dartnecron 14 Posted November 1, 2017 On 5/18/2017 at 7:59 AM, pettka said: We have considered adding dynamic loadouts system even during the mission, but we have hit several limitations. The primary lies in the way we found similar systems are being used - it varies a lot and we won't be able to deliver a system encompassing them all. There would always be people not satisfied with our approach no matter what we do. That lead us to a decision to provide support for modders to do system however they like using a handful of scripting commands we provide. We hope that people providing constructive feedback to the lack of said system would be able to show us the way they would like it to be developed. That allows us to take some time and see what is actually requested, we may eventually devise our own system that would make more sense that if we just half-blindly created something hoping for the best. Good point. Constructive feedback: Go with call function virtual_Hangar, just as with Arsenal. I remember a TON of scripts which tried to do Arsenal but 3D view+persistent loadouts was the killer combo and soon all those overscripted item boxes were gone. Just as with Arsenal, Hangar can be restricted or attached to any item. Anyways, thx for Jets! 4 1 Share this post Link to post Share on other sites
Strike_NOR 898 Posted November 2, 2017 14 hours ago, dartnecron said: Go with call function virtual_Hangar, just as with Arsenal This idea is actually brilliant! 1 Share this post Link to post Share on other sites
KiTooN 63 Posted November 3, 2017 I've already tried that, but unfortunately this requires a script rework beyond my knowledge. Only 9 buttons on the right side can be shown, the 10th and above are unclickable. This makes large jets like the A-164 unusable with this system, only presets can be selected. Proof of concept : https://www.dropbox.com/s/e2b5w5r2zspz32s/%40GOS_TEST_Garage.rar?dl=0 Is this limit intentional, @pettka ? Is there a way to remove it ? 5 Share this post Link to post Share on other sites
ozdeadmeat 12 Posted December 16, 2017 Awesome idea. The Garage module is not multiplayer compatible. I can do all the back end scripting but I suck at interfaces. Share this post Link to post Share on other sites
roy86 367 Posted December 16, 2017 Something like this? Couple of things need tweaking but so far MP compatible and working, just need to work out the mod support. 2 Share this post Link to post Share on other sites
sahloknir 14 Posted August 10, 2018 Hello, is it possible to have scalpels with the black wasp? Would be cool to engage ground targets with that. :) Share this post Link to post Share on other sites
POLPOX 778 Posted August 11, 2018 13 hours ago, sahloknir said: Hello, is it possible to have scalpels with the black wasp? Would be cool to engage ground targets with that. :) You can always make it happen with script commands. fighter setPylonLoadOut [1/*Note: pylon ID, starts on 1*/,"PylonRack_4Rnd_LG_scalpel",true/*Note: true means forced apply*/] 1 Share this post Link to post Share on other sites
sahloknir 14 Posted August 13, 2018 Ayee works like a charm. Didn't know that script command. Thank u very much. :) Share this post Link to post Share on other sites
wld427 1705 Posted October 13, 2018 Sorry to necro a thread but i see there is a config setting to limit a pylon to a pilot or turret. BUT is there a config entry to limit a weapon to a turret? for example... AH-1 cobra can carry both rocket pods and TOWS on all 4 pylons. Rocket pods should be slaved only to the pilot and TOWs should be slaved to the gunner regardless of which pylon they are on. Is it possible without scripting? is there a config value that covers this? Share this post Link to post Share on other sites
dragon01 902 Posted October 13, 2018 You have to set this up manually in the editor. Scripting is required to allow changing weapons anywhere else, so a script doing that should include an appropriate check. Note that the dynamic loadout system is designed for use by mission designers, so it has no problem with, say, overloading a bird past MTOW. It's up to the mission maker to ensure that the loadouts make sense. Share this post Link to post Share on other sites
winse 22 Posted March 5, 2019 Guys, after I have configured dynamic loadouts for the aircraft, how do I specify a default one? Share this post Link to post Share on other sites
da12thMonkey 1943 Posted March 5, 2019 4 minutes ago, winse said: how do I specify a default one? attachment= parameter for each pylon defines the default magazine. Share this post Link to post Share on other sites