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#46 Posted at 2014-11-15 06:53        
     
It still isn't working for me. I've been messing with it for a while now. gonna go to bed and try again tomorrow.


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#47 Posted at 2014-11-15 18:58        
     
ok, don´t forget to delete your old @Dagger folder and every DGR_****.pbo you may have.

Then, perform a clean install of all the mods following the new instructions on the first post. Forget any old instructions you may have.

Good luck!

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#48 Posted at 2014-11-19 04:04        
     
I've been messing with this for the past few days and I can't get it to work.
The download doesn't contain the "dgr-ballistics_1_14.lea.addon" file, at least every time I download it it doesn't.
I've also tried adding it into the editor myself with every way I can think of and none of it has worked.
I've been able to use most of the weapons because the standard ammo/ace ammo works with them, but I would like to us the Mk. 13 and the one version of the m24, which seem to only use Dagger specific ammo.


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#49 Posted at 2014-11-19 12:29        
     
Read page 3, I´ve sent you the link to the new LEA config.

LEA brings Dagger ammo only but all weapons will accept default ammo too.

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#50 Posted at 2014-11-21 05:06        
     
I think I figured out the problem. -_-
That LEA config that you posted on page 3 worked. I just wasn't selecting the proper faction. It was all my fault. Sorry for all of that, and thanks for the help.

Now that I am finally able to get the dagger ammo in the game I found out why I wasn't able to add it into the editor. You didn't give the full class name. After loading up dagger ammo I find out the proper class name using:

this addEventhandler ["fired",{hint format["%1",_this]}]

That shows the proper class names used add on the magazine size with it. Some examples are:

Dagger_300_220gr_Mk248_Mod1_10Rnd_Mag
Dagger_223_63gr_M996_20Rnd_Mag

I hope this helps out anyone else having trouble with any of this.

P.S. I'm loving the weapons, ballistics, and scopes. You did a really good job with it all. I saw that you were going to add in the drop tables, though. It makes it easier, but I like your original approach. It means that people can't just jump in and start sniping with little knowledge. You have to work for it. I would say maybe just add it in the pdf, or text file with the download? So, if people don't want to take the time to do it themselves they can look it up, but it isn't easily accessible.

P.P.S. I use play with six. The only hiccup I had was my own fault with LEA. Play with six seems to load it properly. Haven't had any other trouble then my own stupidity.


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#51 Posted at 2014-11-24 12:21        
     
Hey Tiger, nice you were able to fix it. :-)

About the editor thing, could you please explain a bit further your editor and event handler thing. I know nothing about that :-( , so any help might help me with future releases.

Oh, and do you think you could help me to solve the tanks-not-using-Dagger-ammo problem?

Cheers!

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#52 Posted at 2014-11-25 07:42        
     
Hi dagger i want ask you if there are any news about the units you are working on? because it's look great! :D


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#53 Posted at 2014-11-25 11:26        
     
Hy direone,

I´m not working on any units. The units shown are from Ardvark. They can be downloaded here:
http://www.mediafire.com/download/24ei75m9wj9w6mo/TF86_SpecialForcesv1.2.7z

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#54 Posted at 2014-11-25 12:18        
     
Thanks a lot man!! :D


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#55 Posted at 2014-11-26 04:18        
     
@Dagger, what I'm talking about with the editor is adding the ammo in manually. To be able to add weapons, ammo, and items to a unit in the editor you need the class name. Then you type in the command in the units initialization field. Based off of what you are asking I'm going to guess you are not familiar with the editor so I'm going to explain it from the beginning like I would with someone new to arma in general.

Example:
I want to create an army sniper that spawns with an m24 when they spawn in. What I would do is double click to create a new unit. In the menu that pops up I select, Blufor, US Army, Men, and select Sniper. The default weapon for the sniper is the m110. What you do to get the m24 instead is, in the initialization field, is type

removeAllWeapons this; this addWeapon "M24"; this addMagazine "5Rnd_762x51_M24";

This would give you an m24 with a 5 round clip for the m24. I'll go step by step of what is going on.

First, we have "removeAllWeapons this;" This little bit removes all weapons and ammo that would already be placed on the unit.

Second, we have "this addWeapon "M24";" which adds the M24 rifle.

Last, we have "this addMagazine "5Rnd_762x51_M24";", which gives you one magazine for the m24.

Now, if any of this was typed wrong you would get an error. So, "5Rnd_762x51_M24" is the correct when adding ammo, but "5rnd_762x51_M24" would throw an error. Capitalization and punctuation have to be spot on or the game won't recognize it. That is why "Dagger_223_63gr_M996_20Rnd_Mag" is the proper class name and "Dagger_223_63gr_M996" is not the proper class name.


Now, the event handler. All that is is code, you put it in the same place as with the weapons (the unit initialization), and it pops up a hint every time you fire a round telling you the classname of the weapon you fired, the round that was fired, as well as some other information that I'm not sure of.


Okay, so I wasn't going to go into detail about the event handler unless you wanted me to do that, but I think I've figured out the tank thing using it. So, I'm gonna go into detail to explain what I think is going on.

When you fire a round a hint pops up with some information. It'll look somehting like this:
[B 1-1-C:1,"ACE_M240_veh_out","
ACE_M240_veh_out","manual","Dagger_308_
142gr_M62","100Rnd_762x51_M240",22547:
tracer_red.p3d]
I'm not 100% on what everything means, but I'll go through what I've learned about what it says.

ACE_M240_veh_out
This is the class name of the weapon. In this case, I turned out of an m1a2 and was shooting an m240.

Dagger_308_142gr_M62
This is the ammo you are calling for the gun to use. This is what it expects to fire.

100Rnd_762x51_M240
This is the class name of the ammo that the gun is actually firing.

I did not double check to make sure my hunch is right, but I think what is going on is that is the class name for the vanilla ammo. So, the game tries to call the proper ammo, but gets the wrong class name throwing an error. Because of this error it doesn't send out the "bullet". If you fix it so it replaces "100Rnd_762x51_M240" with "Dagger_308_142gr_M62_20Rnd_Mag_M14" it should fix the problem, although you'll only get 20rnd mags with that ammo.

I hope this gives some insight. Let me know if I can help clarify anything else.

Added 29 minutes later:

I rushed that last part and remembered something.
Dagger_308_142gr_M62_100Rnd_Link
That will give you the 100round belt that you want for the m240. I'll have to look up the 50 cals. tomorrow.

This post was edited by WiredTiger (2014-11-26 04:48, ago)


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#56 Posted at 2014-11-26 17:07        
     
Hey Tiger, thank you for the explanations *DRINK*

Quite useful for me, who know nothing about the mission editor and the event handlers.

So, you suggest me to add a new magazine class name to each tank, but that might require a lot of work.

What if I replace the default BI ammo values with my values? This way the default weapons class names will fire default magazine class names using default ammo class names. And it might help to fix the decreasing FPS problem on some servers. People were complaining about that when firing the .50 from Humvees, possibily due to the engine calling another ammo class name, right?

Does it make sense?

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#57 Posted at 2014-11-27 18:41        
     
I've been looking into this more, and I'm starting to wonder if my hunch was right. Something else may be the problem. I checked to see what the humvee m2 fires and it looks like it is the same as the tank m2. Also, the m240 on the tank has the same class name as the hand held, which shoots properly. I'd have to look at the actual code to see if I can figure out the problem. All I can say is double check the script to see if you have any errors. Like I said punctuation and capitalization are important so one little mistake can throw off the whole thing. If that doesn't seem to be the problem then I would look at the script for the tank ammo conflicting with some other script.

As far as the fps drop. You've said it yourself that it is a mod of a mod. Depending on how it was scripted if it is throwing things around too much to figure out the damage, flight path, and whatever else it is trying to do it could cause a drop in frames since it is trying to do too much at once. If you are trying to change what the ACE system does after it goes through that script then it'll take longer to process. That is why it is best to simplify and consolidate as much as possible. I understand that isn't always possible, but it is something to keep in mind.

Could you give me the name/ip address of some of these servers so I could test this out first hand later?

I'll have to pick up on this later. Already spent more time than I meant to on this today.

Added 3 minutes later:

Also, the gunner in the tank has a m240 they can switch to. That is working properly. So, maybe look at that script to see if you can see why that works, and the other m240 does not.


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#58 Posted at 2014-11-28 12:17        
     
wiredtiger:
All I can say is double check the script to see if you have any errors. Like I said punctuation and capitalization are important so one little mistake can throw off the whole thing. If that doesn't seem to be the problem then I would look at the script for the tank ammo conflicting with some other script.

Problem is I don´t know how to check the scripts. I don´t know what the code means. I´ve just CTRL+C CTRL+V from ACE :-)

The scripts I´ve copied are:

class Extended_PreInit_EventHandlers
{
	class ace_sys_willipete
	{
		init = "call ('\x\ace\addons\sys_willipete\XEH_preInit.sqf' call SLX_XEH_COMPILE)";
	};
	class ace_sys_explosives
	{
		init = "call ('\x\ace\addons\sys_explosives\XEH_preInit.sqf' call SLX_XEH_COMPILE)";
		clientInit = "call ('\x\ace\addons\sys_explosives\XEH_preClientInit.sqf' call SLX_XEH_COMPILE)";
	};
	class ace_sys_gas
	{
		init = "call ('\x\ace\addons\sys_gas\XEH_preInit.sqf' call SLX_XEH_COMPILE)";
		clientInit = "call ('\x\ace\addons\sys_gas\XEH_preClientInit.sqf' call SLX_XEH_COMPILE)";
	};
	class ace_sys_incendiary
	{
		init = "call ('\x\ace\addons\sys_incendiary\XEH_preInit.sqf' call SLX_XEH_COMPILE)";
	};
	class ace_sys_particlefx
	{
		clientInit = "call ('\x\ace\addons\sys_particlefx\XEH_preClientInit.sqf' call SLX_XEH_COMPILE)";
	};
	class ace_sys_shotgun
	{
		init = "call ('\x\ace\addons\sys_shotgun\XEH_preInit.sqf' call SLX_XEH_COMPILE)";
	};
	class ace_sys_flashbang
	{
		init = "call ('\x\ace\addons\sys_flashbang\XEH_preInit.sqf' call SLX_XEH_COMPILE)";
	};
	class ace_sys_sight_adjustment_rifle
	{
		clientInit = "call ('\x\ace\addons\sys_sight_adjustment_rifle\XEH_preClientInit.sqf' call SLX_XEH_COMPILE)";
	};
};

class Extended_FiredBis_EventHandlers
{
	class CAManBase
	{
		class ace_sys_particlefx_BIS_Effects
		{
			clientFiredBis = "_this call BIS_Effects_EH_Fired";
		};
		class ace_sys_sight_adjustment_rifle
		{
			clientFiredBis = "if (isPlayer(_this select 0)) then { if ((_this select 1) == ((_this select 0) getvariable 'ace_sa_rfl_cw')) then { _this call ace_sys_sight_adjustment_rifle_fnc_fired} }";
		};
	};
	class LandVehicle
	{
		class ace_sys_particlefx_Turret_Effects
		{
			clientFiredBis = "_this call ace_sys_particlefx_fnc_fired_turret";
		};
	};
	class StaticWeapon
	{
		class ace_sys_particlefx_BIS_Effects
		{
			clientFiredBis = "_this call BIS_Effects_EH_Fired";
		};
	};
};

wiredtiger:
As far as the fps drop. You've said it yourself that it is a mod of a mod. Depending on how it was scripted if it is throwing things around too much to figure out the damage, flight path, and whatever else it is trying to do it could cause a drop in frames since it is trying to do too much at once

The parameters in the configs are the same as ACE. On previous versions I´ve used the variable simulationstep lower than ACE and the FPS dropped. On the up-to-date version my value doubles ACE´s value and FPS is great.

The Humvee´s M2 uses the same .50 ammo class name as the M1 but the Humvee fires something and the M1 fires "blanks". I know they have different magazine class names, so it might be some magazine related related script. Does it help?

How do we check ACE magazine related scripts?

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#59 Posted at 2014-11-29 16:50        
     
Here is where you might be able to teach me something. I've only recently got into learning how to make a mod, and changing the behind the scene stuff(Like bullet trajectory, bullet spread, and a lot of the other things your mod does). I'm going to send you a pm so we can talk specifics.

For viewing pbo files I use this:
PBO View

It allows you to open pbo files to view the contents. You'll then be able to open any .cpp/.sqf files to read the script. Other files won't open at all, or just open up a blank screen.

Added 1 hour 1 minute later:

So, I came across this program that might be of use in figuring out what is wrong with the tank guns. In the meantime, though, I was testing it out and got all of the ammo class names.

Now, just a warning, but the list is really big. Also, There is a "Class" in front, and a ";" at the end. Those are not part of the class names.
Example:

class Dagger_223_55gr_Frangible_30Rnd_Mag;
is actually,
Dagger_223_55gr_Frangible_30Rnd_Mag


This post was edited by WiredTiger (2014-11-29 17:51, ago)


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#60 Posted at 2014-12-01 01:59        
     
yes :-)

I use Mikero´s Eliteness to open pbo´s and to check for errors before creating pbo´s too. It also opens the cpp´s and such.

I forgot you don´t have much experience with editing.

Since this discussion is related to a problem on the ballistics mod let´s keep talking on that forum.

Better than PM´s so that people with problems alike might consult the forums too.

Keep it up!

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