da12thMonkey 1943 Posted May 18, 2015 On the fly, here the documentation: https://community.bistudio.com/wiki/Arma_3_Scope_3D Awesome, that was very helpful Share this post Link to post Share on other sites
Tom_48_97 523 Posted May 19, 2015 You having any luck with the Tartan Bug yet Tom ?Nothing conclusive so far I must say (I hope we will have more time soon to seize this issue).Awesome, that was very helpfulhttp://i.imgur.com/nUShLEQl.jpg Then, it serves its purpose :) Share this post Link to post Share on other sites
HorribleGoat 1473 Posted May 20, 2015 By the way! Is there are collective thread where Terrain Builder functionality suggestions/requests/wishes are compiled or should one be created. Would something like it help develop it further? Or should such ideas be conveyed through the tracker? Oh and Tom! Great Avatar you got there! Share this post Link to post Share on other sites
Tom_48_97 523 Posted May 21, 2015 As far as I know, such topic doesn't exist and can be created. That being said, I'd say if there is some discussion to make before having a clear description of a feature, it shall be managed via the forums, otherwise, the Feedback Tracker can be used. May the holy goat be with you! Share this post Link to post Share on other sites
wantafanta 13 Posted May 26, 2015 As far as I know, such topic doesn't exist and can be created. That being said, I'd say if there is some discussion to make before having a clear description of a feature, it shall be managed via the forums, otherwise, the Feedback Tracker can be used.May the holy goat be with you! IMO id like to see a working map config editor (the tool that has never worked in terrain builder, atleast for me), working clutter thumbnail, working emf export for starters :p then theres also rivers, the ability to adjust your roads inside TB and view the changes in buldozer, tool for adding or removing vertices with a single click (option in the tool to toggle between adding and removing). i just really dont like the fact that there are tools inside the program that do not and have never worked since the program was released and im not sure why the options are even in the menu if the tools were never completed or included fully Share this post Link to post Share on other sites
das attorney 858 Posted May 29, 2015 Hi Tom, Could you consider adding include pre-processor support to the FSM Editor? I can define values ok: #define bigCheese 1 diag_log format ["value %1",bigCheese]; systemChat format ["value %1",bigCheese]; But when I try to include my macro library like this: #include "\nocebo\defines\scriptDefines.hpp" I get the following message: #include directive not supported here I could copy out my macro library into the FSM I suppose, but it's super annoying when I change a macro as I can't just change it in the master file and include it, I would have to change it for each FSM. Thanks. Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted June 1, 2015 Hey Tom, can all of the OP view points be added to the rifle sample? Share this post Link to post Share on other sites
EricJ 763 Posted June 8, 2015 (edited) Okay saw that the feedback tracker was resolved... so far it was just bad connection... Anyway seeing with 1.46 the muzzleflash bug is back (doesn't work unless you put a suppressor on, and take it off, then the muzzleflash appears). I repacked it with the latest update of the Tools and still the issue is present (repeatable). Edited June 8, 2015 by EricJ Share this post Link to post Share on other sites
Alwarren 2767 Posted June 8, 2015 Okay saw that the feedback tracker was resolved... so far it was just bad connection...Anyway seeing with 1.46 the muzzleflash bug is backed (doesn't work unless you put a suppressor on, and take it off, then the muzzleflash appears). I repacked it with the latest update of the Tools and still the issue is present (repeatable). Oh man, not AGAIN :( Share this post Link to post Share on other sites
Kydoimos 916 Posted June 9, 2015 Hi Tom, Just a quick one! Are there any plans to release the UI icons for Marksmen DLC in the future? They can be really helpful as a template when creating new icons for re-textured weapons :) By the way - thanks for all your responses on this thread, always a wonderful thing to be able to converse with a developer - thanks! Share this post Link to post Share on other sites
IndeedPete 1038 Posted June 9, 2015 Hi Tom,Just a quick one! Are there any plans to release the UI icons for Marksmen DLC in the future? They can be really helpful as a template when creating new icons for re-textured weapons :) By the way - thanks for all your responses on this thread, always a wonderful thing to be able to converse with a developer - thanks! Call me crazy but wasn't there an ingame function to create these little UI icons? Or did I just dream about that? I was trying to locate that function during the last few days but I'm unsure wether I'm nuts or just too stupid to find it. :) Share this post Link to post Share on other sites
Alwarren 2767 Posted June 9, 2015 Call me crazy but wasn't there an ingame function to create these little UI icons? Or did I just dream about that? I was trying to locate that function during the last few days but I'm unsure wether I'm nuts or just too stupid to find it. :) The icon itself needs to be provided by the addon. You can have the attachments on a rifle be automatically generated by the game, but the base icon is still normal .paa Share this post Link to post Share on other sites
IndeedPete 1038 Posted June 9, 2015 Yes, but wasn't there a function to create these pictures? Or do we have to do that on our own by editing already existing ones? Share this post Link to post Share on other sites
EricJ 763 Posted June 9, 2015 (edited) I'm sure if you do some hunting you'll find it. picture="\A3\Data_F_Heli\Logos\arma3_heli_icon_ca.paa"; logo="\A3\Data_F_Heli\Logos\arma3_heli_logo_ca.paa"; logoOver="\A3\Data_F_Heli\Logos\arma3_heli_logoOver_ca.paa"; logoSmall="\A3\Data_F_Heli\Logos\arma3_heli_logo_small_ca.paa"; tooltip="$STR_A3_CfgMods_Heli0"; tooltipOwned="$STR_A3_CfgMods_Heli2"; action="http://helicopters.arma3.com"; Edited June 9, 2015 by EricJ Share this post Link to post Share on other sites
IndeedPete 1038 Posted June 9, 2015 I'm sure if you do some hunting you'll find it. picture="\A3\Data_F_Heli\Logos\arma3_heli_icon_ca.paa"; logo="\A3\Data_F_Heli\Logos\arma3_heli_logo_ca.paa"; logoOver="\A3\Data_F_Heli\Logos\arma3_heli_logoOver_ca.paa"; logoSmall="\A3\Data_F_Heli\Logos\arma3_heli_logo_small_ca.paa"; tooltip="$STR_A3_CfgMods_Heli0"; tooltipOwned="$STR_A3_CfgMods_Heli2"; action="http://helicopters.arma3.com"; Yes, but that is not possible for mods based on DLC content as the pictures are within encrypted PBOs. Hence Kydoimos' question to publish these as well. And then my question if there is an easier way to create these UI pictures without having to edit existing ones. Share this post Link to post Share on other sites
Kydoimos 916 Posted June 9, 2015 Yes, but that is not possible for mods based on DLC content as the pictures are within encrypted PBOs. Hence Kydoimos' question to publish these as well. And then my question if there is an easier way to create these UI pictures without having to edit existing ones.[/Quote]Precisely :D Be amazing if there was a function! Share this post Link to post Share on other sites
EricJ 763 Posted June 9, 2015 Yeah it's called use Photoshop. I managed to save the icon from the Heli DLC and created my own icon from it. Granted I haven't gotten it working yet (WIP) but I have a useable icon whenever I get to getting it working. Share this post Link to post Share on other sites
Larrow 2822 Posted June 9, 2015 Just a quick one! Are there any plans to release the UI icons for Marksmen DLC in the future? Jirizlatohlavek uploaded the Marksman hover over icon to the wiki for me if thats any good for you Kydoimos. HERE in PNG format. All the other DLC is unencrypted now, only marksman is still in ebo. Share this post Link to post Share on other sites
IndeedPete 1038 Posted June 10, 2015 Not sure we're talking about the same things here. I was referring to the picture attribute in CfgWeapons. So, not the DLC icon but the DLC weapons' small UI pictures you see when opening the inventory or arsenal for example. Share this post Link to post Share on other sites
Kydoimos 916 Posted June 10, 2015 Yeah it's called use Photoshop. I managed to save the icon from the Heli DLC and created my own icon from it. Granted I haven't gotten it working yet (WIP) but I have a useable icon whenever I get to getting it working. Sorry for the confusion - we're not referring to the DLC icons - as Indeedpete says, it's the UI inventory icons we would like :) ---------- Post added at 08:43 ---------- Previous post was at 08:41 ---------- @Larrow - thanks for the offer mate! :p But as you can see from the post above, it's the inventory UI we're after! I'm sure it'll be helpful for someone though! :D Share this post Link to post Share on other sites
Tom_48_97 523 Posted June 10, 2015 Hi Tom,Could you consider adding include pre-processor support to the FSM Editor? I can define values ok: #define bigCheese 1 diag_log format ["value %1",bigCheese]; systemChat format ["value %1",bigCheese]; But when I try to include my macro library like this: #include "\nocebo\defines\scriptDefines.hpp" I get the following message: I could copy out my macro library into the FSM I suppose, but it's super annoying when I change a macro as I can't just change it in the master file and include it, I would have to change it for each FSM. Thanks. Nothing is planned, I will investigate it, but I'm afraid it might imply too many changes.Okay saw that the feedback tracker was resolved... so far it was just bad connection...Anyway seeing with 1.46 the muzzleflash bug is back (doesn't work unless you put a suppressor on, and take it off, then the muzzleflash appears). I repacked it with the latest update of the Tools and still the issue is present (repeatable). Its resolution is in progress, I hope we'll be able to fix soon. Share this post Link to post Share on other sites
EricJ 763 Posted June 10, 2015 Here's the snippet from the Heli DCL config.cpp: class CfgMods { class Mod_Base; class Heli: Mod_Base { picture="\A3\Data_F_Heli\Logos\arma3_heli_icon_ca.paa"; logo="\A3\Data_F_Heli\Logos\arma3_heli_logo_ca.paa"; logoOver="\A3\Data_F_Heli\Logos\arma3_heli_logoOver_ca.paa"; logoSmall="\A3\Data_F_Heli\Logos\arma3_heli_logo_small_ca.paa"; tooltip="$STR_A3_CfgMods_Heli0"; tooltipOwned="$STR_A3_CfgMods_Heli2"; action="http://helicopters.arma3.com"; fieldManualTopicAndHint[]= { "PremiumContent", "PremiumHeli" }; dlcColor[]={0.19,0.54000002,0.80000001,1}; overview="$STR_A3_CfgMods_Heli3"; appId=304380; hideName=1; hidePicture=0; name="$STR_A3_CfgMods_Heli5"; author="$STR_A3_Bohemia_Interactive"; overviewPicture="\A3\Data_F_Heli\Images\heli_overviewPicture_co.paa"; overviewText="$STR_A3_CfgMods_Heli3"; contentBrowserPicture="\A3\Data_F_Heli\Images\heli_contentBrowserPicture_co.paa"; popupMsgPicture="\A3\Data_F_Heli\Images\heli_popupImage_03_ca.paa"; popupMsgText="$STR_A3_DLC_POPUP_HELICOPTERS"; vehPrevMsgText="$STR_A3_CfgMods_Heli6"; vehPrevNotifText="$STR_A3_CfgMods_Heli7"; itemPrevNotifText="$STR_A3_DLC_PREMIUM_ITEM_NOTIFICATION_HELI_TEXT"; weaponPrevMsgText="$STR_A3_WEAPONPREVMSG_HELI"; dir="Heli"; infoPages[]= { "\A3\Data_F_Heli\Images\watermarkInfo_page01_ca.paa", "\A3\Data_F_Heli\Images\watermarkInfo_page02_ca.paa", "\A3\Data_F_Heli\Images\watermarkInfo_page03_ca.paa", "\A3\Data_F_Heli\Images\watermarkInfo_page04_ca.paa", "\A3\Data_F_Heli\Images\watermarkInfo_page05_ca.paa", "\A3\Data_F_Heli\Images\watermarkInfo_page06_ca.paa", "\A3\Data_F_Heli\Images\watermarkInfo_page07_ca.paa", "\A3\Data_F_Heli\Images\watermarkInfo_page08_ca.paa", "\A3\Data_F_Heli\Images\watermarkInfo_page09_ca.paa" }; overviewFootnote="$STR_A3_DLC_SCENARIO_NOTIFICATION_HELI"; class Assets { class DLCBbluforTransportHeli { reference[]= { "CfgVehicles", "B_Heli_Transport_03_base_F" }; tryAsset[]= { 1, "B_Helipilot_F", "B_Heli_Transport_03_F" }; }; class DLCBopforTransportHeli { reference[]= { "CfgVehicles", "Heli_Transport_04_base_F" }; tryAsset[]= { 1, "O_Helipilot_F", "O_Heli_Transport_04_F" }; }; class DLCBcivilianHeli { reference[]= { "CfgVehicles", "Heli_Light_01_civil_base_F" }; tryAsset[]= { 1, "C_Man_Pilot_F", "C_Heli_Light_01_civil_F" }; }; class DLCBSlingLoadObjects { displayName="$STR_A3_CfgMods_DLCBAssets_DLCBVehicles_DLCBSlingLoadObjects0"; overviewPicture="\A3\Data_F_Heli\Images\watermarkInfo_page05_ca.paa"; description="$STR_A3_CfgMods_DLCBAssets_DLCBVehicles_DLCBSlingLoadObjects1"; }; class DLCBHelicopterObjects { displayName="$STR_A3_CfgMods_DLCBAssets_DLCBVehicles_DLCBHelicopterObjects0"; overviewPicture="\A3\Data_F_Heli\Images\watermarkInfo_page06_ca.paa"; description="$STR_A3_CfgMods_DLCBAssets_DLCBVehicles_DLCBHelicopterObjects1"; }; class DLCBFOBObjects { displayName="$STR_A3_CfgMods_DLCBAssets_DLCBVehicles_DLCBFOBObjects0"; overviewPicture="\A3\Data_F_Heli\Images\watermarkInfo_page04_ca.paa"; description="$STR_A3_CfgMods_DLCBAssets_DLCBVehicles_DLCBFOBObjects1"; }; }; class SinglePlayer { class DLCBTimeTrial1 { reference[]= { "CfgMissions", "Challenges", "Time_Trials", "Helicopters", "SP_TT06" }; }; class DLCBTimeTrial { reference[]= { "CfgMissions", "Challenges", "Time_Trials", "Helicopters", "SP_TT07" }; }; class DLCBTimeTrial3 { reference[]= { "CfgMissions", "Challenges", "Time_Trials", "Helicopters", "SP_TT08" }; }; class DLCBTimeTrial4 { reference[]= { "CfgMissions", "Challenges", "Time_Trials", "Helicopters", "SP_TT09" }; }; class DLCBTimeTrial5 { reference[]= { "CfgMissions", "Challenges", "Time_Trials", "Helicopters", "SP_TT10" }; }; class DLCBShowcase { reference[]= { "CfgMissions", "Showcases", "Showcase_SlingLoading" }; }; class DLCBvr { displayName="$STR_A3_RSCDISPLAYWELCOME_HELI_PARD_LIST8_TITLE"; overviewPicture="\A3\Missions_F_Bootcamp\data\img\Boot_VR_overview_CA.paa"; description="$STR_A3_RSCDISPLAYWELCOME_HELI_PARD_LIST8"; }; }; class MultiPlayer { class MP_GroundSupport01 { overviewPicture="A3\Missions_F_Heli\data\img\MP_GroundSupport01_overview_CA.paa"; displayName="$STR_A3_MP_GS_SC_01_Mission_name"; description="$STR_A3_MP_GS_SC_01_Overview_text"; }; class MP_GroundSupport02 { overviewPicture="A3\Missions_F_Heli\data\img\MP_GroundSupport02_overview_CA.paa"; displayName="$STR_A3_MP_GS_SC_02_Mission_name"; description="$STR_A3_MP_GS_SC_02_Overview_text"; }; class MP_GroundSupport03 { overviewPicture="A3\Missions_F_Heli\data\img\MP_GroundSupport03_overview_CA.paa"; displayName="$STR_A3_MP_GS_SC_03_Mission_name"; description="$STR_A3_MP_GS_SC_03_Overview_text"; }; class MP_GroundSupport04 { overviewPicture="A3\Missions_F_Heli\data\img\MP_GroundSupport04_overview_CA.paa"; displayName="$STR_A3_MP_GS_COOP_01_Mission_name"; description="$STR_A3_MP_GS_COOP_01_Overview_text"; }; class MP_GroundSupport05 { overviewPicture="A3\Missions_F_Heli\data\img\MP_GroundSupport05_overview_CA.paa"; displayName="$STR_A3_MP_GS_COOP_02_Mission_name"; description="$STR_A3_MP_GS_COOP_02_Overview_text"; }; }; class Features { class DLCBSLingLoad { displayName="$STR_A3_CfgMods_DLCBFeatures_DLCBSLingLoad0"; overviewPicture="\A3\Data_F_Heli\Images\watermarkInfo_page07_ca.paa"; description="$STR_A3_CfgMods_DLCBFeatures_DLCBSLingLoad1"; }; class DLCBFlightModel { displayName="$STR_A3_CfgMods_DLCBFeatures_DLCBFlightModel0"; overviewPicture="\A3\Data_F_Heli\Images\watermarkInfo_page08_ca.paa"; description="$STR_A3_CfgMods_DLCBFeatures_DLCBFlightModel1"; }; class DLCBFiringFromVehicles { displayName="$STR_A3_CfgMods_DLCBFeatures_DLCBFiringFromVehicles0"; overviewPicture="\A3\Data_F_Heli\Images\watermarkInfo_page09_ca.paa"; description="$STR_A3_CfgMods_DLCBFeatures_DLCBFiringFromVehicles1"; }; }; }; }; And for the weapon, vehicle, etc. add: DLC="Heli" As the "Heli: Mod_Base" defines the classname for the DLC, which gives you this (but the minimum you need is a Picture and a Logo pic, which gives you this: Share this post Link to post Share on other sites
EricJ 763 Posted June 10, 2015 Also no luck with the muzzle flash issue, if that small fix to A3 was intended. Share this post Link to post Share on other sites
EricJ 763 Posted June 11, 2015 BTW thanks for adding a detailed error report (instead of Build error=1) when there's something wrong with the config.cpp, saved some time :D ---------- Post added at 14:57 ---------- Previous post was at 13:01 ---------- Also getting a weird file handling error, i.e this is the directory I save my WIP Stuff in: Steam blah blah\Arma 3\@EricJMods\Addons What it saves it to is: Steam blah blah\Arma 3\@EricJMods\ i.e. it's saving the files one directory above the specified path (which I reset in Addon Builder, thanks). Overall was annoying at first but now that I know what to look for I can just manually move them, or do I have to set it to "@EricJMods" and it automatically puts it in the Addons subfolder? ---------- Post added at 16:26 ---------- Previous post was at 14:57 ---------- Okay confirmed, it's not automagically putting it in the Addons folder, it simply packs to a "higher folder", so my test using @EricJMods as the target folder put the packed PBO in the Arma 3 directory for Addon Builder. Share this post Link to post Share on other sites