silentghoust 132 Posted July 14, 2016 Has anybody found the function or made a script that adds the new loading system? It would be nice to see it on containers and such for logistics purposes. Share this post Link to post Share on other sites
kylania 568 Posted July 14, 2016 I believe it can only be added via a mod. Here's the documentation we have. Share this post Link to post Share on other sites
silentghoust 132 Posted July 14, 2016 Dang, Guess I'll have to make my own crates then. Unless the BI gods decide to add it to things like statics, and crates as well. Share this post Link to post Share on other sites
R3vo 2654 Posted July 14, 2016 Yeah, I personally don't even know why they didn't add it to crates in the first place. I mean, for how long has this community been scripting ammo drops? Let's see.....15 years! Share this post Link to post Share on other sites
silentghoust 132 Posted July 14, 2016 Yeah, I personally don't even know why they didn't add it to crates in the first place. I mean, for how long has this community been scripting ammo drops? Let's see.....15 years! I believe it's to avoid a train of obligations to create more systems to support that. Such as a drag feature to drag crates around so players don't have to land perfectly. At least that is what my take is on it. I just feel now that we have a nice clean vanilla vehicle loading system, why not complete it with the supply crates? Let the users figure out how to move stuff, just make it so we have that option you know. Share this post Link to post Share on other sites
lexx 1392 Posted July 15, 2016 Tiny crates could be loaded on quadbikes. :p Share this post Link to post Share on other sites
Grumpy Old Man 3547 Posted July 15, 2016 Remember unit insignias? I have no clue why you have to define custom insignias in the description.ext, setObjectTexture works similar and without the description.ext hassle. They wanted to add something similar to vehicles (like squad.xml support but mission based), been quiet ever since. Then we have the Zeus Gamemaster which is missing essential waypoints in the waypoint menu (no cycle, guard, loiter, seek and destroy, destroy, lift cargo, sentry, support waypoints etc.). Next thing would be the new visual upgrade. Flares are still on a state worse than A3 alpha with an illumination of 0 (just try it but don't get depressed) and building walls don't block vehicle lights. At least flashlights are now worth using (and fun on tanoa). Same for the slingloading. You can retrieve info about how much a chopper can lift just right out of its config, For cargo objects there's no such value in the config (only infantry has a "weight" entry for whatever reason, all at 100), you have to spawn the object, use "getmass this" and then check if the chopper can lift it. Awkward as heck. Now it's all the same with the vehicle loading, doesn't work for all objects that would make sense for it. At least they included to account for the mass change for the transporting vehicle. This definitely needs some script commands to enhance the functionality of a very potent and promising feature. I hope they just don't let it rot like the rest of the stuff that has been added. Cheers 1 Share this post Link to post Share on other sites
R3vo 2654 Posted July 15, 2016 Remember unit insignias? I have no clue why you have to define custom insignias in the description.ext, setObjectTexture works similar and without the description.ext hassle. They wanted to add something similar to vehicles (like squad.xml support but mission based), been quiet ever since. Then we have the Zeus Gamemaster which is missing essential waypoints in the waypoint menu (no cycle, guard, loiter, seek and destroy, destroy, lift cargo, sentry, support waypoints etc.). Next thing would be the new visual upgrade. Flares are still on a state worse than A3 alpha with an illumination of 0 (just try it but don't get depressed) and building walls don't block vehicle lights. At least flashlights are now worth using (and fun on tanoa). Same for the slingloading. You can retrieve info about how much a chopper can lift just right out of its config, For cargo objects there's no such value in the config (only infantry has a "weight" entry for whatever reason, all at 100), you have to spawn the object, use "getmass this" and then check if the chopper can lift it. Awkward as heck. Now it's all the same with the vehicle loading, doesn't work for all objects that would make sense for it. At least they included to account for the mass change for the transporting vehicle. This definitely needs some script commands to enhance the functionality of a very potent and promising feature. I hope they just don't let it rot like the rest of the stuff that has been added. Cheers I agree, they start implementing new features but then shift priorites and things never get finished. Same with the firing drills. I remember that they promised us a documentation on how to create those... Share this post Link to post Share on other sites