Jump to content

Recommended Posts

[R3F] Logistics : full logistics system



banniere_r3f_logistics_small.jpg



If the video is not available, use this proxy's link.

:cool: :cool: Madbull is on (long) holiday around the world :cool: :cool:

Read the DOC, the FAQ and enjoy the game ;) Cheers

The [R3F] Logistics is a collection of scripts to install in a mission (no required addon).

It is MP and SP compatible, dedicated and non-dedicated server compatible.

Its main features are :

• Movable objects : the player can carry an object and walk with it.

• Transportable objects : objects can be loaded into vehicles or containers to transport them.

• Helicopter lift : light vehicles, containers, ammunition crates, etc. can be lifted.

• Towing : some objects, vehicles, and boats, can be towed to a vehicle.

• Creation factory : one or more creation factories can be used as a spawning system.

Each logistics feature can be added or removed on any object or vehicle. It is highly flexible and configurable.

A full documentation is available, read it carefully before asking question.

Download link

Steam Workshop

Full documentation

FREQUENTLY ASKED QUESTIONS :

- How to edit the cargo load/capacity of an object/vehicle ? => Chapter IV.2. of the documentation

- How to remove the lift OR towing OR cargo OR moving feature ? => Chapter IV.2. of the documentation

- How to add the lift OR towing OR cargo OR moving feature on objects ? => Chapter IV.2. of the documentation

- How to add a creation factory ? => Chapter III.2.A. of the documentation

- How to edit the available content in a creation factory ? => Chapter IV.3. of the documentation

- How to deny/blacklist some objects/vehicles in the creation factory ? => solution here

- How to disable all the logistics features on an object ? => Chapter III.1.A. of the documentation

- How to allow/deny the logistics features on players ? => Chapter III.1.C. of the documentation (example for specific slots here)

KNOWN ISSUES :

- The alive persistence feature does not take into account [R3F] logistics interaction (nor Zeus ones). => Fix on these posts

- Binding the 'F' key to the action menu makes interferences with 'closer' shortcut (report)

TODOLIST :

- Simulation of pitch/yaw rotation between towing vehicle and towed object

- Parachute drop of objects loaded in aircraft's cargo

- Add visual ropes on airlifted and towed objects (waiting progress of ropeCreate)

- Add a way to define custom categories in the creation factory

- Deny to fire with the turret of airlifted vehicles (waiting for enablePersonTurret)

- Implement a network-mutex on setVariable

CHANGELOG :

v3.1

- Added : ability to send/sell back objects to the creation factory (fully configurable)

- Added : the objects are locked to the side/faction/player/none (default config : side, optional unlocking countdown)

- Added : planes and wheeled vehicles have been set as towable in default configuration

- Added : countdown during the helicopter lift hooking process (stay hover)

- Added : logistics configuration for the "All in Arma" addon (auto-activated only if used)

- Added : logistics configuration update from A3 1.22 to A3 1.35

- Added : disable the R3F's airlift when the BIS' airlift is currently in use

- Added : tutorial mission to learn how to use logistics

- Improved : the towing feature is allowed only if the front side of towable object is near of the rear of towing object

- Improved : the cost of creation in the factories are configurable and more realistic (see R3F_LOG_CFG_CF_creation_cost_factor)

- Improved : the vehicle's content interface shows the place taken by each item and a global progress bar of the cargo load

- Improved : easier and more efficient way to protect essential objects (see USER_FUNCT\do_not_lose_it.sqf)

- Improved : when creating/unloading a movable object, the initial height fits to the player's sight

- Improved : when creating/unloading a non-movable object, the warning message is replaced by a confirm dialog

- Improved : take benefits of the getHit command in the injury protection system (http://feedback.arma3.com/view.php?id=18261)

- Improved : performance optimizations to determine the logistics capabilities of an object/vehicle

- Fixed : AI can no longer walk through walls and other objects (http://feedback.arma3.com/view.php?id=19588)

- Fixed : autonomous vehicles can now be loaded/moved/towed

- Fixed : autonomous vehicles from the creation factory can now be used

- Fixed : underwater diver can now take an object in its hands

v3.0 (migration to Arma 3)

- Removed : the [R3F] Artillery is moved to an independent addon (not released)

- Added : new full documentation, please read it carefully before asking questions

- Added : functions to automatically load objects in vehicles at mission start

- Added : creation factory to spawn objects and vehicles, with a credits management

- Improved : player can no longer injure other players while moving objects

- Improved : movable objects can be placed in height (floor, roof and any other surface)

- Improved : movable objects has three pitch orientation methods

- Improved : movable objects can be rotated and translated during their moves

- Improved : the loaded objects interface is now refreshed when the vehicle content changes

- Improved : possibility to enable logistics only on some specific objects and clients

- Improved : several improvements about movements and interactions

- Improved : many other improvements, fixes and optimizations

- See also the v2.0 changes (not publicly released)

Older versions :

v2.0 (not publicly released)

- Added : vehicles and objects from BAF/PMC/ACR/ACE are available for logistics

- Added : the RM70 is available for artillery

- Fixed : take into account the altitude offset on map click (e.g. 2000m offset on Takistan)

- Improved : dialogs and interactions improvements

- Improved : smoke shells are now more efficients

- Improved : the player is automatically forced to walk while moving an object

- Improved : the island height is automatically detected for artillery coordinates

- Improved : the player identity is no longer used in the info messages in the chat

- Improved : the player's language is now automatically detected

v1.6

- Added : smoke shells and cluster shells (sub-munitions/DPICM)

- Added : the mortar of the Stryker MC has now the artillery features

- Added : check if the AI is really able to aim in the requested direction before firing

v1.5

- Added : the AIs can now receive and execute a fire order

- Added : virtual magazines system wich allows to add different charges and effects without addon

- Added : MLRS and BM-21 Grad ballistics calculation for AA:OA and AA:CO 1.54+

- Added : config variables to give access to the artillery computer from inside or outside

- Added : the M109 gun from the vilas' project '85 is in the default configuration

- Fixed : compatibility with the OA 1.54 patch

- Fixed : UTF-8 encoding for the language files

- Improved : source optimization and beautification

v1.4

- Added : compatibility to ArmA 2 (alone) + Operation Arrowhead (alone) + Combined Operations (A2 + OA)

- Added : the Arrowhead (and ArmA 2) objects are now in the logisitics default config

- Added : the ACE OA objects are now in the logisitics default config

- Improved : the artillery system now manages both north-west and south-west origin coord systems

- Added : many new island heights are listed in the config file

- The stringtable.csv is replaced by a simpler alternative system

- Fixed : script warning when a JIP player was not fully initialized

- Added : we can now remove the logistics system (like we already could with the artillery part)

v1.3

- Improved : Lightweightness of the logistics (objects auto-detection)

- Improved : Fire solution search algorithm (max duration decreased and script warning removed)

- Fixed : Something seemed to make the ArmA 2 game engine unstable on specific computer configurations

- Only the players in the same faction are now displayed in the arty computer interface

- Help in the arty computer interface slightly improved

v1.2

- Fix the displayed value for elevation when the artillery piece is in slope

- Adjust the cost capacity of the containers which were equals to their own capacity

- Optimization of the ballistic calculations (speed and precision)

- The longitude/latitude coordinates format are now in a 4 digits notation

- The fire adjustments is now in a "Add, Drop, Left, Right + Dir. to target" notation

- Add the possibility to close/open the interface in an artillery piece

v1.1

- Fix of a bug with velocity of objects with ACE2

- Add the possibility to have a non-movable artillery command quarter

- Some additional precisions in the explanation about the ballistic table generation

v1.0

- First public release

Download link

Steam Workshop

Full documentation

Edited by madbull
  • Like 4
  • Thanks 1

Share this post


Link to post
Share on other sites

finally

i can throw my very own messed up crap mix out of my public servers mission :F

Share this post


Link to post
Share on other sites

Brilliant! thanks, i loved this in A2, and appreciate the script version.

Share this post


Link to post
Share on other sites

Oh very nice, thanks for the release.

Share this post


Link to post
Share on other sites

Excellent, creation factory reminds me of the coin module from a2

Share this post


Link to post
Share on other sites

Very nice, thanks for this ! Keep it good work ! :bounce3:

EDIT: Are you planning in the future make trailer for transporting boats (attached to the truck after run an action from action-menu for example)?

Edited by [CSLA]LUKI
  • Like 1

Share this post


Link to post
Share on other sites

Very nice very nice, any sort of ETA on that independent artillery?

Share this post


Link to post
Share on other sites

Hmm Video wont work in germany, not allowed to see it. Used any pop music? :D

Share this post


Link to post
Share on other sites

Absolutely great in A2 and totally awesome in A3 now. The ability to rotate stuff while moving is very cool.

Thank you very much for your effort. Very appreciated !

Looking forward for your Artyscripts....;)

Share this post


Link to post
Share on other sites
Hmm Video wont work in germany, not allowed to see it. Used any pop music? :D

I believe that was Eminem - Till i Collapse.

Awesome work R3F team, as usual!

Share this post


Link to post
Share on other sites
Guest

Thanks for sending us the release :cool:

Release 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!

Share this post


Link to post
Share on other sites

Nice work. [R3F] mission is still one of my favorites in arma 2 too

Share this post


Link to post
Share on other sites

Awesome cannot wait to use this again, now I wonder if that old R3F Artillery system will work in A3??

Share this post


Link to post
Share on other sites

Thanks all for your comments ;)

LUKI;2724858']Are you planning in the future make trailer for transporting boats (attached to the truck after run an action from action-menu for example)?
We thought about that. As we don't want to make it an addon (easier to use for the player)' date=' we have some limitations about the available objects.

But attaching the UGV under the boat could be good. We was already studying this solution :)

Excellent, creation factory reminds me of the coin module from a2
Hehe, I never tried it ;)
Hmm Video wont work in germany, not allowed to see it. Used any pop music? :D
I believe that was Eminem - Till i Collapse.
Exact. Thanks for informing us. Unfortunately, the music used in the video blocks it in your country. To see the video, you can use this link.
any sort of ETA on that independent artillery?
Looking forward for your Artyscripts....;)

No ETA for the artillery addon. But don't wait it before november 2014 (now it's summer time :) ).

I wonder if that old R3F Artillery system will work in A3??
There are some modifications to do on dialogs code. And lots of work about balistics, ammunitions, used charges, etc.

Share this post


Link to post
Share on other sites
We thought about that. As we don't want to make it an addon (easier to use for the player), we have some limitations about the available objects.

But attaching the UGV under the boat could be good. We was already studying this solution :)

Okay, no problem, thanks for the info madbull. :)

Share this post


Link to post
Share on other sites

There are some modifications to do on dialogs code. And lots of work about balistics, ammunitions, used charges, etc.

Understandable, nice work and thanks for the info :)

Share this post


Link to post
Share on other sites

Awesome, going to add this to my new mission. Thank you for this!

Share this post


Link to post
Share on other sites

thx for the new video link. Its a bit hard to see if players transport alone stuff with some tons of weight. Perhaps lets transport that big stuff only with 2 ppl. oder with 4 and slow the movement to slow mo? This looks like playing Lego. We use RavLifter and igiLoadscript but this moving objects we miss. Is it possible to use only that part and deactivte all the other action script stuff?

Share this post


Link to post
Share on other sites
players transport alone stuff with some tons of weight
Yes, we know that :P But it is a good compromise with the gameplay, ergonomy/intuitiveness for the player, and technical limitations.

You can disable heavy objects to be moved if you think it is not good.

Perhaps lets transport that big stuff only with 2 ppl. oder with 4
It will be too hard to the players to move together and to place the object with a good precision before releasing it.
and slow the movement to slow mo?
Note that the players is forced to walk during the move, and he can't handle its primary weapon (I just realized that it is not obvious in the video).
Is it possible to use only that part and deactivte all the other action script stuff?
Yes. The documentation explains how to.

Share this post


Link to post
Share on other sites

Wow this is fantastic. Really great stuff.

Adds a whole nother facet to Arma 3.

Base building.

The video was really well done as well. Props to the person that worked to put that together as well.

One question.

Will the AI still walk right through placed objects like in A2?

Thanks for the great work.

Share this post


Link to post
Share on other sites

This new version of the script R3F_Logistic is already on a new H24 mission on our public server : that's brings a great deal of realism to ArmA 3 warfare.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×