dr death jm 117 Posted December 9, 2015 I'm not totally sure how to present this or were So here seams good enuf. auto Tank was first posted as 1 man tank http://killzonekid.com/arma-scripting-tutorials-one-man-tank-operation/ and for some time I was trying to get it to work as a player spawned vehicle not a vehicle placed on map. Its been close to a year of scratching my head !! but better long story short, with the help of Scripting Geniuses eRazer (the maker of a3totalwar engine) eRazer projects : http://steamcommunity.com/groups/a3totalwar [PAC] clans addition mace http://steamcommunity.com/groups/armaprmace I'd l4ike to share AutoTank: FNC_AUTOTANK comment "1st step exec global"; FNC_AUTOTANK = { params [ "_vehicle" ]; [_vehicle, [[0], true]] remoteExec ["lockTurret", _vehicle]; [_vehicle, [[0, 0], true]] remoteExec ["lockTurret", _vehicle]; [_vehicle, true] remoteExec ["lockCargo", _vehicle]; [ _vehicle, [ "MPKilled", { if (isServer) then { _d = driver (_this select 0); _g = gunner (_this select 0); if (!isNull _d) then {deleteVehicle _d}; if (!isNull _g) then {_g setDamage 1}; }; } ] ] remoteExec ["addMPEventHandler", 2]; [ _vehicle, [ "GetIn", { enableSentences false; _tank = _this select 0; _unit = _this select 2; _unit allowDamage false; _unit action ["EngineOn", _tank]; _unit action ["MoveToGunner", _tank]; _tank lock true; _tank switchCamera "EXTERNAL"; _tank addAction [ localize "str_action_getout", { _this select 0 removeAction (_this select 2); _this select 1 action ["GetOut", _this select 0]; }, "", 3, false, true, "GetOver" ]; _tank spawn { waitUntil {!isNull gunner _this}; _ai = createAgent [typeOf gunner _this, [0,0,0], [], 0, "NONE"]; _ai allowDamage false; _ai moveInDriver _this; }; } ] ] remoteExec ["addEventHandler", -2]; [ _vehicle, [ "GetOut", { _tank = _this select 0; _unit = _this select 2; deleteVehicle driver _tank; _unit allowDamage true; _unit action ["EngineOff", _tank]; _tank lock false; enableSentences true; } ] ] remoteExec ["addEventHandler", -2]; }; spawning the vehicle veh = "b_mbt_01_cannon_f" createVehicle getPos player;[veh] call FNC_AUTOTANK;thank youkillzonekid eRazer Share this post Link to post Share on other sites
dragon zen 16 Posted December 9, 2015 thanks for sharing jm. What is the exact function? Seems drive the tank as gunner with only 1 player? Share this post Link to post Share on other sites
KokaKolaA3 394 Posted December 9, 2015 thanks for sharing jm. What is the exact function? Seems drive the tank as gunner with only 1 player? yes, you have to get in as gunner then you can shoot and drive it. 1 Share this post Link to post Share on other sites
R0adki11 3949 Posted December 9, 2015 That's neat, there was one of those in OFP in the standard game :). Thanks for sharing the content. Share this post Link to post Share on other sites
dr death jm 117 Posted December 9, 2015 Yup, ofp was were it started but it wasnt standerd. It was some addon or fnc karrillion had in rts3 wich im working on also for arma3. Also poping out rts v in a week or so( very beta) but all will be welcome to edit/ fix ( for the community). Any question how to use autotank just ask i might add a demo mission. Also autotank has only been tested on rts v with RHS so if you run into any issues please post. 1 Share this post Link to post Share on other sites
ProfTournesol 956 Posted December 9, 2015 Yup, ofp was were it started but it wasnt standerd. IIRC it was a hidden config entry that only had to be enabled. Share this post Link to post Share on other sites
dr death jm 117 Posted December 9, 2015 IIRC it was a hidden config entry that only had to be enabled. Wow, i didnt know that. It would of been cool if it was included in arma3. .. I spent hours serching thru KaRRillioNs rts3 addons for it. Now i know why i never found it. Share this post Link to post Share on other sites
ProfTournesol 956 Posted December 9, 2015 Wow, i didnt know that. It would of been cool if it was included in arma3. .. I spent hours serching thru KaRRillioNs rts3 addons for it. Now i know why i never found it. Yup, just found the config entry : class M1AbramsAuto: M1Abrams { scope = 1; displayName = "$STR_DN_M1A1_AUTO"; hasGunner = 0; hasCommander = 0; }; Share this post Link to post Share on other sites
SavageCDN 231 Posted December 9, 2015 Thanks for releasing this. Does this mean Celery's "Road Rage" missions are on the horizon? :D 1 Share this post Link to post Share on other sites
dr death jm 117 Posted December 9, 2015 Thanks for releasing this. Does this mean Celery's "Road Rage" missions are on the horizon? :D or tiny town tank fest.. 1 Share this post Link to post Share on other sites
SavageCDN 231 Posted December 10, 2015 Looks like I have some editor work to do this weekend B) Share this post Link to post Share on other sites
dr death jm 117 Posted December 10, 2015 Looks like I have some editor work to do this weekend B) i wish i had time to work on another mission. Im tied up on 2 RTS missions. 😞 Share this post Link to post Share on other sites
pulstar 55 Posted December 10, 2015 Could this work on an MP server? I don't want crewmen with me :P Share this post Link to post Share on other sites
dr death jm 117 Posted December 10, 2015 Could this work on an MP server? I don't want crewmen with me :PThats why i edited it so it works mp to spawn auto tanks.If you already have tanks placed on map you can use killzonekids but his dosnt spawn and it cant be respawnd.. The aautotank_fnc was made so you can spawn it with menu or in editor mp Share this post Link to post Share on other sites
dr death jm 117 Posted December 12, 2015 it looks there may be issues with autotank and players belonging to a group , I was told it causes players to go in spectate mode ... on wasteland.. anyone is welcome to edit and fix .. or even make an addon if they like. just please post your findings or makes/edits here .. Share this post Link to post Share on other sites
avibird 1 155 Posted February 7, 2016 Does this still work? I always wanted to see how this worked. Attempted today but no luck. just copied the script into a SQF called FNC_AUTOTANK.sqf and called the script from the tank init with this veh = "b_mbt_01_cannon_f" createVehicle getPos player;[veh] call FNC_AUTOTANK; Share this post Link to post Share on other sites
dr death jm 117 Posted February 7, 2016 I think you need to use dbug box .. I havnt messed around with autotank very much do to it issues mp, and I'm very busy.. but soon as I get time ill retest and post what I did... Share this post Link to post Share on other sites