttle percentage on airplane HUD?
The UI HUD or the physical HUD in the aircraft cockpit?
hello my brothers, is there a guide to setting up landing autopilot correctly in the map config
This is dynamic, but the same approach applies to "fixed" airports https://community.bistudio.com/wiki/Dynamic_Airport_Configuration .
You want to place the ils* parameters in the CfgWorld config. If you have multiple you can add more in CfgWorld >> SecondaryAirports class.
The UI HUD or the physical HUD in the aircraft cockpit?
UI HUD
http://prntscr.com/nbq5ct
That is from the cfgIngameUI class that is associated with the vehicle via the infoType config parameter. It'll have a bunch of dialog controls
Im making the PhysX part of my tank now and i reached an interesting point. Currently it has a T-72 engine and the weight of the vehicle is around 11 tons, yet all it goes is 1 kph
Any idea what coud be causing the problem
This is my config
@sharp pagoda did you watch the YT guide from El Tyranos yet?
yeah i looked through it. What part do you have in mind?
hi guys. I have a tank with 1 driver pos and 3 gunner pos. when spawning in eden with crew everything is fine, but if I place an empty one and try to move crew inside it will only have room for the driver and 1 gunner
"No space in target vehicle"
the gunner that is allowed inside is the commander and is controlling the main turret. the two other seats are turret inside the main turret
how many proxies does it have?
that might mess it up
okey gonna add one for the driver see if it helps
proxies Im using are
proxy:Commander.01
proxy:Gunner.01
proxy:Gunner.02
didnt help :\
are there driver/gunner actions for all the seats?
useractions?
driver has the same actions as the commander except one
the other two gunners has no extra userActions, only default ones
just tried giving them userActions too. didnt help
no just the DriverAction GunnerActions
oh.... you mean these?
driverAction = "Driver_MBT_03_cannon_F_out";
I thought you were talking about class UserActions
those actions exactly, not usesractiosn
Anyone know what would cause an Unknown Module CTD when equipping a weapon?
It occurs specifically when adding the weapon to the player's inventory via any scripted means.
Placing the weapon itself or picking it up seems to cause no issue.
Also, its a launcher
The config: https://pastebin.com/imR9zQYY
Base class inherits from launch_RPG32_F
furthermore, it seems to only occur the first time the weapon is loaded into memory with ammo
@tender folio what about magazine config?
If I wanna add a new flag. How do I change the actual flag texture in the config? hiddenSelectionsTextures[] = {}; just works for the complete pole
@tender folio pretty sure you are using modelSpecial with skeleton/animations
that causes those crashes
either use magazine proxies or try to do animations without modelSpecial
think its inheriting from the rpg32?
is that already in the config or are you saying I should add it?
as of right now no animations or model changes are intended
you should remove it
https://pastebin.com/2fmftz3D line 12
or remove animations from M41_launcher_loaded
I'm running into problems trying to get a texture to appear in game. I'm not sure where I'm going wrong with it, can someone point me in the right direction? (This is my first attempt at this) https://pastebin.com/przZYKtE
class KMDR_U_B_soldier_new { where is your inheritance?
I guess I don't have one....would that be something like B_Soldier_F?
Ok, I assume because it's an "Inheritance" it goes above what I put?
You used inheritance in line 33
Ok, so I put in the uniform there I'm guessing. Sorry for the stupid questions, it's melting my brain a little
Where it says "Uniform_Base" on line 33, is that what gets replaced with this "U_B_CombatUniform_mcam" or am I totally missing the mark
You need to add inheritance to your CfgVehicles class on line 16
The CfgWeapons class looks correct to me
Well there are no more config errors, but now the guy's body disappears. It never rains but it pours π
And there are now 2 selections in the arsenal? https://pastebin.com/D00rhTDU
is there anything besides scopeCurator or the units[] array in cfgPatches that would prevent units from showing in zeus?
meant zeus
can't think of anything unless perhaps there are missing commas in the units array
weird
i have a units pbo with several different folders for different factions within
every other faction shows fine except one
and i cant seem to find the difference
did anyone ever used animateTextures[] property?
I dont recall anyone mentioning at least
It sounds interesting though
Didn't someone put an animated gif on a car? or was that a different method?
I think it was a script driven method
I used it for the GAU-21 belt on our CH-53, or is animateTextures[] something else?
oh aye, the other thing is uv animations
@hot pine do you happen to have any info on how it could be used?
My config is still busted somewhere. It's not giving me any errors any more, it's just making the body invisible except head and wrists. I'm tempted to go back to the beginning and start from scratch. https://pastebin.com/5We55Hsi
texture not found maybe? is pboprefix correct?
As in Myaddon\addon\texture ?, I think so
Did you set the pboprefix? If you thing that's just your @mod foldername then you're wrong.
In addon builder you can configure it in the options. And Mikeros tools read from $PBOPREFIX$
Aaah ok, that might be my issue then
actually Mikeros tools dont need probprefix anymore
Well they can't grab the prefix that you want out of thin air
thats just what I've been told Β―_(γ)_/Β―
Build Failed. Result code = 1
?