tonic-_- 53 Posted October 9, 2013 (edited) Good bye forums Edited January 30, 2015 by Tonic-_- Share this post Link to post Share on other sites
HazJ 1289 Posted October 10, 2013 Nice!!! Thanks! :) Dirty Haz Share this post Link to post Share on other sites
Guest Posted October 10, 2013 Thanks for sending us the release :cool: Release frontpaged on the Armaholic homepage. Virtual Vehicle Spawner vo.1 ================================================ We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
SavageCDN 231 Posted October 10, 2013 Dammit another drug!! Great idea - suggestions before even downloading it: 1- hook it into VAS at some point so not only can we spawn a vehicle but customize it's loadout? 2- options to customize look of vehicle like you mentioned - diff textures, etc You can create as many VVS vendors / spawn points as you want and each one giving out a set of vehicle types. Well done!! Have you considered doing the same for VAS? ie: ability to have different VAS boxes with diff content (or is that not possible?). Thanks for all your hard work Share this post Link to post Share on other sites
Jynx 10 Posted October 10, 2013 Excellent work. Only thing that i noticed was the lack of ability to spawn UAVs/UGVs. Was that on purpose or a simple over sight? Share this post Link to post Share on other sites
tonic-_- 53 Posted October 10, 2013 It was sort of on purpose. UAV/UGV's require a special method to actually spawn them in and make them actual drones and I wasn't going to go through the time to do it. Share this post Link to post Share on other sites
Jynx 10 Posted October 10, 2013 It was sort of on purpose. UAV/UGV's require a special method to actually spawn them in and make them actual drones and I wasn't going to go through the time to do it. ahh i see. dang i could have really used that. Our unit uses UAVs/UGVs alot. :( Share this post Link to post Share on other sites
HorbeySpector 164 Posted October 10, 2013 very nice. thanks a lot. Share this post Link to post Share on other sites
pitn 10 Posted October 10, 2013 (edited) Awesome. I was looking thinking of something similar but with modular restrictions. Modular suggestions that can be used in a mission parameter: Return dynamic list of vehicles by armed/unarmed. Say I wanted WEST players to have WEST helicopters but only the ones without guns. Same for cars. Ifrits without guns etc. Could that be even defined further and say I wanted a specific weapons system? The reason I suggest this dynamically is that when a mission is changed or vehicles are renamed/added the mission maker doesn't have to redefine/edit the missions 'allowed vehicles' array. Permission to use some of these concepts for a similar support call system and edit(massage) in order to work with an older mission? Also a delete vehicle button to remove unwanted vehicles that were inadvertently created. (nvm, I can see you are removing/replacing them. But I suppose a 'clear' button would work too) BUG: Spawn a MH-49 then spawn a Ifrit and watch the boom. Needs a delay after removing the previous vehicle. Edited October 11, 2013 by PITN add bug, grammer, thoughts etc. Share this post Link to post Share on other sites
pitn 10 Posted October 11, 2013 Off record notes[/b]:Please supply feedback on this' date=' I wanted to add more customization options for vehicles like setting skins/textures, removing doors on things like offroad and some more but I sort of made this in less then 4-5 hours just to test Multi-column listboxes. The GUI it's self is subjected to change in the future if people show interest in having those types of features. [/quote'] I had the same idea and eventually I stumbled across this a few weeks ago. It's a customization GUI from TKOH. Share this post Link to post Share on other sites
HorbeySpector 164 Posted October 18, 2013 is there a way to use this on the Nimitz? the spawnheight has to be something like 17.5 Share this post Link to post Share on other sites
tonic-_- 53 Posted October 18, 2013 Modify VVS\functions\fn_spawnVehicle.sqf Share this post Link to post Share on other sites
HorbeySpector 164 Posted October 18, 2013 Thank you, I found it. I, quite often, see the vehicle I spawn getting destroyed the moment it spawns. note that this happends when a vehicle spawns on LAND, without any height changing (so no code added) any idea what this could be? it mostly happends with the littlebirds and the east transport helo. Share this post Link to post Share on other sites
tonic-_- 53 Posted October 18, 2013 It's collision problems with using createVehicle by default. Adjustments will be in the next version. Share this post Link to post Share on other sites
CommuneCode 10 Posted October 22, 2013 Tonic one suggestion i have if not already there is to add a config so that only certain player can use the scripts... sort of like an admin tool to spawn vehicles for server use Share this post Link to post Share on other sites
HaZZarD 2 Posted October 22, 2013 is there a way to , like the VAS do , have the vehicle from the mods spawnable ? I tried this with massi add on but I can't see his vehicles , while in the VAS I can see his custom uniforms . Share this post Link to post Share on other sites
tonic-_- 53 Posted October 22, 2013 is there a way to , like the VAS do , have the vehicle from the mods spawnable ? I tried this with massi add on but I can't see his vehicles , while in the VAS I can see his custom uniforms . I follow BIS configs, if addon makers don't follow the BIS format then I can't be bothered to adjust because if they don't follow it then more then likely it's put in some obscured way that would require way to much work to do. I can take a look but more then likely they probably don't follow the CfgVehicles standard class for Cars, Boats, Air, etc. Share this post Link to post Share on other sites
HaZZarD 2 Posted October 22, 2013 I follow BIS configs, if addon makers don't follow the BIS format then I can't be bothered to adjust because if they don't follow it then more then likely it's put in some obscured way that would require way to much work to do. I can take a look but more then likely they probably don't follow the CfgVehicles standard class for Cars, Boats, Air, etc. ah ok thanks , no problem , was just for informing you . in particular this was the mod : http://www.armaholic.com/page.php?id=19131#comments I have not tried your VVS with other mods yet . Love the VVS ! keep up the good work Share this post Link to post Share on other sites
tonic-_- 53 Posted November 6, 2013 UPDATE: v0.2 Change log: Added: Support for Autonomous vehicles and 'Support' Vehicles i.e Hemt Ammo Fixed: Some vehicles such as helicopters shouldn't explode when being spawned. Download: Virtual Vehicle Spawner v0.2 Share this post Link to post Share on other sites
Guest Posted November 7, 2013 Thanks for sending us the updated release :cool: Release frontpaged on the Armaholic homepage. Virtual Vehicle Spawner v0.2 ================================================ We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
Johnson11B2P 3 Posted December 13, 2013 Found a bug, if I spawn a chopper and suddenly disconnect. I reconnect and the chopper is actually placed where I spawned it originally not where I left it, but I can't get in it. I can't destroy even using "deleteVehicle cursorTarget" in the admin console on the server. If blow it up using satchels it instantly respawns itself. Share this post Link to post Share on other sites
tonic-_- 53 Posted December 14, 2013 Found a bug, if I spawn a chopper and suddenly disconnect. I reconnect and the chopper is actually placed where I spawned it originally not where I left it, but I can't get in it. I can't destroy even using "deleteVehicle cursorTarget" in the admin console on the server. If blow it up using satchels it instantly respawns itself. That sounds ARMA related. This new patch seems glitchy as hell. Share this post Link to post Share on other sites
Metalvenom 10 Posted December 15, 2013 hi, Im getting an error saying " "script functions/control/fn_respawn_button.sqf" not found Share this post Link to post Share on other sites
Bamse 223 Posted January 23, 2014 Hi! Thanks for an awesome script. I'm trying to use it in one of my first missions and it aaaaalmost works perfectly. However, I do get an error message that is close:able and after its closed I'm able to spawn vehicles like I'm supposed to; No entry '<path to documents\arma 3\missions\test01.Altis\description.ext/VVS_Menu/controls/vehicleListNew.ListScrollBar'. Do notice the change from backslash to forwardslash. I've been trying to look through the files but since I'm quite the noob I can't see something wrong or missing. Google returns me pretty much nothing, anyone got any hints for me? :) Share this post Link to post Share on other sites
iceman77 18 Posted January 24, 2014 You'll need to change scrollBar class to listScrollBar. It's a change from the last update. Share this post Link to post Share on other sites