-
Content Count
313 -
Joined
-
Last visited
-
Medals
Everything posted by Locklear
-
"Uniform is not allowed for soldier class" no matter what
Locklear replied to Brostrom.A | Evul's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Some good points were made, I'd like to offer some additional information and clarification. Uniforms usually can't be used by soldiers of another faction. Your soldier class has a different faction from a soldier whose uniform you want to use – that causes the error you have. The modelSides[] property should help, if you use the right numbers. Those are 0 for OPFOR, 1 for BLUFOR, 2 for AAF, and 3 for civilians, therefore modelSides[] = {0}; should solve your problem. (Of course you can add more sides to the modelSides[] array, if you wish so.) -
Config info for Marksman Vests?
Locklear replied to pd3's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
That's why the config viewer is so handy: you can check the actual whole content of a class, so you can find even the values of inherited properties (or find out that the parent class actually doesn't have such properties defined, so you'll have to define them in your class – which was the case in your issue :) ). -
Config info for Marksman Vests?
Locklear replied to pd3's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Glad you solved the issue. :) I just would like to clarify some assumptions you mentioned in your post. First of all, you inherited your ItemInfo subclass from the VestItem one, which actually does not contain the uniformModel property. Therefore you had to enter that manually. If you properly inherit a class, its whole content is inherited; there is no need to enter anything manually. There is no property that restricts what can be inherited. -
Config info for Marksman Vests?
Locklear replied to pd3's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Your description is not very specific, so I'll try a handful of general suggestions, and we'll see what we'll end with. :) A vest if defined in cfgWeapons, an editor item (aka ground holder) has its entry in cfgVehicles. You might have missed one or the other. Even though Marksmen DLC addons are in EBOs, you can view the whole config in the config viewer, as mentioned by Ranwer135, so you can find the information you seek there. Last but not least, you can try to check my guide here for some additional information about vests configs. Feel free to ask in case you have more questions. -
Truck config throwing undefined base class error.
Locklear replied to Aglos's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Glad to help. :) -
Truck config throwing undefined base class error.
Locklear replied to Aglos's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I'm not in the office at the moment, so I'll try to find the problem tomorrow. However, note that you have a couple of classes declared in the config, which you actually don't use anywhere. It might be a good idea to clean the code up a bit, and see, if it helps. -
Truck config throwing undefined base class error.
Locklear replied to Aglos's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
It seems you have obsolete "};" at line 96 and 150. -
Changing group composition using config?
Locklear replied to taro8's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Could you please try the following things? Execute this command: null = createVehicle ["B_soldier_UAV_F", position player, [], 0, "NONE"]; from the game's console. Try the same command with all other addons disabled. Try your or my (doesn't really matter which) cfgGroups code with all other addons disabled. What happens in each case? -
Changing group composition using config?
Locklear replied to taro8's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I tried your code and it worked like a charm. (You don't even need to copy the whole content of those group classes, e.g. BUS_InfSquad – you can just declare that UAV soldier you have there; see the code example below.) What confuses me a bit is "I put this in my config.hpp" – perhaps just a typo, but to be sure: it should be config.cpp. Anyways, this part seems okay, so the issue is elsewhere. class CfgGroups { class West { class BLU_F { class Infantry { class BUS_InfSquad { class Unit8 { side = TWest; vehicle = "B_soldier_UAV_F"; rank = CORPORAL; position[] = {-20, -20, 0}; }; }; }; }; }; }; -
Characters And Gear Encoding Guide
Locklear replied to Locklear's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thank you, sir, it's fixed now. :)- 38 replies
-
- characters
- encoding
-
(and 2 more)
Tagged with:
-
I'm not sure if I understand your last comment, but I presume the bullets do raise when shooting and the pistol doesn't move. If this is the case, I'd say there are some missing animations in the pistol's model config.
-
I took your config from the first post, deleted one bracket from line 126 and deleted the second recoil property from line 129. After these adjustments, the game loaded without any errors, and the pistol was available in Virtual Arsenal. (Of course, the game kinda minded I don't have your files, such as the pistol's model.) You can find the code below, please try it. Something just might have gotten terribly broken during various attempts to find and fix those error messages (don't worry, it happens :) ). // config.bin - 01:47:28 07/02/15, generated in 0.01 seconds // Generated by unRap v1.06 by Kegetys // Separate rootclasses: Disabled, Automatic comments: Enabled #define private 0 #define protected 1 #define public 2 class CfgPatches { class 007_Weapons_Pistols_W_PPK { units[] = {}; weapons[] = {"hgun_007_W_PPK"}; requiredVersion = 0.1; requiredAddons[] = {"A3_Weapons_F"}; }; }; class CfgAmmo { class BulletBase; // External class reference class B_765x17_Ball : BulletBase { hit = 20; indirectHit = 0; indirectHitRange = 0; cartridge = "FxCartridge_9mm"; cost = 100; typicalSpeed = 290; airFriction = -0.0016; caliber = 1.4; deflecting = 45; model = "\A3\Weapons_f\Data\bullettracer\tracer_white"; tracerScale = 0.5; tracerStartTime = 0.05; tracerEndTime = 1; nvgOnly = 1; visibleFire = 3; // how much is visible when this weapon is fired audibleFire = 5; }; }; class CfgMagazines { class CA_Magazine; // External class reference class 8Rnd_765x17_Mag : CA_Magazine { scope = public; displayName = "7.65mm 7Rnd Mag"; picture = "\007_weapons\PPK\UI\m_ppk.paa"; ammo = "B_765x17_Ball"; count = 7; mass = 5; initSpeed = 280; tracersEvery = 0; descriptionShort = "Caliber: 7.65x17 mm<br />Rounds: 8<br />Used in: Walther PPK"; }; }; class Mode_SemiAuto; // External class reference class SlotInfo; // External class reference class CfgWeapons { class Pistol; // External class reference class Pistol_Base_F : Pistol { class WeaponSlotsInfo; // External class reference }; class hgun_007_W_PPK : Pistol_Base_F { scope = public; model = "\007_weapons\PPK\W_PPK.p3d"; picture = "\007_weapons\PPK\UI\gear_007_PPK_X_CA.paa"; magazines[] = {"8Rnd_765x17_Mag"}; displayname = "Walther PPK"; author = "lyotchik-sniper"; descriptionShort = "Handgun<br />Caliber: 7.65x17 mm"; class Library { libTextDesc = "007 James Bond's Walther PPK"; }; bullet1[] = {"A3\sounds_f\weapons\shells\9mm\metal_9mm_01", 0.501187, 1, 15}; bullet2[] = {"A3\sounds_f\weapons\shells\9mm\metal_9mm_02", 0.501187, 1, 15}; bullet3[] = {"A3\sounds_f\weapons\shells\9mm\metal_9mm_03", 0.501187, 1, 15}; bullet4[] = {"A3\sounds_f\weapons\shells\9mm\metal_9mm_04", 0.501187, 1, 15}; bullet5[] = {"A3\sounds_f\weapons\shells\9mm\dirt_9mm_01", 0.398107, 1, 15}; bullet6[] = {"A3\sounds_f\weapons\shells\9mm\dirt_9mm_02", 0.398107, 1, 15}; bullet7[] = {"A3\sounds_f\weapons\shells\9mm\dirt_9mm_03", 0.398107, 1, 15}; bullet8[] = {"A3\sounds_f\weapons\shells\9mm\dirt_9mm_04", 0.398107, 1, 15}; bullet9[] = {"A3\sounds_f\weapons\shells\9mm\grass_9mm_01", 0.223872, 1, 15}; bullet10[] = {"A3\sounds_f\weapons\shells\9mm\grass_9mm_02", 0.223872, 1, 15}; bullet11[] = {"A3\sounds_f\weapons\shells\9mm\grass_9mm_03", 0.223872, 1, 15}; bullet12[] = {"A3\sounds_f\weapons\shells\9mm\grass_9mm_04", 0.223872, 1, 15}; soundBullet[] = {"bullet1", 0.083, "bullet2", 0.083, "bullet3", 0.083, "bullet4", 0.083, "bullet5", 0.083, "bullet6", 0.083, "bullet7", 0.083, "bullet8", 0.083, "bullet9", 0.083, "bullet10", 0.083, "bullet11", 0.083, "bullet12", 0.083}; sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\closure_handgun_3", 0.158489, 1, 10}; closure2[] = {"A3\sounds_f\weapons\closure\closure_handgun_3", 0.158489, 1.1, 10}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\pistols\pistol_st_1", 0.562341, 1, 700}; begin2[] = {"A3\sounds_f\weapons\pistols\pistol_st_2", 0.562341, 1, 700}; begin3[] = {"A3\sounds_f\weapons\pistols\pistol_st_3", 0.562341, 1, 700}; soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin3", 0.34}; }; class SilencedSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-07", 0.562341, 1, 200}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-08", 0.562341, 1, 200}; soundBegin[] = {"begin1", 0.5, "begin2", 0.5}; }; recoil = "recoil_pistol_light"; recoilProne = "recoil_prone_pistol_light"; reloadTime = 0.1; dispersion = 0.00493; drySound[] = {"A3\sounds_f\weapons\other\dry1", 0.398107, 1, 20}; reloadMagazineSound[] = {"A3\sounds_f\weapons\pistols\p07_reload", 1, 1, 10}; minRange = 5; minRangeProbab = 0.3; midRange = 25; midRangeProbab = 0.6; maxRange = 50; maxRangeProbab = 0.1; aiRateOfFire = 2; // delay between shots at given distance aiRateOfFireDistance = 25; inertia = 0.2; dexterity = 1.8; initSpeed = 450; class WeaponSlotsInfo : WeaponSlotsInfo { mass = 20; class CowsSlot {}; class MuzzleSlot : SlotInfo { linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; compatibleItems[] = {"muzzle_snds_007_ppk"}; iconPosition[] = {0.3, 0.38}; iconScale = 0.2; }; }; }; class muzzle_snds_H { class ItemInfo; // External class reference }; class muzzle_snds_007_ppk : muzzle_snds_H { author = "lyotchik-sniper"; _generalMacro = "muzzle_snds_acp"; displayName = "Sound Suppressor (Walther PPK)"; picture = "\A3\weapons_F\Data\UI\gear_acca_snds_l_CA.paa"; model = "\007_weapons\PPK\Silencer.p3d"; class ItemInfo : ItemInfo { mass = 6; class MagazineCoef { initSpeed = 1.1; }; class AmmoCoef { hit = 1; typicalSpeed = 1; airFriction = 1; visibleFire = 0.5; // how much is visible when this weapon is fired audibleFire = 0.3; visibleFireTime = 0.5; // how long is it visible audibleFireTime = 0.5; cost = 1; }; soundTypeIndex = 1; muzzleEnd = "zaslehPoint"; alternativeFire = "Zasleh2"; class MuzzleCoef { dispersionCoef = 1.0f; artilleryDispersionCoef = 1.0f; fireLightCoef = 0.1f; recoilCoef = 1.0f; recoilProneCoef = 1.0f; minRangeCoef = 1.0f; minRangeProbabCoef = 1.0f; midRangeCoef = 1.0f; midRangeProbabCoef = 1.0f; maxRangeCoef = 1.0f; maxRangeProbabCoef = 1.0f; }; }; inertia = 0.1; }; class hgun_007_W_PPK_snds : hgun_007_W_PPK { class LinkedItems { class LinkedItemsMuzzle { slot = "MuzzleSlot"; item = "muzzle_snds_007_ppk"; }; }; }; }; class cfgMods { author = 76561198041815156; timepacked = 1419980748; };
-
No Entry '.model'
Locklear replied to TheBombDoctor's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I'm glad you fixed the issue. :) As you see now, finding a source of a config issue is rather tricky and kinda difficult without looking at the whole addon. There's a reason why config department is sometimes called Seat of Black Magic around here… :icon_twisted: -
No Entry '.model'
Locklear replied to TheBombDoctor's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Would you mind sending me your addon, so I might take a look at the rest of the files as well? It would make looking for the problem easier. :) -
Indeed it has. It should be fixed in the next dev-branch update. Thank you for noticing! :)
-
This particular string, with many others, is in dta\languagecore_f.pbo. The location of the addon might be the reason why some strings are avoiding your search. :)
-
The string you're looking for is str_combat_careless.
-
Adding a optic to a rifle in unit Config.cpp??
Locklear replied to logan83's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I'd say there is no model defined for your weapon. You can confirm this by checking the 20thSFG_ARCO_IR_M4A1GL_2_laser class in the config viewer in the game (since you inherit the TF_M4A1GL class from it while not defining a model in TF_M4A1GL itself). -
Adding custom backpack to a crate
Locklear replied to ovenmit's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can do that in a config; the template code below should do the trick. Just replace X in the count properties with the actual number of items you wish to have there. Also please note the code is just to answer your question – you still need to add other properties to set a display name, textures, model, etc. to get everything working properly. class cfgVehicles { class Original_Backpack; class Custom_Backpack: Original_Backpack { class TransportMagazines { class _xx_MagazineClass { magazine = MagazineClass; count = X; }; }; class TransportItems { class _xx_ItemClass { name = ItemClass; count = X; }; }; }; class Original_Crate; class Custom_Crate: Original_Crate { class TransportBackpacks { class _xx_CustomBackpack { backpack = Custom_Backpack; count = X; }; }; }; }; -
That was the issue. :)
-
Could you please provide me the mod? I was unable to reproduce this issue with vanilla balaclavas, so I presume something in the mod is off.
-
I guess there might be a wrong proxy in one of the soldier's model's LODs. With which soldier does this happen to you?
-
How to retexture a weapon?
Locklear replied to ramiroxd1's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Retexturing the MX is kinda tricky now. You can easily do that if you create a new class under cfgWeapons, inherit it from arifle_MX_Black_F, and change the hiddenSelectionsTextures[] array. The original property is hiddenSelectionsTextures[] = {"\A3\Weapons_F_EPB\Rifles\MX_Black\Data\XMX_Base_Black_co.paa","\A3\Weapons_F_EPB\Rifles\MX_Black\Data\XMX_short_Black_co.paa"};. You can do the same with the arifle_MX_GL_Black_F class. If you want to use a different original MX class, you have to have the hiddenSelections[] = {"camo1","camo2"}; in the config of your retextured weapon as well. I will eventually add the hiddenSelections[] property to all the MX classes, so the retexturing is easier and consistent. -
Characters And Gear Encoding Guide
Locklear replied to Locklear's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Simply said, a uniform is "linked" to a soldier class (please notice the uniformClass property within the ItemInfo subclass of uniform classes). When another character equips the uniform, he gets relevant stats of the soldier class to which the uniform is linked.- 38 replies
-
- characters
- encoding
-
(and 2 more)
Tagged with:
-
Characters And Gear Encoding Guide
Locklear replied to Locklear's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Concerning "canCarryVest", please feel free to make a feature request in the Feedback Tracker, but to be honest, adding this feature seems unlikely. Icon: A small circle with an arrow you see in the editor, on the map, or in the Team Switch dialog. Picture: A picture seen in the frame of a soldier of your unit, if you're a commander. You can find both pictures and icons in \A3\Ui_f\data\Map\VehicleIcons\. I hope this helps. :) Every soldier has the head, body, hands, and legs hitpoints defined (that means with an armor value, as well). However, these properties are defined in a character's config, not in a uniform's one, which might be the reason why you can't find them.- 38 replies
-
- characters
- encoding
-
(and 2 more)
Tagged with: