Eaelus 10 Posted January 13, 2015 Error with keybinds for me I have a difficult time using the middle mouse wheel to select in the context menu. I changed my default arma selection key to F. When I use R3F the f key is bound to 'closer', so I am unable to select anything in the R3F context menu. Is there a work around for this other than rebinding my interaction key again? Share this post Link to post Share on other sites
madbull 19 Posted January 15, 2015 @techfreaktwo I was just wondering if this mod could be implemented server side so that its not it the mission file? (A3ServerROOT/MPMissions/epoch.Altis.pbo/etc...)No, the logistics can only be in a mission. An addon version would be both client and server sides. And there are many reasons to keep it in the mission side.And what about BattlEye Filters for this mod?I can't provide a support to BE filters at the moment. Use Notepad++ to view all the setVariable, publicVariable, etc. occurences.Maybe these links will help you : http://opendayz.net/threads/a-guide-to-battleye-filters.21066/ http://forums.bistudio.com/showthread.php?159295-Battleye-is-here-(Quick-tutorial) @techfreaktwo I take into account the problem about your specific keys configuration. At the moment the best way is to not use the F key for action menu. I will check that for the next version. Thanks fort the report. Share this post Link to post Share on other sites
CapBlackShot 11 Posted January 15, 2015 @techfreaktwoNo, the logistics can only be in a mission. An addon version would be both client and server sides. And there are many reasons to keep it in the mission side. I can't provide a support to BE filters at the moment. Use Notepad++ to view all the setVariable, publicVariable, etc. occurences. Maybe these links will help you : http://opendayz.net/threads/a-guide-to-battleye-filters.21066/ http://forums.bistudio.com/showthread.php?159295-Battleye-is-here-(Quick-tutorial) @techfreaktwo I take into account the problem about your specific keys configuration. At the moment the best way is to not use the F key for action menu. I will check that for the next version. Thanks fort the report. Hello, madbull! As I use Tonic's Altis Life mission, your script would be really good to create a new kind of job (mechanic), but I need to integrate some licenses used on Altis Life mission to your script. Also, I would need to deactivate all the other modes except towing. Could you give a hand about this? Thank you so much for this wonderful work! Share this post Link to post Share on other sites
techfreaktwo 10 Posted January 15, 2015 @techfreaktwoI can't provide a support to BE filters at the moment. Use Notepad++ to view all the setVariable, publicVariable, etc. occurences. Maybe these links will help you : http://opendayz.net/threads/a-guide-to-battleye-filters.21066/ http://forums.bistudio.com/showthread.php?159295-Battleye-is-here-(Quick-tutorial) Well, I really like the mod and I want to use it, im sure someone else may have run into the errors im getting with BE. I just cant figure out how/what to include in the filter based on the errors im getting. TIMESTAMP - PLAYERNAME - IPADDRESS - GUID - #4 "e_a_visualiser createVehicleLocal _position_attache; _objet attachTo [R3F_LOG_PUBVAR_point_attache, _position_attache]; This is the error i get when i join the server with the mod loaded per the setup instructions... I know that I have to add a exception on line 5 in the scripts filter but what exactly do i add?? any help would be greatly appreciated from anyone :) - Thanks again for this awesome mod madbull Share this post Link to post Share on other sites
Narines 10 Posted January 18, 2015 (edited) Hi, First of all, nice work on your script ! Thank you ! I have a strange problem though. It works perfectly with Arma 3 epoch except when I add a Status bar. Both R3F and the Status bar works independently but when they are running together, the players connect with no items. Both scripts are still working but something is messing with the player loading. I've tried everything I could think of in order to find the source of the bug but I got nothing. I even re-installed a fresh new server and added those two scripts only to make sure there was no other interference. Here is the init.sqf of my mission : //Tow and lift [] execVM "R3F_LOG\init.sqf"; //Status bar [] execVM "scripts\fn_statusBar.sqf"; Here is the description.ext of my mission : author = "Epoch Mod Team"; class Header { gameType = Sandbox; minPlayers = 1; maxPlayers = 100; }; respawn = "BASE"; respawnDelay = 600; respawnDialog = 0; onLoadMission= "Epoch"; OnLoadIntro = "Welcome to Epoch Mod"; loadScreen = "\x\addons\a3_epoch_assets\pictures\loadScreen_ca.paa"; OnLoadIntroTime = False; OnLoadMissionTime = False; onLoadName = "Epoch Mod"; disabledAI = true; scriptedPlayer = 1; disableChannels[]={0,1,2,6}; enableItemsDropping = 0; briefing = 0; debriefing = 0; enableDebugConsole = 0; joinUnassigned = 0; respawnOnStart = 0; forceRotorLibSimulation = 1; corpseManagerMode = 1; corpseLimit = 10; corpseRemovalMinTime = 1200; corpseRemovalMaxTime = 3600; wreckManagerMode = 1; wreckLimit = 2; wreckRemovalMinTime = 60; wreckRemovalMaxTime = 360; class CfgRemoteExecCommands {}; class RscTitles { #include "dialog\statusBar.hpp" }; #include "R3F_LOG\desc_include.h" Here is the Status bar script (fn_statusBar.sqf) : diag_log "inside status init"; waitUntil {!(isNull (findDisplay 46))}; disableSerialization; /* File: fn_statusBar.sqf Author: Osef (Ported to EpochMod by piX) Edited by: [piX] Description: Puts a small bar in the bottom centre of screen to display in-game information PLEASE KEEP CREDITS - THEY ARE DUE TO THOSE WHO PUT IN THE EFFORT! */ _rscLayer = "osefStatusBar" call BIS_fnc_rscLayer; _rscLayer cutRsc["osefStatusBar","PLAIN"]; systemChat format["statusBar Loading player info...", _rscLayer]; [] spawn { sleep 5; _counter = 180; _timeSinceLastUpdate = 0; while {true} do { sleep 1; _counter = _counter - 1; _time = (round(240-(serverTime)/60)); //edit the '240' (60*4=240) to change the countdown timer if your server restarts are shorter or longer than 4 hour intervals _hours = (floor(_time/60)); _minutes = (_time - (_hours * 60)); switch(_minutes) do { case 9: {_minutes = "09"}; case 8: {_minutes = "08"}; case 7: {_minutes = "07"}; case 6: {_minutes = "06"}; case 5: {_minutes = "05"}; case 4: {_minutes = "04"}; case 3: {_minutes = "03"}; case 2: {_minutes = "02"}; case 1: {_minutes = "01"}; case 0: {_minutes = "00"}; }; ((uiNamespace getVariable "osefStatusBar")displayCtrl 1000)ctrlSetText format["FPS: %1 | PLAYERS: %2 | DAMAGE: %3 | KRYPTO: %4 | HUNGER: %5 | THIRST: %6 | GRIDREF: %7 | RESTART IN: %8:%9", round diag_fps, count playableUnits, damage player, EPOCH_playerCrypto, EPOCH_playerHunger, EPOCH_playerThirst, mapGridPosition player, _hours, _minutes, _counter]; }; }; And, finally, here is the content of statusBar.hpp : #define ST_RIGHT 0x01 class osefStatusBar { idd = -1; onLoad = "uiNamespace setVariable ['osefStatusBar', _this select 0]"; onUnload = "uiNamespace setVariable ['osefStatusBar', objNull]"; onDestroy = "uiNamespace setVariable ['osefStatusBar', objNull]"; fadein = 0; fadeout = 0; duration = 10e10; movingEnable = 0; controlsBackground[] = {}; objects[] = {}; class controls { class statusBarText { idc = 1000; x = safezoneX + safezoneW - 2.10; y = safezoneY + safezoneH - 0.05; w = 1.55; h = 0.06; shadow = 1; colorBackground[] = { 1, 0.3, 0, 0.0 }; font = "PuristaSemibold"; size = 0.04; type = 13; style = 0; text="Loading statusBar..."; class Attributes { align="right"; color = "#ffffff"; }; }; }; }; Anyone has an Idea why this wouldn't work ? Thanks ! Edited January 20, 2015 by Narines Share this post Link to post Share on other sites
madbull 19 Posted January 20, 2015 @PMCapBlackShot I would need to deactivate all the other modes except towing. Could you give a hand about this? You must empty the config arrays described here : FREQUENTLY ASKED QUESTIONS :... - How to remove the lift OR towing OR cargo OR moving feature ? => Chapter IV.2. of the documentation ... @techfreaktwo I'm sorry I can't help you. We never used BattlEye. The problem is that your BattlEye config forbid to use the command createVehicleLocal and/or attachTo. You should ask your question on a forum/thread dedicated to BattlEye. @Narines Can you describe more precisely the bug ? Is the mission loading correctly ? Are some logistics features not working ? Does the status bar working again when you remove the logistics init.sqf ? Does the logistics working again when you remove the status bar ? Share this post Link to post Share on other sites
Narines 10 Posted January 20, 2015 @Narines Can you describe more precisely the bug ? Is the mission loading correctly ? Are some logistics features not working ? Does the status bar working again when you remove the logistics init.sqf ? Does the logistics working again when you remove the status bar ? Hi, thanks for your response ! - Status bar works alone AND when R3F is on. - R3F works alone AND when the status bar is on. - The only problem I have when R3F and the Status bar are both active is that the players log-in with no items. It happens only upon connection because if they die, they will respawn with default items. The ploblem seems to be with the two first lines of fn_statusbar.sqf waitUntil {!(isNull (findDisplay 46))}; disableSerialization; To come to this conclusion, here is what I did : I removed the rest of fn_statusBar.sqf script to keep only the two lines stated above and the problem was still there : no items upon connection. Finally, to make sure the problem wasn't elsewhere, I deleted the two lines and ran the mission with an empty fn_statusbBar.sqf : the items were loading correctly. I understand the problem is not with your script so don't spend any time on this. I just thought that since you built the thing, you might know right away what would cause that. Share this post Link to post Share on other sites
madbull 19 Posted January 21, 2015 @Narines If I understood, you solved the problem. Thanks for the report BTW. Your problem is strange. If I understood, this is an inventory (items) bug. In your mission, you probably have a script which manages the inventory. Deleting these two lines of fn_statusbBar.sqf should not impact this inventory script... unless the inventory script contains a scripting "error" (not reliable / not compatible with other scripts). Share this post Link to post Share on other sites
techfreaktwo 10 Posted January 23, 2015 Have a problem and I don't know what is causing it: Here is what I have: Latest Version of Arma 3 Client and Server Latest Version of Epoch Mod Client and Server Tried with other mods and without any mods, not even admin tools, Battleye turned off/on, and a Fresh copy of R3F Logistics. * DISABLE LOGISTICS ON OBJECTS BY DEFAULT * * (EN) * Define if objects and vehicles have logistics features by default, * or if it must be allowed explicitly on specific objects/vehicles. * * If false : all objects are enabled according to the class names listed in this configuration file * You can disable some objects with : object setVariable ["R3F_LOG_disabled", true]; * If true : all objects are disabled by default * You can enable some objects with : object setVariable ["R3F_LOG_disabled", false]; */ R3F_LOG_CFG_disabled_by_default = true; R3F_LOG_CFG_can_tow = R3F_LOG_CFG_can_tow + [ "B_MRAP_01_EPOCH", "B_Truck_01_transport_EPOCH", "B_Truck_01_covered_EPOCH", "B_Truck_01_mover_EPOCH", "B_Truck_01_box_EPOCH", "O_Truck_02_box_EPOCH", "O_Truck_02_covered_EPOCH", "O_Truck_02_transport_EPOCH", "O_Truck_03_covered_EPOCH" ]; /** * List of class names of objects which can be towed. */ R3F_LOG_CFG_can_be_towed = R3F_LOG_CFG_can_be_towed + [ "jetski_epoch", "jetski_epoch_blu", "C_Hatchback_01_EPOCH", "C_Hatchback_02_EPOCH", "C_Offroad_01_EPOCH", "C_Quadbike_01_EPOCH", "C_SUV_01_EPOCH", "C_Rubberboat_EPOCH", "C_Rubberboat_02_EPOCH", "C_Rubberboat_03_EPOCH", "C_Rubberboat_04_EPOCH", "C_Van_01_box_EPOCH", "C_Van_01_transport_EPOCH", "C_Boat_Civil_01_EPOCH", "C_Boat_Civil_01_police_EPOCH", "C_Boat_Civil_01_rescue_EPOCH", "B_Heli_Transport_01_camo_EPOCH", "B_Heli_Transport_01_EPOCH", "B_MRAP_01_EPOCH", "B_Truck_01_transport_EPOCH", "B_Truck_01_covered_EPOCH", "B_Truck_01_mover_EPOCH", "B_Truck_01_box_EPOCH", "O_Truck_02_covered_EPOCH", "O_Truck_02_transport_EPOCH", "O_Truck_03_covered_EPOCH", "O_Truck_02_box_EPOCH", "O_Heli_Light_02_unarmed_EPOCH", "I_Heli_Transport_02_EPOCH", "O_Heli_Transport_04_EPOCH", "O_Heli_Transport_04_bench_EPOCH", "O_Heli_Transport_04_box_EPOCH", "O_Heli_Transport_04_covered_EPOCH", "B_Heli_Transport_03_unarmed_EPOCH" ]; The Problem: It simply will not give me the option to tow... unless... I change the R3F_LOG_CFG_disabled_by_default to false and I dont want the default options... Any help is greatly appreciated Share this post Link to post Share on other sites
1para{god-father} 105 Posted January 23, 2015 (edited) I am using a very old version that i check setVariable ["objectLocked", true, true] then save to my IniDBi so tying to update to this new version but i see you no longer can lock an object - i presume it is still being locked but what is the variable i can check to see if it has been moved and locked ? Thanks Edited January 23, 2015 by 1PARA{God-Father} Share this post Link to post Share on other sites
Vernei 12 Posted January 25, 2015 (edited) Greetings Madbull, First off, this is truly an amazing script. The level of functionality, detail, and most of all, documentation you've placed in it is outstanding and should be revered by the community. I'd like to request some features for possible inclusion in the future. If these features are already in the script somewhere, I apologize in advance. My goal is to make a logistics specialist class/slot for a mission. The idea is that while all classes can load crates/barrels/etc into cargo containers and trucks, only the logistics specialist can load those cargo containers onto the logistics trucks like the HEMITT or in the case for my mission, a Tempest reskinned as a MAN truck. The idea is to simulate the requiring of a forklift to load cargo containers and the logistical knowledge to properly secure the load for transport. This would be truly great for convoy missions to resupply a remote village, and would also require the logistics specialist to travel with the convoy in order to unload the cargo container at the destination. A possible additional aspect to the logistics specialist role would be that perhaps he is the only one in the mission who can sling objects under helicopters. Could you provide something in the config file which would allow me to designate a unit's classname as a "logistics specialist" and then an area which contains classnames of objects that only they are able to move/transport/load into vehicles? A secondary request is the ability to designate load capacity for the lift-capable helicopters. In my mission I have a Merlin medium-lift transport helicopter and a Wildcat transport helicopter. Obviously the Merlin would be able to lift much more than the Wildcat, and I'd like the ability to set different load capacity values for different helicopters exactly like in the "can transport cargo" section. Obviously this would require the ability to set the cost capacity for items in the "can be lifted" section. Once again, you have an amazing script and I thank you very much for all of your effort and hard work you've placed into it. Edited January 25, 2015 by Vernei Share this post Link to post Share on other sites
madbull 19 Posted January 25, 2015 (edited) @techfreaktwo I think you mis-understood the option "R3F_LOG_CFG_disabled_by_default". Setting this option to true will disable the logistics on ALL objects, except those on which you execute the command "object setVariable ["R3F_LOG_disabled", false]". I think you want the logistics only on your Epoch's class names, not on the vanilla objects. You must empty the *tow* arrays in the files "R3F_LOG\addons_config\A3_vanilla\*.sqf". More explanation in the section III.1.A. (page 10) and IV.2.B (page 21) of the documentation. @1PARA{God-Father} The variable "objectLocked" and the IniDBi is not related to R3F Logistics, but to Wasteland or another mod. The interaction between logistics and the "objectLocked" from Wasteland was an unofficial modification of the R3F's scripts. In R3F Logistics, there is a new "lock" system on the logistics features. But it does not lock the véhicle's seats (embark). The system is related to the variable "R3F_LOG_proprietaire_verrou". You should read the section III.3.B of the documentation (page 17) @Vernei Thanks a lot for your support :) About your first suggest : The idea is good. Unfortunately, most of people don't under the current configuration system and don't read the documentation. Making it more "powerful" will probably cause more trouble. But for the future versions, I will study the best way to have together a powerful (for specific purposes) and simple (for most of users) system. At the moment, you have a simple way to Do It Yourself the required feature : The file "surveiller_conditions_actions_menu.sqf" defines which addActions must be available according to the client's context. In this script, the variable "_fonctionnalites" (means "features" in french) is an array defining if the object aimed by the player is movable/towable/liftable/cargo/etc. This line reads the available features of the object aimed by the player and store it in the array _fonctionnalites : _fonctionnalites = _objet_pointe getVariable ["R3F_LOG_fonctionnalites", R3F_LOG_CST_zero_log]; The array _fonctionnalites has 10 boolean values ordered as follow : #define __can_be_depl_heli_remorq_transp 0 // Useless for your need #define __can_be_moved_by_player 1 #define __can_lift 2 #define __can_be_lifted 3 #define __can_tow 4 #define __can_be_towed 5 #define __can_transport_cargo 6 #define __can_transport_cargo_cout 7 // Not a boolean, but the load capacity #define __can_be_transported_cargo 8 #define __can_be_transported_cargo_cout 9 // Not a boolean, but the load cost In this script, I can force the object to be not towed thanks by adding this line after the "_fonctionnalites" definition : // Force the "can be towed" feature to be disabled on this client _fonctionnalites set [__can_be_towed, false]; To disable the "can be towed' feature only on players who are not the specialist class name, I can put the instruction in a condition : if !(typeOf player in ["class name specialist 1", "class name specialist 2"]) then { // Force the "can be towed" feature to be disabled on this client _fonctionnalites set [__can_be_towed, false]; }; The same condition related to a slot (not class name) : if ({!isNil _x && {player == _x}} count [slot_specialist1, slot_specialist2] == 0) then { // Force the "can be towed" feature to be disabled on this client _fonctionnalites set [__can_be_towed, false]; }; About your second suggest : We already got this same idea. Its implementation should be available in a future version. Thanks for your report, Cheers Edited January 25, 2015 by madbull Share this post Link to post Share on other sites
techfreaktwo 10 Posted January 25, 2015 @techfreaktwoI think you mis-understood the option "R3F_LOG_CFG_disabled_by_default". Setting this option to true will disable the logistics on ALL objects, except those on which you execute the command "object setVariable ["R3F_LOG_disabled", false]". I think you want the logistics only on your Epoch's class names, not on the vanilla objects. You must empty the *tow* arrays in the files "R3F_LOG\addons_config\A3_vanilla\*.sqf". More explanation in the section III.1.A. (page 10) and IV.2.B (page 21) of the documentation. Alright Thank you!!!! Share this post Link to post Share on other sites
NatGarro 10 Posted January 28, 2015 So a group and I have recently started a Arma 3 wasteland server and it is my impression that we have R3F Logistics installed on the server. I am looking for a wiki or a list or something along those lines that details the different stats for the vehicles like load capacity and what can lift what. I have searched around and haven't found anything useful as of yet and I was wondering if someone could point me in the right direction. Share this post Link to post Share on other sites
madbull 19 Posted January 28, 2015 @NatGarro To view all the logistics features and capacity of an object/vehicle, you can download the tuto/demo mission on Steam : http://steamcommunity.com/sharedfiles/filedetails/?id=332279165 In the mission, open the "full creation factory" (military building on base). You have a popup at top-right showing the features. Maybe your Wasteland mission use custom logistics configuration. If so, you need to add a creation factory in this mission (see section III.2.A. of the documenation). Also when you open the "content interface" of a container/vehicle, you can see its max load capacity, and the load cost of each object loaded into it. Share this post Link to post Share on other sites
1para{god-father} 105 Posted January 28, 2015 Many thanks all working now ! I need to add a addaction to a flag when it is created via the Factory (Flag_UK_F) just that class - what would be the best way and where :) Many thanks [_this,"fnc_MPaddAction",nil,true] spawn BIS_fnc_MP; Share this post Link to post Share on other sites
madbull 19 Posted January 28, 2015 @1PARA{God-Father} This is very simple and will work with all UK flags, including those existing in the mission editor or created with Zeus. You can use the script "surveiller_nouveaux_objets.sqf". Its purpose is to detect any new object in order to add the logistics addAction on it. By editing this script, you will be able to add the addAction on any UK flag. You can add your own code at line 174, i.e. before this instruction : sleep (0.07 max (__tempo / _count_liste_objets)); Your code could be : if (typeOf _objet == "Flag_UK_F") then { _objet addAction [.........]; }; Do not use the global effect of BIS_fnc_MP, because the script run locally on each client. So addAction (local effect) is sufficient. Share this post Link to post Share on other sites
1para{god-father} 105 Posted January 28, 2015 Many thanks worked a treat - this is sooo very nice indeed bring a whole new element to the game ! last Question I hope :) Is there anyway to have a time limit on purchasing Objects for example "H barrier" you can only purchase 1 each x amount of time ? Share this post Link to post Share on other sites
madbull 19 Posted January 29, 2015 @1PARA{God-Father} Basically you can use the "credits" (money) system of the creation factory. It does not restrict the amount of creation for a specific object, but to all objects, according to their creation cost. If not defined, the creation factory has unlimited credits. But you can set the amount at initialization. And you can edit the amount during the game. See the sections III.2.A. and III.2.B. of the documentation. The creation cost are automatically computed thanks to the addon's author. Sometimes the value can be not realistic. You can fix it with the config variable "R3F_LOG_CFG_CF_creation_cost_factor" (see the sections IV.3. of the documentation) PS : will be back on Monday Share this post Link to post Share on other sites
sonsalt6 105 Posted January 29, 2015 New mod v3.1 available at withSIX. Download now by clicking: @madbull; You are now able to manage your own promo pages of your content on our web platform and publish new content yourself. To do so, please hit 'this is me' button on the page while logged in and follow the quick and safe claim procedure to get connected to your work. For now you can send new content or releases our way by using any filesharing service and add your notification at getsatisfaction.withsix.com. Share this post Link to post Share on other sites
dark_spectre 2 Posted January 29, 2015 How might one disable lifting capabilities via helicopter? This appears to be one potential mod that is interfering with Xeno Pods and my ability to lift them. (Or I am at least trying to eliminate it as a potential cause.) The ability to lift the pods up to the Taru is no longer there and I would like to exclude this as a potential vector. ty Share this post Link to post Share on other sites
alex010 10 Posted February 1, 2015 Hello madbull, thanks for the awesome script. I got an issue regarding the tow. I want the Hunter to be the only vehicle be able to tow...and here it is: R3F_LOG_CFG_can_tow = R3F_LOG_CFG_can_tow + [ // e.g. : "MyTowingVehicleClassName1", "MyTowingVehicleClassName2" "B_MRAP_01_F" ]; Then i want all vehicles be towable, and here it is: R3F_LOG_CFG_can_be_towed = R3F_LOG_CFG_can_be_towed + [ // e.g. : "MyTowableObjectClassName1", "MyTowableObjectClassName2" "Car_F","Truck_F","Helicopter_Base_F" ]; The issue is strange. I can't tow the Mohawk nor the Orca ("I_Heli_Transport_02_F","O_Heli_Light_02_unarmed_F") which are both subclass of Helicopter_Base_F . Tho, i can tow Ghost Hawk or Hummingbird for example. Could you help me? Thank you in advance. Share this post Link to post Share on other sites
madbull 19 Posted February 2, 2015 (edited) @Dark_Spectre You must empty all the config arrays named "R3F_LOG_CFG_can_lift" in files "R3F_LOG\addons_config\A3_vanilla\*.sqf" as described here : FREQUENTLY ASKED QUESTIONS :... - How to remove the lift OR towing OR cargo OR moving feature ? => Chapter IV.2. of the documentation ... @alex010 I tested the logistics with your "tow" settings. I succeed to tow both "I_Heli_Transport_02_F" and "O_Heli_Light_02_unarmed_ F" to the "B_MRAP_01_F". Maybe your logistics' config is not correctly read. Check if this expression is "true" in a "watch line" of the the BIS' debug console : toLower "Helicopter_Base_F" in R3F_LOG_CFG_can_be_towed If true, check that the "I_Heli_Transport_02_F" and "O_Heli_Light_02_unarmed_ F" are subclasses of "Helicopter_Base_F" (maybe you are using an addon modifying the configFile CfgVehicles tree). Check if this expression is "true" in a "watch line" of the the BIS' debug console : "I_Heli_Transport_02_F" isKindOf "Helicopter_Base_F" Edited February 2, 2015 by madbull Share this post Link to post Share on other sites
alex010 10 Posted February 3, 2015 @alex010I tested the logistics with your "tow" settings. I succeed to tow both "I_Heli_Transport_02_F" and "O_Heli_Light_02_unarmed_ F" to the "B_MRAP_01_F". Maybe your logistics' config is not correctly read. Check if this expression is "true" in a "watch line" of the the BIS' debug console : toLower "Helicopter_Base_F" in R3F_LOG_CFG_can_be_towed If true, check that the "I_Heli_Transport_02_F" and "O_Heli_Light_02_unarmed_ F" are subclasses of "Helicopter_Base_F" (maybe you are using an addon modifying the configFile CfgVehicles tree). Check if this expression is "true" in a "watch line" of the the BIS' debug console : "I_Heli_Transport_02_F" isKindOf "Helicopter_Base_F" Hello mad, first of all thank you for the answer. Both the expressions give a true result to me, still tho no scroll option on these 2 vehicles. Share this post Link to post Share on other sites
madbull 19 Posted February 3, 2015 @alex010 Are you using community addon ? Can you write "R3F_LOG_CFG_can_be_towed" in a watch line of the BIS' debug console, and send me its value (maybe long text). Same operation for "R3F_LOG_CFG_can_tow". Also be sure to correctly position the "B_MRAP_01_F" in front of the helicopter. Because there is a geometric restriction to get the action. Maybe you position the rear of the "B_MRAP_01_F" too close/far of the front of the chopper. Share this post Link to post Share on other sites