#Arma Reforger - Extra Attachment Slots

1 messages Β· Page 1 of 1 (latest)

candid lodge
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Wow okay, how did you do that

unique bane
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This system will single handedly make modding weapons and armor a thousand times better

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With things like dedicated NVG slots

young imp
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Please! Let this be the norm!!

nocturne tartan
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I tried to do the same but with more slots on the left

raw lotus
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Very neat indeed

modest fiber
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@nocturne tartan I can probably do that actually could keep all default on the right and add new ones to the left

shy otter
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lets go

modest fiber
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Can't split them because it's a grid.

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That's as good as it gets

plucky hedge
raw lotus
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@willow valve

willow valve
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Holy sheet

young imp
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Im ecstatic

willow valve
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Can't wait for this to be a dependency of everything

young imp
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Drip drop around the clock my G

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Imagine customizing your own plate carrier too meowawww

modest fiber
# plucky hedge This will be incredible once dropped. I am assuming it will be a similar design ...

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.

shy otter
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once @modest fiber and people start creating stuff people need to read the mod description and see what thing will go

modest fiber
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Quick update

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After a quick test it seems that every slot could be a "storage compartment" Here I tested with 5 just to see what happens

willow valve
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I can't wait!

lyric wasp
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Exited for this to come out especially for gas masks stuff like that

young imp
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A shemagh for the neck area

modest fiber
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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.

young imp
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Take your time G
We'll be waiting patiently

modest fiber
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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

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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
modest fiber
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That'll work.

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basically rigs for, waist/thighs

plucky hedge
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Yea my thoughts.

modest fiber
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i'm also already working on a holster setup as well

plucky hedge
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Roger

modest fiber
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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

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probably use a component for simplification

modest fiber
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from the little experimenting ive done it seems so

plucky hedge
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Nice, be curious to see how this pans out

modest fiber
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Pistols can be holstered by default fyi, there is just a setting ticked that makes them not show

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@plucky hedge Need something for the last slot

nocturne tartan
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What about more than one extra slot?

modest fiber
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example of usage

nocturne tartan
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So armband + rank patch or 2 armsbands

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Or like all extra slots and you can combine everything how you want to

modest fiber
modest fiber
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everything successfully attaches and such

unique bane
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You think its ready? I cant wait for when we can use this framework in loadout mods

modest fiber
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@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.

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Icons aren't the greatest. but they can be updated easily.

unique bane
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Id love to see RHS, vergys, Exe's, and all those dudes mods have this level of customization

modest fiber
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Apparently this Thread is already being talked about in RHS

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I have to take some screenshots but after that i'll publish

unique bane
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Hell yeah!

modest fiber
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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

unique bane
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Sounds fair enough to me

modest fiber
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Published

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@plucky hedge

plucky hedge
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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.

modest fiber
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I included prefabs for every new attachment slot

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Just gotta drag and drop in your xob files

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well inherit from the prefab.

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Change name and weight and such

plucky hedge
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Righto

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Prefabs based off main skeleton or specific bone offset?

modest fiber
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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

plucky hedge
candid lodge
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So anyone is able to use this as long as its a dependency?

candid lodge
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Awesome

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may actually get me to get back to reforger modding now

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though i gotta work out how adding things as dependent and using these slots wokr

split pulsar
candid lodge
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Ah, its that easy, gotcha lmao

plucky hedge
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@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.

young imp
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Good luck man

plucky hedge
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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).

plucky hedge
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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?

proud oak
plucky hedge
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Yeah that is the one I went back and grabbed again as a test

modest fiber
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You'

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You've missed something. Because I included a script that autos hide anything on head, face, or eyes slot

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Just tested and works fine for me

plucky hedge
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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

plucky hedge
modest fiber
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Oh I see. I only hide head, face and eyes

plucky hedge
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I just saw that bit, sorry

modest fiber
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I can update for ears after work

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I figured people would want to see mic booms on headset and such

plucky hedge
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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.

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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

modest fiber
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Na you're right

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First person does some wonky stuff

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I'll see if I can find a work around to hide mesh parts and not the entire mesh

plucky hedge
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Yeah, the downside of the camera not being inside the head, means it rotates with an offset to the head mesh, resulting in weirdness

modest fiber
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If you need other prefabs to help without having to create them lmk

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I added one for jackets yesterday after I published

plucky hedge
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The basic slots should work as per old setup still correct?

modest fiber
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Yeah

plucky hedge
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Awesome.

modest fiber
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@plucky hedge Ears slot objects should now hide in first person.

raw lotus
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@civic shell

proud oak
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do the items from those slots save as part of arsenal loadout?

shy otter
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^

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would be neat

modest fiber
modest fiber
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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.

plucky hedge
modest fiber
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I don't mess with conflict or arsenal stuff so I don't really know how to test this tbh lol

modest fiber
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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.

modest fiber
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That seems to not be able to happen, the determining is done engine side it seems.

proud oak
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but you'll need to spawn in using a spawn point instead of a character created by workbench for it to work

modest fiber
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@proud oak They save correctly

proud oak
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epic

modest fiber
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Yeah pretty sweet tbh

modest fiber
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@plucky hedge

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Do we want something like this?

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@unique bane@young imp Input please

unique bane
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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

young imp
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This is very helpful
Would allow for preferred NVG colors and types! Great work πŸ‘πŸΎ and thank you

modest fiber
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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.

young imp
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If this could be standardized, future nvg models could work with this for sure

plucky hedge
plucky hedge
modest fiber
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@plucky hedge

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Easy Peasy

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In this situation i was testing with an action

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I can just change it to an input and it'll work the same

plucky hedge
# modest fiber Easy Peasy

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.

modest fiber
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The only way for it to work is to have the slot it resides in on the helmet attached to the head bone.

plucky hedge
modest fiber
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You can. that's how the flashlights work when inserted into the jackets (equip action does this, no drag and drop apparently)

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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.

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The video was demonstrating a replicated animation, I thought thats what you were referring to when you mentioned greg.

modest fiber
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@plucky hedge

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Changeable NVG in a slot on the helmet.

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I got distracted with other shit but, in this test. It just attaches to slots for a "flashlight"

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prefabs and such were just thrown together

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Like I said, Easy Peasy. what i don't like is the fact that they don't equip to slot when dragged

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i'll have to dig around some more when i get time to make drag and drop work correctly

plucky hedge
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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?

modest fiber
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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?

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I may be thinking of another game. Either way, tomorrow after work i'll implement the input stuff and test the animations.

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Should be no problem though

modest fiber
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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.

modest fiber
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@plucky hedge

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@spring sleet

spring sleet
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Gonna check that

plucky hedge
modest fiber
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animating

plucky hedge
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I am getting ready for work or I would check it out myself.

modest fiber
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I haven't updated

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having a weird issued trying to publish

plucky hedge
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Work in peer tool for MP?

modest fiber
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yeah replication works

modest fiber
plucky hedge
modest fiber
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yeah and no other requirements

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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

plucky hedge
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Roger

willow valve
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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?

plucky hedge
willow valve
plucky hedge
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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?

modest fiber
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@plucky hedge It's doing some wonky stuff for no apparent reason. Stuff that was working stopped, and new weird things started to happen.

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I'd like to avoid adding a component to the character but i may end up having to

proud oak
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are you sure you're not testing it in the bermuda triangle?

plucky hedge
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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.

modest fiber
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Okay, so not sure wtf was causing it to be wonky. I got it sorted.

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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

modest fiber
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Okay, it's sorted now

plucky hedge
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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.

plucky hedge
modest fiber
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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.

plucky hedge
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Oh, your last message was sorted now hence my asking mate, sorry

modest fiber
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No worries

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I may reupload and change the name actually

modest fiber
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@plucky hedge Update pushed

willow valve
plucky hedge
willow valve
willow valve
modest fiber
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Idk what that even means

willow valve
modest fiber
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I don't but when I get off work I can send you the GUID

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Or you can uninstall and reinstall, then sort by modified date and it will be the top one.

willow valve
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Sweet

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I have no clue what any of this means but yeah sure 😭

modest fiber
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I also rename all of my gproj files. So you can tell which is mine

modest fiber
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@willow valve 5A9CE3D14925E936

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@plucky hedge Shall I add weapon holsters next?

willow valve
modest fiber
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@willow valve No worries. If you need any help lmk

plucky hedge
plucky hedge
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@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

modest fiber
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@plucky hedge I only looked at his mod to see how he implemented the grain effect. The rest is all custom.

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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.

modest fiber
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@spring sleet What are your current issues with your mod?

spring sleet
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Only the problem with the animation

modest fiber
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it just doesn't sync?

spring sleet
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yeap

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when weared

modest fiber
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Are you using an RPC?

spring sleet
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no i need to learn how to use them

modest fiber
#
    [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();
    }
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Top is a variable that only the server can alter.

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bottom is a function that runs on server

spring sleet
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ToggleAnim(); is the exec of the anim i presume

modest fiber
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    private void ToggleAnim()
    {
        if(m_bIsRotated == true)
        {
            m_SignalManager.SetSignalValue(m_iRotationSignal, m_fRotationValue);
        }
        else
        {
            m_SignalManager.SetSignalValue(m_iRotationSignal, 0.0);
        }    
    }
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    void Rotate()
    {
        if(!m_CanRotate)
            return;
        
        if(m_bIsRotated == false)
        {
            Rpc(RpcAsk_Rotate, true);
            SetCameraPPEffects();            
        }
        else
        {
            Rpc(RpcAsk_Rotate, false);
            ResetCameraPPEffects();
        }
    }


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Function used to ask to animate ^^^

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    [RplProp(onRplName: "onRotationUpdated")]
    private bool m_bIsRotated = false; 
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this is a variable that has a function that runs on client

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    private void onRotationUpdated()
    {
        ToggleAnim();    
    }
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it runs this

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So when Rotate function is called

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it asks server to "animate"

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server then alters the bool value

spring sleet
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so i need to rewrite a part of my code

modest fiber
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Not too sure as i didn't look at it other than to see how you did the grain effect

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but anytime you wanna fix it i'll help

spring sleet
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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()

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like
Start() exec in KeybindPressed()

modest fiber
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On KeybindPressed(), I assume is your input to toggle?

spring sleet
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yes

modest fiber
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Also do players have to turn it off before removing it or they keep the PPEffect?

spring sleet
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no its automatically turn off when drop

modest fiber
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Oh nice. I did a bunch of stuff using a script invoker to detect if it was removed.

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not too fun tbh lol

spring sleet
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just use "OnItemRemoved" in "SCR_InventoryStorageManagerComponent"

modest fiber
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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

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You're using a component, so i dont think you'

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you'll have to do like I did and give the player ownership of the object

modest fiber
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Holstering Progress

plucky hedge
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The old M-ninetydoodle

modest fiber
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@plucky hedge To bad we can't fire weapons from script like other arma games

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imagine a game mode with unicorn guns lol

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On a positive note

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I can more than likely get holstering of weapons to work

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i may or may not get it to work with the quick slots

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But since i already override the character i may be able to

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Just gotta look at all my options

willow valve
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Does that mean possible primary holster?

unique bane
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You mean a sling

willow valve
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Not particularly

plucky hedge
spring sleet
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and "m_bIsRotated" isnt updated

modest fiber
modest fiber
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Not the results I want but hopefully i'll figure it out

lyric wasp
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Very cool

plucky hedge
modest fiber
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From all my testing there doesn't seem to be a way to force guns to hand unfortunately

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Also it doesn't work with rifles for some reason

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Have to do more testing to figure it out

young imp
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Don't stress too hard G

proud oak
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nah bro work harder never give up

lyric wasp
modest fiber
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@proud oak thanks for the confidence boost

modest fiber
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Well I got it to work with rifles

proud oak
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epic

modest fiber
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@proud oak still not sure why i can't actually switch to the weapon after

modest fiber
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Updated to include holstering of rifles and pistols. may add more later. Currently only one holster per type (rifle and pistol). Added keybinds

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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.

lyric wasp
modest fiber
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@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.

plucky hedge
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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?

willow valve
plucky hedge
# willow valve 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?

willow valve
plucky hedge
willow valve
modest fiber
proud oak
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it appears to require the weapon to be inside a WeaponSlotComponent

young imp
spring sleet
young imp
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That's RB + UP

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For brightness

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RB+ right for activation

modest fiber
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That's the current setup

plucky hedge
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Or whatever they are called. I recall them from when I created the P320.

modest fiber
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Not too sure. The weird part is im doing it exactly how it's done elsewhere in the scripts

plucky hedge
modest fiber
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I feel like there is a scripted update, that's not happening for me.

proud oak
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what about replication? server is in charge of inventory

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I have some time over the weekend for mods so maybe I can try to figure this out

modest fiber
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It all replicates correctly

plucky hedge
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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?

modest fiber
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@plucky hedge are you talking about the character preview not "refreshing"?

plucky hedge
modest fiber
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@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.

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I haven't done any mod work this weekend as I have family I'm celebrating with

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But I'll work on it sometime this week

plucky hedge
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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.

modest fiber
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@plucky hedge I'll check it out when I have time.

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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.

plucky hedge
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@modest fiber Did you end up setting up a keybind for console for the NVG's?

willow valve
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Could not the one that's in the gpng one work?

plucky hedge
willow valve
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Sweet!

plucky hedge
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I will plug my controller in to test it on my end before uploading.

plucky hedge
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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.

modest fiber
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What's the issues with dying? Everyone's NVGs reset if one person dies or what?

plucky hedge
modest fiber
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@plucky hedge Should be fixed

plucky hedge
modest fiber
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Now when you die you lose the nvg effect. So upon respawn you'll have to flip them down

plucky hedge
modest fiber
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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

plucky hedge
modest fiber
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Yeah no worries

modest fiber
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Armor slots maybe

young imp
modest fiber
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Yes

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gotta do some testing to see what im working with but it may be possible

young imp
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Are you a legend?!

modest fiber
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In fact, I am.

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But seriously though.

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I've tried everything that everyone has said to get clothing to not lose their colliders when attached to the player

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So they could be used as armors

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Nothing works

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but I realized that, if you shoot the flashlight thats attached to the players clothing they can take more shots

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So it should be possible to make plates that use the metal physical material and get some protection for the player

proud oak
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or try to intercept damage when a certain item is equipped and half it or something

modest fiber
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@proud oak I like that idea but for immersion id really like replaceable plates of different types

proud oak
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I mean you can do it and just have the plates apply different damage modifiers

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you can intercept damage to the torso only as well for example instead of in general maybe

modest fiber
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Did you finally determine a way to intercept damage?

proud oak
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I got some leads but I didn't test it yet, will try over the weekend

plucky hedge
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@modest fiber

Any ideas what could be causing the crash? Reported to me, seems to point at your framework?

modest fiber
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When is that happening?

plucky hedge
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@earnest dagger Can you report further please

frank thicket
#

You can turn on the night vision by just holding right d-pad, and not Right bumper + right d-pad….

modest fiber
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I didn't keybind any inputs for xbox

frank thicket
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Ah guess that’s a bug for aussie then

plucky hedge
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Not my mod causing it but been informed it was not my fault after all.

plucky hedge
young imp
#

That's pronto pack that has different NVG controls

plucky hedge
young imp
#

Agreed, it would make things easier via keybinds and accessibility

modest fiber
#

Just let me know what the keybind should be and I'll add it after work

young imp
#

RB + RIGHT DPAD works really well

#

Thank you very much

modest fiber
#

Updated

young imp
#

Perfect! Thank you

plucky hedge
#

I will put out an update today to remove mine from the TF mattock. It was only ever going to be temporary

modest fiber
#

Pushed an update to include some null checks (in most cases these should never return null but somehow they do anyway)

muted iron
#

Is there a list of mods which use the new slots somewhere?

modest fiber
#

Not that I'm aware of

#

@plucky hedge and @inland crescent both use it I believe

modest fiber
#

@plucky hedge Updated

#

had to change one variable name and one function call

plucky hedge
#

Roger.

modest fiber
#

took 2 seconds

#

thank god

plucky hedge
#

I'm still working on my guns, but your mod being fixed will streamline my clothing mod hopefully πŸ™‚

modest fiber
#

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

plucky hedge
#

I've gotta rebuild the arsenal but yeah, should be pretty well good to go after that. Thanks for the update πŸ™‚

modest fiber
#

@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

plucky hedge
#

@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.

modest fiber
#

What errors?

plucky hedge
#

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.

modest fiber
#

i thoroughly tested and everything works correctly on my end

inland crescent
#

Yea we have been getting errors as well

split pulsar
#

Have you deleted the mod and redownloaded it?

plucky hedge
# split pulsar 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

young imp
plucky hedge
# young imp The CIA SAD NVGs mod uses Gregs NVGs as a dependency Perhaps that could be a c...

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

spring sleet
#

Only « issueΒ Β» with my mod is animation I know how to fix it but I don’t have time for it. They are working in MP

plucky hedge
spring sleet
young imp
#

Future tense included*

modest fiber
#

@plucky hedgeYes everything on my side works fine

modest fiber
#

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

plucky hedge
modest fiber
#

They've broken something

plucky hedge
#

Try pinging reyhard?

modest fiber
#

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

spring sleet
plucky hedge
modest fiber
#

Nope. I don't get errors in workbench

#

Just when deploying a server

modest fiber
#

Well not sure exactly what is going on

#

as of today i can deploy to a server and not have any errors

plucky hedge
# modest fiber 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.

modest fiber
#

@plucky hedge are you busy atm?

plucky hedge
modest fiber
#

damn

#

I was just gonna show you how everything looks on my end

plucky hedge
#

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.

modest fiber
#

@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.

plucky hedge
#

I will anyway, I get spammed with errors on the wearaction. Still think it's my end on some of it.

plucky hedge
modest fiber
#

i don't quite know why the signal isn't getting found

plucky hedge
modest fiber
#

Not 100 percent sure. I have to mess with it a bit more later on today.

plucky hedge
#

@modest fiber Any luck with your anims bud?

modest fiber
#

I have one more thing to try. And if that don't work then idk what the problem is

candid lodge
#

is there any way using your mod to add even more slots? out of curiosity

modest fiber
#

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.

plucky hedge
modest fiber
#

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

plucky hedge
#

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.

modest fiber
#

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

plucky hedge
modest fiber
#

Yeah

plucky hedge
#

@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.

modest fiber
#

Since there are animation issues and random errors I think I'm gonna completely rewrite the NVG entity

plucky hedge
proud oak
#

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

modest fiber
#

I don't touch the character controller component

proud oak
#

hmm ok thank you

proud oak
#
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?

plucky hedge
modest fiber
#

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

muted iron
#

Are there any mods that add armbands to the Extra slots yet?

plucky hedge
muted iron
#

Ohh nice. You always make good mods.
I think armbands are really immersive and a great way to avoid friendly fire without nametags

inland crescent
#

ENGINE (E): Addon 'GreyWolf' dependency '5D0551624969C92E' can't be added

modest fiber
#

@inland crescent

earnest dagger
#

hey there so idk why it wont replicate tbh

modest fiber
#

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

earnest dagger
#

Yea I wish I could give you a better answer but there’s not any easy way to say what we’re doing consistently cuz it’s just random stuff an DC’s but I’m seeing it constantly

lime viper
#

This is what i get in my crash report

young imp
#

Hey Zelik
Will your mod be compatible to attach RHS NVGs?

plucky hedge
# young imp 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.

young imp
#

Yeah that makes sense.
Very sad as it splits such great creations but it is what it is

earnest dagger
plucky hedge
modest fiber
earnest dagger
modest fiber
#

@earnest dagger what part in particular?

earnest dagger
modest fiber
#

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?

earnest dagger
modest fiber
#

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

proud oak
plucky hedge
#

@modest fiber Any update on the rework of your NVG animation system? Or the error spam?

modest fiber
#

I should actually get to start on the rewrite this week

proud oak
#

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?

modest fiber
#

Not that I'm aware of. I hadn't messed with that stuff.

proud oak
#

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!

modest fiber
#

@proud oak no worries man

plucky hedge
#

@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.

modest fiber
#

Character mod will be updated as soon as I get off work @plucky hedge

modest fiber
#

@plucky hedge I had to add one extra slot but update is pushed

plucky hedge
modest fiber
#

Yes they don't belong in a character mod, will make an equipment mod.

shy otter
#

so i cant put my pistol in a hostler

plucky hedge
# shy otter 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.

plucky hedge
#

@modest fiber Any idea on timeline for your 1.0 build?

modest fiber
#

As soon as I get off work

lime viper
modest fiber
#

@plucky hedge Done

plucky hedge
# modest fiber <@293168886419947530> 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