kylania 568 Posted June 29, 2016 Any chance for scripting commands to be added soon? Please please include isLaden :) Share this post Link to post Share on other sites
Flax 397 Posted June 30, 2016 Would it be possible to change this: cargoBayDimensions[] = {"VTV_limit_1", "VTV_limit_2"}; // Memory points in model defining cargo space To support an array of numbers for model position in addition to the memory points eg: cargoBayDimensions[] = {[x,y,z], [x,y,z]}; This would allow people to re config vehicles (with permission) without the creator giving out the p3d files. Share this post Link to post Share on other sites
aluc4rd 47 Posted July 1, 2016 Any chance for scripting commands to be added soon? Please please include isLaden :) These commands should be already in dev branch: canVehicleCargo enableVehicleCargo getVehicleCargo isVehicleCargo setVehicleCargo vehicleCargoEnabled Would it be possible to change this: cargoBayDimensions[] = {"VTV_limit_1", "VTV_limit_2"}; // Memory points in model defining cargo space To support an array of numbers for model position in addition to the memory points eg: cargoBayDimensions[] = {[x,y,z], [x,y,z]}; This would allow people to re config vehicles (with permission) without the creator giving out the p3d files. Well, definitely won't be changed for Apex, after release we could probably consider it. 4 Share this post Link to post Share on other sites
Grumpy Old Man 3546 Posted July 1, 2016 Haven't tried the ViV yet, is it just a simple attachTo action? Or is the transportation simulated by PhysX? Cheers Share this post Link to post Share on other sites
Flax 397 Posted July 1, 2016 Well, definitely won't be changed for Apex, after release we could probably consider it. That would be great, it's was really just wishful thinking so thanks for answering. :D Share this post Link to post Share on other sites
Chairborne 2594 Posted July 2, 2016 In the VIV wiki page, a blufor parachute class is used in the templates, does that mean that parachutes need to be faction specific for each class? Like, if i have an Mi-8 for NATO, and another for CSAT, do i have to make two separate VehicleTransport classes using each the proper faction specific parachute (B_Parachute_02_F / O_Parachute_02_F)? Share this post Link to post Share on other sites
Flax 397 Posted July 3, 2016 Issue using ViV unload on bridges and structures - https://feedback.bistudio.com/T119036 Share this post Link to post Share on other sites
kylania 568 Posted July 3, 2016 These commands should be already in dev branch: setVehicleCargo What's the opposite of this? How do we unload via script command? Share this post Link to post Share on other sites
aluc4rd 47 Posted July 4, 2016 What's the opposite of this? How do we unload via script command? Same command should be used, this way: objnull setVehicleCargo cargo vehicle - will unload specific loaded vehicle transporting vehicle setVehicleCargo objnul - unload all vehicles 1 Share this post Link to post Share on other sites
Chairborne 2594 Posted July 4, 2016 In the VIV wiki page, a blufor parachute class is used in the templates, does that mean that parachutes need to be faction specific for each class? Like, if i have an Mi-8 for NATO, and another for CSAT, do i have to make two separate VehicleTransport classes using each the proper faction specific parachute (B_Parachute_02_F / O_Parachute_02_F)? Shameless self-bump. :ph34r: Also, are there new animation sources for vehicle in vehicle? I noticed that the Prowler dampers are retracted when it's loaded, other vehicles don't behave like this: http://imgur.com/a/bg50z Share this post Link to post Share on other sites
badluckburt 78 Posted July 4, 2016 Same command should be used, this way: objnull setVehicleCargo cargo vehicle - will unload specific loaded vehicle transporting vehicle setVehicleCargo objnul - unload all vehicles Since I can not log in to the community wiki (could've sworn I had a working account), can someone please add this to the wiki? It's a bit strange to not mention there that the function used to load vehicles is also used to unload them. Share this post Link to post Share on other sites
ImperialAlex 72 Posted July 4, 2016 Since I can not log in to the community wiki (could've sworn I had a working account), can someone please add this to the wiki? It's a bit strange to not mention there that the function used to load vehicles is also used to unload them.I've added a note, but somebody with more experience with the sqf template should probably add them as alternative syntax. 1 Share this post Link to post Share on other sites
badluckburt 78 Posted July 4, 2016 I've added a note, but somebody with more experience with the sqf template should probably add them as alternative syntax. Thanks, I've checked and I had an account back in 2014 but haven't been active in a long time. Probably deleted because of that. The sign-up page now tells me that I need to have Administrator privileges to create an account. Can't be bothered with it at the moment but I'll find someone to harass about this during the weekend :P Share this post Link to post Share on other sites
frost995 13 Posted July 4, 2016 You should be able to use setvehiclecargo command in 2 variants for this: objnull setvehiclecargo cargo vehicle - for unloading specific loaded vehicle transporting vehicle setVehicleCargo objnul - for unloading all vehicles Someone could please explane me how it work this line? I tried every variant but it continues to give me the error "On Activation: Type Bool, expected Nothing" :wacko: An example line will be very appreciated :) Share this post Link to post Share on other sites
kylania 568 Posted July 4, 2016 I've added a note, but somebody with more experience with the sqf template should probably add them as alternative syntax. Examples added to the wiki page. 1 Share this post Link to post Share on other sites
kylania 568 Posted July 4, 2016 Someone could please explane me how it work this line? I tried every variant but it continues to give me the error "On Activation: Type Bool, expected Nothing" :wacko: An example line will be very appreciated :) Gotta capture the output: dunUnloadedJustMahTruck = objNull setvehicleCargo offroad; dunUnloadedAllMahTrucks = blackfish setvehicleCargo objNull; 1 Share this post Link to post Share on other sites
Varanon 892 Posted July 4, 2016 Any chance for more than one loading bay ? I'm thinking of the CUP frigate that could load RIHBs on the cranes and a helicopter on the hangar deck Share this post Link to post Share on other sites
kylania 568 Posted July 5, 2016 Any chance for more than one loading bay ? I'm thinking of the CUP frigate that could load RIHBs on the cranes and a helicopter on the hangar deck https://forums.bistudio.com/topic/191678-vehicle-in-vehicle-transport-feedback/page-3#entry3048273 Share this post Link to post Share on other sites
Chairborne 2594 Posted July 5, 2016 Rendering for loaded vehicles is still messed up: http://imgur.com/a/iX1sl Is this going to be addressed or should we just roll with it? 3 Share this post Link to post Share on other sites
Chairborne 2594 Posted July 6, 2016 FYI the cargoSpacing array doesn't seem to behave like you would expect, at least for the Y axis. What happens is that it actually raises the lower bound (or lowers the higher bound) by whatever value you use (default is 0.15), so if you have a vehicle that is 2.5m tall and a cabin that is 2.6m high, your vehicle still won't fit by 5cm. Share this post Link to post Share on other sites
dragon01 902 Posted July 6, 2016 Are there any plans to add vehicle "transport" versions to Huron and Taru? The latter, in particular, could have a hook under the tail (instead of an enclosed bay) that could fit vehicles up to the size of Marid. This would neatly compensate for the fact you can't carry anything bigger than an LSV in the Xian. Right now, CSAT has a much better combat VTOL (basically Hamok on steroids), but is at the same time completely devoid of rapid armor redeployment capability. Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted July 7, 2016 Are there any plans to add vehicle "transport" versions to Huron and Taru? The latter, in particular, could have a hook under the tail (instead of an enclosed bay) that could fit vehicles up to the size of Marid. This would neatly compensate for the fact you can't carry anything bigger than an LSV in the Xian. Right now, CSAT has a much better combat VTOL (basically Hamok on steroids), but is at the same time completely devoid of rapid armor redeployment capability. It's said to be planned, but it requires work they say, meaning they may have to create a whole new variant of the Huron/Taru to accommodate this feature. For example removing all seats from the model, and making sure there's no longer an option to open ramp. Share this post Link to post Share on other sites
dragon01 902 Posted July 7, 2016 For Huron, maybe (and Mohawk, I noticed it's big enough to fit an LSV as well), but not for Taru, at least if they were to use my idea of externally mounted vehicles. Indeed, I think that it'd be quite possible to implement it along with the oft-requested "interchangeable pods" for the Taru, it'd just require the ability to initiate the boarding from Taru instead of from the boarding vehicle. That would be an awesome feature in itself, as it'd permit non-vehicle internal cargo to be carried. Of course, it could also be handled with an enclosed vehicle container, but I think that being able to hook a vehicle up to an "empty" Taru would be a good deal more awesome. Share this post Link to post Share on other sites
Imperator[TFD] 444 Posted July 7, 2016 Rendering for loaded vehicles is still messed up: http://imgur.com/a/iX1sl Is this going to be addressed or should we just roll with it? Thanks for confirming my suspicions on how the system works. I guess no mixed cabins which is a shame. Share this post Link to post Share on other sites