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Everything posted by lawman_actual
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Need help on retexture of Huron
lawman_actual replied to ClumsyBaron's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Also, if you wish to check that the .paa files definitely work, go into the editor, place a Huron and in the debug console use setObjectTexture to apply the texture on the fly. This will rule out errors with texture file path. For example: _targetHuron setObjectTexture [0,"\Arma3_Iron_Skulls_PMC_CH-47I_Chinook\Data\Heli_Transport_03_ext01_CO.paa"]; _targetHuron setObjectTexture [0,"\Arma3_Iron_Skulls_PMC_CH-47I_Chinook\Data\Heli_Transport_03_ext02_CO.paa"]; I would be tempted to shorted the name of your addon for clarity's sake. Something like: class CfgPatches { class iSkull_PMC_CH47I { Note how your mod creates an entry in cfgPatches called "Iron_Skulls_PMC_CH47I_Chinook" as well as a vehicle class called "Iron_Skulls_PMC_CH47I_Chinook". I don't know if this causes issues but as standard practice it's probably best avoided. Cheers, Law -
Need help on retexture of Huron
lawman_actual replied to ClumsyBaron's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Apologies, I should have learnt not to answer forum posts exceptionally late at night. I failed to remember that the 'textures' field exists within a textureSources class. class CfgVehicles { class B_Heli_Transport_03_F; class Iron_Skulls_PMC_CH47I_Chinook: B_Heli_Transport_03_F { displayName = "CH-47I Chinook"; faction = "Iron_Skulls_PMC_Woodland"; hiddenSelectionsTextures[] = { "\Arma3_Iron_Skulls_PMC_CH-47I_Chinook\Data\Heli_Transport_03_ext01_CO.paa", "\Arma3_Iron_Skulls_PMC_CH-47I_Chinook\Data\Heli_Transport_03_ext02_CO.paa" }; //hiddenSelections[] = {"camo1","camo2","camo3","filter"}; //should inherit from Huron //icon = ""; //picture = ""; textureList[] = {"standard",1}; class textureSources { class standard { author = "Clumsy Baron"; displayName = "Standard"; factions[] = {"Iron_Skulls_PMC_Desert"}; //Note; can have multiple factions here textures[] = { "\Arma3_Iron_Skulls_PMC_CH-47I_Chinook\Data\Heli_Transport_03_ext01_CO.paa", "\Arma3_Iron_Skulls_PMC_CH-47I_Chinook\Data\Heli_Transport_03_ext02_CO.paa" }; }; }; }; }; The above is the complete script I used to successfully re-texture a different helicopter, except I have replaced file names from my mod with the ones you are using. Try this as a start point, and if that works start adding back in your other parameters. I also noticed that your addon folder name is the same as the classname of the vehicle. I do not know if this causes issues, but perhaps it's possible it could. Good luck, Law -
artillery with map click only?
lawman_actual replied to oneisdown's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Something like?: - use show map when it comes to select support location - at start of script called when location is selected: if (!visibleMap) exitWith {systemChat "no location given";}; showMap false; _provider sideChat "Roger, Coordinates received"; etc etc. -
Need help on retexture of Huron
lawman_actual replied to ClumsyBaron's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Ok, so the next thing I've noticed is a missing slash on your file paths: "\Arma3_Iron_Skulls_PMC_CH-47I_Chinook\Data\Heli_Transport_03_ext01_CO.paa", "\Arma3_Iron_Skulls_PMC_CH-47I_Chinook\Data\Heli_Transport_03_ext02_CO.paa" Also make sure your path actually matches your file structure while you're at it. Assuming the above is correct, your files would read: someDrive:\...\modFolder\addonFolder\Data\texture.paa Where: someDrive:\... is irrelevant, just where you stored your mod files modfolder is the folder containing all the separate addon folders for this particular mod addonFolder is called Arma3_Iron_Skulls_PMC_CH-47I_Chinook. This is one specific addon within the overall mod Data is your Data folder Make sure you don't have something like \Arma3_Iron_Skulls_PMC_CH-47I_Chinook\Arma3_Iron_Skulls_PMC_CH-47I_Chinook\Data\... I've seen some videos where people have set it up this way, though I'm not sure why. Second, I notice that you have only set hiddenSelectionsTextures for the mod vehicles. Can't say I've used hidden selections much but my understanding is that these can be used to specify aspects of a model that start hidden but can be revealed through other methods. Much like the new camo nets over tanks, which can be revealed or hidden in the editor. The point being that textures assigned this way won't show up without you doing something to make them reveal. I'm guessing this wasn't your intention. Try adding the following for your first vehicle. (You don't necessarily have to remove the hiddenSelectionTextures field, I believe it wouldn't cause issues to keep this). textures[] = { "\Arma3_Iron_Skulls_PMC_CH-47I_Chinook\Data\Heli_Transport_03_ext01_CO.paa", "\Arma3_Iron_Skulls_PMC_CH-47I_Chinook\Data\Heli_Transport_03_ext02_CO.paa" }; I would recommend checking descriptions for each field here for help with vehicles. For future reference it is worth noting that similar reference pages exist for weapons, ammo, magazines, sensors, targeting and probably more. Hope this helps Cheers, Law -
Replace reticule .paa in scope?
lawman_actual replied to lawman_actual's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I'm beginning to reach the conclusion that the reticule texture path is embedded in the .p3d file. Can someone confirm if this is true? If so, is there a way for me to replace it without having access to the .p3d file? -
Need help on retexture of Huron
lawman_actual replied to ClumsyBaron's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Most likely because you have not specified required addons. Although your mod may be designed to run without any downloaded addons, you must still specify which bits of the 'vanilla game' need to be loaded for your mod to run. This is because the engine treats even vanilla assets like addons, and it is entirely possible to load the engine without any units, vehicles, maps or...anything except a basic menu. If you are unsure which addons are used, place an empty huron into a new editor mission and save it. Then open the mission.sqm and see what has been added under "required addons" here. I have not looked through the rest of your code in detail but try this step first. Cheers, Law -
Is the "+=" an accepted code in Arma 3?
lawman_actual replied to Mickyleitor's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Is there a -= operator? How does one go about removing just one item from an array (in config entries...I know how to do this in SQL), without having to redefine the whole thing? -
From China Virtual Military Engineers: VME PLA mod for ArmA3
lawman_actual replied to vme_cycle6's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Not sure if it's been mentioned, but the config entry for sensitivity on your infantry units is too high. Sensitivity defines how well the unit can see, and is logarithmic. While NATO, AAF and CSAT riflemen have a sensitivity value of 1.75 across the board, a PLA rifleman has been given 3. Furthermore, marksmen from the vanilla factions still have only 1.75 as sensitivity, because weapon optics are able to boost their 'sight', which is not considered in the sensitivity parameter. A PLA marksman, however, has been given 3.3 sensitivity, on top of his better optics and higher powered ballistics. I believe this is the reason that when playing against PLA AI I have been met with an unexpected and unrealistic level of lethality relative to other factions. -
Tank Max Speed - Limited by Gears, Torque or...?
lawman_actual replied to lawman_actual's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Fixed it. Had to knock latStiffX up to 100. It's a lot higher than examples I've looked at, but it works to whatever. Cheers, Law UPDATE: After further testing...the wheels no longer lock while turning, but other issues have arisen. Perhaps 100 was too high. -
Tank Max Speed - Limited by Gears, Torque or...?
lawman_actual replied to lawman_actual's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Max speed successfully reached. Gears seems to operating nicely (maybe need a bit of optimisation). Only issue I have now is that if I turn while at the max speed (80kmh on straight, flat road) the tank can slip out. When this happens it seems to accelerate to silly values, and the tracks lock up and won't animate again even after stopping and moving off at slow speeds. I'm guessing this relates to the frictionVsSlip values, but I haven't had a lot of luck modifying yet. Here's my basic wheel setup: class L2 { //Modified Vanilla Params boneName = "wheel_podkoloL1"; boundary = "wheel_1_2_bound"; center = "wheel_1_2_axis"; dampingRate = 1250; //1250 close dampingRateDestroyed = 4000; dampingRateInAir = 2500; //original: 2150 frictionVsSlipGraph[] = {[0,0.5],[0.1,1.5],[0.5,0.9]}; latStiffX = 1; latStiffY = 35; longitudinalStiffnessPerUnitGravity = 14000; mass = 193; maxBrakeTorque = 20000; //working at: 25000 maxCompression = 0.18; maxDroop = 0.18; MOI = 13; //last change: 8 to 12 (50 to 72) side = "left"; springDamperRate = 30000; springStrength = 272000; sprungMass = 3358; steering = 0; suspTravelDirection[] = {-0.125,-1,0}; width = 0.5; }; Cheers, Law -
Tank Max Speed - Limited by Gears, Torque or...?
lawman_actual replied to lawman_actual's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thank you clever person. This turned out to be the limiting factor. The tank now happily goes at 280kmh (I think I need to make some more adjustments...) Cheers, Law -
Tank Max Speed - Limited by Gears, Torque or...?
lawman_actual replied to lawman_actual's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
That's good to know. I'll investigate further, thanks -
Tank Max Speed - Limited by Gears, Torque or...?
lawman_actual replied to lawman_actual's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Knew it would be something like that. Cheers! -
From China Virtual Military Engineers: VME PLA mod for ArmA3
lawman_actual replied to vme_cycle6's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Greetings gentlemen. Glad to see development is ongoing through the BI forums. I'm a big fan of the mod and would love to see continued improvement, as I'm aware would many others. Although only a fairly recent explorer of configs, I've been scripting Arma missions for quite some time and feel confident enough with the basics. I would like to offer my support in the continued development of VME PLA. I have a keen interest in military hardware, and I'm good at doing my research and collaborating with others to ensure I produce only high quality work. Of course you may prefer not to have an extra man on the team, in which case I will fully understand. Cheers Law -
Tank Max Speed - Limited by Gears, Torque or...?
lawman_actual replied to lawman_actual's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Can't seem to load more than CBA using this new .exe I'm attempting the following command line: -mod=!Workshop\@CBA_A3;!Workshop\@My Mod; And while CBA appears to load, with it's correct icon, the VME mod doesn't seem to be working. I've spent a good hour trying different combinations. HALP PLZ Cheers, Law -
MsMpEng.exe - High Disk Use with Launcher Open?
lawman_actual posted a topic in ARMA 3 - TROUBLESHOOTING
In the past I've noticed issues with performance that coincide with high memory use by the MsMpEng.exe service, which is the background 'real-time scanning' by Windows Defender. The problem seemed to go away, but now has returned over the last week. Thus far I have followed the advice from Answers Microsoft, changing Defender's Schedule and adding MsMpEng.exe to Defender's exceptions. However, the issue has persisted. I began booting things up step-by-step to see where the issue kicks in. When completely idle (no apps launched), the anti-malware service would run, but usually at a low level and if it did spike it wouldn't be as extreme as when playing Arma and would subside shortly. With Steam launched, the disk use rises (around 60-80% typical), with the service appearing to be the primary guzzler of disk use. However, shortly after launch things return to a 'stable' state. The same cannot be said once the launcher is run. Disk use spikes to 80-100%, with MsMPEng.exe being the primary consumer at between 60MB/s and 80MB/s. It continues to fluctuate for as long as I have the launcher open, even if I do nothing with it, and will subside once it is closed after a little while. I have tried adding the arma3launcher.exe service to Defender's exceptions and have restarted since...but Defender doesn't seem to be paying any attention. Would appreciate some advice on next steps from somebody a bit more familiar with such things. Cheers, Law -
Adding new magazines to vanilla weapons
lawman_actual replied to D1SC0RD's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
After finding a missing semi-colon and adjusting the requiredAddons field, the mod is now working. Many thanks for your help, Dedmen. Hopefully this can also be used for future reference with others that have struggled with this. -
I read in a dev branch update that += can be used to add an entry to a CFG field without knowing it's contents. I have been trying to add a custom magazine to SPAR variants, and figured that it made most sense to modify the SPAR base class, rather than each SPAR variant individually. Thus far I have successfully created a new ammo type, and magazine containing this ammo. Currently I have the following in CfgWeapons.hpp class CfgWeapons { class GrenadeLauncher; class Rifle_Base_F; class Rifle_Long_Base_F; class Launcher_Base_F; class arifle_SPAR_01_base_F: Rifle_Base_F { magazines[] += {"law_30rnd_556x45_mss"}; }; }; However, when I examine the magazines field for arifle_SPAR_01_base_F with the mod loaded, it comes up with the default magazines but not the new magazine. This might suggest that the =+ operator does not work, however, I also attempted the following: class CfgWeapons { class GrenadeLauncher; class Rifle_Base_F; class Rifle_Long_Base_F; class Launcher_Base_F; class arifle_SPAR_01_base_F: Rifle_Base_F { magazines[] += {"law_30rnd_556x45_mss"}; }; class arifle_SPAR_01_blk_F: arifle_SPAR_01_base_F { magazines[] += {"law_30rnd_556x45_mss"}; }; }; In the above example; arifle_SPAR_01_base_F retains it's original array of vanilla magazines, with no modded mag. arifle_SPAR_01_blk_F contains no vanilla magazines, but TWO entries of law_30rnd_556x45_mss I'm not really understanding why the change is not being applied to the base class, but is being applied to it's child, or why the magazine appears twice in the child. Clearly I've not quite understood everything about CFG editing yet, and need some help figuring this (because my head hurts and I'm frustrated now). Cheers, Law
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Appending to config using +=?
lawman_actual replied to lawman_actual's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
That's good to know. I will continue experimenting with my requiredAddons and report back if I still can't figure it. Much obliged, once again. Law -
MagazineGroup standard?
lawman_actual replied to biggerdave's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Apologies, I'm not entirely familiar with the way CBA structure things on github...and I also had a massive headace after trying to figure things out for many hours. I'm sure you've been in a similar position before. Thanks for the clarification though. -
MsMpEng.exe - High Disk Use with Launcher Open?
lawman_actual replied to lawman_actual's topic in ARMA 3 - TROUBLESHOOTING
Hey Flight. I had experienced such performance issues running with a wide variety of mod packs, from none (vanilla) to simple RHS/CUP combinations, to a full and expansive set. Some of the more significant mods I've used: RHS Escalation (USAF/AFRF/GREF/SAF) CUP (Terrains Core and Maps) JSRS Sound mods (Including compats for above mods) Lythium map (requires JBAD) VME PLA faction Project Opfor Enhanced Movement Advanced Combat Environment Cheers, Law -
MagazineGroup standard?
lawman_actual replied to biggerdave's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Have CBA not yet implemented their magazine wells? I have just loaded CBA_A3 and examined some wepons and magazines, but have not found any reference to magazineWell or groups. -
Appending to config using +=?
lawman_actual replied to lawman_actual's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
< Original content removed. Reason; accidental post. > -
MagazineGroup standard?
lawman_actual replied to biggerdave's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Perfect, thanks a lot Ded.