zwobot
Member-
Content Count
705 -
Joined
-
Last visited
-
Medals
Everything posted by zwobot
-
How about the one from stgn? You also already posted in this topic, haven't you?
-
Finding out the addons used
zwobot replied to seancombs's topic in OFP : MISSION EDITING & SCRIPTING
The vhicle calss names have absolutely nothing in common with the addon name (.pbo file), that's what everyone is telling you all the time and I think you did not fully understand this. An addon is a file of type .pbo and it usually contains a configuration file: config.cpp The config.cpp consists of several parts. One of it is the CfgPatches class. As the Biki says, it contains meta-information about the addon. To be precise, the name of the addon which you will find in the mission.sqm's addons array is defined in the name attribute of the CfgPatches class of an addon. To be able to use the addon in Ofp it has to be packaged into a .pbo file - when you put everything into a .pbo file you tell the tool you're using for that which file name to store the addon with. Now this file name can be completely arbitrary. I. e. you can name your .pbo file "My_super_addon.pbo" but in the config.cpp wich is put into this file you can have the name in the CfgPatches calss defined as "xyz_who_cares_about_pbo_names". When you have the addon "My_super_addon.pbo" loaded in Ofp and place a vehicle from this addon in the mission and save it, then the addons array will contain the value "xyz_who_cares_about_pbo_names"! How do you know that "xyz_who_cares_about_pbo_names" corresponds to "My_super_addon.pbo"? You don't! Unless you are the author of the addon or check the contents of the .pbo files to find out what their names defined in the CfgPatches is. -
Finding out the addons used
zwobot replied to seancombs's topic in OFP : MISSION EDITING & SCRIPTING
Yes, that's what I've said (if by "addon names" you mean the .pbo files). I've not been aware of addons not showing up in the addons section of the mission file. But I usually don't spend any time verifying the mission.sqm's content. What exactly are you trying to achieve? To you have problems loading a specific mission file? What error message does the mission editor display to you? Then it might help if you post the file as Prof suggested. -
Finding out the addons used
zwobot replied to seancombs's topic in OFP : MISSION EDITING & SCRIPTING
Yes. The addon names which are listed in the addons and addonsAuto arrays of the mission.sqm file correspond to the names defined in the CfgPatches class of the addon's config file. The names in the CfgPatches do not have to match the .pbo file in which the config is packaged. The only way to find out which vehicle class names correspond to which addons mentioned in the addons array of the mission.sqm is to compare all vehicle class names from the mission.sqm with the config files corresponding to all CfgPatches names from addons section. Mando_OFPClass could somewhat help with that, I've never used it but it claims to extract all vehicle class names from a mission.sqm file. -
modEmMike has updated the download links in the hx3 forums.
-
Nice find with lots of interesting vehicles. I'd be interested too. Have you tried contacting modemMike directly here in the forums?
-
Having problems with the tripod machineguns here. For example, The WW4EXT_tripodPKM has very high dispersion when fired by AI gunners so that they can't hit anything. The vehicle WW4EXT_tripodNSV does not fire at enemies at all... Both to be found in the vehicleClass "WW4 EXT/Soviet Cold War/Vehicles". The HMGs on WEST and GUER sides have the same exaggerated AI dispersion. The static MGs from the WW4EXT_Veh pack are also affected (apart from M2 variants) As far as I was able to track the ammo down in the configs the PKM uses WW4EXT_PKMFOXAMMO which inherits from Bullet7_6 but I can't find any dispersion or recoil definition in any of the superclasses. I've removed the weapons and magazines from the PKM and added the "Browning" weapon and magazine instead from the "M2 Machinegun (East)" (vehicleClass "East-> Armored") and the AI gunner lights up his targets like a charm. I think I have the latest version installed.
- 18 replies
-
- ww4
- ww4 extended
- (and 6 more)
-
I'm not familiar with CRCTI at all. Is the MHQ a single object? If it is Structure then it might have building positions defined you might setPos it into the air and move any units which should be in the building to the building positions.
-
Finding out the addons used
zwobot replied to seancombs's topic in OFP : MISSION EDITING & SCRIPTING
The mission.sqm shows all objects which were placed by the mission designer in the editor for Intro, Outro and the mission itsself. It does not indicate any vehicles or objects which might be spawned during the mission itsself. You can try searching the whole folder of the mission for the createVehicle and camCreate commands and see if any class names are mentioned which would not be part of the addons mentioned in the mission.sqm file (Notepad++ can do this). Depending on the mission it can become tedious since it's hard - if not impossible - to connect class names to be used for those commands with the addons to which they belong. -
;================================================================================= ;infoShare.sqs v1.1 ;makes nearby friendly groups share enemy locations with each other ;this version is hardcoded to only work with the player's squad from the HS scripts ;get full, commented script from www.ofpec.com ;range = shouting signal range ;delay: 10 sec (hard-coded) ;[unit, enemy array] exec (hs_pth+"infoShare.sqs") ;================================================================================= _man = _this select 0 _emy = _this select 1 ;only run once per group ?_man != leader group _man : exit _grp = group _man ;player never changes combat mode; ensure he shares info ? _man == player : player setbehaviour "combat" ~random 10 ; Wait until group goes into combat mode (done automatically by OFP when enemies are detected, unless in stealth mode) #Wait ? behaviour leader _grp == "COMBAT" : goto "Loop" ~10 goto "Wait" ; Share info with nearby friendlies #Loop ;find known enemies _knw = [] {if ((_grp knowsabout _x) > 0.105) then {_knw = _knw + [_x]}} foreach _emy ;share with nearby groups _i = 0 _frd = call hs_getSquad _rng = hs_cmd_sht^2 #InnerLoop _man = _frd select _i if ({([getpos _man, getpos _x] call hs_distancePosSqr) <= _rng} count (units _grp) > 0) then {{_man reveal _x} foreach _knw} _i = _i + 1 ? _i < count _frd : goto "InnerLoop" ~10 ? behaviour leader _grp != "COMBAT" : goto "Wait" goto "Loop" ;never exit (in case new units are added to 'dead' group) Acquired from his handsignal command system addon. As it says in the comment, it is geared for the HS so you need to customize it. I have the standalone version as well but I've modified it.
- 1 reply
-
- 2
-
Hi community I'm trying to implement a custom animation for the gunner of a static weapon and the details of how to get it work are a bit hazy for me. The proxy of the gunner embarked in the weapon does either not show up or reverts to the standard "standing" animation. The - I think relevant parts - of my config.cpp for the addon are: class CfgVehicleActions { zvs_FoxholeStand = "zvs_FoxholeStand"; }; class CfgMovesMC { access=3; class Default {}; class States { class Driver: Default {}; class M2Gunner: Driver {}; class zvs_Base: M2Gunner { variantsAI[]={}; interpolateWith[]={}; equivalentTo="zvs_Base"; connectTo[]={}; }; class zvs_FoxholeStand: zvs_Base { file="foxholestand.rtm"; equivalentTo="zvs_FoxholeStand"; }; }; }; class Foxhole : M2StaticMG { vehicleClass = "Foxholes"; scope = protected; nameSound = "bunker"; picture = "\Foxhole\Foxhole.paa"; icon = "\Foxhole\foxhole1.pac"; mapSize = 2.7; model = "\Foxhole\Foxhole1"; accuracy = 0.2; gunnerAction = "ManActzvs_FoxholeStand"; gunnerInAction = "ManActzvs_FoxholeStand"; ... }; Is there a custom proxy necessary in CfgNonAIVehicles also? It doesn't seem to be necessary from what I saw in other addons. Does the .rtm file need to follow any special guidelines? Am I doing something wrong in the config?
-
The download link in the first post does not work. Opera and Internet Explorer immediately say the page is not available and Firefox prompts to save the file but the download fails because the file cannot be read.
-
Hello, I have a vehicle configured as StaticWeapon with two CargoTurrets, not much else. The proxies of the CargoTurret gunners are sunk into the ground because the vehicle is supposed to be a infantry fighting position. The problem is that the gunners do not engage identified enemy targets. They do notice the enemies and aim at them but do not engage. I can successfully force them to engage enemies with the commandTarget scripting command or by assigning them targets manually via the command interface when I'm their group leader. Also in the test mission linked below, one AI unit is moved into the vehicle via it's init line and starts engaging exactly one of the two enemy soldiers as soon as the player enters the second CargoTurret in the vehicle. The other way around, the AI inside the vehicle gets successfully engaged by enemies. The problem does not occur when the proxies are aligned with ground level. The gunners of the CargoTurrest immediately engage enemies then as expected. Can anyone provide assistance to resolve this issue and make the AI inside my CargoTurrets engage enemies by themselves? Can something be done about it in the config or model? Below is the config.cpp, model.cfg and .p3d together with a test mission. http://www.filedropper.com/cargoturretdoesnotengage
-
Disabling XML on a uniform?
zwobot replied to solviper's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I think there is an entry in the hiddenSelections array of the unit relating to a named selection in the model which will receive the squad logo. At least I think it was that way in previous iterations of the game, not sure if it exactly like this anymore. -
CargoTurret gunners do not engage
zwobot replied to zwobot's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
This would be an unfortunate limitation. Like I said, they do perfectly engage when scripted to do so with commandTarget. No one else has any ideas? -
Sorry for not following up on this one sooner. I cannot find any files named "UATut4.pbo" or "UATut6.pbo". Aren't the core .pbo files of UA version 110 only "CoC_Arty.pbo" and "coc_fed.pbo"? Anyway, a patch for the broken mortar i/a missions would be much appreciated.
-
Did you manage to move the FFV-capable proxy below ground level? When I do that in Object Builder, the AI manning the CargoTurret refuses to engage enemies.
- 61 replies
-
Problem solved, the scope of the unit's class was not set to public so it could not show-up in the mission editor Hi community is there a way to use a class defined in CfgVehicles of one addon file as a base class in a separate addon file? E. g. First .pbo's config: ... class CfgVehicles { class All {}; class AllVehicles: All {}; class Land: AllVehicles {}; class LandVehicle: Land {}; class Tank: LandVehicle {}; class M60: Tank {}; class abc_Tank { ... }; }; When I load both addons there are no error messages, but the second vehicle is not selectable in the editor and it also does not appear when I try to create it with createUnit: ... class CfgVehicles { class All {}; class AllVehicles: All {}; class Land: AllVehicles {}; class LandVehicle: Land {}; class Tank: LandVehicle {}; class M60: Tank {}; class abc_Tank: M60 {}; class xyz_Tank: abc_Tank { scope = 1; name="Test unit"; vehicleClass="Test class"; ... }; };
-
Does anyone know whether these fixes mentioned by Dinger were ever released in a patch, especially the one for mortar "in adjust" missions not working?
-
Why don't you re-install the game then?
-
If this is still relevant to you, you can check the Pacific mod (editor category West - USMC infantry). It has flamethrowers. It seems to work o.k. with the AI but there is no special effect for burning the victims, they just get killed. There also was a flamethrower from WWIIEC but I'm not sure whether it is still available somewhere.
-
Custom gunner animation for static weapon
zwobot replied to zwobot's topic in OFP : CONFIGS & SCRIPTING
That was exactly the problem - I corrected that and the animation is displayed now, thank you! I feel really stupid now to not having noticed this myself :mellow: -
Custom gunner animation for static weapon
zwobot replied to zwobot's topic in OFP : CONFIGS & SCRIPTING
@Macser, you have a valid point about the scope of the vehicle. I was posting the base class from which the actual editor placed objects which I'm testing are derived - their scope is configures as public. And I confirmed that I'm really testing those vehicles in the editor by changing their names and repackaging the addon. I also moved the gunnerAction and gunnerInAction attributes to the child classes but the situation is the same. I moved the proxy a bit higher in all of the LODs in Oxygen and as it turns out the proxy was just hidden below the ground when my custom animation was assigned. Now I can see that the behaviour is that the animation shown for the gunner is identical to stance of men models in Oxygen (gun on the back and arms straight down). Now I'm also in doubt whether my alignment of the model / proxy is correct or if it is offset in the animation (if that's possible?)? The vertical alignment looked fine in OfpAnim I think. I tried a stock animation (M1A1Gunner) and it works fine. I tried an animation from another third party addon instead of mine but it does not work either, which would suggest that something is wrong with my config also? What is it about you have to take care of when initially creating an animation which might prevent it from working and can this be changed on existing .rtm files? @JdB: The behaviour was not like the animation is shown for a very brief moment and then reverts to the "standard" animation. It was not visible due to the situation described above. -
Can anyone upload this "Bronco ATTC" model: https://forums.bistudio.com/topic/35532-release-of-bronco-attc-p3d-model-no-textures/?hl=bv206 http://ofp.gamepark.cz/index.php?showthis=7152
-
Does someone have a working mirror for Laser's SEALs? The first mirror on ofp.info delivers a corrupted archive and the second one requires a password...