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reyhard

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Posts posted by reyhard


  1. On 7/15/2020 at 2:22 PM, theVestarr said:

    simulation = "thing";

    this simulation type doesn't support cargo action, try any vehicle with cargo (Car/CarX/Tank/TankX/Helicopter/etc.) . You can read about various vehicle properties over there

    https://community.bistudio.com/wiki/CfgVehicles_Config_Reference

     

    On 7/15/2020 at 2:22 PM, theVestarr said:


    How does Geometry LOD know which Components should move during animations? Is there any particular way of assigning them to the components in the resolution LODs? It's been bugging me yesterday a bit but didn't get around to test it.

    They are assigned to selections which then are animated by model.cfg

    https://community.bistudio.com/wiki/Model_Config

    • Like 3

  2. Smoke effects are defined in weapon config itself. For things like that you would most likely have to create duplicated weapon entry with just modified particles configuration

     

    
    class rhs_weap_pkt_bmd_coax : rhs_weap_pkt
    {
    	class gunParticles
    	{
    		class effect1
    		{
    			effectname = "MachineGunCloud";
    			positionname = "Usti hlavne2";
    			directionname = "Konec hlavne2";
    		};
    	};
    };
    class rhs_weap_pkt_2s3 : rhs_weap_pkt
    {
    	class gunParticles
    	{
    		class effect1
    		{
    			effectname = "MachineGunCloud";
    			positionname = "Usti hlavne3";
    			directionname = "Konec hlavne3";
    		};
    	};
    };
    class rhs_weap_pkt_bmd_bow1 : rhs_weap_pkt
    {
    	class gunParticles
    	{
    		class effect1
    		{
    			effectname = "MachineGunCloud";
    			positionname = "muzzle2";
    			directionname = "end2";
    		};
    	};
    
    };
    class rhs_weap_pkt_bmd_bow2 : rhs_weap_pkt
    {
    	class gunParticles
    	{
    		class effect1
    		{
    			effectname = "MachineGunCloud";
    			positionname = "muzzle3";
    			directionname = "end3";
    		};
    	};
    };

    Small example from RHS on how to handle multiple weapons on single vehicle


  3. Instead of doing weird mambo jambo with magazineWell extending in weapon config, you should rather extend content of original magazineWell. That on hover hint about compatibility is just a  static text - it doesn't indicate true compatibility.

     

     

    class CfgAmmo
    {
        class B_762x39_Ball_F;
        class B_762x39_Ball_F_new : B_762x39_Ball_F
    	{
    		hit=240;
    		initSpeed = 3000;
        };
    };
    
    class CfgMagazines
    {
    	class 30Rnd_762x39_Mag_Tracer_F;
    	class 30Rnd_762x39_Mag_Tracer_F_new: 30Rnd_762x39_Mag_Tracer_F
    	{
    		ammo = "B_762x39_Ball_F_new";
    		displayName="100 7.62 AK";
    		initSpeed=3000;
    	};
    };
    class CfgMagazineWells
    {
    	class AK_762x39	// Common magazine well for all AKs chambered with 762x39 - works with mods too
    	{
    		Test_Custom_AK_Magazines[] = 
    		{
    			"30Rnd_762x39_Mag_Tracer_F_new"	// This is your custom magazine
    		};
    	};
    };

     

    • Like 1

  4. 1 minute ago, BeastHunter said:

    Hmm, the addon is just the folder name without the .pbo extension? However, I fixed this. But can't it be something with NameSound? There's this error all the time; No entry 'bin\config.bin/cfgWeapons/HUN_Uniform_Base.nameSound' (this time it's the correct uniform name at least). Does this have something to do with required addons?

    It can be named whatever. You have to check it either via in game config viewer or by unpacking addon and see how CfgPatches entry is called. And yes, this error is caused by wrong required addon

    https://community.bistudio.com/wiki/Class_Inheritance#Addon_loading_order

    Note what is called "myAddon"


  5. I recommend using https://pastebin.com/ for code pasting such long things like that. Nevertheless, I would start with fixing this. I'm really surprised that you carelessly skipped pop up errors about missing addons and just carried on. You are clearly using wrong requiredAddons

    
    13:58:13 File hungarian_armed_forces\config.cpp, line 6: Config: ';' used as a separator in the array
    13:58:13 File hungarian_armed_forces\config.cpp, line 7: Config: ';' used as a separator in the array
    13:58:13 File hungarian_armed_forces\config.cpp, line 8: Config: ';' used as a separator in the array
    13:58:13 File hungarian_armed_forces\config.cpp, line 9: Config: ';' used as a separator in the array
    13:58:13 File hungarian_armed_forces\config.cpp, line 10: Config: ';' used as a separator in the array
    13:58:13 File hungarian_armed_forces\config.cpp, line 11: Config: ';' used as a separator in the array
    13:58:13 File hungarian_armed_forces\config.cpp, line 12: Config: ';' used as a separator in the array
    13:58:13 File hungarian_armed_forces\config.cpp, line 13: Config: ';' used as a separator in the array
    13:58:13 File hungarian_armed_forces\config.cpp, line 14: Config: ';' used as a separator in the array
    13:58:13 File hungarian_armed_forces\config.cpp, line 15: Config: ';' used as a separator in the array
    13:58:13 File hungarian_armed_forces\config.cpp, line 16: Config: ';' used as a separator in the array
    13:58:13 File hungarian_armed_forces\config.cpp, line 17: Config: ';' used as a separator in the array
    13:58:13 File hungarian_armed_forces\config.cpp, line 18: Config: ';' used as a separator in the array
    13:58:13 File hungarian_armed_forces\config.cpp, line 19: Config: ';' used as a separator in the array
    13:58:13 File hungarian_armed_forces\config.cpp, line 20: Config: ';' used as a separator in the array
    13:58:13 File hungarian_armed_forces\config.cpp, line 21: Config: ';' used as a separator in the array
    13:58:13 File hungarian_armed_forces\config.cpp, line 22: Config: ';' used as a separator in the array
    13:58:13 File hungarian_armed_forces\config.cpp, line 23: Config: ';' used as a separator in the array
    13:58:13 File hungarian_armed_forces\config.cpp, line 24: Config: ';' used as a separator in the array
    13:58:13 File hungarian_armed_forces\config.cpp, line 25: Config: ';' used as a separator in the array
    13:58:13 File hungarian_armed_forces\config.cpp, line 26: Config: ';' used as a separator in the array
    13:58:13 File hungarian_armed_forces\config.cpp, line 27: Config: ';' used as a separator in the array
    13:58:13 File hungarian_armed_forces\config.cpp, line 28: Config: ';' used as a separator in the array
    13:58:13 File hungarian_armed_forces\config.cpp, line 29: Config: ';' used as a separator in the array
    13:58:13 File hungarian_armed_forces\config.cpp, line 30: Config: ';' used as a separator in the array
    13:58:13 File hungarian_armed_forces\config.cpp, line 31: Config: ';' used as a separator in the array
    13:58:13 File hungarian_armed_forces\config.cpp, line 32: Config: ';' used as a separator in the array
    13:58:13 File hungarian_armed_forces\config.cpp, line 33: Config: ';' used as a separator in the array
    13:58:13 File hungarian_armed_forces\config.cpp, line 34: Config: ';' used as a separator in the array
    13:58:13 File hungarian_armed_forces\config.cpp, line 844: '/CfgVehicles/HUN_Uniform_Base_Dude.faction': Missing ';' at the end of line
    13:58:13 File hungarian_armed_forces\config.cpp, line 858: '/CfgVehicles/B_HUN_Rifleman_M1895.faction': Missing ';' at the end of line
    13:58:13 File hungarian_armed_forces\config.cpp, line 888: '/CfgVehicles/B_HUN_Rifleman_MP35.faction': Missing ';' at the end of line
    13:58:13 File hungarian_armed_forces\config.cpp, line 911: '/CfgVehicles/B_HUN_AT_Rifleman_M1895.faction': Missing ';' at the end of line
    13:58:13 File hungarian_armed_forces\config.cpp, line 934: '/CfgVehicles/B_HUN_AT_Rifleman_MP35.faction': Missing ';' at the end of line
    13:58:13 File hungarian_armed_forces\config.cpp, line 957: '/CfgVehicles/B_HUN_Machinegunner_MG30.faction': Missing ';' at the end of line
    13:58:13 File hungarian_armed_forces\config.cpp, line 980: '/CfgVehicles/B_HUN_Medic.faction': Missing ';' at the end of line
    13:58:13 File hungarian_armed_forces\config.cpp, line 1003: '/CfgVehicles/B_HUN_NCO_MP35.faction': Missing ';' at the end of line
    13:58:13 File hungarian_armed_forces\config.cpp, line 1445: '/CfgVehicles/B_HUN_pzIVa.commander': Missing ';' at the end of line
    13:58:13 File hungarian_armed_forces\config.cpp, line 1456: '/CfgVehicles/B_HUN_pzIVb.commander': Missing ';' at the end of line
    13:58:13 File hungarian_armed_forces\config.cpp, line 1467: '/CfgVehicles/B_HUN_pzIIIb.commander': Missing ';' at the end of line
    13:58:13 File hungarian_armed_forces\config.cpp, line 1478: '/CfgVehicles/B_HUN_pzIIIc.commander': Missing ';' at the end of line
    13:58:13 File hungarian_armed_forces\config.cpp, line 1489: '/CfgVehicles/B_HUN_pzIIId.commander': Missing ';' at the end of line
    13:58:13 File hungarian_armed_forces\config.cpp, line 1500: '/CfgVehicles/B_HUN_pzIVc.commander': Missing ';' at the end of line
    13:58:13 Conflicting addon simc_uaab_44 in 'simc_uaf_44_ifa3_replats\us_airborne\', previous definition in 'simc_uaf_44_cfg\us_airborne\'
    13:58:13 Cannot evaluate 'ReadAndCreate' - no file
    13:58:13 Cannot evaluate 'ReadAndCreate' - no file
    13:58:13 Conflicting addon WW2_Assets_c_Characters_Americans_c_US_Rangers in 'WW2\Assets_c\Characters\Americans_c\us_rangers\', previous definition in 'simc_uaf_44_ifa3_replats\us_rangers\'
    13:58:24 Warning Message: Addon 'Hungarian_Armed_Forces' requires addon 'simc_uaf_44'
    13:59:11 Warning Message: Addon 'Hungarian_Armed_Forces' requires addon 'NF_Uniforms'

     


  6. Can you show your config after that change?

     

     

    Just now, BeastHunter said:

    By the way is there any way to add required addons as "full addons", e.g. "Mod A" instead of "mod_a_weapons","mod_a_grenades","mod_a_uniforms"?

    Some of the mods have master load order addons similar to vanilla ones (i.e. A3_Data_F_Oldman_Loadorder ). For RHS it's for instance rhs_main_loadorder and generally people tend to name it this way. This is completely optional though and depends on good will of mod creator so it might be not present in mods that you are trying to inherit from.


  7. 6 minutes ago, pcc said:

     

    I'm still stuck because CargoTurret and CargoTurret_01 doesn't exist in classes above B_Heli_Light_01_F.

    That shouldn't be an issue - just try to unpack original addon or use all in one config dump ( https://forums.bohemia.net/forums/topic/191737-updated-all-in-one-config-dumps/?page=2 ) to check original inheritance structure and then try to recreate it in your addon.

    Page that I linked before ( https://community.bistudio.com/wiki/Class_Inheritance ) should be more than enough to understand that concept.

    6 minutes ago, pcc said:

    Is it still possible to override it without having to copy the entire default properties?.  

     

    No, you always have to recreate inheritance structure of objects that you are modifying.


  8. 1 hour ago, pcc said:

    I want to override some CargoTurret classes of vehicles but the properties aren't overriding in my attempts.

    
    class Heli_Light_01_unarmed_base_F: Heli_Light_01_base_F
    {
        class Turrets;
        class CopilotTurret;
    };
    class B_Heli_Light_01_F: Heli_Light_01_unarmed_base_F
    {
            class Turrets: Turrets
            {
                class CopilotTurret: CopilotTurret
                {
                    //works
                };
                class CargoTurret_01;  
                class CargoTurret_02;
                class CargoTurret_01: CargoTurret_01
                {
                    //Doesn't work
                };
                class CargoTurret_02: CargoTurret_02
                {
                    //Doesn't work
                };
                ...
            }; 
    };

     

    I would actually say that whole inheritance is not working since there are couple of errors.

     

    * You cannot have external reference (class CargoTurret_01;) & class definition (class CargoTurret_01: CargoTurret_01) in same scope. You need to unflod inheritance to one level deeper.

    * class CopilotTurret; doesn't exists in class Heli_Light_01_unarmed_base_F, it's part of class Turrets
    https://community.bistudio.com/wiki/Class_Inheritance

     

    Take a look at this example - here you can see how deep you have to go go if you want to to replace one thing in turret config 😉

    
    	class LandVehicle;
    	class Tank: LandVehicle
    	{
    		class NewTurret;
    	};
    	class Tank_F: Tank
    	{
    		class Turrets
    		{
    			class MainTurret: NewTurret
    			{
    				class Turrets
    				{
    					class CommanderOptics;
    				};
    			};
    		};
    	};
    	class rhs_a3t72tank_base: Tank_F
    	{
    		class Turrets: Turrets
    		{
    			class MainTurret: MainTurret
    			{
    				class Turrets: Turrets
    				{
    					class CommanderOptics;
    					class CommanderMG;
    				};
    			};
    		};
    	};
    	class rhs_t72ba_tv: rhs_a3t72tank_base
    	{
    	};
    	class rhsgref_cdf_t72ba_tv: rhs_t72ba_tv
    	{
    		class Turrets: Turrets
    		{
    			class MainTurret: MainTurret
    			{
    				magazines[] =
    					{
    					"rhs_mag_3bm32_7",
    					"rhs_mag_3bk18_6",
    					"rhs_mag_3of26_5",
    					"rhs_mag_9m119_4",
    					"rhs_mag_762x54mm_250",
    					"rhs_mag_762x54mm_250",
    					"rhs_mag_762x54mm_250",
    					"rhs_mag_762x54mm_250",
    					"rhs_mag_762x54mm_250",
    					"rhs_mag_762x54mm_250",
    					"rhs_mag_762x54mm_250",
    					"rhs_mag_762x54mm_250",
    					"rhs_mag_3d17",
    					"rhs_LaserFCSMag"
    				};
    				class Turrets: Turrets
    				{
    					class CommanderOptics: CommanderOptics
    					{
    						gunnerType="rhsgref_cdf_reg_crew_commander";
    					};
    					class CommanderMG: CommanderMG {};
    				};
    			};
    		};
    	};

     

    • Like 1

  9. 7 minutes ago, Devastator_cm said:

    last question, is there a way to keep the doors open after get in? Especially by cargo doors of MRAPs, it takes time every time to play the animation when 10 player is trying to get in as door is closing every single time even though it is manually opened

    only via script. You can animate back door via animateDoor & get in & out EH. There should be some information about that on forums


  10. On 5/29/2020 at 12:33 AM, MrWolfire1 said:

    I had a question regarding the most recent update specifically the inclusion of vehicle magazine wells. how has that been implemented/how do you use that feature?

    It's used mostly in a way to avoid copy pasting of large list of compatible magazines just because another, newer gun (like T14 2A82) has two new additional rounds which cannot be used by earlier models of cannons. Instead, new magazineWell is added to the list 

        magazineWell[] = {RHS_Cannon_125mm_D81,RHS_Cannon_125mm_2A46M,RHS_Cannon_125mm_2A46M_5,RHS_Cannon_125mm_2A82};

    As you can see, it's much less copy pasting compared to copying magazines[] list (=+ couldn't be used effectively in this case) 😉

    Advantage of this solution is, that every time some magazine is added, it can be included just in one master list, instead of updating all the weapons with risk of error (there were some cases in the past were some magazines were not working after inclusion of new magazine type and you cannot avoid that with manual copy pasting). Another plus of magazineWell is fact, that if someone is making expansion mod for RHS, he can easily add new magazines this way.


  11. 16 minutes ago, strider42 said:

    I can't connect a UAV terminal to a Stomper in a simple Eden mission.

    • I have a UAV termianl but when I open it I don't get an option to connect to the Stomper.
    • If I get into the Stomper passenger seat I can connect to the Stomper but I can't make it do anything, like start engine, move, switch to driver/gunner view.
    • I can connect the UAV terminal to a darter and fly the darter.

    All help greatfully apreciated  S

    Edit1:

    The issue seems to be associated with placing UAVs using the Edent editor.  Then I can't connect to them or find them in the terminal.  So I can connect to and control a Darter that the player has in a backback and has dissasembled but if I place it in the mission I can't.

    Are you sure you are not placing empty Stomper & side of the vehicle is same as yours?

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