giallustio 770 Posted July 7, 2013 Give a try to this one: www.giallustio.altervista.org/downloads/=BTC=_logistic_013_rc1.zip If no bugs will be reported, this one will be the 0.13 version ;) Share this post Link to post Share on other sites
maxch6666 10 Posted July 7, 2013 Hello, This script is really nice! Do you know how to change the order of AddAction? So that they are displayed at the bottom during the games? thank you :) Share this post Link to post Share on other sites
holo89 10 Posted July 7, 2013 maxch, generally, look at the priority field of addaction and the lower the number, the lower in the menu. Share this post Link to post Share on other sites
hajimoto 10 Posted July 8, 2013 Give a try to this one:www.giallustio.altervista.org/downloads/=BTC=_logistic_013_rc1.zip If no bugs will be reported, this one will be the 0.13 version ;) I receive the following error when loading a box into an UH-80 http://i.imgur.com/YGFEmlh.jpg (150 kB) Share this post Link to post Share on other sites
giallustio 770 Posted July 8, 2013 SP or MP? Version? Share this post Link to post Share on other sites
holo89 10 Posted July 8, 2013 (edited) I have the same issue that Hajimoto have with an ammobox in a Mohawk. dedi server (mp) holo edit: sorry, it is not in a Mohawk that I have this issue, it is in a quad bike. In the Mohawk, I get the loading... message and then cannot be loaded. On the quad bike, I get the error, any should be number, but the ammo box does not disappear, but still it show in the check of my quad and if I unload it, let say 50 meters away it takes the ammo and move it near the bike. It is the correct ammo box since I had a virtual ammobox action on it and it is still there when teleported. It just not disappear as it should. Hope this help much better. Edited July 8, 2013 by holo89 error in my post Share this post Link to post Share on other sites
giallustio 770 Posted July 8, 2013 Could you copy your init.sqf file? Share this post Link to post Share on other sites
hajimoto 10 Posted July 8, 2013 I only have one "logistic" entry and this is it: //BTC LIFT SCRIPT _logistic = execVM "=BTC=_Logistic\=BTC=_logistic_Init.sqf"; Share this post Link to post Share on other sites
giallustio 770 Posted July 8, 2013 Is this all your init? Share this post Link to post Share on other sites
hajimoto 10 Posted July 8, 2013 Is this all your init? No my init.sqf can be found here: http://www.filedropper.com/init Share this post Link to post Share on other sites
holo89 10 Posted July 8, 2013 (edited) think I found one thing. in the cargo system init file line 7 the if server will never execute on a dedicated server because of line 2 waituntil player is player. A dedi never gonna have a player I think. I'm not home but when I get there I check more of this. regards, holo ---------- Post added at 18:19 ---------- Previous post was at 17:55 ---------- **** This suggestion is not to follow, look the thread further down *** And for how to fix: just move line 7 ( the one with the "if isServer" ) on top in the cargo system init file. a dedi server would keep this file open and looping for nothing, so including a kind of exitwith {} instead of then {} on this line would be better, unless there is still stuff that must be execute by the server below that. like this line 1: if (isServer) exitwith {BTC_id_repo = 10;publicVariable "BTC_id_repo";}; Edited July 9, 2013 by holo89 remove the suggestion as I posted one better Share this post Link to post Share on other sites
mantls 2 Posted July 8, 2013 think I found one thing.in the cargo system init file line 7 the if server will never execute on a dedicated server because of line 2 waituntil player is player. A dedi never gonna have a player I think. I'm not home but when I get there I check more of this. regards, holo ---------- Post added at 18:19 ---------- Previous post was at 17:55 ---------- And for how to fix: just move line 7 ( the one with the "if isServer" ) on top in the cargo system init file. a dedi server would keep this file open and looping for nothing, so including a kind of exitwith {} instead of then {} on this line would be better, unless there is still stuff that must be execute by the server below that. like this line 1: if (isServer) exitwith {BTC_id_repo = 10;publicVariable "BTC_id_repo";}; Did you test it? Share this post Link to post Share on other sites
holo89 10 Posted July 8, 2013 (edited) not yet, it's theorical only for now. I should have mention it. edit: i found an error in my thinking. it's not as simple. cause this way, a host player would not execute it... let me think it and test it edit 2: Got it working with the less modification possible: in the file "=BTC=_logistic\=BTC=_logistic_init.sqf" beginning at line 57: (changes in Bold) ... if (BTC_active_cargo == 1) then { //Cargo System if (!isDedicated) then {_cargo = [] execVM "=BTC=_logistic\=BTC=_cargo_system\=BTC=_cargo_system_init.sqf";}; BTC_id_repo = 10; BTC_def_vehicles = ["Tank","Wheeled_APC","Truck","Car","Helicopter"]; ... And in the file "=BTC=_logistic\=BTC=_cargo_system\=BTC=_cargo_system_init.sqf" comment out or remove the 7th line : (it is no longer needed as the variable is initialized for everyone with the first modification) //if (isServer) then {BTC_id_repo = 10;publicVariable "BTC_id_repo";}; It worked out for me. Let see what Giallustio want to do with it. He may have a better idea. Edited July 9, 2013 by holo89 adding edit 2 with one possible solution Share this post Link to post Share on other sites
hajimoto 10 Posted July 9, 2013 (edited) More information on the box loading issues. If I place a box next to a MH9 in the editor it will load and release it everytime but once the heli is flown it will not load a box anymore. Not able to load a box into a UH-80 at all. I added 3 UH-80's to my mission and one will load the box but once it is moved, it will not load a box again. In all cases the box can be lifted with no issue. The heli's relationship to the ground appears to be playing a role. All of these tests are conducted on a dedicated remote box that host the game while using my gaming rig to log in and test. Hope this information is helpful Edited July 9, 2013 by Hajimoto to add info about dedicated server Share this post Link to post Share on other sites
uber3999 10 Posted July 9, 2013 i can't seem to make selected objects unliftable. i've even edited the values deleting the "trucks" value and still the hemmit can be lifted. any idea's? [btc_cannot_lift],1,true doesn't work either. Share this post Link to post Share on other sites
giallustio 770 Posted July 9, 2013 All the bugs you reported should be fixed! Give it a try! ;) www.giallustio.altervista.org/downloads/=BTC=_logistic_013_rc2.zip Share this post Link to post Share on other sites
maxch6666 10 Posted July 9, 2013 maxch, generally, look at the priority field of addaction and the lower the number, the lower in the menu. Thanks for you answers ! Share this post Link to post Share on other sites
mk-l 10 Posted July 9, 2013 not yet, it's theorical only for now. I should have mention it.edit: i found an error in my thinking. it's not as simple. cause this way, a host player would not execute it... let me think it and test it edit 2: Got it working with the less modification possible: in the file "=BTC=_logistic\=BTC=_logistic_init.sqf" beginning at line 57: (changes in Bold) ... if (BTC_active_cargo == 1) then { //Cargo System if (!isDedicated) then {_cargo = [] execVM "=BTC=_logistic\=BTC=_cargo_system\=BTC=_cargo_system_init.sqf";}; BTC_id_repo = 10; BTC_def_vehicles = ["Tank","Wheeled_APC","Truck","Car","Helicopter"]; ... And in the file "=BTC=_logistic\=BTC=_cargo_system\=BTC=_cargo_system_init.sqf" comment out or remove the 7th line : (it is no longer needed as the variable is initialized for everyone with the first modification) //if (isServer) then {BTC_id_repo = 10;publicVariable "BTC_id_repo";}; It worked out for me. Let see what Giallustio want to do with it. He may have a better idea. Work fine for "Load" but do not work for "Unload" ... When i put in ammobox in, i can"t unload after ... :( All the bugs you reported should be fixed!Give it a try! ;) www.giallustio.altervista.org/downloads/=BTC=_logistic_013_rc2.zip Hi Giallustio, I think you miss my solution for parchute and smoke attach ... :j: _obj_para = [_veh,_obj,"NonSteerable_Parachute_F"] spawn BTC_l_paradrop; _smoke attachto [_chute,[0,0,0]]; Share this post Link to post Share on other sites
giallustio 770 Posted July 9, 2013 it was already added in the 0.12 version and it should be working, isn'it? Share this post Link to post Share on other sites
mantls 2 Posted July 9, 2013 (edited) I'm trying to get some stuff not liftable but the script doesnt seem to recognize it. I have tried: in the objects init line. this setvariable ["BTC_cannot_lift",1,true]; test1 setvariable ["BTC_cannot_lift",1,true]; // with test1 being the Varname. obj setvariable ["BTC_cannot_lift",1,true]; // just to make sure :) I've also tried putting it in the init.sqf with (ofc) no succes either. am i doing something wrong or does the script not support this option yet? fixed. Edited July 10, 2013 by mantls Share this post Link to post Share on other sites
hajimoto 10 Posted July 9, 2013 it was already added in the 0.12 version and it should be working, isn'it? Looks like the error that was generated with loading a box has been corrected. I am still having the previous problem, which I will describe below: Scenario I want to use the Ghosthawk UH-80 to transport a 4 man crew to an area of operations with a box loaded. I load an ammo box Crew board the helo. We land at the AO Box is released. When mission is complete, squad rallies back at the helo for exfiltatration. Crew boards the helo Last man loads box. We RTB. The issue is once a box is dropped, the vehicle is not able to load the same or any other box again. All lift functions appear to be working repeatedly without issue though. Share this post Link to post Share on other sites
giallustio 770 Posted July 9, 2013 @mantls Are you using the last version i posted? @Hajimoto Weird..It works fine for me, anyone esle has this problem? Share this post Link to post Share on other sites
kylania 567 Posted July 9, 2013 Using 0.12 I'm getting that same error. Loads fine, transports fine, unloads fine but won't load again. Share this post Link to post Share on other sites
mantls 2 Posted July 9, 2013 @mantlsAre you using the last version i posted? @Hajimoto Weird..It works fine for me, anyone esle has this problem? Oh, Nevermind. I was indeed using 0.13 as it is not rc2. Sorry, got confused with the many versions i had :D. Cheers. Share this post Link to post Share on other sites
holo89 10 Posted July 10, 2013 (edited) Hi Giallustio, I think I found why the cargo script does not load things in the Mohawk. The speed of my Mohawk, even at the beginning of the mission without pilot inside is -0.03234234 or something. I found out by replacing the line 78 for this in the script file of function (cargo) } else {hint format ["%1 has not been loaded. Speed cargo = %2",_obj_name,speed _veh];}; It was giving me a negative number near 0... so at line 68 it never get a speed of 0 I think for some vehicle. It's a BIS bug probably ? if (Alive BTC_cargo_selected && Alive _veh && BTC_cargo_selected distance _veh < 15 && speed _veh == 0) then I will try <= 0 instead of == 0 and let you know. It may be the same for the UH stuff of Hajimoto, or maybe not... must try. Regards, Holo. Edit: Tested with my Mohawk and it worked with <=0. I tested with a UH and it was giving me a speed of positive value near 0 also like 0.000323443. So probably putting <= 0.01 would fix for those two vehicles. We would have to test every vehicle to make sure one does not give more than 0.01 as a speed in total stop... I'll make some more test and let you know. Edit2: Did some test, At startup of my mission I dumped the speed of my vehicle that uses the vehicle respawn script and got those that were not at 0: boat_transport_01_f speed: -1.76821e-007 truck_01_transport_f speed: -0 CH49 speed: -0.000473121 AH99 speed: -0 truck_01_covered_f speed: -0 UH80 speed: -0 CH49 (another one somewhere else) speed: -0.000253458 MI48 speed: -0.000937644 I think it has some relation to the terrain they are on. Those vehicle are bugged as for the speed they give but it's never over 0.001 so 0.01 is probably safe. Edited July 10, 2013 by holo89 Tested a little more + some value of speed Share this post Link to post Share on other sites