Vasily.B 529 Posted March 26, 2016 unmoddable - not sure how you can say that. Your probably doing something incorrectly with the scripting setup. Noone was helped me with that since week..... So noone knows? Maybe you could drop some advice? Share this post Link to post Share on other sites
alloc 14 Posted March 26, 2016 Post it onto ARMA 3 - MISSION EDITING & SCRIPTING section. They may help you .) 1 Share this post Link to post Share on other sites
Vasily.B 529 Posted March 27, 2016 Already got answer from armahollic.com. Problem resolved by adding : if (!canMove _veh) then { And update is ready - final version! Share this post Link to post Share on other sites
Vasily.B 529 Posted March 30, 2016 New update available.http://steamcommunity.com/sharedfiles/filedetails/changelog/632781728 Share this post Link to post Share on other sites
ofpsince06 11 Posted March 30, 2016 I only want to comment and say kudos on using the Battlefield 2 Modern Combat cover art as your logo lol That's my favorite game of all time right there Real Talk 1 Share this post Link to post Share on other sites
Guest Posted April 1, 2016 Thanks for informing us about the updated version :) Release frontpaged on the Armaholic homepage. Realistic Tank Crew v1.4 Share this post Link to post Share on other sites
Vasily.B 529 Posted June 5, 2016 New update availableChangelog:- Deleted backpacks and repair kits which was added to driver (too much reports on backpacks lying on the ground)- All crewmans become engineers when vehicle is damaged. Share this post Link to post Share on other sites
Guest Posted June 6, 2016 Thanks for informing us about the updated version :) Release frontpaged on the Armaholic homepage. Realistic Tank Crew v1.5 Share this post Link to post Share on other sites
Persian MO 82 Posted July 9, 2016 well done. is the mod server side or all players include server should have it? Share this post Link to post Share on other sites
Vasily.B 529 Posted July 9, 2016 well done. is the mod server side or all players include server should have it? yyyy......Dont know, its signed, so it should be on mods requirments for the serwer, so all players should have this mod loaded. At least i think so :) I'm green at that. Share this post Link to post Share on other sites
darkxess 60 Posted July 29, 2016 Hey Vasily.B is it possible to release a script version for this so it can be put into my made mission? Thanks Share this post Link to post Share on other sites
Vasily.B 529 Posted July 29, 2016 Hey Vasily.B is it possible to release a script version for this so it can be put into my made mission? Thanks You can unpack the pbo using official Arma 3 tools, you have permission to everything from me ;) 1 Share this post Link to post Share on other sites
darkxess 60 Posted July 30, 2016 You can unpack the pbo using official Arma 3 tools, you have permission to everything from me ;) Thanks pal :) 1 Share this post Link to post Share on other sites
pierremgi 4840 Posted August 3, 2016 Hi Vasily, Next step? Feel free to test that: http://www.armaholic.com/forums.php?m=posts&q=35478 Share this post Link to post Share on other sites
Vasily.B 529 Posted August 3, 2016 Hi Vasily, Next step? Feel free to test that: http://www.armaholic.com/forums.php?m=posts&q=35478 Really nice idea, Was this possible by changing ammo "cost" ? Or i mislead the game.... Share this post Link to post Share on other sites
afevis 26 Posted October 19, 2016 Made a little change to the script/mod; http://pastebin.com/Bd5nYGCK Changes; Changed the repair from a full heal of the vehicle (it repaired EVERYTHING to full health instead of just tracks/tires/engine) to only repair the engine by 30%, tracks on tanks by 40%, and all wheels on other vehicles completely replaced. This is to make it more in line with normal ACE toolkit repairs. Increased repair time from 19 seconds to 30 (balancing reasons for my group, easily reverted by changing the sleep timer.) Share this post Link to post Share on other sites
Vasily.B 529 Posted October 19, 2016 Made a little change to the script/mod; http://pastebin.com/Bd5nYGCK Changes; Changed the repair from a full heal of the vehicle (it repaired EVERYTHING to full health instead of just tracks/tires/engine) to only repair the engine by 30%, tracks on tanks by 40%, and all wheels on other vehicles completely replaced. This is to make it more in line with normal ACE toolkit repairs. Increased repair time from 19 seconds to 30 (balancing reasons for my group, easily reverted by changing the sleep timer.) This is great, but the repair time doesnt conflict with animation? Animation was 13 seconds long, so i understand you make it loop, but is it ending properly? Also is this compatible with RHS? Sorry just looked at the code just now. And its pretty good, but i'm thinking of turret with trigger repairing when vehicle cannot fire..... If you dont mind i update mod with part of this changes, i didnt knew how to achieve this. 1 Share this post Link to post Share on other sites
afevis 26 Posted October 19, 2016 Yeah, go ahead For the firing trigger, use canFire. https://community.bistudio.com/wiki/canFire I'd personally do three different checks: canFire, canFire & canMove, and canMove. That way the repair times can be adjusted, or you can change the distances that it checks for troops (ie, if both canFire & canMove = false, they'll hop out regardless of enemy distance and try to repair it since a tank with no tracks and no guns is pretty much useless.) https://community.bistudio.com/wiki/Arma_3_Tanks_Config_Guidelines#Hitpoints Relevent hitpoints for that change would be HitGun & HitTurret. Share this post Link to post Share on other sites
Vasily.B 529 Posted October 19, 2016 Thanks, Mod updated. 1 Share this post Link to post Share on other sites
Guest Posted October 19, 2016 New version has been frontpaged on the Armaholic homepage. Realistic Tank Crew v1.6 Share this post Link to post Share on other sites
Vasily.B 529 Posted October 22, 2016 Yeah, go ahead For the firing trigger, use canFire. https://community.bistudio.com/wiki/canFire I'd personally do three different checks: canFire, canFire & canMove, and canMove. That way the repair times can be adjusted, or you can change the distances that it checks for troops (ie, if both canFire & canMove = false, they'll hop out regardless of enemy distance and try to repair it since a tank with no tracks and no guns is pretty much useless.) https://community.bistudio.com/wiki/Arma_3_Tanks_Config_Guidelines#Hitpoints Relevent hitpoints for that change would be HitGun & HitTurret. Hey, code have a problem : 12:58:22 Error in expression <Damage "HitRTrack") - 1)];} else { _veh setHitPointDamage ["HitWheel", ((_veh ge> 12:58:22 Error position: <setHitPointDamage ["HitWheel", ((_veh ge> 12:58:22 Error Typ Liczbowe,To nie liczba, potrzebny Liczbowe I cant get this game: error type numerous, its not number, need numerous. It denies itself..... Share this post Link to post Share on other sites
Robalo 465 Posted October 23, 2016 Hey Vasily.B, Cool mod, have a suggestion though. Please add a check to see if driver is player and skip executing when so. Thanks! Share this post Link to post Share on other sites
Vasily.B 529 Posted October 24, 2016 Hey Vasily.B, Cool mod, have a suggestion though. Please add a check to see if driver is player and skip executing when so. Thanks! That would be nice addition, but as know arma 3 bug with switching units, this would break function for this driver. For example spawn as vehicle driver (function will not be launched), switch to other units, function for this first driver still wont be launched, thats what i repored back in 2013 on feedback tracker and its not fixed untill now. Share this post Link to post Share on other sites
Robalo 465 Posted October 24, 2016 You could add it inside the eventhandler code so when vehicle is hit, you just add a !(isPlayer driver) to the conditions. Share this post Link to post Share on other sites