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rofz

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About rofz

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  1. rofz

    Insignia on veichles

    Yep. I'm also experiencing this. A simple (as documented here) function call, like this: [this, "111thID"] call BIS_fnc_setUnitInsignia; in a vehicle's init does absolutely nothing. Adding a variable name to the vehicle unit and running this via console during the mission, like so: [v1, "111thID"] call BIS_fnc_setUnitInsignia; returns only 'false'. Adding 'insignia' as a hiddenSelection (as documented here) in the mod also produces no results: class B_Heli_Transport_03_F; class B_Heli_Transport_03_F_OCimport_01 : B_Heli_Transport_03_F { scope = 0; class EventHandlers; class Turrets; }; class B_Heli_Transport_03_F_OCimport_02 : B_Heli_Transport_03_F_OCimport_01 { class EventHandlers; class Turrets : Turrets { class CopilotTurret; class MainTurret; class RightDoorGun; class CargoTurret_01; class CargoTurret_02; }; }; class Helo_blackops_01 : B_Heli_Transport_03_F_OCimport_02 { author = "rofz"; scope = 2; scopeCurator = 2; displayName = "CH-67 Huron (Miniguns) (4c16p)"; side = 1; faction = "blackops"; crew = "pilot_blackops_01"; typicalCargo[] = {"B_recon_TL_F", "B_Recon_Sharpshooter_F", "B_recon_exp_F", "B_recon_LAT_F"}; availableForSupportTypes[] = {"Drop","Transport"}; hiddenSelections[] = {"camo1","camo2","insignia"}; hiddenSelectionsTextures[] = {"\a3\air_f_heli\heli_transport_03\data\heli_transport_03_ext01_co.paa","\a3\air_f_heli\heli_transport_03\data\heli_transport_03_ext02_co.paa","\blackops\blackops_insig_128_128.paa"}; class TransportItems {TRANSPORTITEMS}; class TransportMagazines {TRANSPORTMAGAZINES}; class Turrets : Turrets { class CopilotTurret : CopilotTurret { gunnerType = "pilot_blackops_01"; }; class MainTurret : MainTurret { gunnerType = crew_blackops_01"; }; class RightDoorGun : RightDoorGun { gunnerType = "crew_blackops_01"; }; class CargoTurret_01 : CargoTurret_01 { gunnerType = ""; }; class CargoTurret_02 : CargoTurret_02 { gunnerType = ""; }; }; }; Note: also tried via hiddenSelectionsTextures, which is not documented and unknown to me whether it's supported or not. As stated by @zukov, insignias on units (Men) work fine. In my case, I'm calling [_this, 'blackops_insignia'] call BIS_fnc_setUnitInsignia; via the unit's script. Any updates on this? Edit: tried the methods above with the following base classes: B_Heli_Transport_03_F B_Plane_CAS_01_dynamicLoadout_F B_MBT_01_TUSK_F B_MBT_01_arty_F B_MBT_01_mlrs_F B_APC_Wheeled_01_cannon_F B_AFV_Wheeled_01_up_cannon_F
  2. class CfgPatches { class BS_Faction { name = "BS"; author = "rofz"; versionStr = "1.1"; versionAr[] = {1,10}; requiredVersion = 1.60; requiredAddons[] = { "A3_Functions_F" }; units[] = { "IP_B_BS_Heli_Transport_01_Tropic_F", "IP_B_BS_Heli_Transport_01_Base_H", "IP_B_BS_Heli_Transport_01_Base_F" }; weapons[] = {}; }; }; class CfgFactionClasses { class BS { displayName = "BS"; side = 1; priority = 2; }; }; class CfgUnitInsignia { }; class CfgVehicles { class B_Heli_Transport_01_F; class IP_B_BS_Heli_Transport_01_Base_F : B_Heli_Transport_01_F { displayName = "BS Heli Transport 01 Base"; scope = 0; class Turrets; }; class IP_B_BS_Heli_Transport_01_Base_H : IP_B_BS_Heli_Transport_01_Base_F { class Turrets : Turrets { class CopilotTurret; class MainTurret; class RightDoorGun; }; }; class IP_B_BS_Heli_Transport_01_Tropic_F : IP_B_BS_Heli_Transport_01_Base_H { author = "rofz"; crew = "B_Fighter_Pilot_F"; displayname = "My Helo (Final)"; faction = "BS"; typicalCargo[] = {"B_recon_F"}; class Turrets : Turrets { class CopilotTurret : CopilotTurret { gunnerType = "B_Fighter_Pilot_F"; }; class MainTurret : MainTurret { gunnerType = "B_helicrew_F"; }; class RightDoorGun : RightDoorGun { gunnerType = "B_recon_LAT_F"; }; }; }; }; class CfgGroups { }; Hello all, I'm trying the simplest thing: replace the unit that operates a particular turret in a helo, but so far I could not make it work. It keeps complaining about missing individual attributes! I also tried with the same code showed here and read the Turret Config Reference multiple times to try to find a clue of what could be wrong to no avail. The issue remais the same. The code (config.cpp) is above. It's 100% reproducible. Things I have already cleared: 1) unloaded all possible mods and DLCs 2) other modules that do the same (change a Turret default unit) - like the KSK mod by IndeedPete (mentioned in the linked forum post) - work fine, regardless of the loaded mods/DLCs 3) the root cause seem to be related to the parent/base class (IP_B_BS_Heli_Transport_01_Base_F) inheritance of the Turrets class to not be working. Its Turrets config is completely blank when viewed with the Config Viewer (which does not happen with IndeedPete's KSK mod - the Turrets' config gets correctly populated) I believe the config.cpp is not correctly written or there could be some other stupid parameter missing, like a #define ENABLE_CLASS_INHERITANCE 1 or something 😠. Any ideas/suggestions would be greatly appreciated. Have a nice day!
  3. So, I've been experimenting with the creation of a faction mod. It happens that I play Dynamic Recon Ops a lot, and it makes my life easier to all the units already pre-configured. Unfortunately, it does not really work like that, as many DRO mods available tend to override your faction config and randomize it (except when you set up a custom loadout in DRO's mission lobby). What I would like to accomplish is something like this: class EventHandlers : EventHandlers { class CBA_Extended_EventHandlers : CBA_Extended_EventHandlers_base {}; init = "if (local (_this select 0)) then {_onSpawn = {_this = _this select 0;_this setName ['Jennifer Jackson','Jennifer','Jackson'];_this setNameSound 'Jackson';_this setUnitRank 'MAJOR';_this setSpeaker 'rhs_Female01ENG'; _this setPitch 1.1; _this setFace 'TCGM_Fem_Gonzalez';_this assignTeam 'BLUE';_this setUnitTrait ['Medic', true];_this enableIRLasers true;_this setSkill 1;_this enableFatigue false;_this setCombatBehaviour 'STEALTH';_this setUnitCombatMode 'BLUE';[_this, 'BSKULLS_Insignia'] call BIS_fnc_setUnitInsignia;reload _this};_this spawn _onSpawn;(_this select 0) addMPEventHandler ['MPRespawn', _onSpawn];};"; }; I have basically a different version of the same init script for all faction units. I have already tried generating the config using Drongo's Config Generator and Alive Orbat, with mixed results but no success whatsoever. Note: it works fine when the unit is added via Eden or Zeus. Is it possible to prevent a particular mission to override your faction's init? Any suggestion would be greatly appreciated.
  4. Hi all, newbie question: is it possible to edit your cpp mod files and test them without having to close and reopen the game every single time? I've already tried using the Addon Builder to compile the mod while the game was running but that was a no-no (Build failed, most likely due to the file already being opened). Any tips or best modding practices on how to expedite testing would be very appreciated. Cheers!
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