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Thread: [OA] New config values, who has info about?

  1. #21
    Gunnery Sergeant Xeno426's Avatar
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    Has anyone else been able to successfully give other aircraft like the Ka-52 the weapon zeroing capability for its cannon? I figured that by adding the lines turretInfoType, discreteDistance[] and discreteDistanceInitIndex it would let me, but so far all it's done is add the rangefinder to the bottom.

  2. #22
    Master Sergeant Serclaes's Avatar
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    Quote Originally Posted by King Homer View Post
    M1A1 and M2 series used green white hot and green black hot for gunner sights.

    Today most of the M1A1 and M2s are upgraded to have monochrome white hot and monochrome black hot for gunners and commander sights use orange white hot and orange black hot.
    Uhh, as far as i know the older M1 and M2 had Red White/Black. Maybe depends on how old you mean...

  3. #23
    Master Gunnery Sergeant King Homer's Avatar
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    ODS and post-ODS.

  4. #24
    Gunnery Sergeant Xeno426's Avatar
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    Another config value I've noticed in weapons:
    IRDistance
    In the Rifle class, it is defaulted to 0. In weapons like the M249_EP1, M249_TWS_EP1, M249_m145_EP1, Sa58V_RCO_EP1, and Mk_48_DES_EP1 it is set to 100.

    Also, I have seen two different entries for turretInfoType:
    "RscWeaponRangeZeroing" and "RscUnitInfo_AH64D_gunner"
    I have also seen weaponInfoType use one of the two following settings:
    "RscWeaponZeroing" and "RscWeaponRangeZeroing"
    These obviously set the weapon to allow for weapon zeroing. However, despite adding them to the gunner of the Ka-52, all I get is the rangefinder; no weapon zeroing (and yes, I included the discreteDistance[] and the index entries).

  5. #25
    Moderator [FRL]Myke's Avatar
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    Also, I have seen two different entries for turretInfoType:
    "RscWeaponRangeZeroing" and "RscUnitInfo_AH64D_gunner"
    I have also seen weaponInfoType use one of the two following settings:
    "RscWeaponZeroing" and "RscWeaponRangeZeroing"
    These obviously set the weapon to allow for weapon zeroing. However, despite adding them to the gunner of the Ka-52, all I get is the rangefinder; no weapon zeroing (and yes, I included the discreteDistance[] and the index entries).
    As far as i know, all Rsc..... config entries just define what the player can see in the ingame HUD. It's just dialogue definitions. It doesn't define if the weapon can be zeroed or not but if the player can see the number displayed.

  6. #26
    Quote Originally Posted by Xeno426 View Post
    Also, I have seen two different entries for turretInfoType:
    "RscWeaponRangeZeroing" and "RscUnitInfo_AH64D_gunner"
    I have also seen weaponInfoType use one of the two following settings:
    "RscWeaponZeroing" and "RscWeaponRangeZeroing"
    These obviously set the weapon to allow for weapon zeroing. However, despite adding them to the gunner of the Ka-52, all I get is the rangefinder; no weapon zeroing (and yes, I included the discreteDistance[] and the index entries).
    Like Myke said, the weaponInfoType is basically only what HUD is shown. To add zeroing you need to use this:
    Code:
    discreteDistance[] = {300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200};
    discreteDistanceInitIndex = 2;
    Also, in order to see your current zeroing, you need to use either RscWeaponZeroing or RscWeaponRangeZeroing.
    VBS Designer

    Quote Originally Posted by Armored_Sheep View Post
    I like to call Arma a sandbox game that works pretty much like LEGO - you buy it not just because you want to have a nice car from the main picture on its box, do you?

  7. #27
    Moderator [FRL]Myke's Avatar
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    Related to the Rsc...
    In the ui.pbo you can find this:
    Code:
    	class RscWeaponRangeZeroing {
    		idd = 300;
    		controls[] = {"CA_ZeroingText", "CA_Zeroing", "CA_DistanceText", "CA_Distance"};
    		
    		class CA_DistanceText : RscOpticsText {
    			idc = -1;
    			style = 2;
    			x = 0;
    			y = "(SafezoneY+SafezoneH) - 0.05";
    			w = 1;
    			h = 0.05;
    		};
    		
    		class CA_Distance : RscOpticsValue {
    			idc = 151;
    			style = 2;
    			colorText[] = {0.4, 0.6745, 0.2784, 1.0};
    			x = 0;
    			y = "(SafezoneY+SafezoneH) - 0.195";
    			w = 1;
    			h = 0.05;
    		};
    		
    		class CA_ZeroingText : RscIGUIText {
    			idc = 169;
    			style = 0;
    			x = "(SafeZoneW + SafeZoneX) - (1 - 0.761)";
    			y = "0.095 + SafeZoneY";
    			w = 0.214;
    			h = 0.039;
    			text = $STR_DISP_ZEROING;
    		};
    		
    		class CA_Zeroing : RscIGUIValue {
    			idc = 168;
    			style = 1;
    			x = "(SafeZoneW + SafeZoneX) - (1 - 0.761)";
    			y = "0.095 + SafeZoneY";
    			w = 0.214;
    			h = 0.039;
    		};
    	};

    :EDITH:
    For what i understand:
    Code:
    		discreteDistance[] = {100, 200, 300, 400, 500, 600, 700, 800};
    		discreteDistanceInitIndex = 2;
    this is in the cfgWeapons and defines if a weapon can be zeroed. Doesn't mean the player can see the zeroed range in the HUD. For this we have to differ between personal weapons (like rifles) or vehicle weapons. For personal weapons, there is this config entry in the cfgWeapons part:
    Code:
    		weaponInfoType = "RscWeaponZeroing";
    which points to this resource, found in the ui.pbo config:
    Code:
    	class RscWeaponZeroing {
    		idd = 300;
    		controls[] = {"CA_ZeroingText", "CA_Zeroing"};
    		
    		class CA_ZeroingText : RscIGUIText {
    			idc = 169;
    			style = 0;
    			x = "(SafeZoneW + SafeZoneX) - (1 - 0.761)";
    			y = "0.095 + SafeZoneY";
    			w = 0.214;
    			h = 0.039;
    			text = $STR_DISP_ZEROING;
    		};
    		
    		class CA_Zeroing : RscIGUIValue {
    			idc = 168;
    			style = 1;
    			x = "(SafeZoneW + SafeZoneX) - (1 - 0.761)";
    			y = "0.095 + SafeZoneY";
    			w = 0.214;
    			h = 0.039;
    		};
    	};
    Throw all this together and you should end up with a rifle, capable of zeroing.

    For vehicle weapons, the ressource isn't defined in the cfgWeapons but in the repsective cfgVehicles, as example the AH-64:
    Code:
    				turretInfoType = "RscUnitInfo_AH64D_gunner";
    Which leads to the respective defined ressource in the ui.pbo config. It is a little bit long so i wont post it here.
    Last edited by [FRL]Myke; Jul 15 2010 at 12:21.

  8. #28
    Gunnery Sergeant Xeno426's Avatar
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    Well, here's what I've got for the Ka-52. As I've said before, I can't get the zeroing text to show up.
    Code:
    	class AllVehicles;	// External class reference
    	class Air : AllVehicles {};
    	
    	class Helicopter : Air {
    		class NewTurret;	// External class reference
    		
    		class Turrets {
    			class MainTurret;	// External class reference
    		};
    	};
    	
    	class Kamov_Base : Helicopter {};
    	class Ka52 : Kamov_Base {
    		LockDetectionSystem = 4 + 8;
    		class Turrets : Turrets {
    			class MainTurret : MainTurret {
    				minElev = -40;
    				gunnerOpticsModel = "\ca\air\optika_Ka50_gun";
    				radarType = 4;
    				turretInfoType = "RscUnitInfo_AH64D_gunner";
    				discreteInitIndex = 0;
    				discreteDistance[] = {200, 400, 600, 800, 1000, 1200, 1400, 1600, 1800, 2000};
    				discreteDistanceInitIndex = 2;
    				
    				class OpticsIn {
    					class Wide {
    						opticsDisplayName = "W";
    						initAngleX = 0;
    						minAngleX = -30;
    						maxAngleX = 30;
    						initAngleY = 0;
    						minAngleY = -100;
    						maxAngleY = 100;
    						initFov = 0.466;
    						minFov = 0.466;
    						maxFov = 0.466;
    						visionMode[] = {"Normal", NVG, "Ti"};
    						thermalMode[] = {0, 1};
    						gunnerOpticsModel = "\ca\air\optika_Ka50_gun";
    					};
    					
    					class Medium : Wide {
    						opticsDisplayName = "M";
    						initFov = 0.089;
    						minFov = 0.089;
    						maxFov = 0.089;
    						gunnerOpticsModel = "\ca\air\optika_Ka50_gun";
    					};
    					
    					class Narrow : Wide {
    						opticsDisplayName = "N";
    						gunnerOpticsModel = "\ca\air\optika_Ka50_gun";
    						initFov = 0.021;
    						minFov = 0.021;
    						maxFov = 0.021;
    					};
    				};
    				
    				class OpticsOut {
    					class Monocular {
    						initAngleX = 0;
    						minAngleX = -30;
    						maxAngleX = 30;
    						initAngleY = 0;
    						minAngleY = -100;
    						maxAngleY = 100;
    						initFov = 1.1;
    						minFov = 0.133;
    						maxFov = 1.1;
    						visionMode[] = {"Normal", NVG};
    						gunnerOpticsModel = "";
    						gunnerOpticsEffect[] = {};
    					};
    				};
    			};
    		};
    	};
    	class Ka52Black : Ka52 {};

  9. #29
    Moderator [FRL]Myke's Avatar
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    Read my post again:
    Code:
    				discreteDistance[] = {200, 400, 600, 800, 1000, 1200, 1400, 1600, 1800, 2000};
    				discreteDistanceInitIndex = 2;
    should be in the respective weapon config, not in the cfgVehicles.



    :EDITH:
    Code:
    		irLaserPos = "laser pos";
    		irLaserEnd = "laser dir";
    		irDistance = 0;
    Xeno426 already pointed to the irDistance. I guess this is for the IR laser on some weapons. I guess in the weapons MLOD it needs one memory point "laser pos" where the laser is attached and one memory point "laser dir" to define the orientation of the laser. Then irDistance is probably the visible length of the laser ray.
    Last edited by [FRL]Myke; Jul 15 2010 at 16:58.

  10. #30
    Quote Originally Posted by [GLT]Myke View Post
    Read my post again:
    Code:
    				discreteDistance[] = {200, 400, 600, 800, 1000, 1200, 1400, 1600, 1800, 2000};
    				discreteDistanceInitIndex = 2;
    should be in the respective weapon config, not in the cfgVehicles.
    Actually Myke, for vehicles, the zeroing stuff must be defined in the vehicle's turret class, not the CfgWeapon class. Check the BIS vehicles and you'll see. As for why he can't see the zeroing, I have no idea. Maybe try a different a different InfoType Rsc?

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