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xeno426

TGW Vehicle Fixes

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Surely you could just do...

ON FOLDING

_vehicle SetVariable ["TGW_StowedFuel", Fuel _vehicle, true];
_vehicle SetFuel 0.0;

ON DEPLOY

_vehicle SetFuel (_vehicle GetVariable ["TGW_StowedFuel", 1.0]);
_vehicle SetVariable ["TGW_StowedFuel", 0.0, true]; // NB: Not strictly required.

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Wouldn't that empty and refill the fuel tanks to full? I don't want to give a free tank refill. Besides, I don't know how I would go about initializing that; I'm still a pretty big script n00b.

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No what he's done is stored the current fuel of the vehicle in the variable "TGW_StowedFuel" then on deploy he gets that amount stored and fills the vehicle with that amount.

You would implement those in the action menu scripts (for fold and deploy)

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New update with better scripting to prevent takeoff when rotors are folded. Big thanks to Defunkt for that.

See first post.

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Hi Xeno

I just tested your last version and while the mod is quite good in introducing fixes that should have been done by BI month ago think you're overdoing it a bit. You are adding too much TI to vehicles that should not have it on all stations.

Like Commander in BMP-3, LAV-25 or AAVP-7 and M1A1 etc.

Also countermeasures are missing on UH-1Y

btw. black and white TI for commanders is more acurate than red-brown...Commander see TI on a flat screen that is Black-White usually, they dont have gunner like optics.

And your mod is messing with the change ammo type function using [R] Key.

No bashing, just constructive feedback.

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Like Commander in BMP-3, LAV-25 or AAVP-7 and M1A1 etc.

So, these vehicles should not have any thermal imaging?

Also countermeasures are missing on UH-1Y

Um, wow. I don't know how I missed that.

btw. black and white TI for commanders is more acurate than red-brown...Commander see TI on a flat screen that is Black-White usually, they dont have gunner like optics.

I based that off these three posts from this thread. The gunner-like optics as green is according to this post in that same thread.

And your mod is messing with the change ammo type function using [R] Key.

I've never heard of that key function before. As far as I know, [R] is default to reload or fire countermeasures. Where is this function located?

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I think what he means is that in an M1A2, gunner has a green TIS(thermal imaging sight)...Commander has a FLIR which is infra red and is a grey flat screen.However an M1A2 SEP has a Orange screen ala the new sighting systems(not sure if both stations have it or not or which is which ie gunner orange or Commander orange on a SEP?)

Edited by 343rdBadger

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Read first...Comander in M1A1, AAVP, LAV and BMP3 should not have TI ONLY Gunner.

Second paragraph, again read it...COMMANDER not Gunner should have BW.

And in fact the Comander in T-90 should niot have TI neither.

COMMANDER

COMMANDER

not

GUNNER

This are two different workstations.

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Can you provide references for that? I've got multiple people saying different things, and in the lack of evidence to support any one side I'm going to go with "it's cooler if the commander has TI."

Edited by Xeno426

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It depends on what tank your talkin...M1A1,gunner has a tis,commander has a day camera and can switch to the gunners Tis.M1a2 has a tis for gunner ,flir for commander.If its an M1A2 SEP(not sure about the HA/HC) it has a NEWER sighting system which I believe has an orange tinge to it.But I don't know if BOTH gunner and Commander have at their station or wheither its a flir or a tis,or both.

I think whats confusing (atleast for me) is what the difference is between the two(Tis and Flir) or are they the same thing with simply different configurations.

Edited by 343rdBadger

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And your mod is messing with the change ammo type function using [R] Key.

Can anyone else confirm this? I've never heard of this function before.

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Can anyone else confirm this? I've never heard of this function before.

Neither have I

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Can anyone else confirm this? I've never heard of this function before.

It's probably an issue that THAT mod has with other mods tbh. I've never even heard of the mod anyways.

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Well, I fixed the issue with the UH-1Y lacking countermeasures. I also improved its code so that it isn't so bloated. See first post.

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Hey, Xeno426, could you consider also fixing M1A2 loader not turning in, when other crewmen do? It should fix AI engaging said tank with small arms and machineguns instead of RPGs and ATGMs, which is not only hilarious, but pretty much suicidal.

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Hey, Xeno426, could you consider also fixing M1A2 loader not turning in, when other crewmen do? It should fix AI engaging said tank with small arms and machineguns instead of RPGs and ATGMs, which is not only hilarious, but pretty much suicidal.

I don't know if that's something he can fix. I thought this was more something to do with the model.

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