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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.

 

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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?

 

 

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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.

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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"

 

 

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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.

 

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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.

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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. :yay:

 

Cheers

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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:

 

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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

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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.

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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

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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.

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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. :yay:

 

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.

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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 1.23

sent from mobile using Tapatalk

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Oh... I missed that screenshot link...

sent from mobile using Tapatalk

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Thanks for reporting these issues, though I'd rather see them via PM.

Hotfix incoming!

 

Cheers

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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

 

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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

 

 

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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

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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!

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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) && ... };

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