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Thread: 2 config questions.

  1. #1

    2 config questions.

    I have got the config file open and i can see where speed is. I'm looking at the LAV for example.
    I want to know where can i find it's speed over water?
    I want to be able to increase speed over water..
    And what is it that determines what type of weapons or ammo is shot at it? I think i read that it has to be a certain type for other vehicles to use cannon as opposed to using machine gun.

    Here is the part of config that refers to speed. Although the entire config has references to speed in many places. I put the whole config in the spoiler tag.

    Also what is the hidden selections? refering to camo1 and camo2. in bold below

    class AAV : Tracked_APC {
    scope = public;
    side = TWest;
    faction = USMC;
    displayName = $STR_DN_AAVP7A1;
    vehicleClass = "Armored";
    model = "\ca\tracked2\AAV\AAV";
    icon = "\ca\tracked2\AAV\data\icomap_AAV_CA.paa";
    picture = "\ca\tracked2\AAV\data\AAV_CA.paa";
    mapSize = 9;
    accuracy = 0.7; // accuracy needed to recognize type of this target

    // threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types
    threat[] = {1, 1, 0.3};

    armor = 210;
    damageResistance = 0.01168;
    cost = 4000000;
    maxSpeed = 72; // max speed on level road, km/h
    canFloat = true;
    supplyRadius = 5;
    wheelCircumference = 2.001;
    hiddenSelections[] = {"Camo1", "Camo2"};
    hiddenSelectionsTextures[]
    = {"\ca\tracked2\aav\data\aav_ext_co.paa", "\ca\tracked2\aav\data\aav_ext2_co.paa"};
    crew = "USMC_Soldier_Crew";
    cargoAction[] = {"Stryker_Cargo01"};
    typicalCargo[] = {"USMC_Soldier_Crew", "USMC_Soldier_Crew", "USMC_Soldier_Crew"};
    transportSoldier = 19;
    getInAction = "GetInHigh";
    getOutAction = "GetOutHigh";
    driverAction = "AAV_Driver_OUT";
    driverInAction = "AAV_Driver";
    driverForceOptics = false;
    commanderUsesPilotView = 1;
    driverOpticsModel = "\ca\Tracked\optika_tank_driver_west";

    Spoiler:

  2. #2
    Quote Originally Posted by victim913 View Post
    I want to know where can i find it's speed over water?
    Nowhere AFAIK.

    Quote Originally Posted by victim913 View Post
    And what is it that determines what type of weapons or ammo is shot at it?
    If i understood well your question, it's roughly a calculation of the power of the ammo toward the armor of the target.

    Quote Originally Posted by victim913 View Post
    Also what is the hidden selections? refering to camo1 and camo2. in bold below
    Hidden selections are parts of the model which are defined and hidden configwise, which

    (1) Can be revealed in game through scripts thanks to the setobjecttextures command for example ;
    (2) Are usually used to make different looking vehicles with the same 3d model, thanks to the inheritance system, such as :

    Code:
    My_vehicle_basis : tracked_apc{
    
    hiddenselections=["Part1","Part2"]
    };
    
    My_first_vehicle: My_vehicle_basis{
    hiddenselections=["Part1"]
    };
    
    My_second_vehicle: My_vehicle_basis{
    hiddenselections=["Part2"]
    };
    So "My_first_vehicle" will only show the part2 (as the part1 is hidden), and "My_second_vehicle" will only show the part1 (as the part2 is hidden).

    EDIT : oh, and this is in fact a "3 config questions" topic
    Last edited by ProfTournesol; Jan 25 2010 at 20:19.

  3. #3
    Moderator [FRL]Myke's Avatar
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    For a good laugh, open up the editor, place yourself as soldier and a empty AAVP7A1 and in it's init line, type this:
    Code:
    this setObjectTexture [0, ""];this setObjectTexture [1, ""];
    Now go in preview and enjoy the AAVP7A1 equipped with the klingon cloaking device...ok, some adjustements need to be done.

    But now for serious. HiddenSelections on vehicles are mainly used for simplified retexturing. Instead of having same p3d model with just different hull texture, there is only one with the parts which differs in textures defined as hiddenSelections. They receive theyr final texture with the hiddenSelectionsTexture config line.
    This also allows to change textures midgame, using setObjectTexture scripting command.

  4. #4
    Ok, so the hidden texture is more for video settings? And not a different paint job so to speak. So camo 1 isn't green and camo 2 black or whatever?

    As far as ammo shot at vehicles.
    Driving in a t-72 for example my gunner will almost always only use the machine gun at bmps and most other things. If i want him to use the main gun i must manually switch it and order him to fire.
    So what must i change in the vehicles code that will get other vehicles to use main guns? It looks kind of ridiculous to see armored vehicles get taken down by machine guns.
    thanks

  5. #5
    Moderator [FRL]Myke's Avatar
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    Ok, so the hidden texture is more for video settings?
    No.
    It's not hidden texture but hidden selection, although also this is misleading.

    More practical example. For the F-16 i'm working on, i have several different camo shemes for the hull. Without hiddenSelections i would have a copy for each texture variant of the p3d file, which is the 3D model itself. Only difference would be the used texture for the hull.

    Now with hiddenSelections i just define the hull part of the F-16 as such a hiddenSelection.
    Code:
    hiddenSelections[] = {"camo1"};
    hiddenSelectionsTextures[] = {"\glt_f16\tex\skin_co.paa"};
    Don't get confused with the selections name "camo1", it's free how you name it.
    The above code is from the base F-16 class with the main texture. Now for a retexture variant, i just add another texture, like this:
    Code:
    hiddenSelectionsTextures[] = {"\glt_f16\BLACK_F16\skin_co.paa"};
    Ok, the file itself has the same name but also here, naming is free. Check the path and you might guess that this config is for the black F-16 and you would have guessed right.

    If a vehicle has more than one hiddenSelections it just means that more than one part are defined for retexturing. Makes sense there where a selection should be able to be painted independently.

  6. #6
    maybe a bit late reply but for the next person..
    Originally Posted by victim913
    I want to know where can i find it's speed over water?
    waterSpeedFactor=0.12;

    So maxspeed * waterspeedfactor = speed in water.
    My streaming Perhaps catch me working on some addons.
    http://www.anrop.se Swedish ArmA community.

  7. #7
    Quote Originally Posted by victim913 View Post
    Driving in a t-72 for example my gunner will almost always only use the machine gun at bmps and most other things. If i want him to use the main gun i must manually switch it and order him to fire.
    So what must i change in the vehicles code that will get other vehicles to use main guns? It looks kind of ridiculous to see armored vehicles get taken down by machine guns.
    thanks
    This is hardcoded behavior and by design. The AI gunners will never use the big gun without explicit instructions from the boss (vehicle commander).

    You could probably play with it (maybe set primaryGunner = 0 in the main turret) to get him to target & fire on his own, but you'd have to sacrifice the commander being in direct command of him (and it will probably break some other things).

    Alternatively, I believe you could also set the weapon itself to autoFire = 1; which should allow "Fire" and "Cease fire" orders. While ordered to fire with no target, the AI will automatically target and engage any threats, just like you can do with the MG. However it will make the weapon automatic (holding down fire will make it keep firing after it reloads) for players.

    Either way, it'd probably lead to some unusual side effects. Although TBH I think the idea of AI gunners using the main gun at will is already unusual.
    Last edited by Big Dawg KS; Jan 28 2011 at 18:58.
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    Quote Originally Posted by Armored_Sheep View Post
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  8. #8

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