#arma3_config
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where is the rest?
well it is very big
cause it has more vehicles
do you want the whole thing?
ok let me get it
@stoic lily here it is the whole thing
circa Line 2892 Expected Semicolon (or eol)
class Armory {disabled = 1;}
circa Line 2923 extraneous character. Expected class, define, or varname
=> one too much }; at the end
you should learn about eliteness and lintcheck
all my friends tell me about it.
I will try to get it
I will try to see if the problem persists
Thank you it seens that it worked
np
I'm trying to tweak the range at which the inventory of a vehicle can be opened
so far I've discovered that memoryPointSupply affects the center position for the "inventory" action on the vehicle, but... what determines the distance?
my guess was supplyRadius, but that's for the specific supply actions of logistics vehicles (e.g. rearm, repair, refuel)
hmm, would seems so, because getInRadius is 2.5, yet the action shows at ~4 meters (measured with ASL distance from my eyePos to the memory point pos)
I wonder if it depends on the bounding box size
@hot pine do you know more?
iirc memoryPointSupply is named selection/vertice in memory LOD that is used for position, supplyRadius is the radius around that point which is used for actions,. ReammoBox_F for example uses it for inventory access.
the centre of the object in this case, being the memory point defined with memoryPointSupply
is there any parameter I can set so that my addon does not write itself into the requiredMissionAddons ?
in the mission.sqm I mean
Don't think so, but you could always simply delete it manually
I've made an RscInGameUI entry for my static weapon. However, the UI elements don't scale well with the different interface sizes. Currently I've got it set to very large and it's fine, but when I adjust to a smaller interface size in my video options and restart the game, it breaks completely. Config entry here: https://pastebin.com/9LnB4RM2 I've read the page for GUI elements, but whatever I seem to try, it breaks. Any concrete pointers on what I need to do to fix it would be helpful.
can i inherit a base arma 3 weapon, like MMG_02_black_F for my custom weapon and change some parameters for it like, reloadTime or magazineReloadTime?
Its a vehicle weapon
you mean, is it possible or is it allowed?
isnt it allowed?
AFAIK yeah it's allowed
well it seems to be possible
since it inherits the sound and other properties
but i cant change the fire rate
Don't see why it shouldn't be possible
i tried first with my proper calculations
value of 0.014
the fire rate didnt change, so i thought it was very similar
i changed it to something dumm like 0.0000000000000000014 and the fire rate was still the same
are you sure you're changing the right value?
reloadTime
reloadTime=1.0
Class
ModeClass
Type
Float
Description
Delay (in seconds) between each individual shot.
i presume thats what changes the fire rate
try changing reload time
well, i did some digging and i found out that I needed to change the reloadTime in the manual class
but im getting this https://gyazo.com/57bee2008b12eac14251e466184f9727
whenever im trying to spawn it in, and there isnt even a weapon
yeah scope only accepts numbers, unless whatever you put in has been defined earlier to be the same as a number
this is my code and i cant find any mistaces
class MMG_02_base_F;
class MG_34_base: MMG_02_base_F
{
class close;
class far;
class short;
class medium;
class manual;
};
class MG_34: MG_34_base //inherits 2 parameters from bin\config.bin/CfgWeapons/CannonCore, sources - ["A3_Weapons_F"]
{
displayName = "Maschinengewehr 34";
magazines[] = {"200Rnd_box_792"};
reloadTime = 0.014;
magazineReloadTime = 13;
class manual : manual
{
reloadTime = 0.014;
};
};
}```
it's probably inheriting the scope thing
you can either put in scope = 0; somewhere
or #define private 0 at the top of your config
i'll give it a sho
shot*
ive setten the scope to 0 but its still the same
it only happends when i try to change things in the manual class
@sharp pagoda are you editing the correct fire mode?
acording to AiO it has a manual, close, short, medium, far_optic1 and far_optic2
yeah just looked.
manual inherits from full_auto
I wonder why its called manual ๐
in any case
you are firing it yourself right?
ok so to start with give it a new displayName = "Full";
this is what it inherits from Full_Auto
this is to test if your firemode is actually used
well, i cant really use it since when i spawn in the vehicle it just say
and there isnt a weapon
the weapon class you use must have scope = 2
the _base class you are inheriting from has scope = 0 which makes it invisible to the engine
When doing a config for a grenade, is there an EH for when it explodes?
Any idea which page? Strugglignt o find useful stuff ๐ฆ
Except for the fired eventhandler, I'm not seeing anything too useful? ๐ฆ
(apologies if I'm being dumb)
is there a parameter available that tells the game to do not write my addon into the requiredMissionAddons list in the mission.sqm?
no
basically dont load addons you dont want to be required when building a mission Id guess
I made the addon...
and I know from some others that they don't show up there when saving the mission
so I wonder why that is.
that exactly I want too
do you use something from that addon in the mission?
or does your addon change something in vanilla game?
Anyone know where a full cfg browser is
I want to compare how different weapons are configured but I can't find the source of any
and I found a great one a while back but can't find ti any more
@hearty sandal well the only thing it does is that it allows me to place Tanoa Bridges on the map https://steamcommunity.com/sharedfiles/filedetails/?id=1778800484
I guess that could be the issue
as I create vehicle classes for that matter
well that would do it
@terse anvil in game config viewer or "All in one config dump" dont recall seeing any online config viewers that are kept up to date anymore
Hello there, guys! I am experimenting on starstreak missile from Phantom hawk - it is fire and forget ingame, but i guess that flightProfiles[] = {"LoalDistance"}; can simulate its uncommon irl SACLOS profile
main problem is that if i disable any lock missile is flying not strait at all, is there any way to keep LOAL missile tracking target of launcher?
So only way I've found to determine when a grenade explodes (to run a script) is used fired EVH & then waitUntil isNull _projectile. Anyone know of any better way?
check out RHS RGO grenades
i think they use grenade explosion effects or some
dont remember exaclty
Does anyone know if ballisticComputer settings work for infantry weapons? namely primary weapons?
I was trying to setup a auto zeroing grenade launcher and while the range finder worked, the zeroing did not
https://community.bistudio.com/wiki/Arma_3_Targeting_config_reference#ballisticsComputer
ballisticComputer=1 needs a lock on
-> so you would have to make infantry lock-on-able which would be overpowered (Arma 2 tab-targeting)
it says needs a sensor for motion prediction- humans dont have sensors components (not sure if its possible to add)
how does the laser rangefinding work then on tanks and IFVs?
that automatically sets the range right?
without any locking on either
its a sensor thing (iirc), defined in vehicle class, not in weapon class
you can try defining one in a soldier class - no guarantee that it would work.
if you have the rsc rangefinder overlay for the GL its gameplaywise "enough"/ almost equivalent to auto-range - because when you know which range you need to set (which is the biggest obstacle in hitting with GL) its easy as cake
well that's the other thing, I tried to get lockOn to work too and it wouldn't.. that was tryign to lock onto a vehicle
which is very strange as obviously launchers lock on. I'm gonna guess its because I forgot to set it up in the CfgAmmo
but yeah I was trying to setup a smart grenade launcher ala the XM25 etc, which has the grenade explode at the exact range entered by the laser
I also found another issue where the manual zeroing wasn't actually working - it would change but it would not effect the trajectory, this was with just standard arma 3 40mm UGL ammo
Is there a way to make a grenade model disappear on impact?
yes, you need to set negative explosion timer @graceful mirage
class rhs_ammo_rgo_impact : rhs_ammo_rgo
{
rhs_submunition = "rhs_ammo_rgo_exp";
explosionTime = -1; // when -1 grenade explodes on impact
};```
1 last thing, is there a way to make it not explode? just disappear
so my model isn't sticking to my characters body. I have the model.cfg setup with my p3d name.
@graceful mirage theres explosive parameter
@dry sphinx is the model weighted correctly?
does it have autocenter = 0 named parameter in geometry lod?
it has the autocenter = 0 paramter. In terms of weighted do you me set the mass, if so then yes.
no, does it have weighted selections so that it animates with the character animations?
I don't believe so.
then thats the issue
so ive got explosive = 0, but it is still exploding on impact?
Whenever i export my model as a p3d i get this error after i weighted it. https://gyazo.com/b267a93bb32fef5ff348ce871ba7126b
Does anyone understand how the RHS configs work for rocket launchers? Im trying to compare the different launchers however I cant figure out where their max penatration is defined
From my understanding RHS does not use the Hit value for armor damage, it uses penatrator classes, however I cant find any info on how these work
"caliber" param define penetration values
I was under the impression RHS had a completly different system
//RHA calibration macro
#define RHA(mm,speed) caliber = __EVAL(mm/((15*speed)/1000));
class rhs_rpg7v2_pg7vr_penetrator : rhs_ammo_base_penetrator
{
warheadName = TandemHEAT;
RHA(620,1000)
};```
not maybe different system but more different principles
RHS tanks relies less on overall HP and more on precise cirtical points or crew hitting
Can I view those classes through the built in A3 config viewer?
yes
are they in cfgammo?
yes
Ok thanks, must have missed them
well, what I posted above is from cfgAmmo
If I have an issue with a faction I made, do I put it here?
If anyone ever responds, mention me. I have a faction file, I can spawn my units in Eden, but they don't appear in Zeus. What is this caused by and how can I fix it?
have you enabled 3rd party content in zeus?
Yes
That's not the issue
Every other mod works
{
class KoziFacs
{
// Use meta information from specified addon. Used to avoid repeated declarations.
addonRootClass = "MyAddon";
requiredVersion = 1.92;
requiredAddons[] = {};
units[] = {};
weapons[] = {};
};
};```
I think it's an issue somewhere here but I don't know
gotta put them in the units array I believe
Put what in the units array?
the units you want to spawn?
I believe it's a problem with that too but idk what to put there
or does the whole faction not appear?
Whole faction doesn't appear
uuh, you'd put the unit classnames there I suppose
What are the unit classnames? Is it determined by something in my script or
so something like units[]= { "rifleman", "squadleaderman", "ATman" };
and how do you not know the unit classnames if you made the faction?
Because I'm a noob lol
And yeah I get what you mean
Thanks, will try this out soon
@idle matrix By the unit classnames you mean like this:
class B_KozilandArmy_Rifleman_01 : B_Soldier_F_OCimport_02 {
?
Above everything specifying the unit
do put it in "" marks though when entering it in the units array
also, I assume you have a CfgPatches class entry in the config file that also has your units?
put the classnames in that CfgPatches' units array
I know, and yeah
hey guys, quick question when it comes to an object config, am I able to set an object's texture (a screen) to a render to texture?
class IIIE_Feed : Land_TripodScreen_01_large_F
{
author = "Fros7bite";
displayName = "[IIIE] Feed";
class EventHandlers
{
init = "(_this select 0) setObjectTexture [0, "#(argb,512,512,1)r2t(IIIE_Source,1)"]";
};
};
I've got this but it gives me an error
this is seperate from my scripting question
this is a purely config question
It's likely giving an error because of the nested double quotes. If you change them to single quotes like this it should work
init = "(_this select 0) setObjectTexture [0, '#(argb,512,512,1)r2t(IIIE_Source,1)']";
If you really want to use nested double quotes then I think it would be
init = "(_this select 0) setObjectTexture [0, ""#(argb,512,512,1)r2t(IIIE_Source,1)""]";
@wild pasture thank you so much
fixed that issue perfectly
do you know if there is a way to also make a UAV that, when spawned, will automatically send a feed to this screen?
would showUAVFeed true; work?
I'm not sure, but if you've put the UAVs PIP on the screen with setObjectTexture, it should also show everytime you open the drone camera on the side panels using [ or ].
You'd probably need to connect to it first though
@wild pasture I guess that's why my question is, how to get the UAV's PIP on the screen?
the idea is that a zeus can place the screen, and a drone, and one sends to the other
can I get the drone to do it automatically or do I have to attach a camera and so all the extra stuff
there has to be a more elegant solution than just attaching a camera that follows the gunners position right>
no way to get the LiveFeed to render to texture automatically?
showUAVFeed wiki page says to use "#(argb,512,512,1)r2t(uavpipsingleview,1.25)"
done
but if you arent connected to the drone, do you see that feed?
on the screen
I think you'd need to connect, which you could do through scripting, but I think only one person would be able to see it in multiplayer at the same time.
Is the less elegant solution this http://killzonekid.com/arma-scripting-tutorials-uav-r2t-and-pip/?
yes, and I have no idea how to make that into a config file
how would I make that camera and all the other stuff attach in a config file?
so when I spawn the UAV in zeus, it has the camera and everything else ready to go? @wild pasture
is that possible?
well got it to work with that script
but as soon as I take control of it I lose it
and I cant get it to look at anything
and when I release/take control of units it goes black..
hmm
!issuewarning @sullen fulcrum crossposting
Done.
@grand zinc I even posted above that this is not a crosspost
These are two distinct questions.
One for setting up a config
The other one for scripting a function
I even mentioned when I asked the question that this is not a crosspost
And that they are distinct
is there a parameter on grenades to make them do no damage?
I guess caliber of 0
negative
I'm trying to make a molotov, so im trying to make it 1) disappear on impact (explosionTime = -1;) 2) do little to no damage and 3) not explode
hit and indirectHit not work?
What is the PBO size limit?
2gb?
ty
32bit limit
hey gents, I wanted to use the NVG slot to make a reversible hat, and use two different models for two different states of the hat (forward, and reverse)
I have it all working
but the reverse only shows if I actually enable the vision mode on the 'nvg hat'
is there a way to 'turn on' the NVGs without going into thermal or night vision mode?
can I have two 'normal' vision modes I can cycle through?
or at least remove all effects from the NVG when it is on?
First thing I tried when multiple vision mode HMDs were added with Apex; unfortunately found that the model switching only works if you have NVG or TI modes
I asked BI in the Dev Branch thread at the time, whether they could add a "normal2" mode or something, but they didn't
yeah found that out even if I try to fudge it with
visionMode[] = {"Normal","Normal"};
Yeah, that was what I was trying too
so no way to do this right now?
even scripting it so the effect is nothing?
is there even a WAY to remove the color correction/effects
NVG I think is pretty hardcoded. dunno if disableTIEquipment works
that'll just not allow it to turn on right?
I'll try it right now
how would I add this to a config?
Here's what I got:
class IIIE_Headset : NVGoggles
{
displayName="[IIIE] Headset";
model="\IIIE_Gear\Data\IIIE_Headset.p3d";
hiddenSelections[] = {"Camo"};
hiddenSelectionsTextures[] = {"\IIIE_Gear\Data\IIIE_Headset.paa"};
picture = "\IIIE_Gear\IIIE.paa";
visionMode[] = {"Normal"};
class ItemInfo
{
type=616;
hmdType=0;
uniformModel="\IIIE_Gear\Data\IIIE_Headset.p3d";
modelOff="\A3\Characters_F\common\capb_headphones.p3d";
hiddenSelections[] = {"Camo"};
hiddenSelectionsTextures[] = {"\IIIE_Gear\Data\IIIE_Headset.paa"};
};
};
Not sure. Scripting's not my thing. But I'd check how it actually works first using the scripting console ingame before complicating matters by figuring out how to implement it on something where it may not work how you wanted
@untold temple if you could get back to me that'd be fantastic, I'll keep tinkering
By that I mean that's what I would do in your situation. I'm not even at home to launch Arma this evening
OH! gotcha, is it even possible to script in a config? would I use an eventhandler? @untold temple
would it be grenadeFireSound[] = {"FilePath"}; to change the sound of a grenade when it explodes?
pulling my hair out here
my NVGs are using both Camo1 and Camo2 hiddenselections
when they are ON, everything looks like
when they are OFF, the harness uses the Camo1 Texture
class IIIE_Goggle_Black : NVGoggles
{
displayName="[IIIE] Goggle (Black)";
simulation="NVGoggles";
showEmpty=0;
value=5;
opticsZoomMin=1;
opticsZoomMax=1;
modelOptics="\IIIE_Gear\Data\IIIE_Scene.p3d";
model="\A3\Weapons_f\binocular\nvg_proxy";
hiddenSelections[] = {"Camo","Camo2"};
hiddenSelectionsTextures[] = {"\IIIE_Gear\Data\IIIE_Goggle_Black.paa","a3\characters_f\common\data\nvg_harness_co.paa"};
picture = "\IIIE_Gear\IIIE.paa";
class Library
{
libTextDesc="$STR_LIB_NV_GOGGLES";
};
descriptionShort="$STR_DSS_NV_GOGGLES";
class ItemInfo
{
type=616;
hmdType=0;
uniformModel="\IIIE_Gear\Data\IIIE_Goggle_On.p3d";
modelOff="\IIIE_Gear\Data\IIIE_Goggle_Off.p3d";
mass=4;
hiddenSelections[] = {"Camo","Camo2"};
hiddenSelectionsTextures[] = {"\IIIE_Gear\Data\IIIE_Goggle_Black.paa","a3\characters_f\common\data\nvg_harness_co.paa"};
};
};
why does it work when the NVG is on, but the other strap doesnt?
must be something with the model right?
dsiregard
I just re-saved the model and it works now, must have been corrupted
Been searhing around the class Turret references but so far cant figure out what missileBeg= "spice rakety" does. Ive concluded that it involves missles but could someone enlighten me further on what it actually does?
Beg and End points create a weapon firing direction vector.
Unless proxies or pylons are used
So you can basically use this to define a rocket pack on your turret instead of putting it in the weapons=?
No it's just the direction the rockets would go.
Weapons array would still need the rocket weapon defined
Just like you define gunBeg and gunEnd points and have weapons="kannon"
Oh ok. Thanks goat
the customization dont show up in the init menu https://pastebin.com/TdaY3V8R
(Creator DLC)
@north sluice and me seem to be working in something simmelar
Ive got the Pylons to work and they even pitch up/down with the sensor (+3 to -15 degrees)
In SP the rockets shoot out under these angles aa they should. The CCIP pipper even corrects with the motion of the pylons
however in MP the rockets the shoot out straight
while the CCIP does account for the pylon motion
So you dont have a weapon you have a pylon system instead? @maiden lodge
exactly
the pylon can hold a 4x hellfire rack
or 19x hydra pod
the proxies of the pylons are part of a selection that animates with the turret
@hearty sandal any clue?
Not off the top of my head no, so far turrets I've made have always animated both in sp and mp.
Is there an way to get the weapon reload time? since magazineReloadTime in the config file allways return 0.
its based on the animation for infantry weapons
Is there an way to get that?
@north bronze @novel lava the animation plays as long as reloadmagazinetime is set. Perhaps you are fetching it wrong it it returns 0
no its very much based on the animation, all infantry weapons will return 0 and you can check in config viewer
animation viewer shows anim duration so probably its somehow possible
_speed = getnumber (_cfgAnim >> "speed");
_duration = if (_speed != 0) then {abs (1 / _speed)} else {0};```
ahah
Is there a value to disable the damage?
For what kind of object?
for a vehilce
Probably simplest way would be through damage event handler.
@north bronze https://community.bistudio.com/wiki/configFile
it's fetching speed param from animation name
How to get the animation name?
from the reloadAction
If there's a better channel to ask then I apologize in advance, but since it's related to configs I'm putting it here: I've got a pboProject log from a failed build, but I can't tell what the problem is. The same result in Noisy Output.
here's the short version:
rebuilding vhx_plane\cobra_flightpod\config.cpp.cfgPatches.units[]=...(altered)
No Error(s)
Output is to P:\61jtf\temp\vhx_plane\cobra_flightpod\config.bin
P:\61jtf\temp\vhx_plane\cobra_flightpod\config.bin
1 File(s) copied
vhx_plane\cobra_flightpod\texHeaders.bin
1 File(s) copied
"<Bis Binarise...>"
""E:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\Binarize\Binarize.exe" -targetBonesInterval=56 -textures=P:\61jtf\temp -binPath=F:\ vhx_plane\cobra_flightpod P:\61jtf\temp\vhx_plane\cobra_flightpod" ```
_cfgAnim = ( gettext (configfile >> "CfgWeapons" >> (currentMuzzle player) >> "reloadAction"));
_speed = getnumber (configfile >> "CfgAnimation" >> _cfgAnim >> "speed");
_duration = if (_speed != 0) then {abs (1 / _speed)} else {0};
_duration
Still returns zero, any other ideas?
idk
@north bronze where did you get that "CfgAnimation" ?
use in game animation viewer to see where animations are usually located
one you double click on animation name in that splendid anim viewer then you should be forwarded to config viewer
I cant find weapons reload animation
class CfgGesturesMale>>class States usually
when I use Addon Builder/Breaker to push the plane out anyway, I get an in-game warning:
No entry '.model'.
Looking that up, it happens when the model.cfg is missing, IIRC. But it isn't missing
_cfgAnim = ( gettext (configfile >> "CfgWeapons" >> (currentMuzzle player) >> "reloadAction"));
_Time = getNumber (configfile >> "CfgGesturesMale" >> "States" >> _cfgAnim >> "speed");
_Time
Its return the number, but not in seconds is 0.25 for exemple, can I get that time in seconds?
That's what the _duration = if (_speed != 0) then {abs (1 / _speed)} else {0}; part reyhard wrote, does
@north bronze what does cobra have to do with character reload animations
Perhaps you are confusing stuff
What is it you are actually trying to do?
just get the reload times.
The cobra stuff was @dry carbon 's problem, not @north bronze 's
Oh soz it was rooster yah
Mobile Discord skipped a beat xD
@dry carbon what does pboproject dos window say?
Sounds like a config error. Missing ; or end of class somewhere perhaps.
_cfgAnim = ( gettext (configfile >> "CfgWeapons" >> (currentMuzzle player) >> "reloadAction"));
_speed = getNumber (configfile >> "CfgGesturesMale" >> "States" >> _cfgAnim >> "speed");
_duration = if (_speed != 0) then {abs (1 / _speed)} else {0};
_duration;
That is the stuff, I get the reload times of any weapon in my hand, thanks for the help @untold temple @hot pine @novel lava
@north bronze #arma3_scripting
oof
Sounds like a config error. Missing ; or end of class somewhere perhaps.
@hearty sandal Yeah. I'm scouring for that little bugger right now. It's like trying to find an invisible needle in a stack of needles.
I was hoping that pboProject could point it out for me
the noisy output is not much better than the short output. It has a big list of things that didn't error, and then it seems to end suddenly as the short one does.
pay no attention to the cobra stuff, btw, that's just my naming stuff. It's inconsequetial to my problem
try to remove all p3ds & model.cfgs
and after doing that, use full build option - it will clear temp files
k. trying...
so...
just to make it clear. you mean I should try to copy paste them away and remove all references, or just remove all references?
remove them from your project by i.e. moving them to some other folder
try to pinpoint which file is causing issue
ok that would also require removing its reference in the config.cpp, right?
I just need to make sure I'm doing thngs right
you're forgetting, pboproject checks all paths nowadays
12:57:53: Extensions:
"</texheaders>"
rapify x64UnicodeVersion 1.76, Dll 6.44 "config.cpp"
Warning: rapWarning: **********missing file(s)***************
Warning: vhx_plane\cobra_flightpod\config.cpp Line 118: vhx_plane\cobra_flightpod\fpod1.p3d
rapWarning: **********missing file(s)***************
rerun with -noisy option to see decode
pboProject can't get past the missing .p3d
commented out the line assigning the model, and I get the same no-error error as before.
That's just with the config. anything model related is elsewhere
which makes me think they're not the problem (for this error).
does Notepad++ have a way to check for missing class closes or semicolons?
or something I can do so I don't go crosseyed
you can click on a brace to show highlight the opposite end
but your error above there is not related to semicolons or missplaced braces
mikeros tools can't see that p3d on your pdrive
so that's why it's the same result if it's there or not
I mean if I temp relocated it like reyhard suggested, then it looks the same to pboP
Maybe my tools are configured wrong?
I can only run a compile once. Then I have to close, wash, rinse, repeat
If I try to compile a 2nd time while it's open then it gives me a message that it can't change the virtual drive
I should have probably mentioned that the model loads and seems to run fine when I use addon builder, even though I get the no entry .model warning
Having {๏ปฟ""๏ปฟ}๏ปฟ๏ปฟ; in certain arrays like magazines[]= where the game is looking for classnames, can give that error too
instead of using {}; to provide an empty array
ok. I'm pretty sure i have some empty quotes in there. I'll try that first, but I'm wondering about the broken model.cfg possibility as well
I only had one set of {""};
but changing it to {}; while correct had no effect. The error still persists
hard to punctuate when punctuation is the phrase itself
model.cfg
pboProject now found and I removed a stray comma at the end right after "muzzleflash" in this section:
sections[]=
{
"elektronika",
"glass1",
"glass2",
"glass3",
"glass4",
"glass5",
"mala vrtule",
"velka vrtule",
"motor",
"munice",
"vez",
"zbran",
"trup",
"searchlight",
"muzzleflash"
};```
The warning wasn't in the binlog or output. It was in the dos window only. Incidentally, it also said that BI should get their stuff together (paraphrasing).
Fixing it did nothing. No other errors reported. Some warnings in the binlog regarding memory points sharing verts with parent bones
e.g.: Warning: vhx_plane\cobra_flightpod\fpod1.p3d:memory, vertices of bone z_gun_muzzle are shared with parent bone maingun
but I've seen this technique in vanilla and stable mods content
I'm just talking at air, aren't I?
oh
the DOS screen does say something. It says there was no skeleton that could be used
I'm pretty sure I've gotten Mikero bent all out of shape over this before
@hearty sandal
The problem is not that the pylons don't animate. Because they DO animate.
However, in SP the rockets actually originate from the proxy. At the angle ghe pylon is animated/rotated.
In MP it seems to ignore the animation state and just fire in the direction asif it was not animated
FOUND IT.
magazines[] = {"1000Rnd_20mm_shells","PylonRack_1Rnd_Missile_AGM_02_F","PylonRack_1Rnd_Missile_AGM_02_F"};
Wherever I got the info, I had "PylonPod_1Rnd_Missile_AGM_02_F" for both instances.
it was a dadgum missile rack
I think it was from the Wipeout code, but then maybe it's from an outdated version?
I have a path LOD behind the wall
^I'm assuming that the path LOD was somehow related
Can someone help me add a Target Lead Indicator to a Hunter HMG?
After digging through config files,i knew i had to change the "ballisticsComputer" under CfgWeapons value to "2+4" ,as found in Tigris
i made it into a config,packed it into a pbo and ran it as an addon,but no changes for the HMG
@maiden lodge are you using animate source or some engine source for animations?
Yes the source is the turret. So the pylons pitch with the turret's pitch, upto +3ยฐ and -15ยฐ
in SP this works fine
Source: mainGun
How do I make my mod load PBO from JED/NameOfThePBO and not from steamapps/common/arma3/@nameOfTheMod/addons/PBOName/Addons
I've defined dir="JED" in CfgMods, but in game i dont see anything
you mean the arma internal path?
use pboprefix
depends on what tool you are using to pack the pbo
Eliteness
wat
Eliteness is a viewer tool, not a real packer
Mikero has pboProject and makePbo
both of them read a $PBOPREFIX$ file which contains the prefix path
I used makePBO, my bad
I didn't sleep last night so I don't know what I am saying
eliteness can also be used to make pbos
@hot pine
Yes the source is the turret. So the pylons pitch with the turret's pitch, upto +3ยฐ and -15ยฐ
in SP this works fine
Source: mainGun
By the way...
Just using weapons= doesnt seem to work anymore now my model has the pylons.
I want the gunner turret to have a laser designator. Who whould I do that now!?
and are pylons correctly synced visually in MP?
yes
animationwise it seems fine
even the CCIP pipper shows the impactpoint. And it moves as the pylons move
but the rockets just go straight ahead asif the animation is 0
and who is firing those rockets? pilot or gunner?
What are these numbers actually doing for these config values?
ilsDirection[] = {-0.1392,0.052336,0.9903};
ilsTaxiIn[] = {-25,55,-8,75,6,75,10,70};
ilsTaxiOff[] = {8,90,21,0,6,-20,-8,-20,-25,0,-25,40};```
Only reference I have found is in https://community.bistudio.com/wiki/Arma_3_CfgWorlds_Config_Reference
Those config values behave differently in CfgVehicles and CfgWorlds. Given that you're making a carrier, this page should help https://community.bistudio.com/wiki/Dynamic_Airport_Configuration
Ty penny Google did not bring up this page.
Having some issues regarding the set up off dynamic loadouts. I have config'd a bomb and missile to appear on the pylons of a helicopter. But they won't fire. Magazine and ammo values seem to be working properly as the weapon can be selected in the helicopter. But again, they won't fire. Am I missing a memory LOD value or something in the config?
IIRC no it should not require any model stuff to fire
I would think perhaps it is an issue with the cfgWeapons class
I based it off the missiles_scalpel code. I'm gonna try change the flightprofile code to modes and see if that works
Think I messed up with modes Vs flight Profile
Nope
I'm a dumbass. I previously had an ignore // in front of the include order for CfgAmmo
why deleted?
are the classnames for the equipment included in the contact dlc the final ones ?
@hot pine @hearty sandal
The gunner is firing the rockets. And as far as I know the gunner is the primairy. However, what config entry should say that?
primaryGunner = 1;
How do RHS go about making flash hiders as silencer attachments that don't affect the weapon sound? I can't figure out for the life of me how the sound system with attachments works
The muzzle attachment has a soundTypeIndex entry in its ItemInfo
that specifies which sound to use
ooo
oop dedmen beat me to it
0 is default, 1 is silenced, there might be more special ones
is there a way to define a static weapon that is assembled from 3 backpacks?
DisassembleTo seems alright, but the assembling seems to only allow a 2 backpack configurations
I've wondered the same but I think only 2 parts are supported
Hello, comrades! Does anyone know what gives to an object - lets say its CUP-Arma2 "MASH" tent - an ability to have inventory? Is it just transportmagazines class? Cant really find where it is defined.
I'm not getting my vehicle to show up spawnable in zeus, yet i have setscope = 2; | scopeCurator = 2;
ideas why it can be happening?
i can see it in editor just not in zeus
is it in cfgpatches?
classname
yeah, bouth vehicles are there
@sharp pagoda have you tried adding your vehicle classname to "units" in cfgPatches, this allows your asset to be spawned in Zeus....i believe.
That's what I was asking above
yes
the are in there
class CfgPatches {
// Avoid confusing users by keeping class name match the PBO name and path.
class PZD23_vehicles_01_blue {
// List addons defining config classes you want to use, define new vehicles available in editor and weapon classes
requiredAddons[] =
{
"A3_data_f_tank_loadorder"
};
units[] =
{
"SDK_251_1_C_01",
"SDK_251_1_C_02"
};
weapons[] = {};
};
};
class SDK_251_1_C: SDK_251_1 {
// Basic defines:knowledge required to recognize this type of target
accuracy = 0.5;
// Faction defines: side ID, faction class, crew, typical cargo
side = 1;
faction = "PZD23_vehicles_01_blue";
crew = "LIB_DAK_Soldier";
typicalCargo[] = {"LIB_DAK_Soldier"};
};
class SDK_251_1_C_std_base: SDK_251_1 {
// Basic defines:knowledge required to recognize this type of target
accuracy = 0.5;
// Faction defines: side ID, faction class, crew, typical cargo
side = 1;
faction = "PZD23_vehicles_01_blue";
crew = "fow_s_ger_heer_rifleman";
typicalCargo[] = {"fow_s_ger_heer_rifleman"};
textureList[] =
{
"standart",1
};
};
/* Public class */
class SDK_251_1_C_01: SDK_251_1_C {
scope = 2;
scopeCurator = 2; // 2 means available from Zeus, whereas 0 means hidden
// Editor displayname
accuracy = 1000; // accuracy > 4 is not possible to be fully recognized during game
displayName = "SDK-251/1 Auf. C [DAK]"; // due to above will show only in editor
};
class SDK_251_1_C_02: SDK_251_1_C_std_base {
scope = 2;
scopeCurator = 2; // 2 means available from Zeus, whereas 0 means hidden
// Editor displayname
accuracy = 1000; // accuracy > 4 is not possible to be fully recognized during game
displayName = "SDK-251/1 Auf. C [Standart]"; // due to above will show only in editor
};```
i dont have a scope defined in my base vehicle
the only other place where i have used scope is in my weapon, since the weapon i used as base was private
are the crews units in available scope too?
ัะตะฟ
ะธ ััะต ัั ะตะผ ะฐั ะฐะฝะพัั ะตั ะถะตั ะธัะปะต ะฐะฝะด ะธั ัั ะพะฒั ัะฟ ัะธะฝะต
well it is, but in celiric XD
what i ment to say was
yes
i use the crew on another vehicle and they show up fine in zeus
lul. sorry. Didn't try to read ๐
npp, i didnt even notice myselg XD
im messing around with my engine and gearbox. I'm having trouble increasing the spead of my vehicle yet i have the values at some ridiculus values
{__EVAL(1000/3000),__EVAL(4366/5950)},
{__EVAL(1285/3000),__EVAL(4960/5950)},
{__EVAL(1570/3000),__EVAL(5702/5950)},
{__EVAL(1855/3000),__EVAL(5851/5950)},
{__EVAL(2140/3000),__EVAL(5950/5950)},
{__EVAL(2425/3000),__EVAL(5653/5950)},
{__EVAL(2710/3000),__EVAL(4960/5950)},
{__EVAL(3000/3000),__EVAL(4168/5950)}
};
maxOmega = 414.16;
minOmega = 204.72;
enginePower = 1200;
peakTorque = 5950;
idleRPM = 1000;
redRPM = 3000;```
Mso yeah
ideas on other ways that higher speed can be achived?
tankX
decrease wheel's dampingrateinair
change wheel's MOI
alright, i'll give it a try
also
ways of slowing down the speed at which my wheels rotate
will animationperiod in model.cfg work for that
increasing it to make them rotate slower?
messing around with the dampingrateinair and the MOI didnt really have a lot of effect
like i made the dampingrateinair from 450 to like 5 and ti even seeemed to make it slower XD
how fast is your vehicle? and does it even change gears?
result of config always depends on vehicle model/wheel setup
so even if you have same config but different model, it might just not work right
eight weels equally spaced out along the lenght of the vehicle
do you get to maximum gear at top speed?
yes https://community.bistudio.com/wiki/Arma_3_Diagnostics_Exe EPEVehicle
kinda anoying that you have to download and remove it everytime you wanna use it and also play on a server
if airfriction did nothing you propably are limited by gears - motor cant spin faster than maxOmega
class complexGearbox
{
GearboxRatios[] =
{
"R1",-6.5,
"N",0,
"D1",8.5,
"D2",5.5,
"D3",4.2,
"D4",3,
"D5",2.5,
"D6",2,
"D7",1.35,
"D8",1
};
transmissionRatios[] = {"High",5};
gearBoxMode = "auto";
moveOffGear = 1;
driveString = "D";
neutralString = "N";
reverseString = "R";
transmissionDelay = 0;
};```
current gearbox set up
maybe its getting stuck on D1 / D2?
whats the max speed of the vehicle?
or did complex gearbox overwrite that parameter
xD
"best leave as is" ... lol ... yes dont touch it, you peasant, you dont know this relic. You must say the litany of the well oiled machine otherwise it wont work
simple question (i think) - trying to make a dive bag that has rebreather/wetsuit/diving goggles in it, transportItems only works for the goggles. Any way to add vests/uniforms to a backpack via config?
Can someone please help me add the Target Lead Indicator to the Hunter HMG
The ones found in Tigris
someone said that some configs aren't changeable ,so even after i changed the "ballisticsComputer" value for the Hunter HMG to "2+4" as in tigris,and packing it into a .pbo and running it as a mod ,nothing changed
So how is it possible to add a Target Lead Indicator to a desired vehicle with electronic optics?
i was playing around with that sort of thing but couldnt get anything working (was a regular man sized weapon tho) you could check either the CfgAmmo for the tigris cannon
or it might be the weaponInfoType on the turret
well after mucking about with the gearbox and engine, going back to the test tank gearbox, i've determined that its the wheels and more specificly the memory lod/ memory points
but i dont really have a clue on how to fix them XD
its a halftrack but i made it a tank
I positioned all the wheels from the begining to the end of the vehicle
like so:
ideas on fixing them?
or more specificly the speed
@sharp pagoda what have you set to the maxSpeed = x; parameter?
i dont even have it XD
fixed it, adjusted the sprocket wheel in the memory lod
excellent
swiftly moving on to sn easy questions
what effected the "grippynes" of the wheels
latStiffX / Y
springStrength ?
im unsure
@novel lava Nope,nothing of that sort anywhere else
Someone was talking about access=3 which prevents us from overwriting vanilla config with a mod
So how do people actually make mods which overwrites vanilla config
I just wanted a target lead indicator on a Hunter HMG ๐ข
you dont replace, you make a variant
Change name of the vanilla thing and make a diffrent config?
and pack it into a .pbo and run it as a mod?
is that how you make a variant?
im pretty sure you can overwrite any default vehicle classes
Alright ,so this is what i did for the Prowler HMG
{
class HMG_static;
class HMG_127_LSV_01: HMG_static
{
ballisticsComputer="2 + 4";
FCSMaxLeadSpeed=105.56;
FCSZeroingDelay=0.5;
magazines[]=
{
"500Rnd_127x99_mag",
"500Rnd_127x99_mag_Tracer_Red",
"500Rnd_127x99_mag_Tracer_Green",
"500Rnd_127x99_mag_Tracer_Yellow",
"200Rnd_127x99_mag",
"200Rnd_127x99_mag_Tracer_Red",
"200Rnd_127x99_mag_Tracer_Green",
"200Rnd_127x99_mag_Tracer_Yellow",
"100Rnd_127x99_mag",
"100Rnd_127x99_mag_Tracer_Red",
"100Rnd_127x99_mag_Tracer_Green",
"100Rnd_127x99_mag_Tracer_Yellow"
};
class GunParticles
{
class effect1
{
positionName="muzzle_beg";
directionName="muzzle_end";
effectName="MachineGunCloud";
};
class effect2
{
positionName="machinegun_eject_pos";
directionName="machinegun_eject_dir";
effectName="MachineGunCartridge1";
};
};
};
};```
made it into a config,packed it into a pbo and ran it as a mod,no difference at all
what changes should i make to create an entire new variant of the Prowler HMG with the target lead indicator
Notice the lines : ballisticsComputer="2 + 4"; FCSMaxLeadSpeed=105.56; FCSZeroingDelay=0.5; These are the only lines that are extra to the prowler which is supposed to add the Lead indicator.
but it doesn't
did you try checking the turrets infotype
wait,lemme check again
oh
arent those weapon configs?
not vehicles configs
the ballitsticComputer parameter I mean
@faint dome
You placed that in CfgPatches and not CfgWeapons, that might have something to do with it
Sorry ,i am new and this is my first try at it
@faint dome you need a complete rework and probably look the Arma 3 samples for config example more closely
If you look at the config inside the weapons_f.pbo ,The Main CfgWeapons itselves is encased in a class CfgPatches { }
I just use PBOManager ,copy paste the config.bin and convert it to text format using BINtoCPP under Arma 3 tools
well that would be the source of the issue then
your development environment is not set up correctly
next you tell me you also pack the pbo with pboManager...
Hmm,i put the edited config inside a new folder called addons,make a .bisign for it using arma tools and finally using the Addon maker,make it into a .pbo
i dont pack .pbo with pbo manager
well at least you got that part right. The rest is not quite correct though
main problem you are facing is that you are working out of wrong data
It is hard without any tutorials
There is no guide anywhere telling how to create a variant for a vehicle
the 2 first links provide you with simple way of setting up the development environment correctly
yea there are very little guides and even less very specifc how to do X guides
also I strongly suggest using Mikeros toolset and pboProject to pack your pbo
it has superior error checks that will poke help you to make proper addons
alright,i will give it a go
but first my steps should be correct
I tried adding the ammo of Tigris to the hunter HMG which has auto target leading defined in it's config by default
but no difference
well right now I would wager your config work is all wrong
So even if i make a custom mod which adds this functionality,it wont work
so no wonder nothing works
so start with the dev environ setup
and then you have access to properly formatted configs
then we can talk about proper mod project folder structure
i added this to the hunter in editor this addWeaponTurret ["autocannon_35mm",[0]]; this addMagazineTurret ["680Rnd_35mm_AA_shells",[0]];
The expectation is,.....a target lead indicator
because "ballisticsComputer" value for autocannon_35mm automatically gives target lead
but it doesn't
so if it doesnt work in the editor
It wont work as a mod even if i figure out how to make an actual mod
considering this is your very first try i wouldnt jump to conclusions too quickly...
weapon also needs to be able to lock on to things
- sensors
yep, that
great,so i need to add sensors too
Yes, and have the weapon have lock on abilities(even if it's guns)
I learned that the hard way trying to give my valk tab-selection options for radar targets. Even though it doesn't have radar guided munitions
Is it the weapon or ammo that needs irlock/airlock?
Oh right, that is a good point.
Actually yea, should be just weapons
CanLock for ammo is apparently no longer used.
I saw the AA gun ammo had airlock still, but it can also do marking and lead indication on ground targets
Yea, not sure if it's just a old entry. I double checked the wiki just now and it says ammo part is no longer used.
But it's all tied into the MFD, and how it gives you fancy HUD elements to show gun data.
The lead indicator is a UI thing rather than MFD
like the pilot camera CCIP vs the HUD one
might just require the turret to have a sensor that can mark targets
Yea, has to be at least one system.
allowsMarking was the param I was thinking of
You can try. It's been a long time since I fiddled with it. But I remember struggling with it for awhile. Mainly just wanted the nice diamond box to show when the gun was on target.
I might of just inherited that part without realizing it.
Yeah, I think in general the vehicle sensors have that by default
Does. the Hellcat have lock on in it's default package?
It's like the only vehicle I can think of that has a HUD, and doesn't have a guided weapon of sort.
Not sure. I seem to remember it had trouble with AA missiles not really working at some point
Is possible to edit exhaust for vehicle? I need moooore smoke ๐
sure
I have an issue where my gunner optics dont roatate with my gun. Any suggestions on how to fix?
also, when trying to turn my turret, input is inverted (pgdwn makes turret go up, pgup makes turret go down)
Alright,so i added the 35mm shells used by the Tigris to a T-140K Angara which has a sensor and datalink window,grouped to a Nyx Recon(RADAR on) and the Target Lead indicator works!!
So these are the things that i've learned
1."ballisticsComputer" value for the ammo should be "2+4"
2.Vehicle must have a radar or a data link system
3.It must be able to lock onto targets with atleast a square bracket lock(not the full square lock,the ones with only the corners)
So these are the things i should do in order to get a target lead indicator for a special AA variant of the prowler HMG
1.make a new variant of the 12.7mm HMG turret,the only difference being defining the ballisticsComputer value as "2+4",and setting the FCSmaxLeadspeed and FCSZeroingDelay
2.Add a radar(complicated) or a datalink sensor(easier) to the prowler ,also add the sensor UI https://community.bistudio.com/wiki/Arma_3_Custom_Info
3.Make the prowler be able to lock onto targets in it's sensor window(Nyx recon can't lock onto it's radar targets )
I need help to achieve steps 1-3
@hearty sandal
Also, i wonder if it is possible to achieve this with scripting commands alone
not very likely
im continuing my struggle with the slippynies and breaking and overall handling of my vehicle
i messed around with latStiffX, maxBrakeTorque, frictionVsSlipGraph, longitudinalStiffnessPerUnitGravity, MOI
also the Land Contact LOD (I'm not sure if it has effect on handling)
{
boneName = "";
center = "wheel_1_2_axis";
boundary = "wheel_1_2_bound";
steering = false;
side = "left";
weight = 1;
mass = 100;
MOI = 12.5;
latStiffX = 25;
latStiffY = 280;
longitudinalStiffnessPerUnitGravity = 20000;
maxBrakeTorque = 7500;
maxHandBrakeTorque = 15000;
sprungMass = 2000.0;
springStrength = 110000;
springDamperRate = 4500;
dampingRate = 10;
dampingRateInAir = 5.0;
dampingRateDamaged = 10.0;
dampingRateDestroyed = 10000;
maxDroop = 0.05;
maxCompression = 0.05;
frictionVsSlipGraph[] = { { 0.0, 1.0 }, { 0.5, 1.0 }, { 1.0, 1.0 } };
};```
^ My wheels set up
any other ideas / values that might help?
my hint would be to use carX
i gues its an option, but it will require quite a lot of rework
not really
i do effectevly have it as a tank with most things i want working already, only this slippy slide bullshit is holding it kinda back
although its super fucking fun going tokyo drift in the corners
- never really tried making a car
Not sure you need radar or datalink specifically. A thermal or visual sensor with marking capabilities probably allows target leading too
Ye,it seems any sensor will do the job
class marketButton: Life_RscButtonMenu {๏ปฟ
idc = 60714;
onButtonClick = "[] call life_fnc_marketMenu";
text = "$STR_PM_yMarket";
x = 0.1;
y = 0.805;
w = (6.25 / 40);
h = (1 / 25);
};
I've been trying to fix this code for a while but it keeps giving me the same message
http://prntscr.com/oa7dze
Can anybody help me out?
I'm having an issue trying to get a custom insigna as part of my mod to show up automatically on all of my soldiers
hiddenSelectionsTextures[] = {"\file path of insignia texture\insigniatexture.paa"};```
this is on all of my soldier configuration entries in my config.cpp file (with of course the actual file path and named texture), but the patch never shows up automatically...what am I missing here?
How would I go about changing the timing of the shell eject effect on fire? On my enfields the cartridge ejects as soon as you fire, rather than when the bolt is pulled back
there's no way to change it inengine, sadly the only way around it is hiding the cartridge (cartridge = "" in the cfgAmmo) and making a script
or perhaps sacrificing a goat to appease greater-forces so that it may be implemented
ah that's a shame, thanks for the info
@candid flower I think you are doing it wrong https://community.bistudio.com/wiki/Arma_3_Unit_Insignia
im having trouble with "hiddenSelectionsTextures", it keeps saying that the file i have directed it to "cannot be determined"
nvm, fixed it, the issue was i didn't give the CfgPatches a name
I believe I am too @hearty sandal so if anyone has any ideas or can demonstrate how THEY did it, thatd be great.
CBA has a unit that keeps showing up with a patch, but i cant seem to decipher from their config files how they did it..
Did you look what the link about unit patches say from how they work?
yeah. i have my patch configured. it shows up in the unit attributes and Identity window and I can assign it manually, of course. what id like to do is have it assigned automatically so that when i put a soldier down in the Eden Editor, the patch is automatically there
@hearty sandal
class gdi_patch // Command & Conquer: Tiberian Dawn GDI in-game flag image
{
displayName = "Global Defense Initiative (TW I)";
author = "[TLS] Commander A9";
texture = "\C&CA3L\BLUFOR\Global Defense Initiative\First Tiberium War\Patches\GDIPatch.paa";
textureVehicle = "";
};```
``` class us_gdi_officer_rifle: B_Soldier_F {
hiddenSelections[] = {"insignia"};
hiddenSelectionsTextures[] = {"\C&CA3L\BLUFOR\Global Defense Initiative\First Tiberium War\Patches\GDIPatch.paa"}; // Patch isn't showing up automatically...```
I tried an EventHandlers entry, but I didn't configure it properly. I don't yet understand how to translate brackets into parenthesis
is it an arbitrary number of engine positions for manual vectoring, or is there a way to define/adjust/limit/control this setting?
What happens if I inherit a class from the Apex expansion and a player uses that addon without Apex installed?
if its the terrain config, it might error out, if its anything else it should work but might carry on the buy dlc ads
ah okay, makes sense - thanks
hmm... same addon, when build with makepbo works, but when I try to build it with pboproject throws no errors, but ingame doesnt work
when trying to unpack it, I get config.bin->DeRap: Unknown Type
ah
any weird thing in your config? like array append or EVAL or $ ?
lots of these:
weapons[] = {WEAPON};\
respawnWeapons[] = {WEAPON};\
magazines[] = {LIST_6(MAGAZINE), "rhs_mag_m67", "rhs_mag_m67", "rhs_mag_an_m8hc", "rhs_mag_m18_yellow", "rhs_mag_m18_green", "rhs_mag_m18_red"};\
respawnMagazines[] = {LIST_6(MAGAZINE), "rhs_mag_m67", "rhs_mag_m67", "rhs_mag_an_m8hc", "rhs_mag_m18_yellow", "rhs_mag_m18_green", "rhs_mag_m18_red"};\
Items[] = {"FirstAidKit", "rhsusf_ANPVS_14"};\
RespawnItems[] = {"FirstAidKit", "rhsusf_ANPVS_14"};```
Maybe preprocessor fails, and puts some stuff that the parser still parses, but serializes incorrectly? ๐ค
Can you send me binarized config? I'll throw it into armake in a debugger and see what's wrong
drag&dropped on rapify
hmm
this file, when manually dropped on derap, unpacks corerctly
Runs through without problem, can you get me the one from within the pbo that's causing the problems?
That config is half the size ๐ค
usm_ranger_90s_w_h_at4 has error inside.
There. The class data pointer is null.
It says there is a class at offset "0" which is impossible as 0 is the pboheader.
Same for usm_ranger_90s_w_h_gr and usm_ranger_90s_w_h_ar and many more in there.
Certainly a bug on @hard chasm's side. A class data offset can never be null.
yeah, when I tried rebuilding, it'd show me that random (with each rebuild) unit class is empty
(as in, missing classname.scope)
I guess Arma interprets null as empty then ๐ค
But neither mikero nor armake do
So that's a additional bug I guess
so, what's this thing about <inline.lst wrote about? can I use it to tell it not to binarize this one config?
no. you asked for a way to use the cmdline of pbo pro to have unique -options on a per folder (project) basis. the alternative to a pipe, is create a bat file which will read the unique paramaters (if any) you want'
there is NO option available to NOT binarise a config in pboPro
@lone lion please pass me the original config.cpp. I suspect, somehow, some way, a corrupted config.bin is being placed in the pbo rather than the result of binarizing the cpp
@hard chasm whole package, as this one is a weird beast
thank you. looking now.
@lone lion
there's nothing wierd or strange in that config.cpp. It uses fairly standard #defines and is nicely structured with easy-to-follow #includes.
the file binarises fine.
the pbo itself contains a broken config.bin from god-knows-where. but that bin is NOT being produced from that config.cpp
PS: you should not declare arguments to macros as full upper case, that implies the args themselves are #defines and it will end in tears
Oh, good to know
how come you can't do a hide animation greater then 0-1?
I had 8 objects and animation source that goes 0-8 and wanted to hide one each "step" of the way
you cant hide anything harder than "hidden"
yea I figured as much, I tried using unhidevalues as well but to no luck
is there a way to do a step value in animation source or anything like that
no. Also hiding step by step is done on all MG's with belt, so you must be doing something wrong
minValue = 0; maxValue = 1.0;
hideValue = 0.5; //hides it once hidevalue is reached
unhidevalue = 0.7; //unhides it again after value is reached
there is nothing more to it
@wise fog what animationSource is used?
I had it working like that initially yea - but the source goes 0-8 so I tried to scale up
most engine animations go from 0 to 1 or 1 to 0
yea I tried to make a custom one based off of ammo left in the vehicle
hence why it reads up to 8
just normalize it (divide by 8)
where exactly would be best to do that?
trying source = ""/8 doesn't seem like it would work

๐ฆ
your source goes backwards
ammo may be going from 1 to 0
from what it sounds...
1 full, 0 empty
I think those are mentioned in the animationSources list in the wiki
yes they are, i added that after confused hours...
๐
but thats reload related - this seems different (?)
class GunAmmo_U
{
source = "ammo";
weapon = "missiles_SCALPEL";
};
when I do
(vehicle player) animationSourcePhase "GunAmmo_U";
and fire the rockets it starts at 8 and goes down to 0
then at 0 everything hid
1 magazine with 8 shots or 8 magazines?
missiles_SCALPEL is the weapon
8Rnd_LG_scalpel is the ammo
Its one with 8 shots then empty
then use revolving as source
thank you so much, ill try that
i think my question fits best here. is there a way yet to make a custom ingame map image without losing the position display,markers etc?
i know i can just hook the "m" key and add an eventhandler "keydown" but i am looking for a real map functionality?yet possible?
like this or what? http://simhq.com/_land3/images/land_127a_012.jpg
kind of.when you press "m".i want to replace that map with one showing contaminated areas
what about map markers?
thats why i am asking.
i want a custom ingame map with full functionality but other background image^^
I think that may need a bit more extensive work
look for map mods then, and look what they do and how they do it.
theres several, including folding map. Ace in A2 had a dark map at night (i think), not sure about A3... you could illuminate that with light. And gunnery ruler tools...
you are better of creating custom map markers and placing them on the regular map...
easier.
editing the vanilla map dialog or making a copy and running it separately
or hope for contact dlc campaign doing something that is close...
does it need to be separate though? I mean you can just draw shapes on the map view
https://community.bistudio.com/wiki/cfgMarkers
https://community.bistudio.com/wiki/cfgMarkerBrushes
you can make polkadot area marker... or cheesy with skulls all over it
in theory
perhaps goes more on to #arma3_scripting territory though
and the question was to use custom map image
๐
I'm trying to make a drone, but it spins around really fast when I try to turn it. Is it because my mass is only 1unit? Or is there a config I can modify to make it turn slower?
that low mass is not good
very likely the cause
the most times the vehicle mass does not really match a real life vehcile due to the physics/vehicle simulation not matching real life
Not sure if it goes in here but anyone know how to add extra escape menu button that does something ingame if clicked and only appears when incapacitated?
Hey folks. I was wondering , is there a way to blacklist a specific mod from workshop via my mod's config maybe (if I don't want them to run together) ? same way we add requiredAddons , maybe adding blacklistedAddons[] (could be hell of a way to fight the life-mega-super-packs-original-delux-mods. just block it with your mod , don't wait for steam to take action)
From what I searched I couldn't find any info, so I guess not? I mean not only on mp servers, I know you can limit the mods used on servers (signature check etc..).
inegine dont think it exists but you could script it, but i'd wonder why you were doing it
I am trying to get missiles to fly out of two separate missile pods located on opposite sides of a vehicle (not proxies or pylons), can you use misslebeg= as an array? similarly, in recent experiments when i use memoryPointGun[] = {"rocket_1_end","rocket_2_end"}; rockets only fly out of one of these points. Any pointers?
proxies are the simplest way to do that I've found
likely possibly to make, but probably will need a quite complex system
Hence, I am asking here coz making any complex system is way above my paygrade lol
well this isnt really place to ask for someone to make it for you.
and it would be more a matter of #arma3_scripting
most likely, yeah, but still it's a mix of scripting and config work a bit, I guess
Anyway, I'm gonna ask there as well, thanks
dont just copypaste it there, moderators dont quite like that
you can always delete messages
rgr, done
quick question about car handling and more specific maneuverability
whats the impact of turnCoef and some relatevly good values for it (vehicle is quite long and narrow)
and are there any other ways of making it preform tighter turn angles at speed
thats probably for BI boys to answer. Not much documentation about that.
yeah i discovered minimal information about it
i have a supid idea that may or may not work
if i create an animation that rotates the memory point
will it make the turn better?
That sounds like it'll cause all sorts of issues
you should probably look into the physx steering wheels and how they can be adjusted
well i basicly need the stearing wheels to rotate more
Grr... how is it that I can switch the weapon of a turret in an Addon and suddenly cause completely unexplained behavior. I put a 125mm gun on the howitzers and suddenly the shell comes out of the commander's machine gun.
did you put the 125mm gun in the right turret?
It still follows wherever the main turret looks, but the recoil and effects and everything come out of the commander gun.
I did
all artillery related is a bit touchy for any edits I think
I literally looked for where the Howitzer's gun was defined and defined the 125 instead.
and now its firing out of the commander gun, in the direction of the main gun, while recoiling from the commander gun
different weapons have different simulation types and artillery weapons/turrets can have some special stuff that dont work with normal weapons
I mean, it hasn't been a problem for the Ship Cannon from the Ships DLC
that works fine, but the Sochor is being fucky
they are not exactly designed for weapon switching
Bah, there has to be a way though, it can't really be THAT complicated to change the gun on the sochor to direct fire
Course of all the errors I expected, this definately wasn't on my list
how are you packing the addon? and have you made a new classes inheriting from the originals?
does your weapon use correct ammo?
Inherits from the original with just a change to rotation min and max and Weapon [] {};
Yea the weapons fine
its just coming out of the wrong barrel
Which is weird because its still aiming in the correct direction
so if the commander gun is facing backwards but you fire the main gun forward, the shell flies out of the commander gun, towards where the main gun is facing
but the effects fly out of the commander's gun
Is the recoil animation source using the correct weapon too?
Uhh
It should be, I haven't changed it from the base weapon
Though honestly I dont think so, where is that, under the vehicle or the weapon?
vehicle
If its under the vehicle it should be the same, All I did was change the magazine and weapon of the turret
and the displayname*
yeah but the animation is tied to the weapon classname
Oh is it?
yeah
something like this class AnimationSources: AnimationSources { class recoil_source { source = "reload"; weapon = "rhs_weap_m284"; }; };
name of the animation source classname will differ
but it should still carry source reload and have a weapon classname defined to link that anim to that weapon
Ok awesome. Now, on that note, is that meaning I can't define the weapon as something else and still use the same animation?
you have to change the weapon the animation is using
Ok. So the weapon and animation arn't linked to each other, it just asks what animation it uses when the given weapon is being used?
EG if I just change in your example rhs_weap_m284 to SH_155mm it'll still use the rhs_weap_m284 animation when I use the SH_155mm weapon?
Ok sweet! That is how that works. Ok, animation plays but effects are still coming out of the commander gun. I can fix that though now i think because I know what to look for
...ok IDK why the effects are being weird still. I have animation in the right spot, Recoil set to the correct gun, muzzle flash comes out of the right barrel, but the smoke still comeso ut of the commanders gun and I'm running out of places to check...
What makes a turret use the artillerystyle pageUp/pageDown for turning barrel up and down instead of mouse movement?
Omg I just do not understand this. I'm about to just replace the entire unit file from scratch to see if that fixes it. I have no idea what could possibly be causing all the recoil to be coming out of the GMG instead of the 155mm
effect for weapon is defined in the weapon... need to make child of weapon with redefined pfx source
Hey guys, so my apologies if this is in the wrong channel but I'm playing a liberation with a buddy, we have ACE3 going and I was just wondering if, and how, you can adjust the time it takes to apply bandages and such with the ACE3 mod
It's indeed wrong place to ask @blazing elbow , but you'll find all in add-on options menu (options > game options > add-on options). You have to be server admin to change those
Ye I checked there but there's no options to adjust the time it takes to bandage
I just want to make the time match the animation
I'd imagine editing these values would be in a config file somewhere
So um
this is a thing that it does
ltrly the first time i have ever gotten it to do that lol
ideas on what it may be causing it?
and on a side note about sight, how can you make the sight have gradual zoom, as in pressing + will slowly zoom in the sight
So, I got this helicopter I'm working on, but I got this "small" problem, the controls are way too sensitive, is there a config I'm missing out on, that would make it less sensitive?
Current "rotation speeds"
Yaw is too slow
Roll is too fast
Pitch is too fast
Thanks in advance ๐
(I've no idea how to set it at all, I've only inherited configs from other helis atm)
configs and teh geometry shape and goemtery lod mass distribution all play part in this
So you say configs, is there a spesific config "line(s)" that I can use to make it less sensitive to movement? Or is it that whole rotor lib stuff that I need to tweak around
are you using the advanced flight model?
No
Dont have time to dig up the configs to look for the parameters but yeah thers couple for different sensitivities
itx the turn coeficients and stuff
hmm. I have units defined in single file, but appends refuse to work
class rof_taki_o_soldier_base: Afghan_Civilian1
{
// ...
linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"};
// ...
};```
class rof_taki_o_soldier_unarmed: rof_taki_o_soldier_base
{
// ...
linkedItems[] += {"rhsgref_chestrig"};
// ...
};```
then in config explorer:
linkedItems[] = {"rhsgref_chestrig"};
iirc appends DON'T work if they're from the same file?
ah
so far I only used them with no problems ever, but in description.ext file
"Throw", "Put" here I come...
I'm interested in making some custom effects for a 150mm shell but am struggling to find any solid examples. Does anyone know of any?
do you people know a way to disable being able to open the UAV terminal?
I could use DisableUserInteraction but it would remove all the other interactions aswell
thing is I have a computer that activates the drone by itself and it would be useless if players could just do it from anywere
@lone lion you can only append to existing definitions for the class in another config
otherwise its turns to a common =
@lone lion try using macro instead
#define COMMON_ITEMS "ItemMap","ItemCompass","ItemWatch","ItemRadio"
linkedItems[] = {"rhsgref_chestrig",COMMON_ITEMS };
Is there any chance when i create a faction, using vanilla/modded content, that i can assign parts/paint to vehicles and disable randomisation ?
if you create custom vehicle classes then likely yes
Is there a way to reduce recoil on a vehicle weapon? I'm not sure what I did making this one but for some reason the recoil at 3outof10 is causing the vehicle to nearly barrel over when the gun shoots. What's it calculated from?
weapons recoil parameter in the weapon config
Thanks
you can create custom recoil array or use one of the existing ones
Hello everyone, I have made a helicopter and want to make it able to land on the water like a hydro-copter. I've seen some hydroplanes before and thought "hey why dont i do this for helicopter", could someone point me in the right direction?
Someone gave me a hydroplane script not too long ago that was made by gnat and adapted by saber. I wonder if i could change it up to work for helicopter?
if !(local _plane) exitwith {};
_Float1 = "Test_Heli_01" createvehicle[0,0,0];
_Float1 setVectorUp [0,0,1];
sleep 0.1;
// sleep command added, it's better for performance
while {(alive _plane)} do {
_xx = getpos _plane select 0;
_yy = getpos _plane select 1;
_zz = getpos _plane select 2;
_dd = getdir _plane;
// getdir added, so the float can adjusted better
sleep 0.025;
// sleep command added, it's better for performance
if(_zz < 29) then
{
if(surfaceIsWater [_xx, _yy]) then
{
_Float1 setvelocity velocity _plane;
_Float1 setVelocity [0, 0, 0];
_Float1 setdir _dd;
_Float1 setpos [getpos _plane select 0, getpos _plane select 1, 0.20];
sleep 0.025;
// sleep command added, it's better for performance
}
};
};
deleteVehicle _Float1;```
_plane = _this select 0;
_makefakefloat = [_plane] execvm "\Test_Heli_01\scripts\posfloat.sqf";
// _plane = setvelocity [0,0,1];
sleep 0.2;
// sleep command added, it's better for performance
_xx = getpos _plane select 0;
_yy = getpos _plane select 1;
_zz = getpos _plane select 2;
if ((_zz < 7) and (surfaceIsWater [_xx, _yy])) then
{
_plane setposasl [_xx, _yy, 0.0];
};
sleep 2;```
first one is posfloat, bottom is seainit
pretty much what would i need to adapt these scripts to a helicopter?
why does the rvmat not need a leading \ in paths but config.cpp does
config needs \myfolder\Data\sometexture.paa
rvmat needs myfolder\Data\sometexture.paa
I lost a bunch of time figuring this out
why the f... defining eventhandler in config on an unarmed prowler makes turret show up?
Inheritance is done from unarmed prowler, and unless eventhandler is defined everything is fine
technically it still remains an unarmed vehicle but with frozen turret on top.
can you post whole config?
class B_LSV_01_unarmed_F;
class MY_B_LSV_01_unarmed_F : B_LSV_01_unarmed_F {
displayName = "Rusty Prowler";
scope = 2;
side = 3;
scopeCurator = 2;
armor = 50;
class HitPoints {
class HitEngine {
armor = 2;
material = -1;
name = "motor";
visual = "motor";
passThrough = 0;
};
class HitFuel {
armor = 1;
material = -1;
name = "palivo";
passThrough = 0.5;
};
class HitBody {
armor = 1;
material = -1;
name = "karoserie";
visual = "";
passThrough = 0;
};
class HitLFWheel {
armor = 0.8;
material = -1;
name = "wheel_1_1_steering";
visual = "LeftFrontWheel";
passThrough = 0;
};
class HitRFWheel {
armor = 0.8;
material = -1;
name = "wheel_2_1_steering";
visual = "RightFrontWheel";
passThrough = 0;
};
class HitRF2Wheel {
armor = 0.8;
material = -1;
name = "wheel_2_2_steering";
visual = "RightBackWheel";
passThrough = 0;
};
class HitLF2Wheel {
armor = 0.8;
material = -1;
name = "wheel_1_2_steering";
visual = "LeftBackWheel";
passThrough = 0;
};
};
class EventHandlers;
};```
if I comment class EventHandlers; - turret won't show up
but I need to define my custom eventhandlers, and I tried to define them to overwrite default ones - turret still shows up.
class LSV_01_unarmed_base_F;
class B_LSV_01_unarmed_F : LSV_01_unarmed_base_F {
class EventHandlers;
};
class MY_B_LSV_01_unarmed_F : B_LSV_01_unarmed_F {
displayName = "Rusty Prowler";
scope = 2;
side = 3;
scopeCurator = 2;
armor = 50;
class HitPoints {
...
};
class EventHandlers : EventHandlers {
};
};
didn't think about it, thanks, will try๐
copypasted your example, still same issue:
https://imgur.com/a/rSvbkUt
100% an eventhandler thing. Defining it even in B_LSV_01_unarmed_F causes turret to show up.
Yeah the BIS_fnc_initVehicle is called from the "init" eventhandler, that probably hides the turret
oh so I shall define it in init eventhandler along with my init thing...
will try
class EventHandlers
{
init="if (local (_this select 0)) then {[(_this select 0), """", [], false] call bis_fnc_initVehicle;};";
};
};```
yep, adding this seems to work. can I run several scripts from init line?
like this:
class EventHandlers
{
init="if (local (_this select 0)) then {[(_this select 0), """", [], false] call bis_fnc_initVehicle;}; _this call my_fnc_myfunction;";
}; ```
yes, like any other script
I'm still trying to chase down "non-guaranteed message" errors. I see that RHS had a similar issue with their M113. Does anyone have any idea what caused it? http://feedback.rhsmods.org/view.php?id=3369
Too many magazines in the array IIRC
how many is too many? what kind of order of magnitude?
can't remember, but that's what it was
cool, thanks. Hopefully I'll see a big array someday, delete it, and it will all be fixed ๐
Had 17x rhs_mag_100rnd_127x99_mag_Tracer_Red mags on that M113 before, now we have 15 of them
Can't remember exactly whether it's simply the number of mags, or the bit-length of the array (because the classname is quite long it made for quite a long array in terms of characters)
reyhard might remember which, if he sees the chat tomorrow morning
That's really helpful, thanks for looking into it โค
how do I make AI use a weapon that's originally a rifle (CUP_arifle_M16A1) like an LMG? I made a new class inheriting from it, with modes[] borrowed from the MX SW. I'm testing it in the editor with a man using the rifle, but he still fires it like a rifle, maybe even slower than the regular M16A1.
Is there any config to tweak heat coef, how fast to get hot/cold of a vehicle?
hey i love your animation viewer bro
Question - can a mission also contain a config.cpp where I can store my custom faction declarations for my mission?
nope.
I want custom faction in my mission - with custom flags - how do I go about that then?
Create an addon.
do I have to make an addon with the faction? (will be no custom models etc...)
yeah, config only addon where you inherit classes from some faction and edit their gear etc.
look into alive faction generator
using ALiVE Orbat tool
there was also other one that is quite new but I don't remember the name. It was on workshop frontpage at some point.
that will let me export the CfgFactionClasses etc..
struggling on how to add a custom flag to the list of flags
guessing that can be done in the addon config as well - but can find no documentation on it
like how RHS did it
class CfgVehicles
{
class Flag_White_F;
class armaforces_flag_white: Flag_White_F
{
author = "ArmaForces, veteran29";
displayName = '$STR_armaforces_flag_whiteName';
class EventHandlers
{
init = '(_this select 0) setFlagTexture "\armaforces\mod\flag\data\flag_512_co.paa"';
};
};
};
class CfgPatches
{
class armaforces_flag
{
units[] = {
"armaforces_flag_white"
};
weapons[] = {};
requiredVersion = 1.0;
requiredAddons[] = {"armaforces_main", "A3_Structures_F_Mil_Flags"};
version = 1.0;
versionStr = 1.0;
versionAr[] = {1,0};
author = "veteran29";
};
};
#include "CfgVehicles.hpp"
awesome mate!
soo nice to know there is help to be gotten - been feeling very alone ๐
And I make an addon just by minimum having these now 2 files and then binarize them using the arma 3 tools?
like can an addon simply be a config.cpp file?
And the path in setFlagTexture "\armaforces\mod\flag\data\flag_512_co.paa"' -- how do I make that relative to the addon folder I am in - will .\ work?
I'm not sure how the addon builder creates the path. Can it read PBOPREFIX or something?
It would be maybe wiser to use pboproject
he just wants to pack single config.cpp addon ๐
will have custom paa files to use
for flags etc.. probably also icons for the custom units
Even better, if it's simple addon ๐
Hmm I wandered into a esthetic debate here now I can read ๐
Hmm - had problems loading Mikero's tools
so pboproject is a no go for now
I have this:
https://github.com/ArmaForces/addon_template
But you would need to learn how to use HEMTT
https://synixebrett.github.io/HEMTT/
It's more portable. You only need single exe in your system.
whole project configuration is bundled with the project.
No P drives and stuff like that.
Thanks - I really appreciate the help!
However pboProject is better for begginers imo. (after you will set it up :D)
Why the extra split up with another addons folder inside
addon_template/addons/then_here_the_actual_addon
Read the documentation it's how the hemtt projects are supposed to be structured.
ok will read about hemtt projects
bonus stuff in my template:
it has automatic workshop publishing after adding workshop id in the config.
Try to create project with hemtt only to understand how it works.
ok thats the python scripts in tools then
Then switch to my template as you don't need cba macros and all that stuff
So the binarization is also a part of the automated deployment?
like a full build and CI
sweet - like being at work ๐
But binarizing (right word?) a folder with a simple config.cpp and thats it - that would also work right?
it will.
hemtt only supports binarisation for now, so if you have any includes it must be able to resolve them.
In the future there will be an option to pack addon without binarisation so includes will be resolved by arma itself.
I'm not sure if this is called binarisaiton tho ๐ค