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ACI XCIX-0001

Currently used drone turret weapon vehicle player currentWeaponTurret [0]; but for pratorian connected to terminal for instance

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Afternoon !

Is there a command to find the weapon classname from the drone turret currently connect to the terminal ? As an example to find the weapon turret classname used by the current praetorian.
vehicle player currentWeaponTurret [-1];

vehicle player currentWeaponTurret [0];

apparently doesen t return anything.

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UAVs (including connectable automated turrets like the Praetorian) work a little differently.

_uav = getConnectedUAV player;  
_curWeapD = _uav currentWeaponTurret [-1];  //  driver turret
_curWeapG = _uav currentWeaponTurret [0];  //  gunner turret
hint format ["%1 | %2", _curWeapD, _curWeapG];

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Thank for your Answer !

 

Typing 

getConnectedUAV player;

Returns "Eror Invalid number in expression in the Debug Console".

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Check your spelling, it works fine.

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Yes. And, btw, some UAVs like Sentinel (B_UAV_05_F) don't have turret on driver. Check  allTurrets getConnectedUAV player or simply allTurrets nameOfYourUAV

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Thank @Harzach and @pierremgi for your answers.
The spelling for "getConnectedUAV player;" is correct, still the same error.

"allTurrets getConnectedUAV player;" returns [[0]] : What does it means ?

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40 minutes ago, ACI XCIX-0001 said:

Thank Harzach and pierremgi for your answers.
The spelling for "getConnectedUAV player;" is correct, still the same error.

"allTurrets getConnectedUAV player;" returns [[0]] : What does it means ?

 

You have only one turret "path": [0] , usually for gunner. In this case, there is no pilot's "turret path" (weapon turret). Turret's paths are for selecting turrets on a vehicle, working with the turrets' commands.

 

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Thank @pierremgi and @fn_Quiksilver for your answers !

 

So can you you suggest what do you write in the debug console when your are in the gunner praetorian gun turret to get the current turret weapon classname in use ?

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The code I provided does that. You can edit out the part that checks the driver turret.

_uav = getConnectedUAV player;  
_curWeap = _uav currentWeaponTurret [0];
hint str _curWeap;

 

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Thank for your patience @Harzach !

Nothing in the resulting returning box when the code is copied/pasted in the console.

Can I provide you a screenshot. How to upload a screenshot in ATTM ?

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That's what the "hint" line is doing, close the console and you'll see it.

Aokb3QB.png

 

To see the result in the debug return field, do this:

_uav = getConnectedUAV player;  
_uav currentWeaponTurret [0];

 

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Thank it Works !
Just another question....

What is the difference between "cursorobject;" and "cursorObject call BIS_fnc_objectVar;" because "cursorobject "returns "B Alpha 1-4:1" and once you applied "cursorObject call BIS_fnc_objectVar;" it returns "bis_o2" and afterwards it will now always return "bis_o2" if you reenter "cursorobject", what is happening here ?

Do you give it a variable name when you apply "cursorObject call BIS_fnc_objectVar;" and what is "B Alpha 1-4:1", is it a variable of the object.
Also what is "1cbca0080# 1675186: usaf_ac130u.p3d"
What independently these 3 strings represents 1cbca0080# | 1675186 | usaf_ac130u.p3d ?

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13 minutes ago, ACI XCIX-0001 said:

Thank it Works !

 

You're welcome, it worked yesterday, too!

 

13 minutes ago, ACI XCIX-0001 said:

Do you give it a variable name when you apply "cursorObject call BIS_fnc_objectVar

 

Yes.

 

13 minutes ago, ACI XCIX-0001 said:

what is "B Alpha 1-4:1"

 

SIDE - GROUPID - UNITGROUPID

 

B Alpha 1-4:1

 

BLUFOR

Alpha 1-4

1 (leader)

 

13 minutes ago, ACI XCIX-0001 said:

What independently these 3 strings represents 1cbca0080# | 1675186 | usaf_ac130u.p3d ?

 

the last bit is the object's .p3d filename - the actual 3D model. Not sure about the rest.

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21 hours ago, Harzach said:

SIDE - GROUPID - UNITGROUPID

 

B Alpha 1-4:1

 

BLUFOR

Alpha 1-4

1 (leader)

So you can by the way call the object in any function with this "B Alpha 1-4:1" ? Is it considered as a variable ?
Is it better to apply a new variable with "cursorObject call BIS_fnc_objectVar;" and use "bis_o2" ? What is the difference between "B Alpha 1-4:1" and "bis_o2" ?
Also does "currentWeaponTurret [0];" goes in the splendid config viewer to get these informations ? Is there a way to do a Ctrl + F in the Splendid Config viewer ?

[object, varNameRoot] call BIS_fnc_objectVar is the syntax so is varNameRoot the custom variable name that you can give ?
"[cursorObject, plane1] call BIS_fnc_objectVar;" give the same default generated name ""bis_o3"" for instance.


Thank you again !

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1 hour ago, ACI XCIX-0001 said:

Is it considered as a variable

 

No, it's a groupID.

 

1 hour ago, ACI XCIX-0001 said:

What is the difference between "B Alpha 1-4:1" and "bis_o2"

 

First is groupID, second is variable name.

 

1 hour ago, ACI XCIX-0001 said:

does "currentWeaponTurret [0];" goes in the splendid config viewer to get these informations ? Is there a way to do a Ctrl + F in the Splendid Config viewer ?

 

No and no. However:

  1. place object in editor
  2. right-click object
  3. select "Find in Config Viewer"
  4. drill down through config from there

Or if you know what you are looking for, just open the relevant configFile and find it directly. 

 

For example, to find the Praetorian's weapon, open it in config viewer, then drill down to the "weapons" entry:

Quote

configfile >> "CfgVehicles" >> "B_AAA_System_01_F" >> "Turrets" >> "MainTurret" >> "weapons"

 

where you will find:

Quote

weapons[] = {"weapon_Cannon_Phalanx"};

 

 

1 hour ago, ACI XCIX-0001 said:

so is varNameRoot the custom variable name that you can give ?

 

Yes.

 

1 hour ago, ACI XCIX-0001 said:

"[cursorObject, plane1] call BIS_fnc_objectVar;" give the same default generated name ""bis_o3"" for instance.

 

Well, no. If your object is named "plane1", BIS_fnc_objectVar will return "plane1." If your object does not have a varName, BIS_fnc_objectVar will create one. By default, the root of that varName is "bis_o" and each new varName is incremented up from "1," so "bis_o1," "bis_o2," "bis_o3," etc. You can customize this varName using the full syntax:

[cursorObject, "plane_"] call BIS_fnc_objectVar;"

This will return "plane_1."

 

 

 

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Thank you for such a detailled answer and your commitment.
Trying to understand something in your last answer.
Ok it works ! But only the 1st time you name via the function, the var name will be attributed but you cannot rename it after that ?
Can you change the var name of an already named object by the "BIS_fnc_objectVar" ?
Also for ITC Land Mod Turret it Gives "weapons[] = {"FakeWeapon"};". What does it means ?

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Morning !

Actually there is a strange thing with the config viewer......

Let s say you want "configfile >> "CfgVehicles" >> "B_AAA_System_01_F" >> "Turrets" >> "MainTurret" >> "weapons"".

So, you Enter on "configfile >> "CfgVehicles" >> "B_AAA_System_01_F" >>"  and once you get  "+Turrets", youn Enter of this and , it s very surprising, it lowers you all the way down the list, making you loose your previously higlighted category toward a whole new path where there is absoluetly nothing on the right side as classes : this new path is the following : configfile >> "Turrets". So you have to scroll all the way up again and find back the category where you were towards the actual "configfile >> "CfgVehicles" >> "B_AAA_System_01_F" >> "Turrets"".
If you want to explore  "MainTurret" now, the same very anoying things happens, it sends you to a path specially created for this that didnt existed previously ""configfile >> "MainTurret" and you have, and you have to scroll back all the way up again and find back the correct path wich is """configfile >> "CfgVehicles" >> "B_AAA_System_01_F" >> "Turrets" >> "MainTurret" >>".......

Does it works the same way on your side ? This is very counter productive ? Is there something to do to make the categories tree works the right way ? Maybe you need to bookmark or to copy the path each time it before Enter the category ? Also how does the "Parens" field works ?
Also how do you send ATTM screenchots on the forum ?

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49 minutes ago, ACI XCIX-0001 said:

Is there something to do to make the categories tree works the right way ?

 

Not sure what you mean. You are just expanding the tree. It just reloads the page when you do.

 

JoqdDkC.png

 

58 minutes ago, ACI XCIX-0001 said:

Also how does the "Parens" field works ?

 

It displays the parent classes of the currently selected class:

 

eL2xTh6.png

 

Each class inherits properties from the class above it, hence "parent."

 

1 hour ago, ACI XCIX-0001 said:

Also how do you send ATTM screenchots on the forum ?

 

I don't know what ATTM is, but you can share links to your Steam screenshots. Otherwise, you need to upload them to a third-party image hosting site and then share from there. Paste a direct image link here:

 

OCTxCl4.png

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Thank for your answer.

 

1 hour ago, Harzach said:

Not sure what you mean. You are just expanding the tree. It just reloads the page when you do.

Asking this because it doesen t worked like a supposed tree should work. Comming to a point in the path where it jumps all the way down with an empty category and sometimes it works. Very strange behavior.

1 hour ago, Harzach said:

Each class inherits properties from the class above it, hence "parent."

Above it ? Where ?

Screenshot Link
For instance for "configfile >> "CfgWeapons" >> "RHS_weap_gau8" >> "magazines"", there isn t "["Gatling_30mm_Plane_CAS_01_F","CannonCore","Default"]" either ""Gatling_30mm_Plane_CAS_01_F"" or ""CannonCore"" in the tree above it ?
Also what is "Default" ?

1 hour ago, Harzach said:

I don't know what ATTM is, but you can share links to your Steam screenshots. Otherwise, you need to upload them to a third-party image hosting site and then share from there. Paste a direct image link here:

ATTM is the short for Attachement. OK ! So you can upload attachment on your prifile, these are preview of embeded links towards files in the cloud like OneDrive or online images on the forum.
Insert into post and it gives a red field where nothing is uploaded.

Red Field

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44 minutes ago, ACI XCIX-0001 said:

Above it ? Where ?

 

In the parents field, "up" is to the right. So in my screenshot above, you can see that "All" is the highest-level parent class. These parent classes are not necessarily up one level in the config tree, however. The structure of the config tree and the structure of parent/inheritance are not the same. They are two different things.

 

44 minutes ago, ACI XCIX-0001 said:

Insert into post and it gives a red field where nothing is uploaded.

 

You can only insert a direct image link. OneDrive/GDrive/etc. will not work. An image host like Imgur/Lensdump/etc. is required. Or, you can just paste the link as you did for your "Red Field" image.

 

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Thank !

1 hour ago, Harzach said:

The structure of the config tree and the structure of parent/inheritance are not the same. They are two different things.

And is there any way to get an inheritance structure as a tree or you need to check on each classes and determine it individually ?

1 hour ago, Harzach said:

You can only insert a direct image link. OneDrive/GDrive/etc. will not work. An image host like Imgur/Lensdump/etc. is required. Or, you can just paste the link as you did for your "Red Field" image.

Ok Got It.

Also why is there the same class in CfgVehicles and CfgWeapons and Why are there Weapons in CfgVehicles sometimes ? Why are there things that are unsorted and disordered like that ?
Is there a way to duplicate a class and edit a specific attribute or a command just for the current game session ?
Is there a way to find the Camera Modes on the specific turret and to add Black and Whit or Green and Black Thermal for Instance ?

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1 hour ago, ACI XCIX-0001 said:

is there any way to get an inheritance structure as a tree

 

Not that I'm aware of, no. See signature.

 

1 hour ago, ACI XCIX-0001 said:

Why are there things that are unsorted and disordered like that ?

 

We can only assume that everything is where BI wants it to be.

 

1 hour ago, ACI XCIX-0001 said:

Is there a way to duplicate a class and edit a specific attribute or a command just for the current game session ?

 

You would need to make a mod. You can't edit a config via scripting.

 

1 hour ago, ACI XCIX-0001 said:

Is there a way to find the Camera Modes on the specific turret

 

Via scripting, (and we are at the limit of my proficiency working with configs) you can use getArray, but you need the full path:

_array = getArray (configfile >> "CfgVehicles" >> "AAA_System_01_base_F" >> "Turrets" >> "MainTurret" >> "OpticsIn" >> "Medium" >> "visionMode");
hint str _array;

There may be an easier, more dynamic way to get that array from any given vehicle, but I don't know how.

 

Via the config viewer, you can drill down to the visionMode array in a turret's OpticsIn property:

configfile >> "CfgVehicles" >> "AAA_System_01_base_F" >> "Turrets" >> "MainTurret" >> "OpticsIn"

5X6tOrB.png

 

 

2 hours ago, ACI XCIX-0001 said:

and to add Black and Whit or Green and Black Thermal for Instance ?

 

As above, this would require a mod to edit the config.

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45 minutes ago, Harzach said:

(and we are at the limit of my proficiency working with configs)

It s already very informative ! Thank you for all this answer and support and your comitment on this thread !
Got it !


Do you how to determine if the "Ti" for Thermal is relative to Black White or Green and Black ?
OK got it from another thread.
Apparently it s the thermalMode[] = {0,1};
TeRp_[OA] New config values, who has info about?

On 7/8/2010 at 1:15 PM, TeRp said:

thermalMode defines which thermal vision modes can be used.

There are at least 6, though I haven't tried all of them yet.

0: Black and White, White = Hot

1: Black and White, Black = Hot

2: Green and White, White = Hot

3: Green and Black, Black = Hot

4: Red

5: Red

Example: If you want your tank to have Black and White with White = Hot and Green and White with White being hot, you'd use: thermalMode[]={0,2}.

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