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Robalo

ASDG Joint Rails

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Robalo, as I indicated above, EricJ provided me with the appropriate slot names for use on his rifles. I have listed below the configs of several of those weapons that are no longer spawning with the attachments on the muzzle and front rail:

class c_Ej_scarstandardeglm : Ej_scarstandardeglm

{

class LinkedItems

{

class LinkedItemsOptic

{

slot = "asdg_OpticRail1913_IAR";

item = "Trixie_TA648";

};

class LinkedItemsMuzzle

{

slot = "asdg_MuzzleSlot_IAR";

item = "SFLMGMini_ej";

};

class LinkedItemsAcc

{

slot = "asdg_FrontSideRail";

item = "RH_SFM952V_tan";

};

};

};

class c_ej_scar65 : ej_scar65

{

class LinkedItems

{

class LinkedItemsOptic

{

slot = "asdg_OpticRail1913_IAR";

item = "optic_mas_Hamr_camo";

};

class LinkedItemsMuzzle

{

slot = "asdg_MuzzleSlot_IAR";

item = "SF762_ej";

};

class LinkedItemsAcc

{

slot = "asdg_FrontSideRail_IAR";

item = "CUP_acc_ANPEQ_15";

};

};

};

class c_ej_scar_h_shortafg : ej_scar_h_shortafg

{

class LinkedItems

{

class LinkedItemsOptic

{

slot = "asdg_OpticRail1913_IAR";

item = "RH_eothhs1_tan";

};

class LinkedItemsMuzzle

{

slot = "asdg_MuzzleSlot_IAR";

item = "SF762_ej";

};

class LinkedItemsAcc

{

slot = "asdg_FrontSideRail_IAR";

item = "RH_SFM952V_tan";

};

};

};

Is that enough for you to draw a conclusion from? If not, please let me know what else you need?

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@Wansec_6

What version of game and JR ?

Please use a code block to format it properly, it's not very readable.

Looks to me you are configuring some accessorized weapon variants. All looking good based on what you provided, if it doesn't work you have to check the base weapon classes do indeed have those slots and the attachments are defined as compatible for them.

Edited by Robalo

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19-03-2015

Fixed: For security reasons, it's no longer possible to overwrite the path of official BIS functions in CfgFunctions

That means Arsenal is now bugged since today's dev (not recognizing compatible attachments properly) and I can no longer patch BIS functions. So don't come here to complain, open tickets on the feedback tracker instead.

My ticket was marked as resolved but the fix was incorrectly applied.

Edited by Robalo

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That means Arsenal is now bugged since today's dev (not recognizing compatible attachments properly) and I can no longer patch BIS functions. So don't come here to complain, open tickets on the feedback tracker instead.

My ticket was marked as resolved but the fix was incorrectly applied.

would that possibly make any weapon mod that depends on your very useful mod crash arma3 dev version?

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would that possibly make any weapon mod that depends on your very useful mod crash arma3 dev version?

Crashes did occur with the old version of JR, but the version that Rob posted on Wednesday appears to work fine so far as I've tested with custom weapons; using all four ASDG-compatible slots including the new bipod one (thanks to Reyhard helping me sort out an issue I had with the adding an UNDERBARREL slot to the config). I think the crashes with the old version were more config-related than script-related though.

The only noticeable problem now is with some JR weapons that inherit CowsSlot and PointerSlot from BIS classes, where you get duplicates of certain attachments. Rob's version of the function from Wednesday was designed to fix that, up until yesterday's change. Now the game just ignores the replacement function and uses the default Arsenal functions instead - so it can't conflict with the game since Arma 3 just flat-out ignores the modified function.

However, if custom weapons are properly configured in a way that avoids inheriting CowsSlot and PointerSlot, the duplicates don't show up and it'll only affect a few BIS weapons (until BIS improve the Arsenal's ability to filter out certain attachments, like Rob was doing).

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would that possibly make any weapon mod that depends on your very useful mod crash arma3 dev version?

If you use the version of the mod that's not for dev maybe. Otherwise it depends of the mod, they might need to adapt to dev as well.

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ahhh, found it on the previous page. i though i had the latest by looking at post #1. I'll give it a shot. thanks for one of the most pivotal mods around!

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JR for dev branch updated: http://dev.withsix.com/attachments/download/22590/asdg_jointrails_dev150323.zip

DMS mounting position was recently improved in dev so it's now compatible even with the short rail.

I also made another MRT config which allows switching between all the (now) 4 reticle variants for the ACO sights and the 2 reticles for the Holo sights. It requires JR because it's adding 6 new hidden optic classes to allow this to work.

Here's the link: http://dev.withsix.com/attachments/download/22591/asdg_jr_mrt_aco_dev150323.zip (note this is obviously only going to work on dev and it requires dev JR + MRT + CBA)

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Okay with 0.14 and VAS (yes I still use it) I've noticed some vanilla weapons only list the MX Bipod (such as the MX itself) as available attachments, such as the TRG-21, and ,20. The TRG21 EGLM can mount a full suite of accessories while the MXC can do the same, as well as some variants of the MK20C. I haven't tried the Katibas but all the weapons in my pack can mount anything fine and no glitching with VAS. Granted you don't support VAS yes, but overall I never had this problem before 0.14 so methinks it's just something got screwy as I don't script so it wasn't operator error as far as I know.

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VAS never had compatible items detected properly (unless you hacked it to use the JR functions as I posted some time ago on the VAS thread). It's a dead project anyway.

Unless you spot a real incompatibility, as in you can't put item X on weapon Y using the in-game standard gear menu, it's not up to me to fix it. Lots of scripts out there not taking into account correctly the compatibleItems {} config possibilities and that weapon slots names are not set in stone. To be clear, broken scripts - not my problem to solve.

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No big deal, I was only seeing if it was because of JR, not asking you do to Tonic's job. Thanks!

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Apparently the bisign for RHS 0.3.6 optional config is broken:

16:56:32 Signature <path>\@ASDG_JR\addons\asdg_jr_rhs.pbo.asdg_jointrails.bisign is wrong. Err 0x20. Test FAILED!

16:56:32 Warning Message: Signature <path>\@ASDG_JR\addons\asdg_jr_rhs.pbo.asdg_jointrails.bisign is wrong. Err 0x20. Test FAILED!

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Thank you Robalo! You just saved USEC a delay in modpack update. :P

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Okay you may want to check ASDG JR. I ran the game without ASDG Joint Rails and now it's working fine (VAS and allowing optics). I really think there's an issue as I can select all optics and accessories without running JR in VAS no problem. Only when I run the 0.14 JR does it glitch. So no, it's not looking like VAS is an issue with 1.40.

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Okay you may want to check ASDG JR. I ran the game without ASDG Joint Rails and now it's working fine (VAS and allowing optics). I really think there's an issue as I can select all optics and accessories without running JR in VAS no problem. Only when I run the 0.14 JR does it glitch. So no, it's not looking like VAS is an issue with 1.40.

There is really nothing for me to check. Problem VAS only knows how to handle the legacy config system, that is why it is working without JR.

Latest version for JR for stable is emptying legacy compatibleItems arrays in order to ensure proper restrictions are applied and to remove duplicates. If VAS were scripted correctly (and it's very easy to do with information I have already provided in VAS thread), this would not be a problem.

You should really be more concerned about what's coming in less than a week, meaning switch to DEV now, get ready for bipods, check out the new JR (for dev branch, with bipod slots) and perhaps forget about VAS which is not going to be compatible with new official patch anyway.

Edited by Robalo

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I'll decide what I'll be concerned about at the present moment, thank you.

Anyway thanks again.

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Of course it's up to you if/when you want to get your stuff ready for the new stable. Just saying, VAS has been abandoned by it's creator so it's chances to keep functioning properly are going faint.

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Yeah I know, it's a good system and quite frankly don't like Arsenal at all personally. I mean it's nice and all that you can see your gear and so on, but overall I feel VAS works, and it's reliable. And thanks for the hint about the thing, finally tried it and naturally worked.

As far as ASDG JR goes... yeah I'll update it when 1.42 rolls out as right now I'm staying off Dev as back a few weeks all I wanted to do was checkout the resting features and recoil system (thanks to Brisse with that) and after that got tired of the philosophical discussions about a game. Anyway that's my view as it was cool, and besides I rarely hop on servers and that constant script checking annoyed me, so I'm back on Stable for now as I like to get online anyway, etc.

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hi. I found a strange thing. It might be related to this awesome mod.

in a nutshell when i do this command :

_scopez = getArray (configFile >> "CfgWeapons" >> _primweapon >> "WeaponSlotsInfo" >> "CowsSlot" >> "compatibleItems");

systemChat format ["_config %1", count _scopez/* Variables */];

then many times scopez comes back with 0 items.

but if i do not use ASDG JR then the scopes are all returned properly. I discovered this in this thread. http://forums.bistudio.com/showthread.php?190474-count-cowslot-array-returns-0-sometimes-on-vanilla-weapons&p=2912008#post2912008

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hi. I found a strange thing. It might be related to this awesome mod.

in a nutshell when i do this command :

_scopez = getArray (configFile >> "CfgWeapons" >> _primweapon >> "WeaponSlotsInfo" >> "CowsSlot" >> "compatibleItems");

systemChat format ["_config %1", count _scopez/* Variables */];

then many times scopez comes back with 0 items.

but if i do not use ASDG JR then the scopes are all returned properly. I discovered this in this thread. http://forums.bistudio.com/showthread.php?190474-count-cowslot-array-returns-0-sometimes-on-vanilla-weapons&p=2912008#post2912008

Nothing strange about it, that's because that array is empty. JR is using compatibleItems {} classes, not arrays.

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Nothing strange about it, that's because that array is empty. JR is using compatibleItems {} classes, not arrays.

ok, thanks Robalo for taking the time to answer. So could you please inform me how then would I be able to work with ASDG JR to get that list of scopes?

edit - ok i see that bis_fnc_compatibleItems returns a list of all compatible items, but they are all jumbled up and not ordered. ill try find better documentation on that command.

thanks for such a pivotal mod for the arma3 community!

Edited by twisted

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ok, thanks Robalo for taking the time to answer. So could you please inform me how then would I be able to work with ASDG JR to get that list of scopes?

edit - ok i see that bis_fnc_compatibleItems returns a list of all compatible items, but they are all jumbled up and not ordered. ill try find better documentation on that command.

thanks for such a pivotal mod for the arma3 community!

With latest (dev) version, you can get all types of attachments like this: _items = _primweapon call asdg_fnc_compatibleItems;

Looks like a second parameter to specify which type of attachment you want would be useful, I'll about implementing that.

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With latest (dev) version, you can get all types of attachments like this: _items = _primweapon call asdg_fnc_compatibleItems;

Looks like a second parameter to specify which type of attachment you want would be useful, I'll about implementing that.

thanks again man.

Im working around it with this

 
_compatItems = [_primweapon] call bis_fnc_compatibleItems;

{
 _type = [_x] call BIS_fnc_itemType;
diag_log format ["%1 is type %2", _x, _type];

/* in this case the item types we want are:  

   AccessoryMuzzle
     AccessoryPointer
     AccessorySights
     AccessoryBipod
*/

if (_type select 1 == "AccessorySights") then {_scopez pushback _x;};
if (_type select 1 == "AccessoryBipod") then {_bipodz pushback _x;};
if (_type select 1 == "AccessoryPointer") then {_lightz pushback _x;};
if (_type select 1 == "AccessoryMuzzle") then {_silencerz pushback _x;};

} foreach _compatItems;

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Just keep in mind that bis_fnc_compatibleItems also returns incompatible items (the condition that checks for "class" = 1 under compatibleItems {} was inadvertently removed while fixing another bug :)).

You will be able with next update of JR to do this:

#define ACCMUZZLE 101
#define ACCSIGHTS 201
#define ACCPOINTER 301
#define ACCBIPOD 302

_lightz = [_primweapon, ACCPOINTER] call asdg_fnc_compatibleItems;

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