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commy2

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Posts posted by commy2


  1. 18 hours ago, Ex3B said:

    Also, I noticed something strange about the CBA addons... for some reason they modify the Taru (but not Huron) Ammo, Fuel, and Repair pods. I had some missions I made with CUP loaded (but not using any vehicles added by CUP), and thus CBA loaded, that I thought would work fine without CUP/CBA loaded, but they wouldn't load.

    Also for some strange reason, there is a static com tower prop that is modified by CBA.

     

    Those overwrite the EventHandlers class instead of inheriting it from their parents, which would break the Extended EventHanders component of CBA_A3. Therefore I have to add back the CBA_Extended_EventHandlers class. Sucks that the editor makes a dependency out of this, but that is a problem of 3den and nothing the community can fix. Always disable all mods if you want to make a mission that should work without mods.

     

    https://github.com/CBATeam/CBA_A3/blob/master/addons/xeh/CfgVehicles.hpp#L229-L316


  2. "class Men" has no interactions actions class, because it includes animals. AT weapon buddy reload doesn't make much sense on snakes. The classes are in CAManBase, Car, Tank, Motorcycle, Plane, Helicopter, Ship_F etc. You only need to inherit from those when you want to add a action to a specific tank class. Or you just use the functions, which is easier, but can't overwrite afaik.

    • Like 1

  3. No. I have some scripts for it (proof of concept for the functionality / scripting) on my hard drive, but no one made a model, party because there is no suitable references (high quality pictures of details - not images from google) available.


  4. "Override" as in disable?

    class CfgVehicles {
        class Man;
        class CAManBase: Man {
            class ACE_Actions {
                class ACE_MainActions {
                    class ACE_RemoveHandcuffs {
                        condition = "(false)";
                    };
                };
            };
        };
    };

    The parenthesis are there to prevent overzealous tools from replacing the boolean string with the number zero.

     

    If you want to get fancy, you can try delete:

    class CfgVehicles {
        class Man;
        class CAManBase: Man {
            class ACE_Actions {
                class ACE_MainActions {
                    delete ACE_RemoveHandcuffs;
                };
            };
        };
    };

     

    The config is here: https://github.com/acemod/ACE3/blob/master/addons/captives/CfgVehicles.hpp#L1-L26 and luckily there isn't any base classes to inherit from, except for "Man".

    Make sure to disable "Rebuild CfgPatches" if your tool has that. You got it correct yourself (load after "ace_captives"), and that option is a huge pitfall.

    • Like 2

  5. Depends on what you're doing with your script. I'm sure Quiksilver has a good reason why he wants it to be an empty array.

    This technique is used in ACE3 everywhere.

     

    private _assignedItems = getUnitLoadout _unit param [9, ["","","","","",""]]; // ["ItemMap","ItemGPS","ItemRadio","ItemCompass","ItemWatch","NVGoggles"]
    getAllHitPointsDamage _vehicle param [0, []]
    fullCrew [_vehicle, "commander", true] apply {_x select 3} param [0, []]
    (assignedVehicleRole ACE_player) param [1, []]

    etc. etc.


  6. 14 hours ago, Sgt.Makarov said:

    I don't know if this was asked before and nether could I find any answers, will CBA ever going to add support or recognition for flight sticks or steering wheels? For example I want to bind "speed limiter" to "x" on my steering wheel but it doesn't let me, and is there any other way to get that to work? Thanks in advance!

    There is no way to detect input from controllers. BI would have to provide API for that first. The only other way would be a DLL extension. I'm not sure that that is desirable for CBA considering the problems with Battle Eye etc.

    • Like 2

  7.  

    @killzone_kid

    You broke BIS_fnc_addStackedEventHandler by changing it to use compile format! Object references don't survive being stringified and recompiled unless they have a vehicle var name.

     

    10 hours ago, dedmen said:

     

    You know what happens when you pass an Object or a Marker or a Task or basically anything that's not a string/number/bool inside _arguments right? right?! Also this will make addStackedEH suffer from https://feedback.bistudio.com/T123355

     

    • Like 1

  8. >I think my post was pretty clear that NO other non-BIS addon was used.
    No it's not.

     

    >CBA 3.3.1 breaks key bindings and CBA 3.1.2 works.

    But can anyone confirm this?

     

    > I do not have custom addon keybindings

    Everyone has, because there are some that are part of CBA (Joint Rails)

     

    Issues should be reported on the issue tracker. I will not respond to further posts from you here about this issue. There is a reason why there is a template to fill out. Without needed information, no help can be provided.

    • Like 1

  9. @ Col. Ben Sherman

    The warning has nothing to do with what you're doing. "Hit" either only runs on the shooters or the targets machine. Can't remember. Maybe you add it on the wrong machine or expect it to work on one that doesn't qualify the locality conditions.

     

    lol @ helicopterenthusiast

    Sure was CBA.

     

    @ TSgt. Balzer 29th ID

    "macro'd multi key binding" ??

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