INF_MIke64 53 Posted May 19, 2014 New Known Issues Get out event not working In MP (player who mounts weapon can get out of weapon as intended, Others get out as standard and hover over vehicle) V1.1 -Mortars can now be manned and fired on the move -Non raised HMG & GMG now supported for Offroader Download Share this post Link to post Share on other sites
kgino1045 12 Posted May 20, 2014 Is it right that i did? place offroadAUG.sqf in mission folder put nul = [this] execVM "OffroadAUG.sqf"; at FIA's Isuzu - Dmax int place static weapons at map such as like I_HMG_01_high_F preview nothing happend, no action menu no other things what should i do? Share this post Link to post Share on other sites
INF_MIke64 53 Posted May 20, 2014 Is it right that i did?place offroadAUG.sqf in mission folder put nul = [this] execVM "OffroadAUG.sqf"; at FIA's Isuzu - Dmax int place static weapons at map such as like I_HMG_01_high_F preview nothing happend, no action menu no other things what should i do? Hey I'm not sure how the hell it happened but its not working for me either checked the RTP and I am working on it now. ---------- Post added at 10:49 AM ---------- Previous post was at 10:35 AM ---------- Here Test if this works Download Share this post Link to post Share on other sites
Tajin 348 Posted May 20, 2014 Ooooh this script reminds me of the day when I decided to weld some grenadelauncher drone-guns on my hatchback sport. :moto: + :coop: the fun I had ... Share this post Link to post Share on other sites
INF_MIke64 53 Posted May 20, 2014 Ah! Drone Guns I Forgot about them! I may just add them. ---------- Post added at 04:02 PM ---------- Previous post was at 03:12 PM ---------- There you go drones added to the scripts compatibilityDownload Share this post Link to post Share on other sites
Guest Posted May 20, 2014 (edited) Thanks for sending us the update :cool: Release frontpaged on the Armaholic homepage. FIA Offroad Augmentation v1.3 ================================================ 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! Edited June 16, 2014 by Guest updated to latest Share this post Link to post Share on other sites
INF_MIke64 53 Posted May 22, 2014 If anyone can help with either of the known issues it would be a great help. Share this post Link to post Share on other sites
Tajin 348 Posted May 22, 2014 (edited) Ok, here are a few suggestions on that. 1. On line 22 you check for attachedObjects to see if a weapon is already mounted. Use an object-variable instead. Otherwise your script won't work when anything else is attached to the vehicle. 2. Instead of adding/removing the action. Just add one action at the beginning of the script, give it a condition that checks the object-variable to define if the action is visible and then only change the action-text depending on which object is nearby. 3. In your GetOut eventhandler, just use setPos/modelToworld instead of the attachTo/detach combination. 4. Don't add the eventhandler inside the action (or use Bis_fnc_MP). Action-scripts are only executed locally for the client who activated the action. (you could also make functions for attaching/detaching objects and call them via Bis_fnc_MP) I think if you utilize all that and you could probably rewrite the whole thing cleaner and with much less code. ps.: If you want it to work on all vehicles without having to add it in their init-lines, you could also run the script on every player and do a "vehicle player != player" check, to detect when the player is inside a vehicle and provide the action only if that is the case. Edited May 22, 2014 by Tajin Share this post Link to post Share on other sites
INF_MIke64 53 Posted May 22, 2014 (edited) Ok, here are a few suggestions on that.1. On line 22 you check for attachedObjects to see if a weapon is already mounted. Use an object-variable instead. Otherwise your script won't work when anything else is attached to the vehicle. 2. Instead of adding/removing the action. Just add one action at the beginning of the script, give it a condition that checks the object-variable to define if the action is visible and then only change the action-text depending on which object is nearby. 3. In your GetOut eventhandler, just use setPos/modelToworld instead of the attachTo/detach combination. 4. Don't add the eventhandler inside the action (or use Bis_fnc_MP). Action-scripts are only executed locally for the client who activated the action. (you could also make functions for attaching/detaching objects and call them via Bis_fnc_MP) I think if you utilize all that and you could probably rewrite the whole thing cleaner and with much less code. ps.: If you want it to work on all vehicles without having to add it in their init-lines, you could also run the script on every player and do a "vehicle player != player" check, to detect when the player is inside a vehicle and provide the action only if that is the case. Thanks I'll take a look into your suggestions. ---------- Post added at 05:19 PM ---------- Previous post was at 04:17 PM ---------- @Tajin I've hit a problem with your first suggestion, attachedObjects returns a array of objects but "in" checks for classnames and typeOf cannot deal with a array. I'm Leaving 2 until i can sort the other stuff out. 3 and 4 implemented fine. Tried implementing number 2 the problem is that the condition does not pass variables that i need for the condition to work properly. Edited May 22, 2014 by john681611 Share this post Link to post Share on other sites
Tajin 348 Posted May 22, 2014 Regarding 1 and 2: I'm talking about using something like this when you attach a gun: _veh setVariable["offAug_attached",(_NO select 0),true]; so as condition (instead of using attachedObjects) you could do this: if ( !(_veh getVariable["offAug_attached",false]) ) then { Attaching variables to objects is extremely useful :) Share this post Link to post Share on other sites
INF_MIke64 53 Posted May 26, 2014 Using the code you have provided im getting this as a error Error in expression <ect 1,0],_MG + _L + _M + _LMG,5]; if((!(_veh getVariable["offAug_attached",fal> Error position: <!(_veh getVariable["offAug_attached",fal> Error !: Type Object, expected Bool Basically It cannot compare a object to a Boolean any ideas. Share this post Link to post Share on other sites
phronk 895 Posted June 13, 2014 Will you ever expand this so that Zamak vehicles and maybe HEMTT's can use this too? Share this post Link to post Share on other sites
INF_MIke64 53 Posted June 14, 2014 They can be used by adding the script to the vehicles, problem is that the script is configured for the offroader and civi flatbed truck. It was written to bolster the FIA's power in missions like Resistance. I don't see the need for mounting weapons on the trucks of the 3 factions that are already powerful plus a truck is a big weak target. Share this post Link to post Share on other sites
INF_MIke64 53 Posted June 14, 2014 V2.0 -Code rewrite -Fixed:Actions are not removed correctly in MP (does not effect functionality) -Fixed:Get out event not working In MP (player who mounts weapon can get out of weapon as intended, Others get out as standard and hover over vehicle) Thanks @Tajin for your help Share this post Link to post Share on other sites
INF_MIke64 53 Posted October 25, 2016 V3.0 Release on GitHub Updated to work work in MP with a much smoother more efficient system. No need to call execution on each vehicle, just add the class to the config, set the positions and any scripts you want to run as well done! New Features:-Hold Actions -Animation-Configuration-Vanilla vehicle config-Vehicle to weapon action Improved-Getting out of weapon.-Action limits Removed-Most MP bugs (hopefully) -More stuff I can't remember Share this post Link to post Share on other sites
Guest Posted October 26, 2016 New version frontpaged on the Armaholic homepage. FIA Offroad Augmentation v3.0 Share this post Link to post Share on other sites
mach1muscle351 30 Posted October 27, 2016 Nice work! Would it be possible to make an armored gun version :ph34r: I know you dont have much to work with within a3 objects. Havent really seen any apex stuff :/ Steel plates? Or possibly make an 'addon' version and use some of the a2 source armor plates? ;) Share this post Link to post Share on other sites