#arma3_config
1 messages · Page 98 of 1
hmmm darn
'Direct' is tracking the player's se sor position. Asif the 'Manual control' is enabled
if just that can be fixed Im happy
wondering....would 'manualcontrol = 0' in the Class Direct work? 🤔
What are you trying to do? Turn off manual steering?
IIRC that's done with lockType
Locktype is 4
yes disabeling manual steering
thats whats 'Direct' seems to do
(in addition to the other functionality)
is muzzleInner still a thing for recoils? I see that some places still have it but I thought I saw someone say its not used anymore
so that just leaves
muzzleOuter
kickBack
permanent and
temporary correct?
I just can noty turn png or tga in paa
It feels like so impossble to find info or understand
Check if image is 8 bit and it has correct ratio
it needs to be 8 bit?
yes
ratio needs to be power of 2
ok, so my adjustments rbg color, 8 bit prepertual gamma 1200px x 1200 px
so yeah, your ratio seems to be wrong
is frame size ratio?
no, power of 2
512x512 1024x1024 2048x2048
I linked stackexanchge topic if you want to learn about that ratio more
I did open that, and thanks you for this I try now to make some ppa
Thanks guys you did save my day
Old man is happy 😄
Hey guys, I'm trying to make twin linked weapon similar to one on vanilla light heli minigun
What else do I need to make it use two barrels other than: gunBeg[] = {"gunL_muzzle","gunR_muzzle"}; gunEnd[] = {"gunL_chamber","gunR_chamber"};
actually, I needed that to work:
memoryPointGun[] = {"gunL_muzzle","gunR_muzzle"};
Are there specific rules for how to config cluster bombs / sub-munitions for use in multiplayer so they don't cause major FPS hits?
I've got something that works how I want in single player but spawns dramatically more submunitions when used in a multi player environment
Can't say I've ever noticed they spawn more submunitions in MP, but all our cluster bombs only have about 1/2 of the number of sub-munitions that have IRL
I was actually trying to make multi-bang flash grenades by making each 'stage' of the bang series a different submunition. So each stage has an effect and spawns (just) one more submunition until the last stage.
As I say, it works perfectly in single player testing but on our server with only 2 or 3 people connected, it resulted in this: https://cdn.discordapp.com/attachments/209365364486701058/580470874528940052/unknown.png
Not some weird ACE fragmentation stuff going on?
That’s an interesting thought... thanks for the insight!
hell of a flashbang you got there
cluster bombs cause major fps hit because they cause extreme spike in particles being used, especially in urban area where buildings and such get destroyed and as a result cause even more particles, plus synching of all the damage animations and states. Remove all particle effects and you propably have very little fps impact
yes, on i.e. commander seat you can see cross which represent point of gunner aim
Hello, I have a problem on my weapon, the BackSight_optic does not rotate when I put a viewfinder on the weapon
class BackSight_optic
{
type = "rotation";
source = "hasOptics";
selection = "BackSight";
axis = "BackSight_axis";
memory = 1;
minValue = 0.0;
maxValue = 0.01;
angle0 = 0.0;
angle1 = (rad 90);
};
It works on buldozer
I really do not understand where the bug comes from
overlapping bones?
too many animated selections on same mesh?
No the selection is correct
There is nothing to put in the config to activate this animation
yeah, but is BackSight also in another bone. Right click and open the "weights" menu
Yes camo 2
camo2 is only in the sections[] array, right, not in the skeleton?
does Skeleton in your actual addon have a proper unique name with tags and things?
because using a generic as shit name as "Skeleton" is bound to conflict with something else
Hey there, I'm having a slight issue, when editing the config of a soldier, I put in all the items such as:
Items[] = {
"ACE_tourniquet",
"ACE_tourniquet",
"med_burns_burnsBandage",
};
However once the capacity of the uniform is reached, they don't go into the backpack, they just don't appear.
I read somewhere that you need to specifically set what goes into the backpack however I am unable to find the same forum post again.
Whilst I'm here, is there an easier way to add multiple of the same item such as the above mentioned ACE_tourniquet, is there a way to just x2 it.
You could try simply making loadouts in the arsenal and then directly applying it to the unit?
Suppose I forgot to mention that this is for a faction. So I'm doing it in the CfgVehicles.hpp
Unless there is a way to apply the export from the arsenal directly into the class of the soldier that I'm not aware of.
Sadly, that flashbang bug was not related to ACE Frag. Most of that was already disabled but I've ensured all of it is and still have the same issues. Strangely, the problem gets worse with increasing player count - almost like it's spawning in additional items per player....🤔
ACE has a new multi-bang flashbang system in either latest or next version
What???!?? Very exciting. Mind if I DM you to ask more?
Yes please!
So I'm right in thinking that if I config something up to use this, it will only 'work' when ACE3 does their next release?
(And thanks for those links, by the way!)
yea
Wow. That does look easy to do with the new framework. I wish I'd know you guys were working on this...
Any ideas on what could cause a PBO to pack/load with no errors, but ingame i see none of my classnames?
It was working just fine until I added a handanim and now nothing loads.
Commenting out the handanim doesnt fix it either.
Packing with Mikero Tools
CfgPatches in config?
Yup
maybe multiple pbo's on same pboprefix
checked for duplicates and everything is unique.
I had that problem more than once already, and it's always soo much fun to diagnose (not)
Do you remember what caused it last time for you?
last 2 times were duplicate pboprefix. Had a dummy pbo with just cfgPatches in a different pbo, which had same prefix as my actual mod pbo, and was loaded after it and overwrote everything
Is your CfgPatches entry in ingame config?
stand by searching now
@grand zinc Yep it is https://gyazo.com/a0206a78a663187ec918dfa83cde21e4
hmm but the weapon patches themselves arent in
{
DESTRUCTENGINE = 2,
DESTRUCTDEFAULT = 6,
DESTRUCTWRECK = 7,
DESTRUCTTREE = 3,
DESTRUCTTENT = 4,
STABILIZEDINAXISX = 1,
STABILIZEDINAXESXYZ = 4,
STABILIZEDINAXISY = 2,
STABILIZEDINAXESBOTH = 3,
DESTRUCTNO = 0,
STABILIZEDINAXESNONE = 0,
DESTRUCTMAN = 5,
DESTRUCTBUILDING = 1,
};
class CfgPatches
{
class ML700_CadianLauncher
{
units[] = {};
weapons[] =
{
};
requiredVersion = 0.1;
requiredAddons[] = {"ML700_Core","A3_Weapons_F"};
author = "Ml700 Devteam";
};
};
#include "cfgWeapons.hpp"
🙃
alright so removed every weapon and adding them one by one. Whats odd is that if its one weapons its fine, ifs more than one it breaks.
Regardless of classnames
can you put a copy of a broken one on pastebin?
For both examples I combind the config.cpp and cfgweapons.hpp into the same patebin for ease of reading. In reality they are seperate files.
Working Config: https://pastebin.com/rtnUDfgx
Not Working Config: https://pastebin.com/cTPEGHbS
What is odd i packed with mikero tools and nothing shows, i pack with addonbuilder and it shows just fine
Neither pop errors
Also line 25 has "ML700_Launcher_CadianLauncher" in both, thats a left over from trying different things. With or without it, or changing it to the proper name doesnt matter.
anyone know how to add Nightvision support to a scope?
@woven flax What are you using the enum for?
I have never seen anyone properly using a enum in a config.
class BaseSoundModeType{}; that's not how you declare a class that you want to inherit. Classes that you just want to import from external don't have {} with {} it's a definition.
@warm kite OpticsModes -> visionMode I think.
Is it possible to define individual memoryPointGun positions for different weapons of the same type?
Is it possible to add dispersion to a weapon via ammo? So one type of ammo is more accurate than the other one.
I want to have different accuracy for different artillery shells
@civic tartan no, not possible. you cant have a 1940 plane with 8mm and 13mm machine guns in different locations for example. You have to make pylons with gunpods for that to work
@grand zinc how would i set it to allow nightvision? current states {"Normal"}
NVG
@strange egret Shite, well thanks anyway 😃
does anybody how i could get startDuration=42; to work on something like an MV22 which is classed as a plane because startDuration=42; works fine on helicopters its just not working on my MV22
@little warren it's not working on planes (airplane/airplaneX) simulation
well big oof i guess
@unborn hull try rather #arma3_audio or even #server_admins i'd say
true
Going back to the issue with submunitions and multiplayer servers, I've traced this down to things not behaving as expected if you release a submunition from another submunition.
So my original flashbang chained several submunitions together to be released from each other - munition1 triggers munition 2 (on impact) which triggers munition 3 etc.
Any submunition releasing another submunition seems to release many more munitions than it should do on MP servers although is fine in single player.
So it looks like I'll have to wait for @grand zinc 's /ACE3's version to come out and use their new framwork....
are submunitios meant to spawn even more submunitions?
Almost certainly not.
I just thought it was a clever way of getting a multi-bang flashbang🤦
Shame I got as far as making 3D models before realising it only worked in Single player....
if that would be the case, heat would have multiple penetrating jets and dealing insane amount of damage... are you sure its not just your config?
I think it might be more bug related to submunition spawning submunition
ammo is local but spawned sub ammo could created globally
if it is the case, then hit value from heats would 10 time higher if there are 10 players on server
Hey, guys, are there any way to force plain gradient thermal signature for old shader model?
Back in the a2 AO days i renember the old years patch which kinda did something similar... or is it a fallse memory?
remove the first \ i think
What did you pack it with @sullen fulcrum
We got it working 👍
Yeah just saw the 3rd convo. XD
@sullen fulcrum next time post only on 1 channel and if you don't know where to post, ask first #arma3_questions
how does #include from another mod work? I wanna start using marcos so I looked at wat ACE does and saw that it has
#include "\x\cba\addons\main\script_macros_common.hpp"
I would like to use CBA's macro library but I think thats a little bit too much for me so Im just gonna make my own little marco file but Im not sure what I would need to do so that if I have mod1 with the macro file, that mod2 can use
Regarding the 'submunitions releasing submunitions' issue with Multi player, it seems this is only an issue if you use 'triggerOnImpact=1'.
If you just trigger it with a timer, it seems to work fine.
So it might be more related to how many 'impacts' are observed by the server. Interestingly, when I tested this on our server by myself, I still had issues using 'triggerOnImpact=1'. Our server typically runs 3 headless clients so it might be that perhaps each 'client' and the server itself all see 'impacts' so many more are released than intended.
@toxic solar what do you mean by "how" ? Works just like any other #include
Hi need help to make my mod Zeus compatible ... I tried following some tutorials but failed
@south bison again... More details.. All the details if you can
Like what
You failed on the tutorials. Which step? What was your problem? what do you have and what doesn't work.
Tbh can't remember it was few months ago
Sadly I was deep in work so couldn't ask that time cuz it was like I quit after many attempts
We are still at 0 useful information
So you have nothing. And want to make a zeus compatible mod?
I'd say first make a mod, and afterwards worry about making it zeus compatible
@grand zinc
well I mean I get how #include works but if I where to try and do what ace does and put this in my config
#include "\x\cba\addons\main\script_macros_common.hpp"
it wouldnt work because its not the right path because I have my mod in mydocuments or whatever. So I would need to put in the right filepath but then why is there a \x, and thats where I get lost as to what I should do
It's relative to P: drive
oh no.
I thought p drives where only for object building :(
I tried setting up a p drive before, but it disappears after my computer restarts, any way around that cause I havnt been able to find anything saying how to make the P drive stay after restart
just take some small usb stick
I use a ramdisk as p drive, and just copy things onto it in the rare care that I need it
oh wow daz simple. Okay so no need for the arma 3 tools then lol
I was expecting it to be much harder
Just need to grab CBA files so that you end up with
P:\x\cba\addons\main\script_macros_common.hpp
I use softperfect ramdisk to just create a 1gb ramdisk
There is also dokanPbo which can mount all your PBO's into a virtual pdrive
oh boi,ill try those
since we on the topic of softwares, whats wrong with pbomanager? I remember you saying its not good but I dont remember why
0 error checking, can't binarize
oh okay,compared to that mikero thingy ( I still havent used it more then once 😦 ) those where the only 2 things I could think of so daz cool
you can also define custom project path in pboproject or addon builder
personally I'm not using p drive at all
blergh
With a laserpod on a air vehicle, what parameter controls the laser view "locking" to a target?
As in the camera tracks X target while the vehicle is in motion
And is there something besides class assembleInfo that controlls static weapon assembly?
how do you define "nothing" in config.cpp entries?
like, as in, if i want a soldier to carry no magazines, rather than remove the 'magazines[] = {""}' entry, how do i define "null"?
Does 'magazines[] = {""}' pop a error?
What i see is this...
{
author = "$STR_A3_Bohemia_Interactive";
class SpeechVariants
{
class Default
{
speechSingular[] = {"veh_infantry_civilian_s"};
speechPlural[] = {"veh_infantry_civilian_p"};
};
};
textSingular = "$STR_A3_nameSound_veh_infantry_civilian_s";
textPlural = "$STR_A3_nameSound_veh_infantry_civilian_p";
nameSound = "veh_infantry_civilian_s";
_generalMacro = "Civilian";
side = 3;
scope = 0;
displayName = "$STR_DN_CIVILIAN";
accuracy = 1.6;
camouflage = 1.2;
magazines[] = {};
cost = 50000;
role = "Unarmed";
minHeadTurnAI = -50;
maxHeadTurnAI = 50;
formationX = 2;
formationZ = 5;
class Wounds
{
tex[] = {};
mat[] = {};
};
primaryAmmoCoef = 0.0;
secondaryAmmoCoef = 0.0;
handgunAmmoCoef = 0.0;
};```
So just put magazines[] = {};
'magazines[] = {""}' does return an error, but it also removes the magazines. @woven flax your command fixed my magazine issue 😛
hmm, what does 'role' do? ive seen it, but...
I believe it sets what the character is ingame.
Examples ive found in P:\a3\characters_f\config.cpp are
role = "Grenadier";
role = "Marksman";
role = "Rifleman";
Likely sets what abilities someone has, like engineer in ACE being able to fix vehicles or something. I cant find anything official on the wiki so far though
hmm
@woven flax As far as I'm aware that is the only thing. Regarding assembly that is.
As for roles, I always assumed they were for use in scripts and functions.
hmm, well, suppose it couldnt hurt to apply them
Yea, I do as well. ^-^
@undone quiver ever had it where you disassemble the turret and the turret doesnt go poof, but the backpacks are on the floor?
oh thats wild
Check your turrets and assure they only have DissasembleTo[] = filled out, not assembleTO. Then vice versa for the packs.
Your basep[] = should be the second pack your assembling with.
Yea
So I thought the dissasembleTo[] on the turret itself has the backpacks, which i do.
The ML700_Locke_Gun_Bag has primary = 0; base = ""; assembleTo = ""; dissasembleTo[] = {}; displayName = "";
second backpack ML700_Locke_TripodHigh_Bag has primary = 0; displayName = "$STR_A3_CfgVehicles_B_HMG_01_Wpn_assembleInfo0"; assembleTo = "ML700_Static_LockeLauncher_Tripod"; base[] = {"ML700_Locke_Gun_Bag"}; dissasembleTo[] = {};
I believe that matches what you described
Only diffrence I really see
Or wait...
mmm
delete the primary entry from ML700_Locke_TripodHigh_Bag
primary = 0
okay commented it out and trying now
Eh, nvm. If it works I won't know why. Thought I was on to something >.<
nope no luck
I mean those entries look perfectly fine.
and I swear I had the problem before. it does it duplicate multiple times?
Yea, even comparing how our configs are set up it's pretty much a match.
Let me check one more thing...
So two random things, and at this point I couldn't be confident in explaining. It's more just try arma stuff tell it works.
Remove A3_Static_F and A3_Weapons_F from your required addons. Vanilla content normally always loads first so you hardly need them.
okedoke
add the packs to the CfgPatches. No idea if any of those help, that is just what our other dev did.
After that, I leave it to I must just got lucky with the original set up.
Damn, maybe poke around in the in-game cfg viewer and compare it to a vanilla static.
yeah thats what ive based the first version off of, same issues XD
When it doubt, you can nuke it and define it all.
then i opened this....https://forums.bohemia.net/forums/topic/164331-east-static-weapons-pack/
looked at his stuff, and the samples
no matter what i hit the same dead end
You ever use 3den Ehanced?
I have in the past yes
There is a nice tool in there called config printer. What is nice is that unlike just navigating the AiO. It will actually copy the entire inheritance(including any values).
Which means if something was defined like 3 classes back, and you missed just looking at the AiO you can compare it.
Alright i will take a peek at that, i dont know what could differ at the point but always possible i fucked up somewhere
Yea, as far as I can tell it SHOULD work.
Story of every configgers life lol
maybe AT is different than a HMG in terms of how it works
ooo
Try doing your same test, 1st trying to disassemble a current static, then trying to assemble a fresh one, then exit out and see if your RPT says anything.
Does it actually attempt the assemble action?
Nope dont even see it
what should I use besides addon builder? I forget who ,but someone said I should use something else instead because addon builder isnt working rn for me XD
pboProject
okay, its this site right?
https://mikero.bytex.digital/Downloads
Yep thats it @toxic solar
cool, thx. So I got that, and DePbo.7.16.0.17.Installer.exe cause it said something about needing that
is there anything else I should know before I try this XD
Id honestly grab them all
IF you dont want to do that, itll usually say X is missing when you try to pack.
then just download/install the X
okay ill try that, the crunch button is greyed out so maybe thats why 😦
Do you have your output mod folder and source folder set?
yea, it fixed after I installed all the exes lol
and I did change the setup to use C drive as workspace instead of P drive cause bleh
omg it works
this is amazing
What var determines if a custom marker is selectable for in-game writing on the map?
@elfin temple scope = 2
@silver aurora And if I wanted it to be Eden only? Won't setting scope to 1 hide it in Eden as well?
@elfin temple It looks like all markers with scope > 0 (i.e. 1, 2, ...) are available in Eden and when scope > 1 (i.e. 2, ...) in the ingame map, too.
Thank you
Does anyone know in which pbo the translation of the Arma 3 Main Menu is?
can't seem to find it in language_f.pbo
@placid jay
I think its:
\a3\language_f_exp\stringtable.xml
I can find STR_A3_RscDisplayMain_TitleMultiplayer_text, STR_A3_RscDisplayMain_TitleTutorials_text etc. in this file.
Is there away I can make pboproject ignore missing files? for example a file missing that I have is
\A3\data_f\ParticleEffects\Universal\Universal
what can I do besides extracting the game data with that one arma 3 tools.
Also what happens if I want to use a pistol sound for CUP or something, do I have to extract CUP data aswell?
@opal crater Thanks mate!
@toxic solar put a placeholder file there named that, or in options you can uncheck "warnings are errors"
okay ill try unchecking warnings are error, although I thought I did but ill make sure
@toxic solar if you dont need to binarize wrp/wrp, use makepbo
whats wrp? @stoic lily
terrain making
yes
oh okay I found it, ill try that thx
so I made a custom gun, but its shooting backwards xD
does anyone know if it has to do with konec hlavne and usti hlavne settings
bc i remember that a tutorial i was watching had it one way, but the BI wiki has it the other
I got a question macros, so If I have the following
#define thing1 word1
#define thing2 word2
#define combine ##thing1##_##thing2
``` that doesnt work when I use makepbo, addonbuilder or whatever.
So I went and read what CBA macro lib does and I saw that it does something similar to this
```cpp
#define thing1 word1
#define thing2 word2
#define combine testfunction(thing1,thing2)
#define testfunction(var1,var2) ##var1##_##var2
``` My question is why does the 2nd block work where as the 1st doesnt?
@toxic solar
Is there away I can make pboproject ignore missing files? in older pboProject version there was a start parameter to ignore missing files. Don'T have it on hand right now.
what can I do besides extracting the game data with that one arma 3 tools You could use DokanPbo, which mounts pbo's as a virtual drive without having to unpack anything.
#define combine ##thing1##_##thing2 don't need the ## at start.
My question is why does the 2nd block work where as the 1st doesnt?
Because in the first block, you turn it into a double quoted string (Macros don't get resolved inside double quoted string) before the thing1/thing2 get resolved.
In the second example they get resolved (parameters get resolved instantly/sooner) before it's turned into a string.
oh okay never heard of DokanPbo, so many tools :O
I think I get why the 2nd block works now, I didnt know that ## could be double quotes,always thought it was just what the wiki says it does
thank you
The ## at the start is wrong
is used to concatenate two things. There is no thing before the first
that doesnt work when I use makepbo, addonbuilder or whatever.
I just tested in CfgConvert (what addon builder uses essentially)
Works fine.
#define thing1 word1
#define thing2 word2
#define combine thing1##_##thing2
entry = combine;
Result:
entry="word1_word2";
Your ## prefix also works
oh I was using it to replace class names, so something like
class combine
which I guess became a string, if using 1st block ,which is wrong
is that right?
Doesn't seem so. works for me too.
The ## at start doesn't make any difference with CfgConvert
#define thing1 word1
#define thing2 word2
#define combine thing1##_##thing2
class combine {
entry = 1;
}
This works fine for me
huh weird, oh well atleast it works now though
would have the macro definitions in a different file and then including it cause any difference?
oh okay,I guess im just unlucky with CfgConvert
Are heavy tanks not able to lifted regardless of config values?
I am using slingLoadMaxCargoMass = 200000; maximumLoad = 200000; slingLoadMemoryPoint = "slingLoad0"; with no luck
whatever you want to lift also needs to be configured to be liftable AFAIK
Is there any additional documentation for CfgVoices I could reference?
class Base; // External class reference
class ENG : Base {};
class TIOW_OrkBase : Base {
protocol = "OrkRadioBase";
identityTypes[] = {"Language_40k_Ork", "ORK", "ORKHead_A3", "Ork_Head"};
icon = "\a3\Ui_f\data\Map\Markers\Flags\usa_ca.paa";
};
class Male01ORK : TIOW_OrkBase {
directories[] = {"\TIOW_Voice\Ork\Dirzak\"};
identityTypes[] = {"Language_40k_Ork", ORK, "ORKHead_A3", "Ork_Head"};
scope = 2;
displayName = "Ork Speek";
author = "Da Lead Belchas - Dirzak";
};
};
is our current set up. But it causes voice overrides in units.
trying to get accessories placed on a few different SMA guns, but it seems like at any time only one class is applied.
my required addons:
"rhsusf_main",
"rhsusf_c_weapons",
"A3_Weapons_F",
"SMA_Eotech_552",
"A3_Characters_F",
"ADFU_Units_AMC",
"SMA_Weapons",
"ace_common"
};```
and the weapon classes:
```class CfgWeapons{
class SMA_M4MOE_SM;
class SMA_M4_GL_SM;
class SMA_AUG_EGLM_Olive;
class SMA_Steyr_AUG_F;
class SMA_HK417_16in;
class sma_minimi_mk3_762tlb;
class SMA_minimi_acc:sma_minimi_mk3_762tlb{
author="Slatery";
_generalMacro="SMA_minimi_acc";
class LinkedItems
{
class LinkedItemsAcc
{
slot="PointerSlot";
item="SMA_ANPEQ15_BLK";
};
class LinkedItemsOptic
{
slot="CowsSlot";
item="SMA_eotech552";
};
};
};
class SMA_Steyr_acc:SMA_Steyr_AUG_F{
author="Slatery";
_generalMacro="SMA_Steyr_acc";
class LinkedItems
{
class LinkedItemsAcc
{
slot="PointerSlot";
item="acc_pointer_IR";
};
class LinkedItemsOptic
{
slot="CowsSlot";
item="SMA_eotech552";
};
};
};
...```
Does anyone have any advice for this problem?
are you sure SMA uses CowsSlot PointerSlot etc. for its attachment slot classes?
I know that pointer slot works for the rifles, and CowsSlot works for the minimi, but did not know that there would be other class name
yep ok, so a little bit of digging turns out that the 556 rifles do not have a class for scopes at all, or at least not defined in the parent class. I'll do a little bit more testing, thanks
question about configs: if I edit a base class variable in a mod, will it retroactively apply to any class that inherits from that class in mods that have already loaded?
Ex: if i were to add a variable to say baseUniform would that be applied to every uniform that inherits from it?
up until where a child class changes that variable to its own value
awesome, good to know. That's what I was hoping would happen
I plan to add a new variable to all uniforms anyway, and then edit it at the child level for a select few. But I wanted to make sure I could do that that way first
Hello everyone! I have some problems with making changes in defined class in config. The problem is:
- I have addon (ace_medical.pbo from ACE 3 Mod), that creates this class in config.cpp:
class ACE_Medical_Actions {
class Advanced {
class FieldDressing {
//here defined some parameters from mod
};
//some classes defined here, that not necessary
class SurgicalKit: fieldDressing {
//some params defined here but only this is important:
callbackSuccess = "";
};
};
- I want to create addon, which will change callbackSuccess variable in class SurgicalKit without affecting other parameters. So it should look like this:
class ACE_Medical_Actions {
class Advanced {
class SurgicalKit {
//some params defined before in main addon without changes
callbackSuccess = "my callback code";
};
};
So the question is how i can do that correctly?
class ACE_Medical_Actions {
class Advanced {
class FieldDressing;
class SurgicalKit : FieldDressing {
callbackSuccess = "my callback code";
};
//????
};
@grand zinc this doesn't affect on params in SurgicalKit class, defined before?
yes
Thank you, @grand zinc
So i ported an MV22 from A2 and when i make AI fly it they turn the collision lights on in the day time instantly without even starting the aircraft, is there a way to disable that so they only do it at night time?
Also does anybody know anything about this error, everything works fine but when you get in the mv22 this just pops up one time https://gyazo.com/a1d56c5087f4116b45c097ec884496c7
So, I've been messing around with the toolkit and have finally made one that's vest compatible.
(For all those backpackless kits who really just bring a sleeve of wrenches and channel locks)
How would I go about changing the weight and inventory size?
I'm guessing
class ItemInfo : Toolkit_CompactItem
{
mass=40;
uniformModel="\A3\Weapons_F\Items\Toolkit";
};
just changes it's overall weight?
mass is the weight I think yes
there is also a entry which says which container the item can be put inside
Already got it working thus far
even if you have a huge uniform, a weapon doesn't fit into it
just need to change the size of the object
so that it takes up about half of the LBV
//Define custom weapons/items
class cfgWeapons
{
//declare used baseclasses
class InventoryItem_Base_F;
class ItemCore;
class ToolKitItem;
class Toolkit_CompactItem : InventoryItem_Base_F
{
type = 620;
allowedSlots[] = {701};
};
class ToolKit_Compact : ItemCore
{
author="B.Sherb";
_generalMacro="ToolKit Compact";
scope=2;
displayName="ToolKit Compact";
descriptionShort="A compact toolkit for your vest with only vital tools.";
picture="\A3\Weapons_F\Items\data\UI\gear_Toolkit_CA.paa";
model="\A3\Weapons_F\Items\Toolkit";
class ItemInfo : Toolkit_CompactItem
{
mass=40;
uniformModel="\A3\Weapons_F\Items\Toolkit";
};
};
};
This is everything needed, if mass is weight then I'm 90% done and just need to alter the inventory size somehow.
it doesn't?
correct
mass is both - its really a stupid simplification
there is only one thing
and that's volume
There are some mods which have created fomula's to translate it to weight, which roughly fits
that's.... intriguing. Even with ACE? there's no way to change the size of the object without changing weight as well?
Yes
giant oof. Well thank you, I guess I'll just bump that back up to 80 and leave it as is.
welp thanks for clearing that up. guess I'll just have to wait for A4 for those features
they should have kept the slot system from A2 but made it like stalker or last deus ex...
plus the mass value as actual weight
if you use a custom stamina system i suppose you could separate the two - but you would have to give each item a custom parameter "actualweight"value
Yeah but that's much more work than I need.
i wonder why ace didnt do that (i'm not really familiar with their systems .though, maybe they have some stuff..)
Because the weight formula they have fits very well
if i make an air balloon its not going to fit well 😛
you'd let the air out ^^
what if its 'special' air and i want to transport it? 😛
._.
Helium, gotta transport that helium yo
if ace has custom stamina it should be a really simple fix to add an optional custom weight parameter
Anyone know if CfgLoadingScreens from TOH is adjustable in Arma 3?
class CfgLoadingScreens
{
refreshDelay = 10;
class MyLoadScreen
{
text = "\Path\to\mod\pictures\picture.paa";
};
};
https://community.bistudio.com/wiki/Take_On_Helicopters_Loading_Screens
hi, ive been trying to bring a simple grenade into the game but whenever i equip it it returns cannot open object for some reason, otherwise the grenade works ingame, just the model is invisible. i swapped it out for one that i know it works from another file and got the same result, so it has to be the cfg. anyone know where i went wrong ?
the config and paths seem fine to me so im not sure what the issue is with it
@sullen fulcrum post the rpt and how do you pack it?
rpt?
i use pbo project from mikeros tools to pack all items for the game
it says no geometry and visual shape in the p3d
yet in buldozer its fine, i have a geo lod as well as the visual model
i tested the makepbo tool by crunching a file i know it works and again, no issues ingame with it
faulty config path, or namespace/prefix/folder structure on P drive (or the model gets corrupted but unlikely)
class CfgPatches
{
class imperial_grenades //that should be called TIOW_Tau_Grenades but now it's too late
{
requiredAddons[] = {"A3_Weapons_F"};
requiredVersion = 0.1;
units[] =
{
};
weapons[] = {
"Throw" //important for the soldier to be able to throw it
};
};
};
class CfgWeapons //very very weird way of telling the game that you can throw it
{
class GrenadeLauncher;
class Throw : GrenadeLauncher
{
muzzles[] += {"TIOW_ig_krak_grenade_muzzle"};
class ThrowMuzzle;
class TIOW_ig_krak_grenade_muzzle : ThrowMuzzle
{
magazines[] = {"TIOW_ig_krak_grenade_mag"};
};
};
};
class cfgMagazines //definition of how the grenade is stored in inventory
{
class HandGrenade;
class TIOW_ig_krak_grenade_mag: HandGrenade
{
displayName = "Imperial Krak Grenade";
model = "TIOW_ig_krak_grenade/ig_krak_grenade_mag.p3d";
displayNameShort = "IG Krak Grenade";
ammo="TIOW_ig_krak_grenade_ammo"; //define what ammo is "thrown" by the soldier, see below
};
};
class cfgAmmo //definition of how the grenade works when thrown
{
class Grenade;
class TIOW_ig_krak_grenade_ammo: Grenade
{
hit = 2; //damage on explosion location
indirectHit = 0; //damage of indirect damage (area of effect) - visit BIki for more info
indirectHitRange = 10; //range of indirect damage (area of effect) - visit BIki for more info
model = "TIOW_ig_krak_grenade/ig_krak_grenade_throw.p3d";
explosionEffects = "TIOW_photon_ExplosionEffect";//this is made in the classes below
SoundSetExplosion[] = {"GrenadeHe_Exp_SoundSet","GrenadeHe_Tail_SoundSet","Explosion_Debris_SoundSet"};// lets just make new explosionsounds with MyGrenadeHe_Exp_SoundSet
};
};
model = "TIOW_ig_krak_grenade/ig_krak_grenade_mag.p3d";
=>
model = "TIOW_ig_krak_grenade\ig_krak_grenade_mag.p3d";
weapons[] = {
"Throw" //important for the soldier to be able to throw it
};
=>
weapons[] = {};
requiredAddons[] = {"A3_Weapons_F"};
=>
requiredAddons[] = {"A3_Data_F_Sams_Loadorder"};
what a stupid mistake
cant believe it was that tiny thing in the filepath
no wonder i kept missing it
thanks for the help it works flawlessly now
np
Hello, any idea how to change default fire mod? I have M16, but it has burst mode as a default fire mod. I would like to change it in config to single shot mode as a default.
I think I have it, I have changed order of modes array in config.
Where would I find the armour values for vanilla vests?
I've looked through Characters_F and Weapons_F's configs but can't find where those values are actually defined
Could someone help me with ALiVE Orbat, does someone have a discord invite for ALiVE?
@grand root #channel_invites_list
@clear rock check out the config browser (YT for video guides)
@ripe dove modes[] order probably
Hi guys! What are the htMin / htMax parameters meanings in Vehicles config? Are there any listings with explanations of the parameters available in the net? Thanks!
CfgVehicles config reference is on the wiki
Yup, but i can't see htMax there only heightMax
Where did you find htMax?
And why are you editing it? What is it that you want to do?
I was looking for a hitpoint parameter and was interested in these two, when I met them :)
There's "armor" that is the general health. Then theres the separate hit points class that defines the hitpoints specifics.
Am I getting it right that humans are also vehicles?
Or do they live under something like Fractions?
They are vehicles too yes. But they have some unique mechanics.
What is it that you want to do?
Specifically
I now creating a small script that will gather all damage in the unit's body and show current health based on this. Then I'll do a healing over time mechanic as they have it in modern shooters when you rest you heal
You do know there is getDamage and setDamage commands right?
Yup, I'm using them
And same kind of commands for hitpoints.
But basically what else do you need but get and set damage if the healing system is simplified like that?
I'm not quite sure that I understand the difference between hit points and damage, so I focus on damage
Probably not much I do need more, I'm just curious about how the health works in general.
And I still wonder wth is this: configfile >> "CfgVehicles" >> "O_T_Truck_03_covered_ghex_F" >> "htMax" 😃
it should be used
I think it's using following order to determine value
cfgVehicles > model.cfg > default
What is the difference between the damaged part vs hit point?
I'm getting it from the documentation that the hit point is also more like part of the body, than a pool of points. As in getHit doc: 'Description:
Returns selection damage. Same as getHitPointDamage only argument is selection part instead of hit point'
So basically what is the difference between hitSelection, hitPartIndex (i presume it's just an index for selection as '0' for the 'face hub') and hitPoint for a human soldier?
setHitPointDamage/getHitPointDamage takes the config classname of the hitpoint as argument, e.g. HitFace, HitHands, ...
setHit/getHit takes the name of the corresponding selection in the model itself as argument (which is stored in the Hitpoint config as name), e.g. face_hub, hands, ...
So if I want to flush all the damage to the body, I should do something like this pseudocode on Hit get a HitPoint if it's not a Body then nullify Damage to the HitPoint and set it to the Body right?
setdamage 0 should do it
where can I find CfgVehicle entrys are they in data/bin/config ??
they are spread around various pbos
assuming you have P: drive set up they are in P:\a3\folders...
or you can use the all in one config from the forums
Is there something i missed when i retexture a vest and the texture is rotated. The original and the new file have the same rotation but the texture on the vest is wrong.
Double check your hidden selection order, and to assure you have the exact right texture file. Things like the Apex Syndikat gear can be tricky.
there is only one texture in hidden selection, the path is a macro and gets created automatically. It's a rhs vest
are there any tutorials for adding custom missiles to custom jets?
My search results keep pulling up gameplay tutorials instead of dev tutorials. I have models I made for the missiles and the jets, but the samples aren't clear about some details.
Similarly, but in addition to the jet missiles, I could really use a point in the right direction for adding a javelin-style missile to a tracked vehicle's turret. So, imagine a Bradley class tank (but not a Bradley) with missiles that go up and come down on top of target.
tutorials in that department are quite slim
I think there may be wiki pages about pylons
Yeah it's a trick to wrap my head around it
I just there were more complete samples, with more thorough explanations on how to set them up.
right, but I can dream
I've got the other stuff to keep me busy for now, but I thought I might see if I can get a little distraction for change of perspective
if you make a search for "pylon" in this discord you will probably find plenty of clues
So what is the benefit of using the CBA init extened event handler vs using class Eventhandlers. I can see the benefit from a scripting/mission file point of view but not from
a config point of view
for one it's easier to use.
And you can add eventhandlers to mods without adding a dependency to those mods in your requiredAddons
Also you can add multiple eventhandlers to a class. (Atleast according to the biki you cannot do that in config. Just one EH per event)
with CBA XEH you can even add config eventhandlers via script, at runtime
XEH is also more efficient as the compiled script is cached and not recompiled everytime
XEH also optimizes your event a little. If you just have a _this call MY_fnc_eventhandler or call MY_fnc_eventhandler in your config, XEH will optimize out that call and go directly to MY_fnc_eventhandler
Is there any config entry (or other "official" way) to have an animation played after each shot? So I ported over the CZ550 from a2 and I'm trying around a little and was wondering if it is possible to execute the animation after each shot. I know IFA3 has it but I havent found to correct config entry yet.
And googling only revealed scripted solutions...
Nope. Requires scripting. There's a framework for it in CBA
if it was in the base game, the M320 rifle would probably have it already
Ah what a shame. Thanks for your answer. Also makes sense, there is an unused bolting animation for the M320 after all.
Does anyone know what the config is for the player info hud in the the right of the game?
something UnitInfo
There is RscUnitInfo but it is empty
oh lol
must be some mod doing something stupid then
it's in RscInGameUI>>RscUnitInfo
Ah yes, found it there
I added an item to that class that inherits CA_Zeroing but it doesn't appear. Is there something I need to do to display it?
oh okay I didnt know XEH does any optimization, I just knew about how it was easy
I added that a couple months ago ^^
We found that XEH was underperforming and moved some things around
I have added something to RscInGameUI>>RscUnitInfo but it doesn't appear on screen, is there anything I need to do get it to display?
I didn't add anything to CfgPatches, I've checked the in game config viewer and it's sitting in the right place
I have ```cpp
class RscInGameUI {
class RscUnitInfo {
controls[] += {GVAR(speed)};
class CA_Speed;
class GVAR(speed): CA_Speed {
idc = 6253;
};
};
};
It's not being added to controls[]
I fixed that issue, but it's still not displaying
Well you need proper CfgPatches if you want to add things onto existing things
class CfgPatches {
class ADDON {
name = COMPONENT_NAME;
units[] = {};
weapons[] = {};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"cba_ui"};
author = "SynixeBrett";
VERSION_CONFIG;
};
};
Am I missing something?
cba has all of base game arma so that should be fine
There isn't anything I need to do to actually create the control?
Everything looks right, there is just no control with idc
GVAR(speed) 👀 are you adding ifantry movement speed indicator?
KIAS for aircraft
ctrlSetText on the existing CA_Speed has no effect so I'm trying to create an identical one in the exact same place
It reads from the hidden vanilla control and converts to KIAS, but my control is not being created
Truncated file. Missing one or more};. Error starts near token 'CfgEditorSubcategories' :
rapify x64UnicodeVersion 1.79, Dll 7.16 "config.cpp"
mikeros is crying over an error in config but im unsure what it means?
{
class 3as_Objects
{
displayname= "3 A S Props";
};
};
class CfgEditorSubcategories
{
class 3as_ModularBase
{
displayName = "Modular Base";
};
class 3as_Crates
{
displayName ="Crates";
};
class 3as_Trenches
{
displayname= "Trenches";
};
class 3as_Barricades
{
displayname= "Barricades";
};
class 3as_pipes
{
displayname= "Pipes";
};
};```
maybe invisible characters in there?
class cfgEditorCategories {
class 3as_Objects {
displayName = "3 A S Props";
};
};
class CfgEditorSubcategories {
class 3as_ModularBase {
displayName = "Modular Base";
};
class 3as_Crates {
displayName = "Crates";
};
class 3as_Trenches {
displayName = "Trenches";
};
class 3as_Barricades {
displayName = "Barricades";
};
class 3as_pipes {
displayName = "Pipes";
};
};
looks good to me
same error :/
everytime you copy anything from BIF it might have invisible characters inserted into it
it says you are missing one or more }
That might be before the snippet you posted
I guess CfgEditorSubcategories is just the last class it sees
time to go config dive...
{
class Prop_Objects
{
units[]={
"3as_Modular_wall_med"
};
weapons[]={};
requiredAddons[]=
{
"A3_Data_F"
};
version= 1.14;
fileName = "PRops";
author = "Ranger";
};
};
class CfgVehicleClasses
{
class prop
{
displayname= "prop"
};
};
class CfgFactionClasses
{
class prop
{
displayName = "prop";
priority = 1;
side = 3;
};
};
class CfgVehicles
{
class Strategic; // External class reference
class 3as_Modular_wall_med:Strategic
{
scope = 2;
scopecurator = 2;
model = "\3as\prop\wall_normal\wall_normal.p3d";
placement = vertical;
mapSize = 1;
destrType = "DestructNo";
displayName = "Modular Wall Medium";
faction = "prop";
texture = "\3as\prop\Wall_normal\new\n_wall_med_co.paa";
hiddenSelections[] ={"Camo1"};
hiddenSelectionsTextures[] = {"3as\prop\Wall_normal\new\n_wall_med_co.paa"};
};
};```
so i litteraly just made my config this and i still get the error
rapify x64UnicodeVersion 1.79, Dll 7.16 "config.cpp"
In File 3as\prop\config.cpp: circa Line 70 EOF encountered```
btw what is an EOF?
End of file
circa Line 70 EOF encountered
your config is only 55 lines 🤔
What you've sent looks fine
@north sluice missing ; at line 23, displayname...
end of file
well. lemme go get my eyes checked lol. thanks guys 👍
👓 👀 😵
hi , in research position of the backpack file i need edit it for my server
would like to increase the volume of the way to "super high capacity backpack mod"
is there a way of altering the line width of CT_LINE ?
Hey looking for someone who knows basic configs for basic retextures please PM me having some issues
you can just ask here too
True once im done with my op ill post everything that is happening
👍
https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide will help in most cases, just in the case you didnt know
So I think its inside of the addon builder because when I pack up all of my textures one of the vests cant load a texture a helmet doesnt even have a base model under it and the other vest doesnt even show up in arsenal
from what ive heard its good just cant pay for it
@night umbra This one works:
class CfgORBAT
{
class 3rdRecon
{
id = 3;
idType = 1;
side = "West";
size = "Battalion";
type = "Recon";
commander = "Price";
commanderRank = "Major";
text = "%1 %2 %3";
textShort = "%1 %2";
assets[] = {"B_UAV_02_F",{"B_T_LSV_01_armed_F",50},{B_Heli_Light_01_F,6}};
class 1Company
{
id = 1;
idType = 1;
type = "MechanizedInfantry";
size = "Company";
side = "West";
commander = "Beauregard";
commanderRank = "Captain";
text = "%1 %2 %3";
textShort = "%1 %3";
assets[] = {{B_Heli_Light_01_F,2},{B_T_LSV_01_armed_F,5},{B_APC_Wheeled_01_cannon_F,8}};
};
class 2Company
{
id = 2;
idType = 1;
type = "MotorizedInfantry";
size = "Company";
side = "West";
commander = "Wykes";
commanderRank = "Captain";
text = "%1 %2 %3";
textShort = "%1 %3";
assets[] = {{B_MRAP_01_hmg_F,10},{B_Truck_01_covered_F,10}};
};
class 3Medic
{
id = 3;
idType = 1;
type = "Medical";
size = "Company";
side = "West";
commander = "Victor"
commanderRank = "Captain";
text = "%1 %2 %3"
textShort = "%1 %2";
assets[] = {{B_Heli_Transport_01_F,2},{B_Truck_01_medical_F,6}};
};
};
};
https://ibb.co/QNJ7Zq6 - that's what it looks like on the map
And here's what all of them look like: https://www.youtube.com/watch?v=K4FIAIqt74s
thanks mate! @hushed warren
You're welcome. It was something I didn't know how to do, so it intrigued me. 😃
what did you specifically change?
@sullen fulcrum https://mikero.bytex.digital/Downloads
I put the layout to nested sections (I saw a video where they guy who was explaining said he had much better luck with that method), and fixed up the {} bits. Just added an extra at the end, really.
And when using the nested method, you don't need the subordinates[] line
@sullen fulcrum https://pmc.editing.wiki/doku.php?id=arma3:tools the 2 first links also could be useful to set up the development environment properly.
Better off looking at the ammo class https://git.koffeinflummi.de/bwmod-team/bwa3-public/blob/master/bwa3_weapons/CfgAmmo.hpp likewise we have explosive API rounds for M107 in RHS and some for the M70 in SAF
Explosive shotshell is fine, just concerned about shotbullet
can see above that there's no change to simulation type between BWA3_B_127x99_Ball_Raufoss and BI's B_127x99_Ball_Tracer_Red IIRC that's BI class is still shotBullet
you know .50 cal isnt 25mm grenade 😄
any ideas on how to make a tank less, slippery
right now when it comes yo a hill or something along thouse lines it starts slipping
is there a way to increase friction
lateral stiffness
Is there a way to make a character item, like kneepads, use the NVG slot but not have the NVG capability?
Can I just make an item with the allowedSlots[] = {NVG what ever it is slot};?
regarding the NVG thing, have you tried changing the visionMode array to only have Normal instead of Normal and NVG?
I don't see that in the config I have
A friend of mine made some gloves for the NVG slot by copying an existing config and he thinks it might be that, which does seem likely
Might have to redefine it then
I'll try visionMode[] = {"Normal"};
I don't see any point in having invisible NVG goggles with kneepads :/
tbh I quite like still having NVG capabilities
it's a bit weird yeah but I think it works fine
It makes sense to have it for modern day military units that would be regularly issued NVGs, but WWII, Vietnam and 80s and 90s military units weren't regularly issued NVGs, so it feels like it's cheating and using the NVG slot as an excuse.
I wish BI would make more "Item" slots
would be bad for performance
could make two variants, one with and one without NVG function
both in the NVG slot
let the missionmaker decide
ooo! ooo! Maybe I can make a NVG version of my SWD goggles, off is up on the helmet, on is the goggles down over the eyes, that way players can do the whole Black Hawk Down SWD goggle thing. Does that sound cool?
Unfortunately the goggle model switching only works if you include one thermal or NVG mode
And I figured out how to remove the NVG ability
it doesn't work with just normal vision
What?!
Damnit ArmA!!!
I tried it way back when BI introduced the additional vision modes for helmet mounted devices, with Apex IIRC
even asked for an additional "Normal2" or whatever mode to provide the model switching
ugh...it'd be nice if they actually made dust or the sun affect your vision and functional goggles or glasses to do something
ACE does
is there a way of altering the line width of CT_LINE ?
https://gyazo.com/e247da862721c8eb285332d02579f03a just because im making a graph, and would be nice if I could make the lines a little thicker.
is there a guide somewhere to kickstart your mission to make an arma mod?
its not exactly a retexture mod because I have my own models and stuff
my old team only showed me how to code in the helmets and stuff because we retextured some gear from the workshop into our own mod but thats about it im trying to make my own mod
my bad if this is wrong channel
Hey guys. VTOLs... ugh.
Is there a way to control when the engines tilt. like a speed range?
Anyone ever had it where the getinpoint moves on vehicles after X passengers have boarded?
It seems my vehicle moves the get in scroll where location on the model after 7 or so people get in. It moves the point almost a meter to the left and forward.
After tests it appears to be an ACE problem
Hi,
I'm not 100% sure is config correct channel for this question but let's try.
How you guys handle multiple CfgFunctions in one same mission? The open-world mission I'm currenlty creating happens to be first one where I need to use two different functions at the same mission. TedHo's HLF inf unit UnitCapture/play and 7erra's Arsenal shop.
Both works well when only one of the is included in the mission but once both of them are implemented one of them doesn't work.
The closest of victory I've got is with the following on description.ext
class CfgFunctions
{
#include "arsenalShop\cfgFunctions.hpp"
#include "functions1.hpp"
};
In functions1.hpp I got the HLF UnitCapture/Play stuff and it works. However when I start the mission I got the pictures error. https://ibb.co/YtZ77CV Line 3 in confing.sqf I haven't touched and it works when HLF-function is not implemented so the problems is clearly concentrated on having two CfgFunctions at the same mission.
If you think this question should be in other conversation let me know that too. Thx in advance.
Does anyone have a Carrier Rig Vest config i can use?
When creating getin/out points, am I able to make several or increase the radius of the mempoint?
there's a getInRadius parameter
@untold temple thank you
Does anyone know if I could add a dragging action to Land_Ground_sheet_F ?
what kind of dragging?
well Id like to do ACE dragging
anyone knows why attendant = 1 in a helo doesn't give the heal at option?
it was working prior to A3. no idea why it no longer should
did you compare configs yet?
Is there a class name of a unit without uniform and anything?
Which I can createUnit
I'm going to set loadout manually later
@stoic lily not compared configs yet, just added attendant = 1; to the UH-1 medevac in Unsung and I don't get the heal at option. The M-113 Ambulance has the same setting and works, hence I thought it might be a helo specific thing
i only know it worked since OFP in helos. you could try the setUnitTrait command if that works also on vehicles
i noticed that ACE has compositions added to their mod to allow for the deployment of pre-arranged 'fire bases.' how exactly does one do that? like, how do you save an arrangement of buildings into your mod's actual config.cpp file to make this happen?
@candid flower I don't think ACE is adding them.
CfgGroups >> Empty
Has all of them.
I added custom units in custom groups with cfggroups. There are visible n the Zeus interface but I can‘t place them because every time I place them, nothing happens. I have to press escape to go back to the cursor and place another group. What did I do wrong? https://github.com/Katalam/kat_10thmods/blob/master/addons/faction_opfor/CfgGroups.hpp
why not just regenerate it?
Im curious for the reason too
never heard anyone wanting to do that
@still orbit tell us your sikrits
Is it possible to configure two different types of fixed guns on aircraft?
e.g.: if I wanted to switch from a Twin 20mm to a 30mm
but coming from separate barrels
maybe mikero tools can do it. not sure
manual edit should not work as it contains a hash afaik
@dry carbon if you have those weapons configured as pylons then yes
Hmm... I'm just not sure how the pylon system works. I see that's for the dynamic loadout, primarily, right?
My plan was to make new vehicle weapons using existing magazines, including guns, bombs, and missiles, and for any crew member...
however it is a lot more convoluted than I anticipated
I know it's a lot to take on, but I think if I have a good starting point I can pick it up.
I'm thankful for pages like this: https://community.bistudio.com/wiki/Arma_3_Vehicle_Loadouts. However, the amount of time and effor taken to make this could have been used to make a video tutorial. This is good for reference, but sometimes we really need hand holding to make sense of this. 🤕
And judging by this: class CfgNonAIVehicles, it may be fair to assume that since the task requires pylons, but pylons aren't meant for AI, that AI wouldn't have the ability to switch between afixed guns. Is that correct?
on the kajman, the copilots gun has 2 muzzles,one for AP mag and one for HE mag, if one of the mags is empty u can still select it. Is there away to make it so that if a mag is empty that muzzle wont show up?
I dont think there is
only way might be to remove the weapon from the turret with a script
ah rip, i guess so, I wanna avoid having to cycle though like 5 weapons
@dry carbon ai will be able to switch through them
Hi, I would like to enable heli copilot camera but I don't know how to do. Does anyone can help me please?
Hey, i have a question, i think its here for this.
I noticed that when you are zeus you can atrach flags to players.
Was wondering how would one br able to make a flag with his unit logo.
I think unit logos only work on vehicles
Thats why i m asking if i can make an addon eith the unit logo as a .paa and make it able to work as a flag
sure
and I'm sure you can add custom flags through config
check the config browser I guess
Thanx
questionnn
so ammoboxes are destroyable, but some containers aren't (ie plastic pelican cases)
is there something i can add to a custom crate that makes it destroyable or do i have to inherit from an ammobox for this
wanna yeet incendiaries on my ammoboxes after i'm done with them but the plastic is too strong 😦
ah figured it out, destrType i think?
👀
Aw bummer
!purgeban BerkeCan 0 trying to make norecoil hack
That avatar was quite cute.
dont mods already do that
hi, anyone able to help me, i cant figure out why my markers that i did wont work
they show up in game as a vanila marker
i tried both .jpg and .paa
hi - im having a "circular addon dependency" error come up for my own mod, but nowhere in the config files does it indicate a reverse dependency
any advice?
hey there, question
is the "mass" variable in config measured in kilograms or pounds
@ivory iris cfgPatches-requiredAddons
{
addonRootClass = "PR_Weaponry";
requiredAddons[] = {"A3_Data_F","PR_Weaponry"};```
^this is my PR_E_Rifle config.cpp
requiredAddons[] = {"A3_Data_F","A3_Sounds_F"};
^this is my PR_Weaponry config
@stoic lily
the latter shouldn't be dependent on the former, but the game says otherwise
built by?
check the extracted configs
but the game on startup gives errors
or disable "redo dependencies" in pboproject
^trying that now
(that said it indicates your config using faulty config/inheritance design)
a previous version of this gun i made was working in game, but had no textures. This time I added an updated model and new textures, but didn't touch the config.cpp. and its giving me the error
using the same folder structure and everything else
make sure also to delete old pbos you may still load alongside by mistake
@novel laurel It's in Ondreons - mystical unit used by BI programmers which combines mass & volume
fuelCapacity on ground vehicles also use Ondreons
is there a way to translate that to KG
only exception are helicopters
well, not really, ACE is using made up formula for that which you can also try to use
and that formula is not going to work correctly all the time because you can have small objects with high mass or big objects (which won't i.e. fit vest pocket) with very small weight
@novel laurel is the "mass" variable in config measured in kilograms or pounds neither
Awww too slow
yee
We literally talked about that yesterday in scripting
kinda wish it were a little more intuitive
Wait I'll find it for ya
oh I don't pay much attention
But as reyhard said, it's a made up formula that just get's close to the real world weight in most cases
Where does one need exact kg weights like that?
ACE tells you your "inventory weight"
It's easier for a human to see "Ah this gun weighs 3kg" instead of "ah this gun weighs 66.138 mass units"
TLDR; Human interfacing
yeah, it's good for determining the inventory weight of things
for my own purposes, "things" being custom inventory items like keycards and whatnot
it's more intuitive when compared to the practical effects on a player's inventory, likewise with IRL weapon weights and things like that
In a config, What is a land prefix, why is it important and what does it do?
Land prefix is linking p3ds with map objects
otherwise p3ds on the map would be just a mesh without any functionality beside collision
So do map objects need to be a seperate config entity from their regular conterpart
map objects should always have a land_xx classname, this is their 'regular' classname.
see these two wiki articles for more details
in short, no land_xx class = none of your building animations will work when used within a wrp.
@north sluice ^^
there is a test house within the arma 3 samples on steam, should you need an up to date config example.
Ah ok thank you. So i should put land_ in front of most of my classnames if i plan to use them in my wrp
if anything is terrain placed and has any animations or interactions then it needs the land_ prefix in the classname yes
If I have two images in a dialog ontop of eachother, what determines which one has priority and would be ontop of the other?
their order in cfg
ah okay, thank you
lately I asked why the attendant = 1 setting didn't enable healing on an Unsung helicopter. Turned out that you need to define a mempoint in the model as well, by default memoryPointSupply = "doplnovani";
it would probably default to the model origin
so it migth be there but cant be accessed
just discovered that it doesn't work if you have more than one doplnovani in the model. The Unsung UH-1 had 2, the CH-53 had 3, both didn't work. The MH-13 and CH-47 had one each, and worked
if theres many points it might take the madian middle point of them
so it migth get hidden somewhere in the model
hmm, I simply used shift-d and set the supplyRadius to 7.5 and then it worked
I might be missing something, but there's some weirdness going on with UI images I haven't seen before. Here's what I'm getting as an error
Picture equip\w\w_tec_csat\csat_penah\data\ui\icon_penah_arid_ca.paa.paa not found
For reference, the path in the config is picture="TEC_CSAT\CSAT_Penah\Data\UI\icon_penah_arid_ca.paa";
And the path matches with what's outlined in the config. I had everything working fine packing with Addon Builder, then started fixing stuff with Mikero's tools (adding TEC_CSAT\ in front of the path) and that's where the problem started
equip\w\w_tec_csat\csat_penah\data\ui\icon_penah_arid_ca.paa.paa .paa.paa
without seeing your config, and knowing filepaths your using its very hard to diagnose
is the full file path for your paa file p:\TEC_CSAT\CSAT_Penah\Data\UI\ ?
@tiny sky you need slash at the beginning
Otherwise engine uses ofp routines
And looks for pić equip/w
Interesting. Just for UI pictures? The rest of the textures work just fine
Gear system
Ah. I'll try that then
Hi guys. Im having a tank that turns slightly to the right when driving forward. I checked that I dont have any uneaven geometry and my mass distribution is also even on both sides. What can cause this?
@hot pine Thanks for the help man, just threw that in this morning and works again. What an odd little quirk...
Is there a grammar somewhere that defines the config file syntax? Perhaps someone has a tool on github and already has a parser? Thanks.
thanks, bison/yacc is perfect.
NODE = 'class' CONFIGNODE | VALUENODE;
CONFIGNODE = ident [ ':' ident ] '{' NODELIST '}'
VALUENODE = ident ('=' (STRING | NUMBER | LOCALIZATION) | '[' ']' '=' ARRAY);
STRING = '"' { any | "\"\"" } '"' | '\'' { any | "''" } '\'';
NUMBER = [ '-' ] num [ '.' num ];
LOCALIZATION = '$' ident;
ARRAY = '{' [ VALUE { ',' VALUE } ] '}'
VALUE = STRING | NUMBER | LOCALIZATION | ARRAY;```
though ... the += operator is not in here + the actual "ANY" is missing
class something
{
weirdstring = i hate using quotes;
};
and technically, localization is a workaround for that
and ... more stuff
i really should rewrite sqf-vms config parser someday
{
class Flag
{
name="RR_FLAG_";
icon="roughrider\rr_addon\addons\Flag\data\Flag_co.paa";
color[] = {1,1,1,1};
size = 48;
scope = 2;
scopeCurator=2;
shadow=0;
markerClass="RoughRiders_POS";
texture="roughrider\rr_addon\addons\Flag\data\Flag_co.paa";
};
};
this is my script
idk why it doesnt work
Need some help with custom markers too.. I'm using someones else config as an example
class CfgPatches
{
class BST_Map_Markers
{
units[] = { };
weapons[] = { };
requiredVersion=0.1;
requiredAddons[] = {};
};
};
class CfgMarkerClasses
{
class BST_ofpmarker
{
displayName="$STR_Han_OFP";
};
};
class CfgMarkers
{
class BST_Arrow
{
name=BST_Arrow;
icon="BEA_Markers\data\marker_arrow_point_right.paa";
color[]= {0.9,0.1,0.1,0.8};
size = 32;
scope=2;
scopeCurator=2;
shadow=1;
markerClass="BST_ofpmarker";
};
};
Display name wont work
Ahere you have written nam = BST_ Arrow
You foegot to put ""
So like name "Bst-arrow"
What controls if a gunner or pilot can lock onto a target for a vehicle
sensorPosition is optional, zamerny may exist always
anyhow these are geo lod if i am not mistaken, so wont help ya
How am I able to create a constant screen shake in the cockpit of an aircraft? Similar to something you’d see in X plane or flight simulator?
@silver pumice
Something along the lines of sqf while {Alive player} do { uisleep 0.5; if((vehicle player) isKindOf "AIR") then { addcamshake blablabla; } else { enablecamshake false; };
Just threw that together
Yeah its sqf but i couldnt think of a cfg way to do that right now
You can Just run that as a fnc in init tho.no cute puppies will get harmed
Rather quick question about AirFriction value. I got the formula but I can't determine/get the acceleration variable. I have my velocity, since I presume that is my typical/maxspeed. But I don't know what to use for my acceleration
@lethal sandal great I’ll test this out. I was messing around with some CFG ways but couldn’t get any to work right. I can deal with SQF for now haha!
just enter your camshake params correctly,i didnt bother putting them there
@lethal sandal Works great thank you
@silver pumice youre welcome
I tried looking around but could find it anywhere, what does weaponPoolAvailable = 1; do?
If there a way with animationSources using hide values to tie that into weapons? To expand. If I have a helicopter with rocket pods that I can hide. Can that disable weapons, and vice versa, if I choose to unhide the pylons, the weapons are active again?
No
can't make additional animation sources for weapons
oh wait, you're on about a vehicle
yeah
I saw something on the IDAP van that could hide cargo seats and thought if something similar was available for vehicle weapons
you can add scripts to onPhaseChanged
Just trying to cut out having multiple armed, and unarmed version of a MI-17
models I mean
Can maybe use dynamic loadouts for that
Possible to show pylon models only when a weapon is loaded on the vehicle
hmm maybe
e.g source = "pylonIsEmpty.1"; source = "pylonIsEmpty.5"; type sources
Those work on the basis that if there is no magazine from the loudout editor in a given pylon, the bone will be animated
I've only tried it with single pylons, but i imagine if you use the same bone for multiple pylons, it will show if there is a mag in any one of those pylons, and only hide when they are all empty
Could someone explain how to add a custom vehicle modification to my config.cpp? What I mean is that I am creating a custom faction utilizing base game assets, but would like all of their vehicles to spawn in with SLAT Cages, tools, and baggage visible.
I am not looking to change the model of any vehicles, simply add the modifications that Arma includes in its base game
Or making custom units spawn in a vanilla vehicle in a custom group
@young oar hey, we have a couple guys working on some custom skeletons and animations. Any advice?
Could someone explain how to make custom units spawn inside a vehicle within CfgGroups? I am trying to make an indep composition which is essentially just a vanilla vehicle with modded units inside of it
I have just found that there is a function that exports compositions to groups called BIS_fnc_exportCfgGroups, but I cannot find any documentation on how to actually use it
In order do create a new vest, do you have to create a unit also?
no
you must turn that into a productive love hate force
Look at the source in functions_f @shut thorn ? May shed some light
Alternatively read the Biki: https://community.bistudio.com/wiki/BIS_fnc_exportCfgGroups
I have an issue where I can't seem to get the uniform to show any of its stats in the VA even though the values are there in the configs
I'm struggling with armor and passThrough values for a modded vest. Initially this vest is poorly configured. It inherits from Vest_NoCamo_Base so it does not have any kind of protection against bullets. I took armor values from a visually similar vest in order to add some basic protection. I literally copy-pasted it. It builds well, and values are shown in config explorer. But in virtual arsenal, "ballistic protection" and "explosion shielding" are both still 0. I don't get it. I'm still browsing the whole config of the other vest in order to spot differencies, but so far, I had no luck. Here is the actuel piece of code I use for the "todo" vest, which is exactly the same for the "already done" vest :
descriptionShort="$STR_A3_SP_AL_IV";
class ItemInfo: ItemInfo {
uniformModel="\path\to_model.p3d";
containerClass="Supply200";
mass=15;
class HitpointsProtectionInfo {
class Chest {
HitpointName="HitChest";
armor=25;
PassThrough=0.30000001;
};
class Diaphragm {
HitpointName="HitDiaphragm";
armor=25;
PassThrough=0.30000001;
};
class Abdomen {
hitpointName="HitAbdomen";
armor=25;
passThrough=0.30000001;
};
class Body {
hitpointName="HitBody";
passThrough=0.30000001;
};
};
};
};```
EDIT : after a few quick tests in VA, it looks like values are properly used by damage calculation, but VA stats are incorrectly displayed. Do I miss something ?
Has anyone tried to make a tank UAV or something like that
Alright, I got a helicopter that is hovering like a foot or two off the ground when it's all sitting there and parked. As far as I have checked the landcontact, geo, model, etc. all line up... Is there something I'm missing that might cause things to do this? In editor it appears sitting on the ground fine until it spawns, in which case it floats above the ground
And I just checked, it appears to be an AFM problem
Where am I able to define the ground contact points with an aircrafts AFM? Right now my helicopters skids are clipped into the ground.
do you have roadway lod?
how does "radarTarget" and "radarType" work? am I able to use this for stuff like disabling radar for a jet, or hiding vehicles on radar? or am I interpreting it wrong
https://community.bistudio.com/wiki/Arma_3_Targeting_config_reference#radarTarget CfgVehicles values so not doable on the fly afaik (but I may be wrong)
i see, thank you!
@silver pumice in afm xml
damnit
If it would be possible acre would not need this Splendid™ macro:
https://github.com/IDI-Systems/acre2/blob/master/addons/main/script_radio_macro.hpp#L17 😂
"If it would be possible acre would not need this Splendid™ macro:" can be done better tho
https://github.com/michail-nikolaev/task-force-arma-3-radio/blob/master/addons/handhelds/radio_ids.hpp
but you need a good preprocessor for that ^^
as i already noted "ages ago"
we need a #pragma
so i can finally do stuff like this:
#pragma sqfvm dynamic start
print "i am so dynamic";
#pragma sqfvm dynamic end```
I doubt anyone would want to touch the preprocessor at this age of the project. :D
just want some #pragma instruction that gets parsed
so it can throw some error to the user
or that the community projects then can seddle on stuff properlöy
instead of adding my own stuff
which nobody ever then will support anyways ..
but well ... think i will actually do that sqf dynamic stuff
@hot pine right, where specifically do I edit the position of the gear? I’ve found the ground contact section but not to confident in messing around with values until I know what they reference to lol
AFM ground contact points are XYZ coordinates relative to the model centre
Not exactly - those values are referencing rtd center memory point
I will type name of it once I'm back home
what if you don't define the centre memory point... 🤔
The coordinate system is different to the O2 one though IIRC? Was the vertical axis Z (2th index in the array) or something
is there a config reference for a character that disables movement with keyboard and only allows mouse movment as an input?
@silver pumice I've also been working on this issue. In the AFM XML you can go to <GroundContacts> and see a whole bunch of parameters there
Like I'm tweaking my front wheel contacts so they don't float or clip either and there are terms like MountStation that determines where the suspension starts (xyz coords relative to the center of gravity centerpoint you define in AFM near the top) and then other stuff like SuspensionLength
That's for wheels though
But it has gotten me to stop floating/clipping
I have a new problem that arises: my helicopter literally just rotates perfectly clockwise when I take off and fly. It's not an unstable clockwise that would make it crash: just clockwise. I'm not sure what the problem is with AFM in terms of values. I'm editing the Orca AFM XML since my helicopter is similarly sized, but I'm not sure what would make it rotate clockwise like that.
Is anyone aware if Pylons work on ground classes like tanks/cars?
@silver pumice
class RotorLibHelicopterProperties: RotorLibHelicopterProperties { rtd_center = "rtd_center";
@tiny sky that sounds like tailrotor feedback? Not sure if that was actually something implemented into arma 3 though? That’s odd
i just dumped full config for checking some config errors - 1.2mio lines in the config. And for whatever reason the viewer jumps to exactly where its spoilering contact dlc stuff 😩
whats so spoilering
||NO SPOILERS||
👀
I'll do my best to explain my issues but I really confused about what is going on. Here are the main problems that I have encountered.
- 1
• a. One PBO wich contains configs doesn't load when packed with PBOProject: every files are combined in config.cpp. Loading the content of the config as part of an addon doesn't work but putting it inside a mission and it does. It doesn't even shows in the Arma 3 RPT logs as loaded.
• b. But, packing the addon with Addon Builder/PBO Manager works. The class can be loaded and seen in the config editor.
- 2
• a. Another addon, containing only a stringtable and a config is loading fine (no matter what packing method is used) but running the command `isLocalized` on any entry will return false.
• b. But, when loading the GUI (wich is in the PBO in #1, and when using the method that make it "works"), 1 string (STR_evg_loadout) out of the 13 or 14, is translated correctly (when changing language it still works and shows the correct translation set for the language) even if `isLocalized` returns false.
Logs (With PBOProject): https://pastebin.com/5XKNkK4h
Logs (With Addon Builder): https://pastebin.com/ThPvwyfj
Happens both on Dev and Stable Branch. All logs are normal, no errors, not anything. Tried on P Drive and normal drive. Arma correctly detect the PBO when it is added (in the launcher).
If you need any additional informations like logs/sources/... just ask me, I'll be happy to send them and sorry if it's a bit unclear but eh that's really weird.
Edit: I also try to search for similar issues but without much success, not even sure where to begin with 😕
- duplicate pboprefix, duplicate CfgPatches entry, no CfgPatches entry
- CfgPatches entry?
Mhh not CfgPatches, pretty sure that all are unique but will check for Pboprefix
So for CfgPatches, all are in and there is no duplicate. Now for pbprefix, there was indeed a duplicate in an empty addon and I got back my pbo regardless of the packing tool. Now for translations, they are still somewhat broken but I'll perform more test tomorrow.
I guess it would be nice to have pboprefix duplication detection in pbo manager.
Thanks for the help 👍
"in pbo manager" just don't use garbage tools
oupps, i meant pboproject. Or I didn't see the options to show those.
You can just open the pbo with notepad++, prefix is righta t the start
I could make a quick 5 minute tool that checks prefixes of all pbos in arma folder to check for duplicates. but... You so rarely need that, that it would be useless 😄
Even if it useless I will probably do it, sounds like a pretty easy thing that I can do to get into a new language ^^
probably a stupid question but class names in mods have to be completely unique correct?
In one mod yes... between mods no
but if I had a vest in one mod... STY_Vest and the same in another, wouldn't one overwrite the other?
Yes. That's why between mods you can do that - actually not sure whether you can or cannot have the same classname in a single mod though (maybe a veteran could comment - though overriding a class name within a mod would not be optimal...)
I use that to change the models used for one mod I use to use the model in another mod I use via a simple config.cpp entry in a mod that depends on the first two
ok so then yeah, class names do need to be completely unique
easy enough but just another thing I didn't take into account in the beginning
Oh yes... if you don't want them overwritten... assumed you wanted the overwrite...
all unique yes. preferably also between different addons. Which its polite to tag all your stuff with unique tag
configs, folders, files whatnot
not the engine operation files like config.cpp and model.cfg though
Hatches and canopies. Is it possible in configs to limit or force how and when they are opened? On planes, it bugs me that they are open by default. On tanks it bugs me that they open when the player turns in/turns out but not when they enter/exit. I have a tank that would greatly benefit from disabling turn in/out, but still needs an enter/exit hatch anim.
The AI tend to drive around in turn out mode, which for this tank is ridiculous. They also are not vulnerable, so it's kind of confusing. For visual: https://youtu.be/MiESVHd8FhM?t=72
How can I make a 100% bulletproof helmet
that will take 0 damage
or can i somehow script it so when a player is wearing it they will be invincible?
anyone?
You can play with damage eventhandlers
how would I add that to the helmet though
You can't, you would have to Check if that helmet is on and do stuff
I think people are generally disinterested in enabling the creation of such a thing? Sounds uber
Ye
i'd preferably not make them completely invincible
Also assuming you're not trying to create some sort of cheat
yeah if I was doing that i would just do player allowDamage 0
Basically in my unit theres a meme with our gunny that he never dies so i'm trying to make a hat that solidifies that lol
dont want him to be 100% invulnerable just close to it
i was mainly interested in the passthrough
So are you editing the config or making a script?
Ah, initial question confused me
I don't know LOL
it just seems like since 0 is generally "FALSE" then it's definitely not letting anything through.
It's not the best option, though, if you want it to "ding" off the helmet
well the meme in the unit is that the Gunny never dies so I made a campaign hat
it has armor on every single hitpoint
the armor on each hitpoint is 99999999999999999999999999999999999 + 27 or more 9's but it seems like it only takes 5 7.62s to kill when shooting the chest
well now it seems like 23 7.62s point blank lmao
Try this: in the GEOM LOD create a box and label it head. move it below the neckline
that might be good enough for me
not my p3d
i got permission to retex but i couldnt get the original p3d
oic
that was just an experimental idea anyway
I didn't think it would work, but I was curious enough what it would do to see if you'd try
well either way i think i got it to where i like it
ironically it can only take 2 shots from 7.62 to the head through the hat and 1 to the face but it can take about 28 to the body
Does anyone know an easy way to add a reflector to a vehicle without going in and actually adding bones and such to the model? A reflector for a headlight basically
needs memorypoints
not bones
so no, that would need editing the actual model
@old gulch
Most models have memory points onthem already don't they?
Would it be possible to use those?
well it would work properly only if they are in right place. Also reflectors need position and direction memorypoints
so they cant be just anything
Optics and such have those, thats what I've been trying to run it through at the moment
using the commander optics start and direction
so are you trying to do a search light?
Basically
aggregateReflectors[] = {["light1"]};
class Reflectors: Reflectors {
class light1 {
ambient[] = {10,10,12};
color[] = {1000,1000,1200};
coneFadeCoef = 6;
direction = "commander_weapon_view";
flareMaxDistance = 750;
flareSize = 0.9;
hitpoint = "HitGun";
innerAngle = 30;
intensity = 6;
outerAngle = 60;
position = "commanderview";
// selection = "Light_1_hide";
size = 1;
useFlare = 1;
class Attenuation {
constant = 0;
hardLimitEnd = 70;
hardLimitStart = 50;
linear = 2;
quadratic = 0.5;
start = 0;
};
};
};
};```
soo this is inside the turret class?
class Turrets: Turrets
{
class MainTurret: MainTurret
{
class Turrets: Turrets
{
class CommanderOptics: CommanderOptics
{```
like this?
No its
{
class CommanderOptics
{
class Reflectors:```
that does not feel right
in config viewer?
yea
that probably has some obsolete stuff it inherits from one of the base classes
Hmm
I dont think static turrets have those points
Ok, let me find it off the gunner view then
also the reflectors class would be at the same level as class turrets
not inside it
Yea thats how I originally had it but I noticed there was one inside the commandersoptics section too
so I figured I'd at least try that
no suprise it didn't work
no idea where it gets there because cant find any class that has class reflectors inside a turret class in the all in one config dump
@astral pagoda feel free to air your thoughts you were writing earlier 😄
oh actually I did find one 😄
class Reflectors
{
class CommanderTurret_searchLight
{
color[] = {1040, 2180, 2550};
ambient[] = {70, 75, 100};
position = "lightCommanderTurret_searchLight_pos";
direction = "lightCommanderTurret_searchLight_dir";
hitpoint = "hitPoint_lightCommanderTurret_searchLight";
selection = "lightCommanderTurret_searchLight";
size = 1;
innerAngle = 2;
outerAngle = 10;
coneFadeCoef = 10;
intensity = 1000;
useFlare = 1;
dayLight = 1;
FlareSize = 4;
class Attenuation
{
start = 0;
constant = 0;
linear = 0;
quadratic = 0.05;
hardLimitStart = 400;
hardLimitEnd = 450;
};
};
};
aggregateReflectors[] = {{}};```
from GMs BTR-60
Ok.
...hmm so why doesn't mine work? I keep getting errors on it
that doesn't look too different...
what errors you get?
would be easier to debug if you write down all the info at once
yes one moment
So with this: ```class Turrets: Turrets {
class MainTurret: MainTurret {
maxCamElev = 35;
minCamElev = -20;
minTurn= -45;
maxturn= 45;
weapons[]={"HMG_static_MO"};
};
};
class Reflectors: Reflectors {
class light1 {
ambient[] = {10,10,12};
color[] = {1000,1000,1200};
coneFadeCoef = 6;
direction = "pos gunner dir";
flareMaxDistance = 750;
flareSize = 0.9;
hitpoint = "HitGun";
innerAngle = 30;
intensity = 6;
outerAngle = 60;
position = "gunnerview";
// selection = "Light_1_hide";
size = 1;
useFlare = 1;
class Attenuation {
constant = 0;
hardLimitEnd = 70;
hardLimitStart = 50;
linear = 2;
quadratic = 0.5;
start = 0;
};
};
};
aggregateReflectors[] = {{}};
};```
I get the error:
No entry: bin\config.bin/CfgVehicles/B_HMG_01_high_F_MO/Reflectors/light1.selection'.
What does that do exactly? I mean the selection. I'm not sure what point I need to put for it
if I recall right that would be the selection for the light flare parts of the model
so that they hide when light is off
Alright
Ok... no error but also no light
Does it need to be added to aggregate reflectors to work?
class light1 {
ambient[] = {10,10,12};
color[] = {1000,1000,1200};
coneFadeCoef = 6;
direction = "konec hlavne";
flareMaxDistance = 750;
flareSize = 0.9;
hitpoint = "";
innerAngle = 30;
intensity = 6;
outerAngle = 60;
position = "usti hlavne";
selection = "";
size = 1;
useFlare = 1;
class Attenuation {
constant = 0;
hardLimitEnd = 70;
hardLimitStart = 50;
linear = 2;
quadratic = 0.5;
start = 0;
};
};
};
aggregateReflectors[] = {{"light1"}};```
Ahh its tehre! Its just backwards!
👌
Excellent. Thank you so much!
when appending entires into an array of a child class, all you have to do is array[] += {"New_entry"} correct? something like this?
base_class
{
array[] = {"entry1", "entry2"};
};
new_class : base_class
{
array[] += {"entry3"};
};
in the above example I posted, new_class should return ["entry1", "entry2", "entry3"] when i get that data, correct?
I'm having an issue where for some reason even though I know I have inheritance setup properly for the parent class, its overwriting the array that I want to append to.
what array is it?
here is a condensed example of my config:
class FIR_F15E_Base;
class FIR_F15E : FIR_F15E_Base
{
class Components;
};
class FIR_F15E_Base2 : FIR_F15E
{
scope = 0;
class Components : Components
{
class TransportPylonsComponent;
};
};
class FIR_F15E_Base3 : FIR_F15E_Base2
{
class Components : Components
{
class TransportPylonsComponent : TransportPylonsComponent
{
class pylons;
};
};
};
class FIR_F15E_Base4 : FIR_F15E_Base3
{
class Components : Components
{
class TransportPylonsComponent : TransportPylonsComponent
{
class pylons : pylons
{
class pylons1;
.
.
.
};
};
};
};
class FIR_F15E_Wachtervogel : FIR_F15E_Base4
{
{
class TransportPylonsComponent : TransportPylonsComponent
{
class pylons : pylons
{
class pylons1 : pylons1
{
hardpoints[] += {"APM_GAU8_HP","APM_AIM9_45","APM_AIM120_25"};
};
...```
the problem is the hardpoints[] array is getting overwritten instead of getting appended
everything is inheriting properly from what I can tell
when I check the config for the FIR_F15E_Wachtervogel class that I created, it even has all the proper entries for pylons1 like it should with the exception of the hardpoints array
it is possibe append does not work with it
theres one or two such arrays in the configs
Idk, i just duplicated the entries to solve the problem
+= only works for existing/explicit definitions - not via inheritance
hi everybody, I m have a vehicle I made, and I keep getting this error preprocessor failed with error - invalid file name . Does anyone know what it could be?
@nova scarab pastebin your config
pastebin


