Jump to content
Sign in to follow this  
thomasb3dpro

Having trouble with config.cpp

Recommended Posts

Hi everyone,

 

I'm trying to deletes some bug from a camera add on that is in WIP.

 

I'm sorry but i'm a beginner in modding editing on Arma 3.

 

__

 

That's my problem :

 

I have actually a camera mod (object) that replace a rocket launcher for Altis Life.

 

The problem I actually have is that when i aim with right click on First Person, i want to have a clear screen like this :

 

0a5y3xS.jpg

 

But when i'm aiming i have this :

 

1r8vuDG.jpg

 

To change this, i create a point in the *.p3d file of the camera who i named "eye" and placed like this

 

9wnteos.png

 

 

 

 

Actually, there is my config.cpp file :

#define true 1
#define false 0
class CfgPatches {
class camantv {
units[] = {};
weapons[] = {};
requiredVersion = 0.60;
// requiredAddons[] = {"A3_Weapons_F", "A3_UI_F", tmr_core};
requiredAddons[] = {"A3_Weapons_F", "A3_UI_F"};
version = 0.1;
author[] = {"Taosenai"};
authorUrl = "http://www.ryanschultz.org/tmr/";
};
};
/*class Extended_PostInit_EventHandlers {
class tmr_disposable {
clientInit = "call compile preProcessFileLineNumbers '\tmr_disposable\init.sqf'";
};
};
class Extended_FiredBIS_EventHandlers {
class CAManBase {
class tmr_disposable {
clientFiredBIS = "_this call tmr_disposable_fnc_firedEH";
};
};
};*/
class CfgMagazines {
	class CA_LauncherMagazine;
	class NLAW_F;
	class TMR_DisposableDummy : NLAW_F {
		scope = 1;
		displayname = "Empty";
		displaynameshort = "Empty";
		descriptionshort = "Empty";
		count = 0;
	};
};
class CfgWeapons {
	class Launcher_Base_F;
	class launch_NLAW_F : Launcher_Base_F {
		// tmr_disposable = 1;
		// tmr_disposableUsed = "launch_NLAW_F_used";
	};
	class launch_NLAW_F_used : launch_NLAW_F {
		descriptionshort = "Caméra SONY TVB 249";
		displayname = "Caméra Presse";
		magazines[] = {"TMR_DisposableDummy"};
		author = "test";
		model="\camantv\camantv.p3d";
		
		modelOptics = "-";
		opticsPPEffects[] = {"OpticsCHAbera1","OpticsBlur1"};
		opticsZoomMin = 2;
		opticsZoomMax = 0.3;
		opticsZoomInit = 2;
		class OpticsModes
		{
			class optic
			{
				opticsID = 1;
				useModelOptics = 1;
				opticsZoomMin = 2;
				opticsZoomMax = 0.3;
				opticsZoomInit = 2;
				distanceZoomMin = 300;
				distanceZoomMax = 300;
				memoryPointCamera = "eye";
				opticsFlare = 1;
				opticsDisablePeripherialVision = 1;
				cameraDir = "look";
				visionMode[] = {"Normal","NVG"};
				opticsPPEffects[] = {"OpticsCHAbera1","OpticsBlur1"};
			};
		};
	};
};
/*
class CfgHints {
	class TMR {
		displayName = "TMR Info";
		class Disposable {
			arguments[] = {};
			description = "Disposable single-shot launchers such as the PCML cannot be reloaded. You may discard the tube or keep it for its attached optics.";
			displayName = "Disposable Launchers";
			image = "\a3\ui_f\data\gui\cfg\hints\launcher_ca.paa";
			model="\camantv\camantv.p3d";
			//tip = "tmr_disposable.pbo";
		};
	};
};*/

Can you please help me finding my mistake please ? 

 

In advance thanks

 

 

PS : I apologize for my english, I'm French

Share this post


Link to post
Share on other sites

would you not be better using the Bino's proxy as a source for your camera?

Share this post


Link to post
Share on other sites

would you not be better using the Bino's proxy as a source for your camera?

 

I'm sorry but I don't understand what is Bino's proxy, i never dev in modding before.

 

Can you explain a little bit more please ?

Share this post


Link to post
Share on other sites

Try:

modelOptics = "\A3\weapons_f\reticle\optics_empty.p3d";

in place of

modelOptics = "-";

Also, given your config.cpp, you'll need to put a single memory point IN FRONT (i.e. in the direction you look) of the 'eye' memory point and name it 'look'

  • Like 1

Share this post


Link to post
Share on other sites

Thank you, i try that :

 

First try : 

 

I replace the line with :

modelOptics = "\A3\weapons_f\reticle\optics_empty.p3d";

AND I place another point like this : 

 

7Ly6Vu1.png

 

And sadly I keep having the camera (virtual) into the physical camera

 

Second try :

 

In the wiki CfgWeapons Config Reference it's say :

 

JOI9l59.png

 

So I re-put the value to "-" and I keep the modification that you tell me to do (create a 'look' point)

 

Sadly, i have the same bug than before.

 

 

Do you have any other idea for my problem ? Thanks.

Share this post


Link to post
Share on other sites

what I mean is that what you're trying to do is to copy what a set of Bino's does, so why not use the config.cpp for those? A camera is basically an optic that is the same as a set of bino's, almost held the same too, so to me, using the bino's model.cfg and the config.cpp would be the simplest thing.

 

 

I'm sorry but I don't understand what is Bino's proxy, i never dev in modding before.

 If you've never done this type of modding before, that's where you are coming unstuck. 

The eye point needs to be behind the camera, and not in front of it, think of it as a giant iron sight, and you will get the picture!! pardon the pun.

  • Like 1

Share this post


Link to post
Share on other sites

what I mean is that what you're trying to do is to copy what a set of Bino's does, so why not use the config.cpp for those? A camera is basically an optic that is the same as a set of bino's, almost held the same too, so to me, using the bino's model.cfg and the config.cpp would be the simplest thing.

 

 

Oh thanks, because i'm French i did even understand that Bino = binoculars. Sorry for that.

 

Where can I found the binoculars files ? I search into A3/Addons/weapons_f.pbo/binocular/binoculars_proxy.p3d but when i try to open it Oxygen 2 stop working. I don't find the config.cpp too.

 

But I have a question : If I take the model cfg and config cpp of binocular, this going to have the player having the camera in hand with the same animation of binocular ? It's a little bit akward no ?

 

 

The eye point needs to be behind the camera, and not in front of it, think of it as a giant iron sight, and you will get the picture!! pardon the pun.

 

Like this ?

 

es2ptgo.png

 

 

I try this and I still get my view into the physical camera in Arma.

 

Thanks for your assistance btw.

 

PS : Another time, sorry for my bad english

  • Like 1

Share this post


Link to post
Share on other sites

Using my above suggestion, change

useModelOptics = 1;

to

useModelOptics = 0;

Share this post


Link to post
Share on other sites
 

 

Using my above suggestion, change

useModelOptics = 1;

to

useModelOptics = 0;

 

 

Actually my cpp file look like this one :

 

#define true 1
#define false 0
class CfgPatches {
class camantv {
units[] = {};
weapons[] = {};
requiredVersion = 0.60;
// requiredAddons[] = {"A3_Weapons_F", "A3_UI_F", tmr_core};
requiredAddons[] = {"A3_Weapons_F", "A3_UI_F"};
version = 0.1;
author[] = {"Taosenai"};
authorUrl = "http://www.ryanschultz.org/tmr/";
};
};
/*class Extended_PostInit_EventHandlers {
class tmr_disposable {
clientInit = "call compile preProcessFileLineNumbers '\tmr_disposable\init.sqf'";
};
};
class Extended_FiredBIS_EventHandlers {
class CAManBase {
class tmr_disposable {
clientFiredBIS = "_this call tmr_disposable_fnc_firedEH";
};
};
};*/
class CfgMagazines {
	class CA_LauncherMagazine;
	class NLAW_F;
	class TMR_DisposableDummy : NLAW_F {
		scope = 1;
		displayname = "Empty";
		displaynameshort = "Empty";
		descriptionshort = "Empty";
		count = 0;
	};
};
class CfgWeapons {
	class Launcher_Base_F;
	class launch_NLAW_F : Launcher_Base_F {
		// tmr_disposable = 1;
		// tmr_disposableUsed = "launch_NLAW_F_used";
	};
	class launch_NLAW_F_used : launch_NLAW_F {
		descriptionshort = "Caméra SONY TVB 249";
		displayname = "Caméra Presse";
		magazines[] = {"TMR_DisposableDummy"};
		author = "test";
		model="\camantv\camantv.p3d";
		
		modelOptics = "\A3\weapons_f\reticle\optics_empty.p3d";
		opticsPPEffects[] = {"OpticsCHAbera1","OpticsBlur1"};
		opticsZoomMin = 2;
		opticsZoomMax = 0.3;
		opticsZoomInit = 2;
		class OpticsModes
		{
			class optic
			{
				opticsID = 1;
				useModelOptics = 0;
				opticsZoomMin = 2;
				opticsZoomMax = 0.3;
				opticsZoomInit = 2;
				distanceZoomMin = 300;
				distanceZoomMax = 300;
				memoryPointCamera = "eye";
				opticsFlare = 1;
				opticsDisablePeripherialVision = 1;
				cameraDir = "look";
				visionMode[] = {"Normal","NVG"};
				opticsPPEffects[] = {"OpticsCHAbera1","OpticsBlur1"};
			};
		};
	};
};
/*
class CfgHints {
	class TMR {
		displayName = "TMR Info";
		class Disposable {
			arguments[] = {};
			description = "Disposable single-shot launchers such as the PCML cannot be reloaded. You may discard the tube or keep it for its attached optics.";
			displayName = "Disposable Launchers";
			image = "\a3\ui_f\data\gui\cfg\hints\launcher_ca.paa";
			model="\camantv\camantv.p3d";
			//tip = "tmr_disposable.pbo";
		};
	};
};*/ 

 

But unfortunately, I always have the same point of view when I aim. 

 

It's look like another thing is setting the position of eyes ... Is it possible ?

 

Thanks you a lot for your help

Share this post


Link to post
Share on other sites

unless you have a particular animation for the camera, no matter what you do, in 3rd person view it's going to look awkward.

 

Like I said, you're basically creating a giant Iron sight, work from that point.

 

it also looks like you've set up your camera to be a disposable launcher, but it will inherit everything from the disposable launcher including it's view points.

 

Jackal326 will keep me right here I'm sure, but you maybe need to actually create a camera class itself, line # 4 I think should be included in line #44 somewhere, as all you're doing is using an existing class, but replacing the model, which I don't think will work.

Share this post


Link to post
Share on other sites

Thanks for your help and for you reply

 

unless you have a particular animation for the camera, no matter what you do, in 3rd person view it's going to look awkward.

 

 

 

Yes but actually the animation is like that and I think it will more awkward if I use a binocular preset ?

 

6q4fliG.jpg

pvNFwzU.jpg

HG5YjvB.jpg

RjtMbzu.jpg

 

+ The fact that if I use binocular preset, when I hide it, it will be invisible, no ?

 

Like I said, you're basically creating a giant Iron sight, work from that point.

 

 

Yes, but the objective is when I aim I need to see what the camera will record in real life, so I must put the view point in the objective (or the canon) no ?

 

 

it also looks like you've set up your camera to be a disposable launcher, but it will inherit everything from the disposable launcher including it's view points.

 

Yes, like I said before I'm working on the WIP config.cpp and the dev start from set up the camera to be a launcher. 

 

Can't I change the view point to make them no inheritate from the NLAW model ? 

 

Why when I change the 'eye' point and the 'look' point there is no modification in game ?

 

 

Jackal326 will keep me right here I'm sure, but you maybe need to actually create a camera class itself, line # 4 I think should be included in line #44 somewhere, as all you're doing is using an existing class, but replacing the model, which I don't think will work.

 

Should I replace some class by 'camantv' ? I'm so sorry but like a tell you before, I never do any modding like this so i'm quite a noob

 

 

PS : Sorry for bad english

Share this post


Link to post
Share on other sites

you might want to work on the scale of that thing, he'd have to have arms like Garth to carry it. :D

 

Okay I get what you're trying to do, maybe you need to have a reticle.p3d ? It looks like you're missing information from the Optics part of it.

 

 

I think you need something like this to get it working, as you seem to be missing essential stuff from the config.cpp.

 

        class ItemInfo: InventoryOpticsItem_Base_F
        {
            opticType = 1;
            mass = 10;
            RMBhint = "videocam";
            optics = 1;
            modelOptics = "\A3\Weapons_F\empty";
            class OpticsModes
            {
                class videocam
                {
                    opticsID = 1;
                    useModelOptics = 0;
                    opticsPPEffects[] = {""};
                    opticsFlare = 0;
                    opticsDisablePeripherialVision = 0;
                    opticsZoomMin = 0.25;
                    opticsZoomMax = 1.1;
                    opticsZoomInit = 0.5;
                    memoryPointCamera = "eye";
                    visionMode[] = {};
                    distanceZoomMin = 100;
                    distanceZoomMax = 100;
                };
                class videocamscope
                {
                    opticsID = 2;
                    useModelOptics = 0;
                    opticsPPEffects[] = {"OpticsCHAbera5","OpticsBlur5"};
                    opticsFlare = 0;
                    opticsDisablePeripherialVision = 0;
                    opticsZoomMin = 0.0691;
                    opticsZoomMax = 0.0691;
                    opticsZoomInit = 0.0691;
                    memoryPointCamera = "opticView";
                    visionMode[] = {};
                    distanceZoomMin = 300;
                    distanceZoomMax = 300;
                };
            };
        };

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×