inferno7312 0 Posted April 9, 2007 I know, Â you will fix the Bug anyway, just report that I use the Nvida 7800, I have problem muzzle flash too. I think it should be a problem of BIS's 3d engine. BTW, Like your little birds, they are working very well. Share this post Link to post Share on other sites
Shadow NX 1 Posted April 9, 2007 We will edit that in the fix next days, sorry if we caused you trouble. Share this post Link to post Share on other sites
vilas 477 Posted April 9, 2007 no problem , we all don't have tools and documentation, we can just guess why - we haven't made that engine Your Hind is very very good and long waited addon Share this post Link to post Share on other sites
Jackal326 1181 Posted April 9, 2007 class CfgModels{       class Default{};       class Weapon: Default       {              sectionsInherit="";              sections[]={zasleh};              selectionFireAnim = "zasleh";       };       class g36c : Weapon{};       class ak47 : Weapon{};       class ak74mp29 : Weapon{};       class ak74msc : Weapon{};       class ak74s : Weapon{};       class ak74pso : Weapon{};       }; }; I've quoted the way you (Vilas) SHOULD have done it in the first place to avoid any conflicts, thouhgh I didn't know it could conflict in such a way, and it doesn't require you to re-write the RHS Mi-24 config. Share this post Link to post Share on other sites
vilas 477 Posted April 9, 2007 okay so what we shall do now , on my PC i changed Your MI24 config and i have muzzle working good ? Share this post Link to post Share on other sites
marco-polo-iv 0 Posted April 9, 2007 @Vilas, there is not an Error in the RHS MI24, there is a big error in your addons. thats the right CfgModels for Weapons: Quote[/b] ]class CfgModels{ class Default { sections[]={}; sectionsInherit=""; skeletonName = ""; }; class Weapon: Default { sections[]= { "zasleh", "magazine", "ammo_belt", "ammo_belt_buttom" }; skeletonName="Weapon"; }; class MAP_G36AG36 : Weapon{}; };; an this the right CfgModels for Vehicles: Quote[/b] ]class CfgModels{ class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class Vehicle: Default { sections[] = { "cislo", "grupa", "side", "sektor", "clan", "clan_sign", "podsvit pristroju", "poskozeni", "L svetlo", "P svetlo", "zasleh" }; }; class Helicopter: Vehicle { sectionsInherit="Vehicle"; sections[]= { "sklo predni p", "sklo predni l", "velka vrtule staticka", "velka vrtule blur", "mala vrtule staticka", "mala vrtule blur", "trup", "motor", "elektronika", "mala vrtule", "velka vrtule", "munice", "zbran", "vez" }; skeletonName="Helicopter"; class Animations { class damageHide { type="hide"; source="damage"; selection="damageHide"; }; class IndicatorAltRadar: Rotation { source="altRadar"; sourceAddress="loop"; selection="alt"; axis="osa_alt"; memory=0; maxValue=304; angle1="rad -360"; }; class IndicatorAltRadar2: IndicatorAltRadar { selection="alt2"; axis="osa_alt2"; }; class IndicatorAltBaro: Rotation { source="altBaro"; selection="nm_alt"; axis="osa_nm_alt"; memory="false"; maxValue=61; angle1="rad -180"; }; class IndicatorAltBaro2: IndicatorAltBaro { selection="nm_alt2"; axis="osa_nm_alt2"; }; class IndicatorSpeed: Rotation { source="speed"; selection="mph"; axis="osa_mph"; memory="false"; maxValue=125; angle1="rad -320"; }; class IndicatorSpeed2: IndicatorSpeed { selection="mph2"; axis="osa_mph2"; }; class IndicatorVertSpeed: Rotation { source="vertSpeed"; selection="vert_speed"; axis="osa_vert_speed"; memory=0; minValue=-30.000000; maxValue=30.000000; angle1=-5.235988; }; class IndicatorVertSpeed2: IndicatorVertSpeed { selection="vert_speed2"; axis="osa_vert_speed2"; memory=0; }; class IndicatorRPM: Rotation { source="rpm"; selection="rpm"; axis="osa_rpm"; memory="false"; maxValue=12; angle1="rad -320"; }; class IndicatorRPM2: IndicatorRPM { selection="rpm2"; axis="osa_rpm2"; }; class IndicatorCompass: Rotation { source="direction"; selection="kompas"; axis="osa_kompas"; memory="false"; minValue=-3.141593; maxValue=3.141593; angle0=-3.141593; angle1=3.141593; }; class IndicatorCompass2: IndicatorCompass { selection="kompas2"; axis="osa_kompas2"; }; class WatchHour: Rotation { source="clockHour"; selection="hodinova"; axis="osa_time"; memory="false"; angle1="rad -360"; }; class WatchHour2: WatchHour { selection="hodinova2"; axis="osa_time2"; }; class WatchMinute: Rotation { source="clockMinute"; selection="minutova"; axis="osa_time"; memory="false"; angle1="rad -360"; }; class WatchMinute2: WatchMinute { selection="minutova2"; axis="osa_time2"; }; class HRotor: Rotation { source="rotorH"; selection="velka vrtule"; axis="velka osa"; angle1="2 * 3.1415926536"; }; class RotorShaft: HRotor { selection="RotorShaft"; }; class VRotor: Rotation { source="rotorV"; selection="mala vrtule"; axis="mala osa"; angle1="2 * 3.1415926536"; }; class HorizonBank { type="rotationZ"; source="horizonBank"; selection="horizont"; axis="osa_horizont"; memory="false"; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class HorizonDive { type="rotationX"; source="horizonDive"; selection="horizont_dive"; axis="osa_horizont"; memory=0; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class Horizon2Bank: HorizonBank { selection="horizont2"; axis="osa_horizont2"; }; class Horizon2Dive: HorizonDive { selection="horizont2_dive"; axis="osa_horizont2"; }; class RotorHDive { selection="velka vrtule"; axis="predni osa naklonu"; type="rotationX"; source="rotorHDive"; minValue="rad -90"; maxValue="rad +90"; angle0="rad -90"; angle1="rad +90"; animPeriod=0; }; class mala_vrtule_damage: damageHide { selection="mala vrtule"; }; class velka_vrtule_damage: damageHide { selection="velka vrtule"; }; class rotorShaft_damage: damageHide { selection="rotorShaft"; }; }; }; ... ... }; Share this post Link to post Share on other sites
kolt16 0 Posted April 9, 2007 I have the muzzle error as well, and I don't have the mi24 installed yet, it seems that this conflict occures with other mods as well, I have few soldier addons and a few wehicle reskins. I'll try to find out witchone coses the muzzle bug to appear. But changing the mi24 config on its own won;t be enough. Share this post Link to post Share on other sites
kolt16 0 Posted April 9, 2007 Mapfact_Air does it to.. but none of the other mods I have checked so far. Share this post Link to post Share on other sites
Jackal326 1181 Posted April 9, 2007 look few sides earlier, config was like that shown here by You but than was error message "no entry cfg models default ..." etc. many people rerted this error message , i had it too with some weapons look at previous posts (site 28 discussion with Sickboy) if i make such config for custom weapons it causes error message and missions restarts and why you propose not define sections in default weapons but in vehicles ?? it disables zasleh (muzzle flash) work NONSENSE so in RHS_HIND there can be default{}; without other values but if there are values Zasleh cannot be left alone or maybe in ARMA zasleh is impossible without tools ? such weapon config you are proposing - custom weapons models don't work i changed Mi24 cfg and all is good have you checked this what you wrote in game ? probably NOT do not give advices that are not working, check on addon before You will write some cfg advice Tell that "NONSENSE" to my weapons pack, where zaslehs's work absolutely fine with the code I provided you with. Alternatively, do it the ABSOLUTELY proper way: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgModels {       class Default {};       class Weapon: Default {};       class SJB_AK47_proxy: Weapon       {              sections[] = {"zasleh"};       }; }; Defining the zasleh for each model, though annoying, is your best bet without messing with someone else's addon (i.e. without editing the RHS Mi-24). And before you accuse me of giving faulty advise, tell it to the 150+ weapons I've got fully functional as part of my weapons pack using code exactly like that... Share this post Link to post Share on other sites
vilas 477 Posted April 10, 2007 i must try this at home Jack, but this text was to Marco-Polo because he gave advice that causes error message "no entry cfgmodels default...." giving all models such section - yes, a lot of annoying copy, paste, paste, paste i will try if it works evening but maybe there cannot be default changed and someone made problem changing default and deleting zasleh from it ? i must dwonload map_air and try if it causes problem Share this post Link to post Share on other sites
sickboy 13 Posted April 10, 2007 Shouldn't the first Default be a class-copy like: (Also changed code to how I think it should work:) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class cfgModels {   class Default;   class Weapon;   class VIL_Weapon: Weapon   {     sectionsInherit="";     sections[]={zasleh};     selectionFireAnim = "zasleh";   };   class SomeWeapon: VIL_Weapon   {     blablabla;   }; }; Otherwise, shouldn't it be: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class cfgModels {   class Default   {     sectionsInherit="";     sections[]={};   };   class Weapon: Default {};   class VIL_Weapon: Weapon   {     sectionsInherit="";     sections[]={zasleh};     selectionFireAnim = "zasleh";   };   class SomeWeapon: VIL_Weapon   {     blablabla;   }; }; As far as I know, True ArmA Models do not have a cfgModels section anymore. As such, I guess ALL problems are related to inter-addon problems. I don't think anyone should edit any Default Class, so if it isn't available by default in the game, and as such, has no values, this is where I would go: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class cfgModels {   class Default{};   class VIL_Weapon: Default   {     sectionsInherit="";     sections[]={zasleh};     selectionFireAnim = "zasleh";   };   class SomeWeapon: VIL_Weapon   {     blablabla;   }; };In this last example... by leaving Default empty, (and if all addon creators keep doing that) then there will never be any issue.... Another thing that got me thinking... if there is no cfgModels section for ArmA Addons... then why not simply: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class cfgModels {   class VIL_Weapon   {     sectionsInherit="";     sections[]={zasleh};     selectionFireAnim = "zasleh";   };   class SomeWeapon: VIL_Weapon {};   class SomeWeapon2: VIL_Weapon {};   class SomeWeapon3: VIL_Weapon {}; }; This would simply never cause any errors. But I do not know if it works, I have very little understanding of Models actually Share this post Link to post Share on other sites
Rastavovich 0 Posted April 10, 2007 Another thing that got me thinking... if there is no cfgModels section for ArmA Addons... then why not simply:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class cfgModels {   class VIL_Weapon   {     sectionsInherit="";     sections[]={zasleh};     selectionFireAnim = "zasleh";   };   class SomeWeapon: VIL_Weapon {};   class SomeWeapon2: VIL_Weapon {};   class SomeWeapon3: VIL_Weapon {}; }; This would simply never cause any errors. But I do not know if it works, I have very little understanding of Models actually That actually is the easiest and clean way of making it work. The problem is caused by interaddon problems with the handling of class default and overwriting each others definitions. To make it a bit more clear: class Default {}; empties the default class class Default; tells the engine that such a class is defined somewhere else. So incase someone inherits after another addon emptied the class, you will have all kinds of funny effects. The way described by sickboy would prevent such things. Share this post Link to post Share on other sites
vilas 477 Posted April 10, 2007 yes, yes yes, but if someone (i don't cal who) now or in future will put default { sections ""} that will it cause my zasleh gone ? i said i must try it in home, when return from office but very very big thanx for all for trying to help Share this post Link to post Share on other sites
sickboy 13 Posted April 10, 2007 Thanks Rastovich! yes, yes yes, but if someone (i don't cal who) now or in future will put default { sections ""} that will it cause my zasleh gone ? i said i must try it in home, when return from office but very very big thanx for all for trying to help If you keep it the way you have it now, Your zaslesh will be gone if someone in future adds class default{sections="";};  I guess we should do a call to Model Creators that use cfgModels, and ask them to make own classes and not use/create/overwrite generic classes. As Rasto wrote, the version that makes sure that there will be no incompatibilities: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class cfgModels {  class VIL_Weapon  {    sectionsInherit="";    sections[]={zasleh};    selectionFireAnim = "zasleh";  };  class SomeWeapon: VIL_Weapon {};  class SomeWeapon2: VIL_Weapon {};  class SomeWeapon3: VIL_Weapon {}; }; Btw, tip, in class cfgVehicles, cfgWeapons, cfgMagazines and cfgAmmo (I do not know about other classes ), you now don't need to specify the full base classes anymore like in ofp: example <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class AllWeapons {}; class Rifle: AllWeapons {}; class SniperRifle: Rifle {}; class M24: SniperRifle {   model="modelfile"; }; class M21: M24 {   model="modelfile"; }; Could simply become: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class SniperRifle; class M24: SniperRifle {   model="modelfile"; }; class M21: M24 {   model="modelfile"; }; btw... ArmA has a nice classes inherit and overwrite system, but if it's used wrongly then it can lead to bad results sure, but calling ArmA a bad engine only because you don't know what's going on is a bit premature Share this post Link to post Share on other sites
vilas 477 Posted April 10, 2007 yes but some addon makers changed default {}; so this must be help from dear Moderator to have such "precept" for all in the first lines of addonmaking it will be editable only by listed addonmakers and people who know more than starting ones i can give than receipt how to make heli use weapons for exapmle if it wil be normal topic i can be down in disremember as i in begining i had idea to show what FOV, dispersion, AI distance of fire and etc. i must try at home this advice about cfg, but i left office 5 PM Share this post Link to post Share on other sites
sickboy 13 Posted April 10, 2007 yes but some addon makers changed default {}; so this must be help from dear Moderator to have such "precept" for all in the first lines of addonmaking it will be editable only by listed addonmakers and people who know more than starting ones i can give than receipt how to make heli use weapons for exapmle if it wil be normal topic i can be down in disremember as i in begining i had idea to show what FOV, dispersion, AI distance of fire  and etc. i must try at home this advice about cfg, but i left office 5 PM It's no problem if they change default. If you use the way as described above, it doesn't matter anymore if anyone changes default or any other model class for that matter in the example, we made your own VIL_Weapon class, so you only get problems if someone else also defines VIL_Weapon...  so as long as everyone simply honours/keeps to the PREFIX for their addons, it's all fine But ur right, having a wiki page or thread, whatever, that explains these important parts of configs, can be very usefull. Looking forward to hear your findings when ur back home :P Share this post Link to post Share on other sites
vilas 477 Posted April 10, 2007 edit: works thanx Rastavovich thanx BIS for help now i am putting Vilas_MOD and VilWW2 to OFP.GAMEPARK.CZ FTP when it will be i will give sign and links now Armaholic FTP server is under some work and files cannot be put here Share this post Link to post Share on other sites
vilas 477 Posted April 10, 2007 link http://ofp.gamepark.cz/_hosted/vilas/arma/vilas_mod.rar http://ofp.gamepark.cz/_hosted/vilas/arma/vilww2.rar thanx to BIS and sorry for mess we all still learning ) Share this post Link to post Share on other sites
topas 1 Posted April 11, 2007 As Vilas said we are all learning. And as a part of the learning process I have decided to come up with an ultra retexture of the polish 1985 uniforms (LWP). See the results of my work on the MORO pattern and judge for yourslef. Version 0.1 - all necessary details will be applied at a later stage of developement. First pic has a polish comment; all you non polish speaking will know what's it about anyway  Share this post Link to post Share on other sites
vilas 477 Posted April 11, 2007 soon soon VIlas_NAM in new version with Tiger stripe presented before few days and olive of course by YAciek Share this post Link to post Share on other sites
VictorTroska 0 Posted April 11, 2007 soon soon VIlas_NAM in new version with Tiger stripe presented before few days and olive Ahhh great news,can't wait ! Awesome job Yaciek Share this post Link to post Share on other sites
DocMcJansen 0 Posted April 11, 2007 Hmm I don't understand why but when I copy the vilas_pbo's and the vilww2.pbo's in my addon folder, start the game and try to deploy one of the ww2 units in the editor he says he finds no entry for the carbine, garand, K98 etc...what did I wrong?! Share this post Link to post Share on other sites
vilas 477 Posted April 11, 2007 also there is one "bonus" from Yaciek to Australia NAM Vilas & Yaciek Share this post Link to post Share on other sites