Defunkt 431 Posted May 8, 2011 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. Share this post Link to post Share on other sites
xeno426 10 Posted May 8, 2011 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. Share this post Link to post Share on other sites
gossamersolid 155 Posted May 8, 2011 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) Share this post Link to post Share on other sites
xeno426 10 Posted May 8, 2011 Hey, that works! Thanks! Share this post Link to post Share on other sites
xeno426 10 Posted May 18, 2011 New update with better scripting to prevent takeoff when rotors are folded. Big thanks to Defunkt for that. See first post. Share this post Link to post Share on other sites
Guest Posted May 18, 2011 Thanks for keeping us up to date with your work :cool: Updated release frontpaged on the Armaholic homepage. TGW Vehicle Fixes v1.52- Arma 2 Share this post Link to post Share on other sites
Beagle 684 Posted May 25, 2011 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. Share this post Link to post Share on other sites
xeno426 10 Posted May 25, 2011 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? Share this post Link to post Share on other sites
343rdBadger 0 Posted May 25, 2011 (edited) 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 May 26, 2011 by 343rdBadger Share this post Link to post Share on other sites
Beagle 684 Posted May 25, 2011 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. Share this post Link to post Share on other sites
xeno426 10 Posted May 25, 2011 (edited) 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 May 31, 2011 by Xeno426 Share this post Link to post Share on other sites
343rdBadger 0 Posted May 26, 2011 (edited) 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 May 26, 2011 by 343rdBadger Share this post Link to post Share on other sites
xeno426 10 Posted May 30, 2011 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. Share this post Link to post Share on other sites
PSYCHOSIM 0 Posted May 30, 2011 Can anyone else confirm this? I've never heard of this function before. Neither have I Share this post Link to post Share on other sites
gossamersolid 155 Posted May 30, 2011 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. Share this post Link to post Share on other sites
xeno426 10 Posted June 1, 2011 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. Share this post Link to post Share on other sites
PSYCHOSIM 0 Posted June 1, 2011 Thanks for the update. Share this post Link to post Share on other sites
Guest Posted June 1, 2011 Thanks for keeping us up to date mate :cool: Updated release frontpaged on the Armaholic homepage. TGW Vehicle Fixes v1.53- Arma 2 Share this post Link to post Share on other sites
CameronMcDonald 146 Posted June 2, 2011 I will also post thanks in this thread, because that's the kind of guy I am. :rage: Share this post Link to post Share on other sites
xeno426 10 Posted July 31, 2011 New update. See first post. Share this post Link to post Share on other sites
oldbear 390 Posted July 31, 2011 New on front page at Armed Assault.info Link to mirror : TGW Vehicle Fixes (v 1.54) : http://www.armedassault.info/index.php?game=1&cat=addons&id=1591 Share this post Link to post Share on other sites
CameronMcDonald 146 Posted July 31, 2011 Excellent. :D Share this post Link to post Share on other sites
kireta21 13 Posted August 14, 2011 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. Share this post Link to post Share on other sites
gossamersolid 155 Posted August 14, 2011 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. Share this post Link to post Share on other sites