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celludriel

Make Land_Cargo20_military_green_F slingable

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Hey,

 

I'm spawning in a Land_Cargo20_military_green_F with following code

 

if(!isDedicated) exitWith {};

params ["_spawnPosition", "_spawnDirection"];

_inventory = createVehicle ["Land_Cargo20_military_green_F", _spawnPosition, [], 0, "can_collide"];
_cargo = "Supply500" createVehicle [0,0,0];
_cargo attachTo [_inventory, [0,0,0]];
_inventory setDir _spawnDirection;

[_inventory, ["Open arsenal",	{
					params ["_inventory"];
					_cargo = objNull;
					{
						_cargo = _x;
					} forEach attachedObjects _inventory;
					player action ["Gear", _cargo];
			}]] remoteExec ["addAction", 0, true];

_inventory

Now I would like to make it slingable at least for a ghosthawk.  I have been trying to do it with the 

Quote

// // // // // // // // // // // // // // // // // // // // // // // // // // // // //
// Aux SlingLoading Script
// Version 1.16
// Date: 2016.02.04
// Authors: Lala14
// // // // // // // // // // // // // // // // // // // // // // // // // // // // //

 

Where I changed the slingable arrays with following data

// config [["kindOf classnames"] ]]
if (isNil "AuxSling_light_config") then { AuxSling_light_config = [] };
if (isNil "AuxSling_light_Helicopter_config") then { AuxSling_light_Helicopter_config = [] };
if (isNil "AuxSling_medium_config") then { AuxSling_medium_config = [] };
if (isNil "AuxSling_medium_Helicopter_config") then { AuxSling_medium_Helicopter_config = [] };
if (isNil "AuxSling_heavy_config") then { AuxSling_heavy_config = [] };
if (isNil "AuxSling_heavy_Helicopter_config") then { AuxSling_heavy_Helicopter_config = [] };

AuxSling_light_Helicopter_config = AuxSling_light_Helicopter_config + [];
AuxSling_medium_Helicopter_config = AuxSling_light_Helicopter_config + AuxSling_medium_Helicopter_config + [];
AuxSling_heavy_Helicopter_config = AuxSling_medium_Helicopter_config + AuxSling_heavy_Helicopter_config + [];

AuxSling_light_config = AuxSling_light_config + ["Offroad_01_base_F","Hatchback_01_base_F","SUV_01_base_F"]; //lift = 500 e.g. Littlebird
AuxSling_medium_config = AuxSling_light_config + AuxSling_medium_config + ["APC_Wheeled_01_base_F","APC_Wheeled_02_base_F","APC_Wheeled_03_base_F","Cha_LAV25_base", "Land_Cargo20_military_green_F"]; //lift = 4000 e.g GhostHawk
AuxSling_heavy_config = AuxSling_medium_config + AuxSling_heavy_config + ["APC_Tracked_01_base_F","APC_Tracked_02_base_F","APC_Tracked_03_base_F","MBT_01_base_F","MBT_02_base_F","MBT_03_base_F","Truck_01_base_F","Truck_02_base_F","Truck_03_base_F","Plane_CAS_01_base_F","Plane_CAS_02_base_F","Plane_Fighter_03_base_F"]; //lift = 10000 e.g. Huron

As you can see I added the tag to the ghosthawk medium config, but I never get the action when I hover above it.  Is there another way to make this slingable ?  Do I need to set the mass of the container to something fixed ?  I'm a bit stuck, my next desperate move is diag_log the entire AuxSlingLoading script to find out where it goes wrong, but I'm dreading that prospect.

 

Anyone have any ideas ?  I might have to check out the liberation mission since ZBug got it to work in his mission.

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_inventory = nearestObjects [player,["Land_Cargo20_military_green_F" ],300];
{
_x addAction ["OpenArsenal","x.sqf",[],1,false,true,"","(_target distance _this) < 3"] ;
} foreach _inventory

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9 minutes ago, Nach said:

_inventory = nearestObjects [player,["Land_Cargo20_military_green_F" ],300];
{
_x addAction ["OpenArsenal","x.sqf",[],1,false,true,"","(_target distance _this) < 3"] ;
} foreach _inventory

 

Heu thanks for the effort but this wasn't my question ... I want to make the object slingable:)

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19 minutes ago, celludriel said:

 

Heu thanks for the effort but this wasn't my question ... I want to make the object slingable:)

you have #include "x.sqf" or "x.hpp" // into your init.sqf?

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Im not entirely sure this is even possible using the sling loading from the DLC as the model for the cargo house wont have memory points for the ropes to connect to.

 

A possible hack way around it is to attachto an item that can be lifted and then hide the model. It may still show up for sling load assistant?

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6 hours ago, Imperator[TFD] said:

Im not entirely sure this is even possible using the sling loading from the DLC as the model for the cargo house wont have memory points for the ropes to connect to.

 

A possible hack way around it is to attachto an item that can be lifted and then hide the model. It may still show up for sling load assistant?

 

This might work, I'll try this when I get home from work, thanks !

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I gave up on this effort and moved on to B_Slingload_01_Cargo_F.  It gives me the same functionality although I'm not loving the model as much :(

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