igi_pl 25 Posted October 15, 2014 Igiload v0.9.10_RC_e (fast fix related with Arma 3 v1.32 problems) is available for download. Changelog in first post. New (20141016) "IgiLoad Triggers Demo" mission contains IgiLoad v0.9.10_RC_e Share this post Link to post Share on other sites
5150Joker 10 Posted October 16, 2014 Igiload v0.9.10_RC_e (fast fix related with Arma 3 v1.32 problems) is available for download. Changelog in first post.New (20141016) "IgiLoad Triggers Demo" mission contains IgiLoad v0.9.10_RC_e Thanks for the prompt fix! Share this post Link to post Share on other sites
Walt71 1 Posted October 16, 2014 Hi Igi_PL Thank for the new upgrade. Share this post Link to post Share on other sites
Guest Posted October 16, 2014 New version frontpaged on the Armaholic homepage. IgiLoad script - logistical support v0.9.10_RC_e ================================================ 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
CapBlackShot 11 Posted October 17, 2014 Hello, I'm on the new update, but I receive that error when someone leaves the helicopter: http://i.imgur.com/uHANWr4.jpg (677 kB) Share this post Link to post Share on other sites
igi_pl 25 Posted October 17, 2014 Hello,I'm on the new update, but I receive that error when someone leaves the helicopter: http://i.imgur.com/uHANWr4.jpg (677 kB) CapBlackShot - It seems to me that this is not IgiLoad: IgiLoad do not use dialogs. IgiLoad do not use ParachuteC IgiLoad lines: 1702 - 1714 if !(unitBackpack _player isKindOf "B_Parachute") then { _chute = createVehicle ["[b][color="#0000FF"]Steerable_Parachute_F[/color][/b]", position _player, [], 0, "CAN_COLLIDE"]; // _chute setPos getPos _player; _chute AttachTo [_player, [0,0,0]]; detach _chute; _velocity = velocity _player; _player moveInDriver _chute; if (IL_Para_Jump_Velocity) then { _chute setVelocity _velocity; }; }; If you can: Give a more detailed description and try IgiLoad without other mods. Make sure the option that you are using to jump with a parachute looks like on this video (4:51) Share this post Link to post Share on other sites
CapBlackShot 11 Posted October 17, 2014 CapBlackShot - It seems to me that this is not IgiLoad: IgiLoad do not use dialogs. IgiLoad do not use ParachuteC IgiLoad lines: 1702 - 1714 if !(unitBackpack _player isKindOf "B_Parachute") then { _chute = createVehicle ["[b][color="#0000FF"]Steerable_Parachute_F[/color][/b]", position _player, [], 0, "CAN_COLLIDE"]; // _chute setPos getPos _player; _chute AttachTo [_player, [0,0,0]]; detach _chute; _velocity = velocity _player; _player moveInDriver _chute; if (IL_Para_Jump_Velocity) then { _chute setVelocity _velocity; }; }; If you can: Give a more detailed description and try IgiLoad without other mods. Make sure the option that you are using to jump with a parachute looks like on this video (4:51) Hello, Yeah, I'm using the purple button. It seems that, when my players use the common 'Eject' one, the pilot receives the error. Some people say that it's because they are trying to jump with a parachute but without having a parachute, so the game doesn't recognize it. I'll do some more tests. Then I contact you! :) Share this post Link to post Share on other sites
Kevie 10 Posted October 22, 2014 Hello, Im having an issue with getting the loading of an offroad into a mohawk to work. IL_Supported_Cargo_Veh_Mohawk = IL_Supported_OFFROAD + IL_Supported_Quadbike + IL_Supported_Rubberboat + IL_Supported_SDV + IL_Supported_Hatchback + IL_Supported_UGV; IL_Supported_Cargo_NonVeh_Mohawk = IL_Supported_Supply_Crate + IL_Supported_Veh_Ammo + IL_Supported_Barrel + IL_Supported_Tank; IL_Supported_Cargo_Mohawk = IL_Supported_Cargo_Veh_Mohawk + IL_Supported_Cargo_NonVeh_Mohawk; I added IL_Supported_OFFROAD to the supported vehicle cargo, but when I run the server the mohawk is broken, can no longer load anything at all into it since the options in the menu are gone. I feel like I'm missing something simple, But I've spent the last couple hours frustrated that I cant get it to work. Share this post Link to post Share on other sites
igi_pl 25 Posted October 22, 2014 Hello, Im having an issue with getting the loading of an offroad into a mohawk to work. IL_Supported_Cargo_Veh_Mohawk = IL_Supported_OFFROAD + IL_Supported_Quadbike + IL_Supported_Rubberboat + IL_Supported_SDV + IL_Supported_Hatchback + IL_Supported_UGV; IL_Supported_Cargo_NonVeh_Mohawk = IL_Supported_Supply_Crate + IL_Supported_Veh_Ammo + IL_Supported_Barrel + IL_Supported_Tank; IL_Supported_Cargo_Mohawk = IL_Supported_Cargo_Veh_Mohawk + IL_Supported_Cargo_NonVeh_Mohawk; I added IL_Supported_OFFROAD to the supported vehicle cargo, but when I run the server the mohawk is broken, can no longer load anything at all into it since the options in the menu are gone. I feel like I'm missing something simple, But I've spent the last couple hours frustrated that I cant get it to work. Kevie - Can you open Mohawk ramp? If no then download new IgiLoad_v0.9.10_RC_e. Share this post Link to post Share on other sites
Kevie 10 Posted October 22, 2014 I could open the ramp before I made the change, but after I added the offroad to the mohawks cargo list I can no longer open the ramp. I am currently using the latest version. Share this post Link to post Share on other sites
igi_pl 25 Posted October 22, 2014 I could open the ramp before I made the change, but after I added the offroad to the mohawks cargo list I can no longer open the ramp. I am currently using the latest version. Kevie - I just change one line: IL_Supported_Cargo_Veh_Mohawk = IL_Supported_Quadbike + IL_Supported_Rubberboat + IL_Supported_SDV + IL_Supported_Hatchback + IL_Supported_UGV [b][color="#0000FF"]+ IL_Supported_OFFROAD[/color][/b]; and it is ok for me: http://cloud-4.steampowered.com/ugc/39730888969488550/B46AB1FE71ADF6FCD29A6CFCF9241F2FD1282432/ (438 kB) Share this post Link to post Share on other sites
Kevie 10 Posted October 22, 2014 Ok, I added "+ IL_Supported_OFFROAD" to the end of the list IL_Supported_Cargo_Veh_Mohawk, I can open the cargo door, but the option to load the offroad into it is not showing up. http://cloud-4.steampowered.com/ugc/544134047232871050/9065566349230C60DFBB4ADEEAD5728737AA319F/ Share this post Link to post Share on other sites
igi_pl 25 Posted October 22, 2014 Ok, I added "+ IL_Supported_OFFROAD" to the end of the list IL_Supported_Cargo_Veh_Mohawk, I can open the cargo door, but the option to load the offroad into it is not showing up.http://cloud-4.steampowered.com/ugc/544134047232871050/9065566349230C60DFBB4ADEEAD5728737AA319F/ Kevie - The order - it does not matter. Check this Offroad type - is it in IL_Supported_OFFROAD array - this can be a problem. Share this post Link to post Share on other sites
Kevie 10 Posted October 22, 2014 Yeah the offroad type was in the IL_Supported_OFFROAD. I removed it from the server and put it back in and started fresh, got it to work now. Not sure what I messed up the first time. Share this post Link to post Share on other sites
CapBlackShot 11 Posted October 23, 2014 Hello, How can I remove this truck (http://i.imgur.com/Mv1RQb6.jpg) from accepted vehicles of Zamak? Thanks! Share this post Link to post Share on other sites
igi_pl 25 Posted October 23, 2014 Yeah the offroad type was in the IL_Supported_OFFROAD. I removed it from the server and put it back in and started fresh, got it to work now. Not sure what I messed up the first time. Kevie - So all is ok now. Have Fun :) Hello,How can I remove this truck (http://i.imgur.com/Mv1RQb6.jpg) from accepted vehicles of Zamak? Thanks! CapBlackShot - If you want to remove this type of VAN from this type of KAMA3 - it is not possible. If you want to remove all types of VAN from all types of KAMA3 to this: line 177 [color="#FF0000"]IL_Supported_Cargo_Veh_Kamaz = IL_Supported_Quadbike + IL_Supported_Rubberboat + IL_Supported_SDV + IL_Supported_Hatchback + IL_Supported_UGV + IL_Supported_VAN;[/color] [color="#008000"]IL_Supported_Cargo_Veh_Kamaz = IL_Supported_Quadbike + IL_Supported_Rubberboat + IL_Supported_SDV + IL_Supported_Hatchback + IL_Supported_UGV;[/color] but remember about HEMTT's (and TEMPEST) line 181 [color="#FF0000"]IL_Supported_Cargo_Veh_HEMTT = IL_Supported_Cargo_Veh_Kamaz + IL_Supported_OFFROAD + IL_Supported_SUV;[/color] [color="#008000"]IL_Supported_Cargo_Veh_HEMTT = IL_Supported_Cargo_Veh_Kamaz + IL_Supported_OFFROAD + IL_Supported_SUV + IL_Supported_VAN;[/color] Share this post Link to post Share on other sites
CapBlackShot 11 Posted October 24, 2014 Kevie - So all is ok now. Have Fun :)CapBlackShot - If you want to remove this type of VAN from this type of KAMA3 - it is not possible. If you want to remove all types of VAN from all types of KAMA3 to this: line 177 [color="#FF0000"]IL_Supported_Cargo_Veh_Kamaz = IL_Supported_Quadbike + IL_Supported_Rubberboat + IL_Supported_SDV + IL_Supported_Hatchback + IL_Supported_UGV + IL_Supported_VAN;[/color] [color="#008000"]IL_Supported_Cargo_Veh_Kamaz = IL_Supported_Quadbike + IL_Supported_Rubberboat + IL_Supported_SDV + IL_Supported_Hatchback + IL_Supported_UGV;[/color] but remember about HEMTT's (and TEMPEST) line 181 [color="#FF0000"]IL_Supported_Cargo_Veh_HEMTT = IL_Supported_Cargo_Veh_Kamaz + IL_Supported_OFFROAD + IL_Supported_SUV;[/color] [color="#008000"]IL_Supported_Cargo_Veh_HEMTT = IL_Supported_Cargo_Veh_Kamaz + IL_Supported_OFFROAD + IL_Supported_SUV + IL_Supported_VAN;[/color] Thank you! :) Share this post Link to post Share on other sites
Senshi 10 Posted October 26, 2014 I have a Zeus mission going. We used igiload for quite a time, and it always worked nicely. Now that last update messed it up for us. When initializing igiload via the mission's init.sqm, no vehicle/object has the igiload actions associated with it. If Zeus then adds it to the spawned vehicle's initialization field, it works. But it'd obviously be much nicer to have it work "out of the box" again, as before. And yes, we are running with IgiLoad_v0.9.10_RC_e. The init messages do also show up ("IgiLoad init player: ..." and "IgiLoad loaded. Have fun :)" ) just fine, so something behind the screen must have changed. Share this post Link to post Share on other sites
AJCStriker 10 Posted October 26, 2014 Hey Igi, is there any chance that you could support Fuller's USAF mod? The ability to put a RIB into an Osprey would definitely make me grin. Share this post Link to post Share on other sites
igi_pl 25 Posted October 26, 2014 I have a Zeus mission going. We used igiload for quite a time, and it always worked nicely. Now that last update messed it up for us.When initializing igiload via the mission's init.sqm, no vehicle/object has the igiload actions associated with it. If Zeus then adds it to the spawned vehicle's initialization field, it works. But it'd obviously be much nicer to have it work "out of the box" again, as before. And yes, we are running with IgiLoad_v0.9.10_RC_e. The init messages do also show up ("IgiLoad init player: ..." and "IgiLoad loaded. Have fun :)" ) just fine, so something behind the screen must have changed. Senshi - Thank you for information. Can you write line from init.sqf? Do you have some errors in log file? All vehicles are from ZEUS? Do you wait ~1 minute for IgiLoad loop (line 33 in IgiLoadInit.sqf)? Try with seting lines 45 and 46 in IgiLoad.sqf to: [color="#FF0000"]IL_Check_Veh_Min = 30;[/color] [color="#008000"]IL_Check_Veh_Min = 3;[/color] [color="#FF0000"]IL_Check_Veh_Max = 60;[/color] [color="#008000"]IL_Check_Veh_Max = 6;[/color] Hey Igi, is there any chance that you could support Fuller's USAF mod?The ability to put a RIB into an Osprey would definitely make me grin. AJCStriker - C-17's are supported, but I do not test this for long time. Ospray is not supported by IgiLoad. Please post the links to mods next time. Share this post Link to post Share on other sites
igi_pl 25 Posted October 27, 2014 IgiLeaks - Hellcat, UGV and Karts in IgiLoad. IgiLoad 0.9.11 WIP IgiLoad 0.9.11 is WIP, but you can look at some screens :) New vehicles? This is not all. For IgiLoad it is start of moving setup data of vehicles and cargoes from main part of script to outside location(s). Actions have been heavily modified - conditions are generated based on the configuration* of the vehicles. Version 0.9.11 requires the addition of a few actions and make a few adjustments. * - It is IgiLoad configuration, not in Arma3 configuration. You can comment screens on Steam ;) Steam Steam Steam Steam Steam Share this post Link to post Share on other sites
Baconeo 47 Posted November 3, 2014 When I drop items from C130J Cargo the parachute does not deploy until the last second/as the vehicle or whatever hits the grounds. Is there a reason for this? Share this post Link to post Share on other sites
igi_pl 25 Posted November 3, 2014 When I drop items from C130J Cargo the parachute does not deploy until the last second/as the vehicle or whatever hits the grounds. Is there a reason for this? Baconide - From what height you make the drop? Share this post Link to post Share on other sites
Baconeo 47 Posted November 3, 2014 Baconide - From what height you make the drop? 1000m Share this post Link to post Share on other sites
igi_pl 25 Posted November 4, 2014 1000m Baconide - The default settings are not ideal for every mission. Object falling from the 1000m gains high speed, so the parachute does not have enough time to open. Change line 80: [color="#FF0000"]IL_Para_Drop_Open_ATL = 150;[/color] [color="#00FF00"]IL_Para_Drop_Open_ATL = 300;[/color] 300 is example, you need to find the appropriate value for your mission. If this do not help - try to set "IL_Para_Drop_Velocity = false;". Share this post Link to post Share on other sites