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ACI XCIX-0001

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About ACI XCIX-0001

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  1. Morning ! What is the actual attribute defining and making the difference if an object is a human, vehicle, which vehicle type, weapons, etc.... in the config viewer ? For instance, what differentiates a human from an helicopter ? Is it the simulation = "helicopterrtd" or simulation = "human" only or is there something else ? What is the attribute that makes the vehicle player or vehicle weapon work correctly ?
  2. ACI XCIX-0001

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  3. ACI XCIX-0001

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  4. The command is linked to camcreate, you cannot apparently apply it directly to the vehicle for in game interactions and usage. You need to create a cam, attach it to the unit model, and apply it the Ti filter. It becomes too complex for the intended initial objective. Any other sugestions ? @Harzach, @pierremgi
  5. Thank you for your detailled answer @mrcurry. So this means this means that as it doesen t change variable naming after "respawn", it doesen t change variable naming after executing "BIS_fnc_objectVar" as well. OK. So when you "setVehicleVarName;", you actually just set a name for the variable but you don t set the variable itself until you "MyOffroad = _playersCar;", varible now stored, which you will find with "params ["_myObject"];" and then you can refer to it in other commands but you can also do it with just the name of the variable either it be the unit/group id or a variable name like "bis_o2". Thank @pierremgi for your clarification about MP. By the way do you have an answer concerning this post ? :
  6. OK. Thank for this detailled clarificatiion @mrcurry ! So once you ve overite the original unit/group identifiation, because the game does not give any variable name at the begining, you cannot cahnge it afterwards. Like you said, once you ve give it a new variable name and you cannot edit it afterwards with : BIS_fnc_objectVar, it will be the new definitive variable name. Copy.
  7. Nice ! Thank @pierremgi ! I will definitely try them and come back if needed ! So could you give a direct example of a piece of code to easily change the current camera mode on the current used player turret by the command console because apparently it only works with CamCreate ?
  8. 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?
  9. Thank ! 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 ? 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 ?
  10. Thank for your answer. 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. 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" ? 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
  11. 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 ?
  12. 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 ?
  13. 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 !
  14. 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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