Grumpy Old Man 3545 Posted June 5, 2017 Just now, SnakeDocc said: Thanks for clarifying how the event handlers work, and my friends have had a good laugh at the absurdity of the fuel trucks ect. Any chance you can link to the info on stopping people doing the above?, all I've found is setFuelcargo, or is the description of that just messed up and it works for the fuel tanks of normal vehicles as well? (not refueling ones) Again thanks for the help The issue does not lie within setFuelCargo, but with the insane amount of fuel the truck is holding. If you setFuelCargo to 0.1 the truck will still be holding 100 billion liters. You need to set it to 0.00000001, which will result in 10000l capacity, which is authentic since the RL hemtt is carrying close to that number. You need to try it though, since I completely circumvent the vanilla repair/refuel/reammo system using my own set of variables like in the aircraft loadout menu. Cheers Share this post Link to post Share on other sites
Night Blue 0 Posted October 12, 2017 I'm fairly new to the scripting community so bear with me if I ask something oblivious, but I need help installing this script. I have tried moving the files into my mission folder and adding the unit with Init box filled. However, every time there is some sort of error defining/acquiring the scripts. I have tried everything and made sure it was my missions folder. Do I need to make a init.sqf? Is there something I missed? Share this post Link to post Share on other sites
johnnyboy 3789 Posted January 7, 2018 Hey Grump, this is really cool. I'm wondering how hard it would be to adapt the cruise control part to use on an AI truck? I'm working on a chase sequence where player is chasing an AI flatbed truck. The truck is towing something heavy which slows it down, and its too easy for player vehicle to overtake it. I'm wondering if I could apply a cruise control script to speed AI truck up incrementally to some top speed I determine, and then maintain that speed. I would apply it during strait road sections, and turn it off before it makes turns, then reapply at next straight section. Share this post Link to post Share on other sites
Grumpy Old Man 3545 Posted January 7, 2018 7 hours ago, johnnyboy said: Hey Grump, this is really cool. I'm wondering how hard it would be to adapt the cruise control part to use on an AI truck? I'm working on a chase sequence where player is chasing an AI flatbed truck. The truck is towing something heavy which slows it down, and its too easy for player vehicle to overtake it. I'm wondering if I could apply a cruise control script to speed AI truck up incrementally to some top speed I determine, and then maintain that speed. I would apply it during strait road sections, and turn it off before it makes turns, then reapply at next straight section. Hey, my implementation is wonky at best, since you're unable to steer the vehicle, AI most likely would hate it and go nuts. Try an eachFrame EH with setVelocityModelspace and use the players forward speed to have the AI go as fast as the player. Be aware that even on terrain that has only slight bumps this could damage the vehicles tires over time. Cheers Share this post Link to post Share on other sites
johnnyboy 3789 Posted January 7, 2018 Thanks dude. Didn't know about setVelocityModelSpace command...which looks way easier to use than setVelocity since its relative to object's orientation. 1 Share this post Link to post Share on other sites
johnnyboy 3789 Posted January 7, 2018 Your suggestion worked perfectly (onEachFrame + setVelocityModelSpace). I put triggers at the beginning and end of each straight section of AI vehicle's path that toggle on/off the cruise control. AI does not freak out, but accelerates to (and then holds) desired speed, and turning ok because cruise control turned off before turn. Thanks again! :) 1 Share this post Link to post Share on other sites
AZCoder 921 Posted January 8, 2018 On 1/7/2018 at 9:38 AM, johnnyboy said: Thanks dude. Didn't know about setVelocityModelSpace command...which looks way easier to use than setVelocity since its relative to object's orientation. Arma gave me a reason to use all that trigonometry I learned, then you take it away with this cool new command.... ok I exaggerate. I will have to try out this car tuning fun. 1 1 Share this post Link to post Share on other sites
Grumpy Old Man 3545 Posted May 13, 2018 Upgraded to V1.0 Changelog: V1.0: MP and dedi compatible reworked GUI greatly improved vehicle handling while boost is applied greatly improved default templates to reflect various upgrade stages, from a mere +50hp upgrade to a full dragster overhaul of the vehicle boost is now traction and RPM dependent boost will be reduced at higher speeds to emulate air resistance Changed: Boost is now active all the time when using "VehicleForward" and "VehicleFastForward" keys, "VehicleSlowForward" will enable vanilla vehicle behavior Removed: Nitro mechanic, might be re-added at a later point once reworked Added: fully customizable license plates with vanilla plate generator and kart number plate handling Added: blow off sound to emulate turbo chargers Added: restriction as to what players are allowed to use the menu Added: full customization as to what upgrades can be installed Cheers 1 Share this post Link to post Share on other sites
Guest Posted May 13, 2018 The Armaholic mirror has been updated with the new version: GOM fnc vehicleTuning v1.0 Share this post Link to post Share on other sites
pikunov 0 Posted December 5, 2018 how to add a price? Share this post Link to post Share on other sites
Grumpy Old Man 3545 Posted December 5, 2018 2 hours ago, pikunov said: how to add a price? Can you be more specific? Cheers Share this post Link to post Share on other sites
pikunov 0 Posted December 5, 2018 I want to add to the ALTIS LIFE server. everyone could pump cars for money in terms of engine, brakes ... (Add cost functionality) Share this post Link to post Share on other sites
HazJ 1289 Posted December 6, 2018 Oh dear... @Grumpy Old Man You could add vehicle customisation parts like SLAT armour, camo net, etc... Share this post Link to post Share on other sites
Grumpy Old Man 3545 Posted December 6, 2018 1 hour ago, HazJ said: Oh dear... @Grumpy Old Man You could add vehicle customisation parts like SLAT armour, camo net, etc... Didn't check since they added camo and backpack parts but the package should automatically detect all available animation sources (I believe it's currently set to detect cars only). 22 hours ago, pikunov said: I want to add to the ALTIS LIFE server. everyone could pump cars for money in terms of engine, brakes ... (Add cost functionality) You can add the script to only one player and have him set the prices (preferred method) or you can modify the script itself to only allow changes if the requesting player has sufficient money, knock yourself out. Cheers Share this post Link to post Share on other sites
DukeVenator 0 Posted January 31, 2019 Curious on how to make it subtract money from a global variable for this script? I see cost was added to the init but confused how to subtract the money Share this post Link to post Share on other sites
Grumpy Old Man 3545 Posted January 31, 2019 2 hours ago, DukeVenator said: Curious on how to make it subtract money from a global variable for this script? I see cost was added to the init but confused how to subtract the money Cost functionality isn't yet implemented. Best add this function to one player only and have him offer his services for cash. Cheers Share this post Link to post Share on other sites
DukeVenator 0 Posted January 31, 2019 Damn okay then I see Share this post Link to post Share on other sites
DukeVenator 0 Posted June 18, 2019 How would I go about adding this to an object ? Share this post Link to post Share on other sites
Grumpy Old Man 3545 Posted June 18, 2019 1 hour ago, DukeVenator said: How would I go about adding this to an object ? Instructions are in the first post. Simply replace player with the object name of your choice. Cheers Share this post Link to post Share on other sites
rgscriven 18 Posted July 29, 2019 is there away to make this into a mod version, not just a script version Share this post Link to post Share on other sites
Grumpy Old Man 3545 Posted July 29, 2019 5 hours ago, rgscriven said: is there away to make this into a mod version, not just a script version Don't see any reason of having this as a mod, but I'm sure willing to be enlightened of the benefits. Cheers 1 Share this post Link to post Share on other sites
rgscriven 18 Posted July 29, 2019 Reason im asking for the mod version, is that with some of the exile scripts use the defines.hpp Share this post Link to post Share on other sites
Grumpy Old Man 3545 Posted July 29, 2019 39 minutes ago, rgscriven said: Reason im asking for the mod version, is that with some of the exile scripts use the defines.hpp And I'm using GOM_defines.hpp. Don't see how this is an issue, heh. Cheers Share this post Link to post Share on other sites
rgscriven 18 Posted July 29, 2019 this is the issue im having https://www.dropbox.com/s/wvehho28m2s4gsd/20190729175449_1.jpg?dl=0 as there is noway to add image here 1 Share this post Link to post Share on other sites
Grumpy Old Man 3545 Posted July 30, 2019 21 hours ago, rgscriven said: this is the issue im having https://www.dropbox.com/s/wvehho28m2s4gsd/20190729175449_1.jpg?dl=0 as there is noway to add image here All right, looks familiar, seems like exile is also using default GUI class defines, which causes the conflict. Will have a look at it over the weekend and upload a fix after some testing. Cheers Share this post Link to post Share on other sites