#Arma Reforger - Extra Attachment Slots
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This system will single handedly make modding weapons and armor a thousand times better
With things like dedicated NVG slots
Please! Let this be the norm!!
I tried to do the same but with more slots on the left
Very neat indeed
@nocturne tartan I can probably do that actually could keep all default on the right and add new ones to the left
lets go
This will be incredible once dropped. I am assuming it will be a similar design to attachment compatibility as a dependency for other mod authors to implement?
@willow valve
Holy sheet
Im ecstatic
Can't wait for this to be a dependency of everything
This is for an entire framework i'm working on. i'll probably release a standalone version of the character and if I do it will be under the No Derivatives license as to keep others from breaking it. There is too much stuff that has to be overwritten. So once released as a standalone it will be as is, no changing what the slots are for and all that. Otherwise if Modder A uses slot 6 for NVGs and Modder B uses slot 6 for Dogtags and then Joe Schmoe uses both mods on his server the one that's loaded last is the one that works correctly, rendering the first one useless.
once @modest fiber and people start creating stuff people need to read the mod description and see what thing will go
Quick update
After a quick test it seems that every slot could be a "storage compartment" Here I tested with 5 just to see what happens
I can't wait!
Exited for this to come out especially for gas masks stuff like that
A shemagh for the neck area
So i looked into it today, and a second column is gonna be a bit trickier to get working because the core scripts only do things based off row. So this is gonna take more time to get working than originally planned.
Take your time G
We'll be waiting patiently
π
Okay, it wasn't as hard as i thought it was gonna be. Got it done last night in like 20 minutes. Thought I broke the watch / bino slots but apparently they don't work with drag and drop by default. Only way to equip those is using the action. Anyway. I need some input on slot types. Some are gonna exist regardless of input because i need them. The others are up for debate
Head - Balaclavas/Bandanas
Eyes - Glasses/Goggles
Ears? - Headsets, earplugs
Face - Masks, Gasmasks
Neck - Dogtags, Scarves
Extra - Armbands, clan/rank patches
Extra2 - whatever you want really
Waist - for attaching toolkits, medkits and holsters
Gloves - Duh
Waist - Belts/Holsters?
Yea my thoughts.
i'm also already working on a holster setup as well
Roger
I currently have an input set to "holster" the weapon, gonna work on it after this. Basically it will look for PointInfo and place the weapon in that location when holstered
probably use a component for simplification
Will an offset be possible?
from the little experimenting ive done it seems so
Nice, be curious to see how this pans out
Pistols can be holstered by default fyi, there is just a setting ticked that makes them not show
@plucky hedge Need something for the last slot
What about more than one extra slot?
example of usage
So armband + rank patch or 2 armsbands
Or like all extra slots and you can combine everything how you want to
You think its ready? I cant wait for when we can use this framework in loadout mods
@unique bane I'm gonna release this char as a standalone. Then just use it as a dependency for my framework. Then anything made for this character will work for my framework by default.
Icons aren't the greatest. but they can be updated easily.
Id love to see RHS, vergys, Exe's, and all those dudes mods have this level of customization
Apparently this Thread is already being talked about in RHS
I have to take some screenshots but after that i'll publish
Hell yeah!
they are already using my tank class, which im not to fond of. There is no way in hell they're getting this without using it as a dependency
Sounds fair enough to me
Will pick it up after work and see how I need to go about things.
Great work mate, I had a try at something similar and failed to epic proportions.
I included prefabs for every new attachment slot
Just gotta drag and drop in your xob files
well inherit from the prefab.
Change name and weight and such
Prefabs for the items, with the correct slot defined and such. I can add some working examples if needed. I didn't include any of the assets i made, as to keep the mod small
I am happy to experiment, any pressing issues will post back and ask the question π
So anyone is able to use this as long as its a dependency?
Yes
Awesome
may actually get me to get back to reforger modding now
though i gotta work out how adding things as dependent and using these slots wokr
To set as a dependency, download the mod, then when creating a new mod, you select it as your dependency.
https://i.gyazo.com/60dbbcea20285d4bc0721cf4e1d8145e.png
Ah, its that easy, gotcha lmao
@modest fiber Little bit of feedback. Working so far for me, only issue is in first person view, any face/head attachment slots, fail to use the parametric setting.~~ I'm going to see if I can simply use the same workaround we were using on the NVG, duplicating a helmet, then changing loadout type to your new attachment point and see if that works. Will let you know how it goes!~~
This method didn't work for me. I am going to try one last thing and if that works will post what I did.
Good luck man
Alright, so I can't get it to work, using the workaround I suggested above, doesn't work, creating a custom slot using the standard headcover loadout slot as a base, didn't work.
If I pu the earpro on as a slot in the headgear as a locked slot, it hides correctly, but if as a standalone swappable item, it doesn't hide in 1st person. I'm going to see if the way bacon showed me (hiding the mesh itself when changing camera - on in 3rd, off in 1st), but not idea how that will turn out.
Keep in mind, this is only an issue on head items, so glasses, masks, microphones on headsets etc are visible. Unknown if repairable unless Bohemia change out how it that parametric system works (adding a way to hide specific items with a toggle or something similar). For now, I'll have to keep the headgear as one piece (I unfortunately don't know if there is a way to only have some slots usable or not).
Alright so using an old script bacon sent to me a while back from the NVG to hide 1st person, it works, but hopefully only a temp work around.
@proud oak Do you mind me sharing your hide/show script on camera switch in here, maybe Zelik can utilise it in his base mod? Or work something similar in as he seems to like scripting and digging in code as much as you?
I found this idk if that was the one
Yeah that is the one I went back and grabbed again as a test
You'
You've missed something. Because I included a script that autos hide anything on head, face, or eyes slot
Just tested and works fine for me
Hmm.. I inherited your ear clothing, changed to my mesh.xob and it is visible :/
Earpro not hiding for me, the material is set up to hide and hides if set to a set slot on the hat itself. I have literally inherited from your mod EarsClothing prefab, then changed the xob for worn, item and mesh object to my item, model visible on 1st person. Am I missing something? @modest fiber
Ohh you said head, face or eyes, not ears?
Oh I see. I only hide head, face and eyes
I just saw that bit, sorry
I can update for ears after work
I figured people would want to see mic booms on headset and such
No problem at all chief, I will continue on my merry way. So far it works perfectly for my ballcap, oakley sunglasses and peltor comtac 3s, working my way through splitting everything up.
Looking over my shoulder left or right looks a bit weird, if folks are happy to see their boom mic I won't ask you to change it man. I just didn't know
Na you're right
First person does some wonky stuff
I'll see if I can find a work around to hide mesh parts and not the entire mesh
Yeah, the downside of the camera not being inside the head, means it rotates with an offset to the head mesh, resulting in weirdness
If you need other prefabs to help without having to create them lmk
I added one for jackets yesterday after I published
The basic slots should work as per old setup still correct?
Yeah
Awesome.
@plucky hedge Ears slot objects should now hide in first person.
@civic shell
do the items from those slots save as part of arsenal loadout?
Currently no because I have no need for arsenal loadouts but I'll look into it
Or maybe they do? There is no ref that i can see that chooses what slots to save. It just seems to save the loadout. So i'm guessing they save by default. Maybe @plucky hedge can test this for us.
Once I finish putting their new mod build together, 3rd rangers can test and let me know, then I can let you know. If nobody else does one in the meantime.
I don't mess with conflict or arsenal stuff so I don't really know how to test this tbh lol
Also, as soon as i figure out how to do it properly, i will have Extra and Extra2 slots both inherit from a parent class and the char will have 2 slots from said class. Allowing anything that's uses Extra and Extra2 to be used in either of the slots.
That seems to not be able to happen, the determining is done engine side it seems.
open up gm arland and save loadout at arsenal box
but you'll need to spawn in using a spawn point instead of a character created by workbench for it to work
@proud oak They save correctly
epic
Yeah pretty sweet tbh
@plucky hedge
Do we want something like this?
@unique bane@young imp Input please
That will make modding SO much easier for helmets and stuff, having a dedicated position fixed to them where NVGs and Goggles and stuff can slot to
This is very helpful
Would allow for preferred NVG colors and types! Great work ππΎ and thank you
like this, I could write a default input for toggling the nvgs. and use proc anim to animate the model. This also get's rid of having to have a model for worn and item models for nvgs.
If this could be standardized, future nvg models could work with this for sure
I would definitely look at it if you did it. I just did it the way I did it as a workaround
If you can figure out a way of doing it, and having a bone that can animate the goggles up and down, or whatever is happening, all the power to you mate because that is what Greg is still to this day figuring out a MP compatible method.
This is "Toggle NVG-Multiplayer" by Zelik O'Dyer on Vimeo, the home for high quality videos and the people who love them.
@plucky hedge
Easy Peasy
In this situation i was testing with an action
I can just change it to an input and it'll work the same
That is the easy part. My question is how is it attaching to the skeleton of the character. Are you setting it's position to the head bone of the character?
It's easy to rig the animation, the hard part is rigging it to animate while attaching to the head. As you can't have additional bones so it ended up being done as a fixed slot inside the helmet prefab.
The only way for it to work is to have the slot it resides in on the helmet attached to the head bone.
Yup and unless you figured out a way, you can't put on and remove slotted items on the fly ingame.
You can. that's how the flashlights work when inserted into the jackets (equip action does this, no drag and drop apparently)
In this situation, i'll override the pickup action for the nvgs, check to see if there is a slot it can attach to, and if so attach it, otherwise just pick it up.
The video was demonstrating a replicated animation, I thought thats what you were referring to when you mentioned greg.
This is "NVG Helmet Attachment" by Zelik O'Dyer on Vimeo, the home for high quality videos and the people who love them.
@plucky hedge
Changeable NVG in a slot on the helmet.
I got distracted with other shit but, in this test. It just attaches to slots for a "flashlight"
prefabs and such were just thrown together
Like I said, Easy Peasy. what i don't like is the fact that they don't equip to slot when dragged
i'll have to dig around some more when i get time to make drag and drop work correctly
I will wait for you to break down that, I can see it slots in on the fly, not having drag and drop could become interesting, does the anim still work once equipped?
I have to get around to the input stuff for that, but can't you toggle the flashlights while their equipped to the chest already?
I may be thinking of another game. Either way, tomorrow after work i'll implement the input stuff and test the animations.
Should be no problem though
Also, I just did a quick test to see if i could hide the nvgs in first person and yes, i got it to work as intended. So even if the animation doesn't work at least we can hide the nvgs.
This is "Toggle NVG Attachment" by Zelik O'Dyer on Vimeo, the home for high quality videos and the people who love them.
@plucky hedge
@spring sleet
Gonna check that
Is that swapping or animating when toggled?
animating
I am getting ready for work or I would check it out myself.
Work in peer tool for MP?
yeah replication works
This is "Actual NVG" by Zelik O'Dyer on Vimeo, the home for high quality videos and the people who love them.
Will this be coming as part of your extra attachments and requiring Greg's nvgs still?
yeah and no other requirements
Somewhere along the lines my action listener stopped working on client. I just gotta fix that and it will be done. Not sure what caused it to break. Im looking into it
Roger
I have seen this however I haven't read alot, is it possible to have something be in the extra attachment slots that isnt attached to anything? For an example a nvg in the extra attachment slot even though you are wearing a boonie with nothing attaching the nvgs?
Yep. In current build, I have the nvg dummy and active, can both be equipped in a slot, regardless of helmet/hat/bald Eagle.
This may change the game in forms of making unit mods! Thanks for the info you modders are doing god's work for this community
Just gotta keep in mind he is trying to set up an NVG attachment slot, that can be animated etc. Fingers crossed he gets that side of it working.
@modest fiber any luck on that front yet or still dramas when dropping?
@plucky hedge It's doing some wonky stuff for no apparent reason. Stuff that was working stopped, and new weird things started to happen.
I'd like to avoid adding a component to the character but i may end up having to
are you sure you're not testing it in the bermuda triangle?
Let me know how you go, in the meantime I will keep it as two nvg, one dummy, one active, that folk swap between when wanting to turn them on but keep the cool factor of having them deactivated, annoying but it works for the meantime lol.
I am sure Greg would be interested in your workaround if you get it going, it's holding up his stuff when the item gets dropped as well.
Okay, so not sure wtf was causing it to be wonky. I got it sorted.
The only thing i have to do now, is some logic to set/reset the effects when the character removes the helmet or nvgs from the helmet
Okay, it's sorted now
Will definitely fire up and check it out when/if I get on my rig tonight to work on mods.
Great work man.
@spring sleet in case you aren't following along.
Is this NVG stuff on the build on the workshop?
No, like I said before weird issues trying to publish. I'll work on getting that fixed sometime today. I may just remove the mod and try to reupload.
Oh, your last message was sorted now hence my asking mate, sorry
@plucky hedge Update pushed
Can't find the mod in #enf_showroom or #1049297536617291827, what's the ID for the vehicle editor mod?
Uh.. wrong thread??
Will have a look in a bit mate. Just walked in from work and got errands to get done before the wife gets home.
I can't find it lol, I know zelik made it so figured I could ask her instead
I'm a guy
Are you a freeguy?
Idk what that even means
Don't worry bout it, do you know where the thread is for you vehicle skin editor?
I don't but when I get off work I can send you the GUID
Or you can uninstall and reinstall, then sort by modified date and it will be the top one.
I also rename all of my gproj files. So you can tell which is mine
Thank you
@willow valve No worries. If you need any help lmk
Absolutely, have at it
@modest fiber Did you create your nvg independently of the NVG by Greg? Looking at your stuff and I am seeing similarity but none of his mod so I was curious
@plucky hedge I only looked at his mod to see how he implemented the grain effect. The rest is all custom.
As far as setting the effects to the camera. There is only one way to do that from what I found and he did it the exact same way.
@spring sleet What are your current issues with your mod?
Only the problem with the animation
it just doesn't sync?
Are you using an RPC?
no i need to learn how to use them
[RplProp(onRplName: "onRotationUpdated")]
private bool m_bIsRotated = false;
//-----------------------------------------------------------------------------------------------------------------------
[RplRpc(RplChannel.Reliable, RplRcver.Server)]
protected void RpcAsk_Rotate(bool isRotated)
{
if (isRotated == m_bIsRotated)
return;
m_bIsRotated = isRotated;
ToggleAnim();
Replication.BumpMe();
}
Top is a variable that only the server can alter.
bottom is a function that runs on server
ToggleAnim(); is the exec of the anim i presume
private void ToggleAnim()
{
if(m_bIsRotated == true)
{
m_SignalManager.SetSignalValue(m_iRotationSignal, m_fRotationValue);
}
else
{
m_SignalManager.SetSignalValue(m_iRotationSignal, 0.0);
}
}
void Rotate()
{
if(!m_CanRotate)
return;
if(m_bIsRotated == false)
{
Rpc(RpcAsk_Rotate, true);
SetCameraPPEffects();
}
else
{
Rpc(RpcAsk_Rotate, false);
ResetCameraPPEffects();
}
}
Function used to ask to animate ^^^
[RplProp(onRplName: "onRotationUpdated")]
private bool m_bIsRotated = false;
this is a variable that has a function that runs on client
private void onRotationUpdated()
{
ToggleAnim();
}
it runs this
So when Rotate function is called
it asks server to "animate"
server then alters the bool value
so i need to rewrite a part of my code
Not too sure as i didn't look at it other than to see how you did the grain effect
but anytime you wanna fix it i'll help
For now i only use KeybindPressed() to activate my nvg so i need to transfer that into a proper variable to exec it in KeybindPressed()
like
Start() exec in KeybindPressed()
On KeybindPressed(), I assume is your input to toggle?
yes
Also do players have to turn it off before removing it or they keep the PPEffect?
no its automatically turn off when drop
Oh nice. I did a bunch of stuff using a script invoker to detect if it was removed.
not too fun tbh lol
just use "OnItemRemoved" in "SCR_InventoryStorageManagerComponent"
anyway, In KeybindPressed(), you would ask the server to animate the object, have it animate on server then it would call onRotationUpdated() which would have it rotate on client
You're using a component, so i dont think you'
you'll have to do like I did and give the player ownership of the object
The old M-ninetydoodle
@plucky hedge To bad we can't fire weapons from script like other arma games
imagine a game mode with unicorn guns lol
On a positive note
I can more than likely get holstering of weapons to work
i may or may not get it to work with the quick slots
But since i already override the character i may be able to
Just gotta look at all my options
Does that mean possible primary holster?
You mean a sling
Not particularly
A primary holster.. like a sling. I haven't seen a primary weapon holster in a game apart from westerns for lever actions etc.
how do you check "m_CanRotate" ?
and "m_bIsRotated" isnt updated
I'll start with pistols, then do rifles
This is "Holstering Weapon Testing" by Zelik O'Dyer on Vimeo, the home for high quality videos and the people who love them.
Not the results I want but hopefully i'll figure it out
Very cool
Looking forward as always to this one as well
From all my testing there doesn't seem to be a way to force guns to hand unfortunately
Also it doesn't work with rifles for some reason
Have to do more testing to figure it out
Don't stress too hard G
nah bro work harder never give up
Failure is unacceptable
@proud oak thanks for the confidence boost
This is "Rifle Holstering" by Zelik O'Dyer on Vimeo, the home for high quality videos and the people who love them.
Well I got it to work with rifles
epic
@proud oak still not sure why i can't actually switch to the weapon after
Updated to include holstering of rifles and pistols. may add more later. Currently only one holster per type (rifle and pistol). Added keybinds
currently "," for primary and "." for secondary. XBOX players have to set their own keybinds until i get some input on what would be the best to use.
Will we eventually get multiple holsters so I can carry 20+ handguns like this
@lyric wasp All of this will change when BI adds their own holster stuff, there are classes that already exist that will be used at some point. So I don't wanna go over the top just to have it all be useless.
Will check it out this afternoon after I do some errands. Good work bud, as always.
Any way these can be put in the xbox quick radial menu?
Xbox players can't set keybinds
So get the lads together, brainstorm a button, I personally feel radial menu would be a good way of doing it.
@modest fiber does the pistol not come out and return to the holster when selecting it like a player would with just a standard pistol position?
No need to brainstorm lol we have like 2 pairs of keybinds left that won't interfere with anything
Which are? You say that like us modders (who are all using keyboard and mouse) should already know this answer, which, personally.. I don't? Post them and maybe he can set them up
I was trying to be funny lol myb
Currently it just switches. Still in the struggle finding a way to actually make them go back into the hand
how you doin it? have a look at WeaponSelectionMenu.c it handles switching weapon
it appears to require the weapon to be inside a WeaponSlotComponent
Would LB + Up on directional pad work as a possible keybind?
Used by my NVG mod no ? Or itβs RB + Up
I've tried like a different methods with no luck. I'll take a look in a couple hours when I get off work
That's the current setup
That issue of not returning to the hand could be related to the events inside the weapon animation possibly? Inside the pistol player anims, there is showweapon and hideweapon events. Is that possibly the issue?
Or whatever they are called. I recall them from when I created the P320.
Not too sure. The weird part is im doing it exactly how it's done elsewhere in the scripts
Unsure mate. Was just a thought given what I saw back then.
I feel like there is a scripted update, that's not happening for me.
what about replication? server is in charge of inventory
I have some time over the weekend for mods so maybe I can try to figure this out
It all replicates correctly
Any further luck with the holstering system? Currently it works, but to put it back in the holster (visibly) it needs to be dragged out of the standard character holster?
@plucky hedge are you talking about the character preview not "refreshing"?
No I mean when you swap from the pistol to another weapon, it disappears back to the standard character holster which is invisible. To have it appear back on your actual visible holster, it needs to be manually dragged back in the holster slot. I am assuming that the default holster is overriding your scripted one?
@plucky hedge oh yeah, I haven't added the functionality for all the checks yet. There are 6-8 that need to happen and currently iirc I only do 4.
I haven't done any mod work this weekend as I have family I'm celebrating with
But I'll work on it sometime this week
No worries mate, I was just curious if I'd broken something. Got my pack done so will be a good test of how well I put it together based on inherited items from your base dependency. Be curious how it all works out.
@plucky hedge I'll check it out when I have time.
I haven't gotten up with @proud oak to see if he can help. I unfortunately just didn't have the time this weekend I can probably put in a few hours today.
@modest fiber Did you end up setting up a keybind for console for the NVG's?
Could not the one that's in the gpng one work?
It could, but he hasn't set it. I might see if it is possible to do one via my mod until he does one. Will take a look at that when I start my hotfix today.
Sweet!
I will plug my controller in to test it on my end before uploading.
I have reached out regarding some issues in the NVG side of your frame work. Similar issues to Greg's before all his additional checks were implemented.
What's the issues with dying? Everyone's NVGs reset if one person dies or what?
Little follow up.
Appears to be fixed when someone dies.
They mentioned them not being saved on respawn and needing to drop them on the ground and equip to have functional anims.
Just passing on the direct feedback/issues as I am made aware bud.
@plucky hedge Should be fixed
Which thing? Goggles don't save if on the helmet on respawn. Will check if the anim works without dropping first
Now when you die you lose the nvg effect. So upon respawn you'll have to flip them down
Ah roger that, I'll pass on the info, thanks
I actually implemented that right after the first fix and forgot to publish. Woke up checked discord, so I got up and pushed that update real quick. Going back to bed. Lmk if everything works correctly
Seems to work for me on a solo GM in game. Having said that not respawning with the goggles stops it anyway I would say. Will let you know if any other issues arise, thanks.
About the luminosity increase/decrease, is that something you'd look into in the future?
Yeah no worries
Armor slots maybe
Armour slots as in armour plates?
Are you a legend?!
In fact, I am.
But seriously though.
I've tried everything that everyone has said to get clothing to not lose their colliders when attached to the player
So they could be used as armors
Nothing works
but I realized that, if you shoot the flashlight thats attached to the players clothing they can take more shots
So it should be possible to make plates that use the metal physical material and get some protection for the player
or try to intercept damage when a certain item is equipped and half it or something
@proud oak I like that idea but for immersion id really like replaceable plates of different types
I mean you can do it and just have the plates apply different damage modifiers
you can intercept damage to the torso only as well for example instead of in general maybe
Did you finally determine a way to intercept damage?
I got some leads but I didn't test it yet, will try over the weekend
@modest fiber
Any ideas what could be causing the crash? Reported to me, seems to point at your framework?
When is that happening?
@earnest dagger Can you report further please
You can turn on the night vision by just holding right d-pad, and not Right bumper + right d-padβ¦.
I didn't keybind any inputs for xbox
Ah guess thatβs a bug for aussie then
Not my mod causing it but been informed it was not my fault after all.
Follow up for you.
Asked for list of mods, nothing in response.
That's pronto pack that has different NVG controls
I don't know Pronto, sounds like we need it set on the base framework as we have it set ourselves and evidently.. resulting in one overriding another.
Agreed, it would make things easier via keybinds and accessibility
Just let me know what the keybind should be and I'll add it after work
Perfect! Thank you
I will put out an update today to remove mine from the TF mattock. It was only ever going to be temporary
Pushed an update to include some null checks (in most cases these should never return null but somehow they do anyway)
Is there a list of mods which use the new slots somewhere?
Roger.
I'm still working on my guns, but your mod being fixed will streamline my clothing mod hopefully π
clothing mod will work out of the box since mine is updated. Unless you're adding in your own custom classes and such
then it might have to be fixed
I've gotta rebuild the arsenal but yeah, should be pretty well good to go after that. Thanks for the update π
@plucky hedge Unrelated but i have an almost complete survival framework with exactly 50 custom scripts and only had to update a single component.
totally mindblown
Lucky bastard lmao
Pics?
@modest fiber I'm not sure if you know or if I am doing something wrong, getting a spam of script errors for "wearaction" on all the ZEL clothing slots and also can't get the animation to work on the NVG, not even your base NVG prefab is animating. Dropped and picked up multiple times on the workbench which used to fix it.
What errors?
RESOURCES : GetResourceObject @"{26A9756790131354}Prefabs/Characters/Factions/BLUFOR/US_Army/Character_US_Rifleman.et"
WORLD : Entity prefab load @"{26A9756790131354}Prefabs/Characters/Factions/BLUFOR/US_Army/Character_US_Rifleman.et"
RESOURCES : GetResourceObject @"{836E7E39AAC5888B}Prefabs/Characters/Factions/BLUFOR/US_Army/Character_US_Base.et"
WORLD : Entity prefab load @"{836E7E39AAC5888B}Prefabs/Characters/Factions/BLUFOR/US_Army/Character_US_Base.et"
RESOURCES : GetResourceObject @"{37578B1666981FCE}Prefabs/Characters/Core/Character_Base.et"
WORLD : Entity prefab load @"{37578B1666981FCE}Prefabs/Characters/Core/Character_Base.et"
RESOURCES : GetResourceObject @"{37578B1666981FCE}Prefabs/Characters/Core/Character_Base.et"
WORLD : Entity prefab load @"{37578B1666981FCE}Prefabs/Characters/Core/Character_Base.et"
To start off
This as well
RESOURCES : GetResourceObject @"{B148C9D405986203}Prefabs/Clothing/ZEL_NVG_Helmet_Base.et"
WORLD : Entity prefab load @"{B148C9D405986203}Prefabs/Clothing/ZEL_NVG_Helmet_Base.et"
WORLD (E): Unknown keyword/data 'WearAction' at offset 2039(0x7f7)
The goggle effect comes on and turns off, just can't get it to animate which it used to on the prefab with no changes. I'm heading out but wasn't sure if it's my end or your mod after the .98 changes.
Night.
i thoroughly tested and everything works correctly on my end
Yea we have been getting errors as well
Have you deleted the mod and redownloaded it?
I did, had to to even get into Workbench. Will keep trying later today, I hope I am not going to have to rebuild all my prefabs again. I inherit from Zeliks base prefabs so I would have thought they would carry over.
The NVG animation breaking in workbench on even his base prefab has my head scratching itself as he said his works @modest fiber
The CIA SAD NVGs mod uses Gregs NVGs as a dependency
Perhaps that could be a clue to a potential workaround
Didn't think he ever got his NVG working properly on MP.
The issue is that I can't disable the NVG from Zeliks mod, without turning it all off - it used to work 100% but now stopped.
As said, will keep digging.
Zelik yours still work in your workbench and you get no errors when you preview and test it all on a scene in your world editor preview? I also noted that it no longer picks up the input in the script debugger like it used to so something is breaking somewhere. I will load in with just your mod in workbench and test further, if it works on just your mod, something in the inherited prefabs is breaking it all.
Will let you know @modest fiber
Only « issueΒ Β» with my mod is animation I know how to fix it but I donβt have time for it. They are working in MP
You know how to fix the animation now but don't have time to change it, got ya.
That was what I meant by MP, I know you can turn em on and off etc but the animation was the only thing not working.
Last time I was working on it and it was on a good way so yes
Hey Greg, if you need any assistance for testing, I'm around and I'm sure the community wouldnt mind lending a hand on the console side as well
Future tense included*
@plucky hedgeYes everything on my side works fine
Actually it doesn't
Everything works fine in workbench
but i tried to load my mod up on a dedi and get errors pertaining to inheritance
as in, in modded classes the function don't seem to know about values in their predecessor
OK, so hold until you know why? Have they changed the classnames or guid resulting in it breaking?
They've broken something
Try pinging reyhard?
when modding the charactercamerahandlercomponent and overriding one of its functions
the function doesn't know about a variable in the original class
it also doesn't know what the typename auto is
though auto is used in vanilla code in a lot of places
Thank you if I need some testing I will let you know
Any progress on this one?
same thing?
Well not sure exactly what is going on
as of today i can deploy to a server and not have any errors
Then I have no idea. I load just your mod in workbench and not even your basic NVG animates. The console doesn't even show that the NVG signal is activating etc.
No idea why that is.
I will go back on tonight after work and delete your mod, reinstall it again and try workbench again.
I don't understand how you have no errors, yet my Workbench is throwing up console errors all over the place with just your mod on its own.
@plucky hedge are you busy atm?
Literally getting ready for work.
Short video of it would be all good as I can watch at work on break.
Gonna reinstall my game and workbench tonight as well as all mods, see if the issues persist on my end.
Sounding like it's just me with dramas.
@plucky hedge No need. Somewhere in one of the few updates i pushed trying to fix the other issues I lost my animations as well.
I think something messed up when altering the proc anim.
I will anyway, I get spammed with errors on the wearaction. Still think it's my end on some of it.
Hit me back if you solve it mate.
i don't quite know why the signal isn't getting found
Did they change the way it calls to signals? I am not sure how, I know that Greg's anims work until you drop the helmet and then it stops working, so his call works until it drops. Not sure if that is somehow related to your issue post .98 but yeah.
Not 100 percent sure. I have to mess with it a bit more later on today.
@modest fiber Any luck with your anims bud?
I have one more thing to try. And if that don't work then idk what the problem is
is there any way using your mod to add even more slots? out of curiosity
No my mod is released with a No Derivatives license. Meaning you can use it as a dependency but you can't modify the original contents.
How did you go with your testing bud?
For some reason the function thats supposed to be called on the client when the rotation is updated isn't being called.
No one has got back to me as of why that might be happening since the patch
If it's any help, it doesn't even recognise that the signal is happening.
Greg's fires to the signal, until you drop the helmet, then it stops recognising itself as well. Could be related but unsure. As said, may not be any help.
I originally thought that it wasn't getting the signal but it seems like it is from the prints I've used.
The rotation value for the signal is updating upon input
I may have only tested from server though
Maybe client isn't getting the signal. I've done so much testing what I don't remember that all I've done
I have my prefabs, inheriting your prefabs, same as before .98 so anything you modify should update to me when I update the mod should it not?
Yeah
@modest fiber
NULL pointer to instance
Class: 'ZEL_NVG'
Entity id:4611686018427400520
Function: 'ResetCameraPPEffects'
Stack trace:
scripts/Game/NVG/ZEL_NVG.c:169 Function ResetCameraPPEffects
scripts/Game/NVG/ZEL_NVG.c:136 Function OnSlotChanged
scripts/Game/generated/Components/InventorySystem/InventoryItemComponent.c:28 Function OnParentSlotChanged
Runtime mode
Not sure of steps to reproduce - apparently crashing random players - that's all the info I have mate.
Since there are animation issues and random errors I think I'm gonna completely rewrite the NVG entity
Alright mate, will look forward to seeing your method/fix/rewrite whenever the time arrives.
Good luck Z
any chance this is coming from this mod?
19:25:11.235 UpdateEntities
19:25:11.235 WORLD : Frame
19:25:11.235 NETWORK : PerformActions
19:25:11.235 DEFAULT (E): InputActionManager @"ENTITY:4611686018427403214" ('SCR_ChimeraCharacter') at <4891.372070 28.599998 11767.998047> @"{26A9756790131354}Prefabs/Characters/Factions/BLUFOR/US_Army/Character_US_Rifleman.et" CharacterControllerComponent: Action: Trying to perform action CharacterAction_InspectionMode(-1) which wasn't queued
sometimes when we try inspecting a weapon we're kinda locked out of a lot of things after
I don't touch the character controller component
hmm ok thank you
Class: 'ZEL_NVG'
Entity id:4611686018427397338
Function: 'ResetCameraPPEffects'
Stack trace:
scripts/Game/NVG/ZEL_NVG.c:169 Function ResetCameraPPEffects
scripts/Game/NVG/ZEL_NVG.c:136 Function OnSlotChanged
scripts/Game/generated/Components/InventorySystem/InventoryItemComponent.c:28 Function OnParentSlotChanged
is this the correct thread to post this in?
Reported the same error back on the 20th but good to see it's not just me getting the issue.
@modest fiber In case you missed bacons post.
I went through a whole AttachmentSlotComponent transition just to find out that attachmentslotcomponents that exist on clothing don't have access to the worn models Pivot IDs
Are there any mods that add armbands to the Extra slots yet?
Will be in my upcoming mod pack for the enemy force and conventional forces for the final piece of Task Force Mattocks puzzle.
But apart from that I don't know.
Ohh nice. You always make good mods.
I think armbands are really immersive and a great way to avoid friendly fire without nametags
ENGINE (E): Addon 'GreyWolf' dependency '5D0551624969C92E' can't be added
@inland crescent
hey there so idk why it wont replicate tbh
That's the problem
I can't fix it if I don't know exactly what's causing it
I'm about to do a complete rewrite of the nvgs
Should get to start on that in the next couple of days
Yea I wish I could give you a better answer but thereβs not any easy way to say what weβre doing consistently cuz itβs just random stuff an DCβs but Iβm seeing it constantly
Hey Zelik
Will your mod be compatible to attach RHS NVGs?
Nope, we aren't permitted to add any of their code due to the licence they are using.
You want RHS stuff you have to use RHS stuff or make their mod a dependency to be able to utilise their stuff. Can't use any of their code.
I can't see Zelik adding their mod as a dependency, his mod is for modders to build on, would be counter productive to force RHS to enable their stuff.
Yeah that makes sense.
Very sad as it splits such great creations but it is what it is
Is it even possible to βown a codeβ I mean surely they just figured out how to script it in the engine?
In other words, no copy pasting their code, each person has a different coding method/layout. It's generally distinctive.
You can in fact "own code" the problem lies in something only working one particular way and another person figuring that out and doing the same thing
Thatβs what Iβm worried about
@earnest dagger what part in particular?
It being the only way to code something
What are you talking about coding?
If a mod is doing something that you want to do that doesn't mean you can't do it. You just can't copy anyone else's shit.
For instance. The only way to for nvgs to work is to set a post process effect to the camera. And anyone is allowed to do that.l but, they can't rip apart my mod and steal my code in order to do so.
@earnest dagger I'm not sure what RHS does with their nvgs, what functionality do they have that's so great?
Looks like there gonna have IR lasers functioning to there specific NVGβs and having IR strobes on helmets. Would love to have that stuff in my pack
I already thought about lasers, just haven't gotten around to it.
Thermal is kinda already possible. Just haven't gotten around to testing
As far as strobes go. You'd only have those render for players who currently have nvgs active
Which is preferred
you have ownership of the specific code you write, but not the idea that it executes, so anyone else can go about it in a similar way, just cant copy and paste the code
@modest fiber Any update on the rework of your NVG animation system? Or the error spam?
I should actually get to start on the rewrite this week
I noticed when right clicking a mag or whatever inside a dead character it will drop the item to the ground instead of going to my inventory, is this relevant to this mod?
Not that I'm aware of. I hadn't messed with that stuff.
correct, it is a vanilla "feature" - when you open a container in its own lil inventory box, right clicking items in it will remove them to the ground instead of picking them up, sorry!
@proud oak no worries man
@modest fiber Hey man, not sure if you are planning to update to the new stable build or if you're scrapping this mod (for your other framework you keep speaking about), if you could let me know your plans so that I know if I need to revert my mods to no longer use your mod as a dependency.
Character mod will be updated as soon as I get off work @plucky hedge
@plucky hedge I had to add one extra slot but update is pushed
NVG helmets completely removed - scrapped it all completely apart from the scripts? Also noticed the holster sling removed?
Yes they don't belong in a character mod, will make an equipment mod.
so i cant put my pistol in a hostler
Not anymore. The scripts are still thre but they don't seem to communicate if the components are used in the prefabs. I had a quick go at enabling them again but no joy in my limited time I tried.
@modest fiber Any idea on timeline for your 1.0 build?
As soon as I get off work
Real wish it would come back with the old way it was but we know your busy. We appreciate all you do man thank you. We all appreciate you.
@plucky hedge Done
Have you been having any progress on restoring your NVG and/or holstering? I think you mentioned about making a separate equipment mod but can't find the post about it
