Guest Posted May 24, 2017 The Armaholic mirror has been updated with the new version:GOM fnc aircraftLoadout v1.23 Share this post Link to post Share on other sites
pazuzu 21 Posted May 24, 2017 5 hours ago, sarogahtyp said: @pazuzu this is the way you go: Reveal hidden contents /*[[[cog from arma_config_tools import *; json_to_arma()]]]*/ /* @author = "Aaron Clark - https://EpochMod.com"; @contributors[] = {}; @description = "Epoch cfgfunctions"; @licence = "Arma Public License Share Alike (APL-SA) - https://www.bistudio.com/community/licenses/arma-public-license-share-alike"; @github = "https://github.com/EpochModTeam/Epoch/tree/release/Sources/epoch_config/Configs/CfgFunctions.hpp"; */ class cfgFunctions { class A3 { tag = "BIS"; class functions { class returnVector { file = "epoch_code\compile\bis_functions\returnVector.sqf"; }; }; }; class EPOCH { tag = "EPOCH"; class functions { class returnConfigEntryV2 { file = "epoch_code\compile\functions\EPOCH_fn_returnConfigEntryV2.sqf"; }; class isAny { file = "epoch_code\compile\both\EPOCH_isAny.sqf"; }; class compiler { file = "epoch_code\compile\both\EPOCH_compiler.sqf"; }; }; class Client { class init { file = "epoch_code\init\fn_init.sqf"; preInit = 1; }; class postinit { file = "epoch_code\init\fn_postinit.sqf"; postInit = 1; }; }; }; #include "scripts\GOM\functions\GOM_fnc_functions.hpp" }; /*[[[end]]]*/ Thanks but I get this error when i try it that way: ErrorMessage: Include file mpmissions\__cur_mp.Tanoa\epoch_config\Configs\scripts\GOM\functions\GOM_fnc_functions.hpp not found. Share this post Link to post Share on other sites
sarogahtyp 1108 Posted May 24, 2017 Spoiler nobody told u to use this path: \epoch_config\Configs\scripts\GOM\functions\GOM_fnc_functions.hpp read the first post and do as told in it. just copy the scripts folder to missions root directory. EDIT: or did I miss something about that weird epoch stuff? Share this post Link to post Share on other sites
pazuzu 21 Posted May 24, 2017 17 minutes ago, sarogahtyp said: nobody told u to use this path: \epoch_config\Configs\scripts\GOM\functions\GOM_fnc_functions.hpp read the first post and do as told in it. just copy the scripts folder to missions root directory. EDIT: or did I miss something about that weird epoch stuff? That's the path to the CfgFunctions.hpp file. That's where it's defined. The scripts folder is in my Epoch mission root. Share this post Link to post Share on other sites
sarogahtyp 1108 Posted May 24, 2017 Spoiler okay, my fault... use this #include "\scripts\GOM\functions\GOM_fnc_functions.hpp" in the CfgFunctions.hpp. I missed that leading backslash or you make a relative path with this: #include "..\..\scripts\GOM\functions\GOM_fnc_functions.hpp" Share this post Link to post Share on other sites
pazuzu 21 Posted May 24, 2017 22 minutes ago, sarogahtyp said: okay, my fault... use this #include "\scripts\GOM\functions\GOM_fnc_functions.hpp" in the CfgFunctions.hpp. I missed that leading backslash or you make a relative path with this: #include "..\..\scripts\GOM\functions\GOM_fnc_functions.hpp" Now I get: ErrorMessage: Include file scripts\GOM\functions\GOM_fnc_functions.hpp not found. Share this post Link to post Share on other sites
sarogahtyp 1108 Posted May 24, 2017 I think this is not the correct thread to discuss this longer because these are the very basics of scripting and in this thread grumpy presents his fantastic release. To not spam it any longer just open an own thread for ur problem please. Share this post Link to post Share on other sites
Grumpy Old Man 3546 Posted May 24, 2017 37 minutes ago, pazuzu said: Now I get: ErrorMessage: Include file scripts\GOM\functions\GOM_fnc_functions.hpp not found. If the file isn't in that predefined path the game won't find it. You put it into some other folder. The solution should be obvious. Cheers Share this post Link to post Share on other sites
ski2060 167 Posted May 24, 2017 Grumpy, I'm having an issue with your scripts and Firewill's F-16. The loadout editor functions, but it is causing a conflict with certain functions like i-TGT, SMS etc. If you don't mind would you please look at this? Firewill said it was because GOM Loadouts is not doing a check for these functions. Per this thread: Share this post Link to post Share on other sites
Grumpy Old Man 3546 Posted May 24, 2017 2 hours ago, ski2060 said: Grumpy, I'm having an issue with your scripts and Firewill's F-16. The loadout editor functions, but it is causing a conflict with certain functions like i-TGT, SMS etc. If you don't mind would you please look at this? Firewill said it was because GOM Loadouts is not doing a check for these functions. Per this thread: Never heard of i-TGT, SMS functions, must be part of firewills mod. The only interaction with aircraft that's happening on my side is setting pylon weapons/owner, rearming, refueling and repair of aircraft. Vanilla A3 script commands, basically. Cheers Share this post Link to post Share on other sites
ski2060 167 Posted May 24, 2017 Yeah, those are part of Firewill's mod AWS. When using your loadout manager some of the functions for the aircraft don't show up on the interaction menu for some reason. I'll test it some more. If his stuff still functions with his own AWS loadout editor it shouldn't be a problem to just combine the two. Share this post Link to post Share on other sites
Grumpy Old Man 3546 Posted May 24, 2017 23 minutes ago, ski2060 said: Yeah, those are part of Firewill's mod AWS. When using your loadout manager some of the functions for the aircraft don't show up on the interaction menu for some reason. I'll test it some more. If his stuff still functions with his own AWS loadout editor it shouldn't be a problem to just combine the two. No idea about what exactly is breaking, since I never used his F-16 mod, but if something like changing a pylon breaks it it's probably beyond my scope of fixing it. Maybe firewill knows how to go on about that and a solution can be found. Cheers Share this post Link to post Share on other sites
Teuf 1 Posted May 24, 2017 Okay, this might be buried somewhere in this thread but for clarity's sake, This portion on the first page: [vehicle player,"PILOT"] call GOM_fnc_addAircraftLoadout , Does that go in the specific aircraft for when you just want a pilot to rig his OWN plane? Not really sure where this INIT portion is supposed to go. Share this post Link to post Share on other sites
pazuzu 21 Posted May 24, 2017 10 hours ago, sarogahtyp said: I think this is not the correct thread to discuss this longer because these are the very basics of scripting and in this thread grumpy presents his fantastic release. To not spam it any longer just open an own thread for ur problem please. Then I'll make this my last post. But I thank you and appreciate you giving me help. 10 hours ago, Grumpy Old Man said: If the file isn't in that predefined path the game won't find it. You put it into some other folder. The solution should be obvious. Cheers But it should be the right path if the scripts folder is in my mission root. In any case I'll try to figure out what I'm doing wrong with out pestering you guys any more... Thank you, Grumpy Old Man for the nice script. I look forward to using it. Share this post Link to post Share on other sites
Teuf 1 Posted May 24, 2017 1.23 is Broken I switched back to 1.22 and no error. Share this post Link to post Share on other sites
sarogahtyp 1108 Posted May 25, 2017 1.23 is Broken I switched back to 1.22 and no error.Which error do u get with 1.23?I'm not using 1.23 as I don't need that fix but I think it will be part of 1.3 and therefore it would be better to fix the error of 1.23sent from mobile using Tapatalk Share this post Link to post Share on other sites
sarogahtyp 1108 Posted May 25, 2017 Oh... I missed that screenshot link...sent from mobile using Tapatalk Share this post Link to post Share on other sites
WolfFullSail 3 Posted May 25, 2017 9 hours ago, Teuf said: 1.23 is Broken I switched back to 1.22 and no error. Getting same error with the latest version: https://steamuserimages-a.akamaihd.net/ugc/782910450595663309/C291A0CA8E9C731061172E384C3434DB28FB97B0/ Share this post Link to post Share on other sites
Grumpy Old Man 3546 Posted May 25, 2017 Thanks for reporting these issues, though I'd rather see them via PM. Hotfix incoming! Cheers Share this post Link to post Share on other sites
Jnr4817 215 Posted May 25, 2017 Grumpy, Not sure if it matters, but the call is expressed in 2 different methods. On first page of post [this] call GOM_fnc_addAircraftLoadout On init in script _add = [this] call GOM_fnc_addAircraftLoadout Thanks for clarification, Reed Share this post Link to post Share on other sites
Guest Posted May 26, 2017 The Armaholic mirror has been updated with the new version:GOM fnc aircraftLoadout v1.24 Share this post Link to post Share on other sites
ski2060 167 Posted May 26, 2017 I am getting some weird behavior on my server. We're having multiple menu entries for Change Loadout, and also editor placed aircraft are not changing weapons correctly. Placed Aircraft also were not able to have their loadouts changed until I changed parameters from True to False for (Need Ammo/Fuel/Repair Sources). Even then, some vehicles would not have loadout change available at all. No pylons showed up. I am about to put up a new version and test it out in case I messed something up. http://steamcommunity.com/sharedfiles/filedetails/?id=933221890 Share this post Link to post Share on other sites
Grumpy Old Man 3546 Posted May 26, 2017 27 minutes ago, ski2060 said: I am getting some weird behavior on my server. We're having multiple menu entries for Change Loadout, and also editor placed aircraft are not changing weapons correctly. Placed Aircraft also were not able to have their loadouts changed until I changed parameters from True to False for (Need Ammo/Fuel/Repair Sources). Even then, some vehicles would not have loadout change available at all. No pylons showed up. I am about to put up a new version and test it out in case I messed something up. http://steamcommunity.com/sharedfiles/filedetails/?id=933221890 Hey stuff for dedicated will be fixed in 1.3, should come out within the next few days. Cheers 1 Share this post Link to post Share on other sites
lawndartleo 109 Posted May 27, 2017 On 5/18/2017 at 1:56 AM, Grumpy Old Man said: Sure, just use the addAction in initPlayerLocal.sqf or/and onPlayerRespawn.sqf and either filter for UID or player names to add it to selected players only. I hate to be a n00b but can you please expand upon this explanation for the less scripting inclined among us. Thanks! Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted May 28, 2017 good stuff! i feel like the remote targets options are a bit of scope creep though, beyond simple vehicle loadouts stuff. also maybe make for resources 'simple object' compatible, so we can have simple object service-truck props nearby. something like this: _simpleFuelVicModels = [ '....\.p3d', '....\.p3d', '....\.p3d' ]; _simpleFuelVics = (allSimpleObjects []) select { (((getModelInfo _x) select 1) in _simpleFuelVicModels) && ... }; Share this post Link to post Share on other sites