madbull 19 Posted September 23, 2014 I don't understand your request : Objects can be moved, loaded and unloaded, on water and underwater. Share this post Link to post Share on other sites
sergeziegler 10 Posted September 23, 2014 hello! I tried to move the suitcase because it was very deep under the water, did not work, and get into the boat turned out! Share this post Link to post Share on other sites
SavageCDN 231 Posted September 23, 2014 ^ my guess is that the suitcase classname is not in the array of moveable objects Share this post Link to post Share on other sites
madbull 19 Posted September 23, 2014 The suitcase is a movable object ;) I tried to take under-water a suitcase or any "objects (small)" and I can't have the addAction. But I succeed with objects like an ammocrate. I will investigate on it (seems to be related to a cursorTarget/bounding box issue). Thanks for the report. Share this post Link to post Share on other sites
sergeziegler 10 Posted September 24, 2014 Very useful script, thank you ! Share this post Link to post Share on other sites
SavageCDN 231 Posted September 24, 2014 The suitcase is a movable object ;) Ah well worth a guess I suppose :p Share this post Link to post Share on other sites
madbull 19 Posted September 24, 2014 Nice try :p Thanks for helping ;) Share this post Link to post Share on other sites
madbull 19 Posted September 26, 2014 (edited) @sergeziegler The bug with diver taking object underwater is fixed (next v3.1). The issue was that divers are forced to keep their primary weapons in hands... unable to be hand-free underwater with diver gear. Edited October 3, 2014 by madbull Share this post Link to post Share on other sites
sergeziegler 10 Posted September 27, 2014 thank you! I'm waiting for the new version, I can not continue to do the mission. Share this post Link to post Share on other sites
madbull 19 Posted October 3, 2014 The changelog for Logistics 3.1 has grown up :) The release candidate is being currently deeply tested by our team. v3.1 (WIP)- 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. - 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) - Fixed : AI can no longer walk through walls and other objects - 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 Share this post Link to post Share on other sites
sergeziegler 10 Posted October 7, 2014 Hello! and where you can download a new version of Logistics 3.1? Share this post Link to post Share on other sites
madbull 19 Posted October 7, 2014 Work in progress ;) Coming soon. Share this post Link to post Share on other sites
Muecke 114 Posted October 11, 2014 @madbull Have you thought about armed ground vehicles which shoot while lifted in air ? Do you plan to disable them to be an attack chopper ? If so this would be really great. Share this post Link to post Share on other sites
mates31cz 10 Posted October 12, 2014 How can i make from this script mod ? Share this post Link to post Share on other sites
madbull 19 Posted October 12, 2014 @Muecke thanks for the report. In the v3.0 we choose to allow to lift vehicles with a crew (it wasn't allowed previously). We will decide what is the best for v3.1. Maybe not easy to deny (reliably) to shoot from a vehicle. @Mates31cz You mean convert it to an addon ? We choose to don't make it an addon for many reasons. Share this post Link to post Share on other sites
spencer42 10 Posted October 15, 2014 I cannot get "Static" to show up in the creation factory, I've tried adding it to the medium config, I've tried white-listing it, and I've downloaded your example mission, and it's not in any of them! :banghead: If anyone could tell me what I'm doing I'd be so grateful! Regardless, an excellent addon madbull, thanks a lot :D Share this post Link to post Share on other sites
madbull 19 Posted October 15, 2014 Can you try to put this in the init line of your factory : nul = [this] execVM "R3F_LOG\USER_FUNCT\init_creation_factory.sqf"; The "Static" categorie should appear at 7th position, between "Ships" and "Autonomous". If not, which addons do you use ? Share this post Link to post Share on other sites
spencer42 10 Posted October 15, 2014 (edited) Ah okay, thanks for the reply, I disabled all my addons and it appears. Now to figure out which one was causing it to disappear! I'm guessing one of them used the same category ID or something? Because I have mods that create new categories and they show up :/ Edit: As I first guessed, it's because of something in the AllInArma mod, the ports from Arma 2. Is there any way around this that you know of? Edited October 15, 2014 by Spencer42 Share this post Link to post Share on other sites
madbull 19 Posted October 15, 2014 Does it worked with this line with AllInArma activated ? nul = [this] execVM "R3F_LOG\USER_FUNCT\init_creation_factory.sqf"; Share this post Link to post Share on other sites
spencer42 10 Posted October 15, 2014 Nopee, still missing. Though AIA adds a lot of categories between Ships and Autonomous, so it could well be one of those, hence my earlier comment. Full list I see with AIA enabled:http://s22.postimg.org/r53bxizrl/Arma_No_Static.jpg (177 kB) Share this post Link to post Share on other sites
madbull 19 Posted October 16, 2014 Ok i found the problem. AiA renammed the category "Static" (in CfgVehicleClasses) into "static" (without the capital letter). The values in CfgVehicles still refer to "Static", so the links between vehicles and categories are broken. I will update the logistics to be case insensitive (coming soon v3.1). Thanks for the report. Share this post Link to post Share on other sites
spencer42 10 Posted October 16, 2014 Ah, that would make sense. Awesome, thanks for the good work :) Share this post Link to post Share on other sites
sergeziegler 10 Posted October 18, 2014 Hi madbull ! I always use in their missions, your script, thank you! in my mission to "A" has been loaded into trucks and had to be delivered to the base, but it happened that the transport was shot down by the enemy. trucks burned down to the "A" also destroyed ok! I need a message, or (like this, etc. DestroyMission=true) better team for Triggers that "A" destroyed! I think you understand, please tell me how I do it. Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted October 18, 2014 Awesome mod, but i haven't found a single server that uses this that's populated, which is kind of a bad thing... Share this post Link to post Share on other sites
madbull 19 Posted October 18, 2014 @sergeziegler I understand your need. Maybe you want to not loose the object loaded in the vehicles, even if the vehicle is destroyed. You can use the script USER_FUNCT\watch_objects_to_not_lose.sqf (read the doc page 12). This script send back the loaded object to a marker position. But I think you will prefer to send a "fail" message to the players. You can use this condition which returns true if the OBJECT if loaded in a destroyed vehicle : !isNull (OBJECT getVariable ["R3F_LOG_est_transporte_par", objNull]) && {!alive (OBJECT getVariable ["R3F_LOG_est_transporte_par")} You can use it in a trigger or a SQF script. @DarkSideSixOfficial This is not a mod or addon. This is a mission script. Servers don't show if logistics is used, because it is in the mission (not on the server). There are some missions which use it. Hope you will find one :) Share this post Link to post Share on other sites