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zealot111

Realistic repair script

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Love the script, but it would be very cool if we were able to fix downed choppers as well.

I was looking to implement it myself, but I noticed that I don't know the names of chopper hitpoint parts. I tried searching for them, but I only found hitpoints for tracked vehicles and cars.

Any ideas?

Hitpoints list of the helicopter:

["HitFuel","HitHull","HitEngine","HitAvionics","HitVRotor","HitHRotor","HitGlass1","HitGlass2","HitGlass3","HitGlass4","HitGlass5","HitGlass6","HitGlass7","HitGlass8","HitGlass9","HitGlass10","HitMissiles","HitRGlass","HitLGlass"]

But note, that you can just replace:

[_veh,"zlt_fnc_partrepair", _veh] call bis_fnc_MP; 

call in the

zlt_prc_repairvehicle 

function by the next code

[_veh,"zlt_fnc_fullrepair", _veh] call bis_fnc_MP;

And the

zlt_fnc_vehicledamaged = {
private ["_veh","_vehtype","_flag"];
_veh =  [_this, 0] call BIS_fnc_param;
if (isNil {_veh}) exitWith {false};
_vehtype = typeOf _veh;
_flag = false;
{
	_cdmg = _veh getHitPointDamage (_x);
	if (not isNil {_cdmg} ) then {
		if (_cdmg > 0.64) exitWith {_flag = true};
	};
}  forEach zlt_repair_hps;
_flag;
};

function by the next code:

zlt_fnc_vehicledamaged = {
private ["_veh","_vehtype","_flag"];
_veh =  [_this, 0] call BIS_fnc_param;
if (isNil {_veh}) exitWith {false};
_flag = (damage _veh > 0);
_flag;
};

Then your Field Repair will completely repair each repaired vehicle, even helicopter.

Or you may just edit, then field repair will partly fix the helicopter:

zlt_repair_hps = ["HitLFWheel","HitLBWheel","HitLMWheel","HitLF2Wheel","HitRFWheel","HitRBWheel","HitRMWheel","HitRF2Wheel" ,"HitEngine", "HitLTrack","HitRTrack"] + ["HitFuel","HitAvionics","HitVRotor","HitHRotor"];
zlt_hardRepairParts = ["HitEngine", "HitLTrack","HitRTrack"] + ["HitFuel","HitAvionics","HitHRotor"];

---------- Post added at 12:09 ---------- Previous post was at 10:32 ----------

Alright, it worked.

Great script. Enhances the milsim.

However, im not sure if this is something you can adjust, but the Revive animation seems a bit off. The head of the soldier slides far out "long neck" for some odd reason.

This aint important.. but if anything, then this should be worked on.

Aswell to the amount o time spent repairing. Is there a way to adjust the time ? Say the vehicle is 99%broken down, id say the 3min is good. What about tired only, or a small dmg to it; put at 1min+ ?

I just know that as soon as small things immobilises the vehicle, and ppl want to get it back up, 3min could be slightly long. I changed 2 weels on my "Iveco" back in Afgh, in under 2min. Hehe.. Just saying.

Not having a fixed time, would be even more milsim.

GREAT SCRIPT!

Thanks!

1. Regarding curving neck of the soldier - now there is a bug in the arma 3, while playing some animations units can distort their sceletons. I beleive BIS will fix this someday, anyway I cant do anything with this bug.

2. Healing animations looks very abstract I beleive it fits also for repair script like this. Arma 3 has special ambient repair animation, but I cannot use it in my script because it just doesnt start when I call "switchmove 'anim_name'", maybe it just not intended for player unit.

3. Im going to update script. In the next version time for field repair will depend on vehicle damage level. (Repair trucks will use 3 min. anyway)

Edited by zealot111

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New version frontpaged on the Armaholic homepage.

==============================================

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!

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Wow, that's what I call an answer! Thank you, this will be very useful to us.

Note, that the latest version of the script(released yesterday) already allows to fix helicopters.

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Note, that the latest version of the script(released yesterday) already allows to fix helicopters.

Hmm.. The new version ?

I downloaded ur script when i posted the post earlier. (Date 14 Dec).. was this the new version ? Cuz if i recall, i was able to do Field repair on the chopper in editor even.

Any reason for me to get eh newest version ? Cheers man.. this is really a great script. nuff said

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I seem to constantly get "Repair Interrupted" when trying to use this in the editor preview and in a self hosted MP game. It even happens in your example mission. Does this script only work on a dedicated server? I have not seen that declared anywhere.

EDIT: Doesn't seem to work on a dedicated server either. I get that same message. I can keep hitting "field repair" in 1-3 second intervals but when I finally finish the repair, nothing get actually fixed.

I guess the script is broken.

Edited by Fight9

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Love the script so far, but have 2 quick questions.

1) Is there any way possible to limit it so only certain classes (Engineer and/or Repair Specialist) can do repairs?

2) I see the "if (isDedicated) exitWith {};" in the script that will drop out if on a dedicated server. What's the reason for the script not working on dedicated servers? Is it something that can be fixed?

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hi! first off, our community love the script, got the same problem with "repair Interrupted" on our dedicated server after your latest update.

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Hmm.. The new version ?

I downloaded ur script when i posted the post earlier. (Date 14 Dec).. was this the new version ? Cuz if i recall, i was able to do Field repair on the chopper in editor even.

Any reason for me to get eh newest version ? Cheers man.. this is really a great script. nuff said

In the latest version script handles all hitpoints of the chopper and repair not only the engine but also all other parts, so chopper will fly.

---------- Post added at 05:25 ---------- Previous post was at 05:22 ----------

I seem to constantly get "Repair Interrupted" when trying to use this in the editor preview and in a self hosted MP game. It even happens in your example mission. Does this script only work on a dedicated server? I have not seen that declared anywhere.

EDIT: Doesn't seem to work on a dedicated server either. I get that same message. I can keep hitting "field repair" in 1-3 second intervals but when I finally finish the repair, nothing get actually fixed.

I guess the script is broken.

Strange problem. Could you check the latest version? I know there was a problem with this (but only when you carry pistol as your primary weapon) but it should be fixed in the latest version. This script is client-side so it is unlikely to depend whether it works on dedicated server or from editor.

---------- Post added at 05:29 ---------- Previous post was at 05:25 ----------

Love the script so far, but have 2 quick questions.

1) Is there any way possible to limit it so only certain classes (Engineer and/or Repair Specialist) can do repairs?

2) I see the "if (isDedicated) exitWith {};" in the script that will drop out if on a dedicated server. What's the reason for the script not working on dedicated servers? Is it something that can be fixed?

1) It is easy to implement but now it is completely useless because script doesnt remove vanilla "Repair" actions from Engineer/Repair Specialist menus. You should not use these classes in the missions combined with this script together, at least now.

2) This is client-side script, this string means, that code below it should not be executed on dedicated server.

Edited by zealot111

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Thanks for informing us about the updated version :cool:

New version frontpaged on the Armaholic homepage.

==============================================

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!

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Have updated first post with lastest version. "Repair interrupted" should be completely fixed now. If you encounter this problem with latest version please report to this thread asap.

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I havent tested the version you just released, but I'm having an issue in MP DS. When anyone respawns they lose the ability to Repair vehicles.

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I havent tested the version you just released, but I'm having an issue in MP DS. When anyone respawns they lose the ability to Repair vehicles.

Updated first post of the thread with updated version of the script with support of player respawn.

Edited by zealot111

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Thanks for informing us about the new version :cool:

New version frontpaged on the Armaholic homepage.

==============================================

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!

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has something in Arma3 broken this? Works in the editor, but on a dedicated server you don't get the finished, repaired vehicle anymore.

Tested on a simple mission with one man, one car, no mods, just the repair script and ini file.

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Is it possible to make it remove Toolkit after first repair?

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has something in Arma3 broken this? Works in the editor, but on a dedicated server you don't get the finished, repaired vehicle anymore.

Tested on a simple mission with one man, one car, no mods, just the repair script and ini file.

Its a bug in the script with server owned vehicles. I have just fixed it and uploaded new version on the first post.

---------- Post added at 13:12 ---------- Previous post was at 13:11 ----------

Is it possible to make it remove Toolkit after first repair?

I have just uploaded new version. Please look to line #define DEFAULT_FREE_REPAIRS 1

Change value to 0 and each field repair would require repair kit.

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По твоей ÑÑылке руÑÑÐºÐ°Ñ Ð²ÐµÑ€ÑÐ¸Ñ :d

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Thanks again for informing us about the updated version :cool:

New version frontpaged on the Armaholic homepage.

==============================================

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!

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Really like this script. It works with Zeus spawned vehicles which is the main reason I'm looking into it. I've modified it so that the toolkit has to be in your inventory, got rid of the free repairs, and it no longer deletes the toolkit. I'm attempting to mimic this script and set it so that anyone with a tool kit can deactivate/disarm mines and IEDs.

Edited by Fugis

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Is there a way to limit what vehicles can be repaired?

What kind of restriction you want to add?

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