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The problem with the music is "say"/"say3D" I believe and has nothing to do with the GOM scripts. There is however something that is triggered when a person accesses the character "Arsenal" and spawns the "Say".  We nopticed this in adding this to our Exile servers.

 

There is  something "crossing" or activating this in your mission.

 

Instead if you don't want the music, take the lines out of the Init in the Attributes of the laptop if you're using that method. Simple as that.

 

 

Here's what you're after, not his scripts:

_music = this spawn {while {alive _this} do {_this say selectRandom ["radio_track_01","radio_track_02","radio_track_03"];sleep 403}}

 

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Is there a way that you can do so you can use the resurse trucks on other than those aircrafts .. I would like the opportunity to repair and so on with tanks and apc's on the field, like ind af game mode like Warlords....  this script is af game changer, but not if it prevents other features of the game.

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On 21.12.2018 at 1:17 AM, JIMMI DEE BILLY BOB said:

Is there a way that you can do so you can use the resurse trucks on other than those aircrafts .. I would like the opportunity to repair and so on with tanks and apc's on the field, like ind af game mode like Warlords....  this script is af game changer, but not if it prevents other features of the game.

 

I believe this is answered in the first post of the thread:

 

On 17.5.2017 at 10:44 PM, Grumpy Old Man said:

This can be changed however. Simply adjust the variables in the of GOM_fnc_aircraftLoadoutParameters.sqf to your liking, the comments tell you what each variable does.

 

Here the file from the download directory:

//GOM_fnc_aircraftLoadout V1.35 made by Grumpy Old Man 17-5-2017
//parameters that can be set as preferred



GOM_fnc_aircraftLoadout_NeedsFuelSource = true;
//(default: true) needs fuel supply within 50m of the aircraft or functions will be unavailable

GOM_fnc_aircraftLoadout_NeedsAmmoSource = true;
//(default: true) needs ammo supply within 50m of the aircraft or functions will be unavailable

GOM_fnc_aircraftLoadout_NeedsRepairSource = true;
//(default: true) needs repair supply within 50m of the aircraft or functions will be unavailable

GOM_fnc_allowAllPylons = false;
//(default: false) removes check that only allows compatible pylons to be mounted

GOM_fnc_aircraftLoadoutRepairTime = 60;
//(default: 60) time it takes to repair a vehicle from 0 to 100% health. Going from 50% to 100% will take half the time

GOM_fnc_aircraftLoadoutRefuelRate = 1800;
//(default: 1800) rate in liters per minute a vehicle will be refuelled at. Going from 0 to 100% fuel will take 60 seconds if the vehicle holds 1800l max fuel. wipeout has 1000l max fuel as a measurement

GOM_fnc_removeFuelFromMapObjects = true;
//(default: true) will remove all fuel cargo from map objects like gas stations so players can't land on the roof of a gas station for a maintenance free refill, might affect other parts of your mission so choose carefully

 

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19 hours ago, TeTeT said:

You are a sweetheart :D    The 14 pages, I could not make myself read, could never know if the information was there...     I guess I just have to look in the script for something like this

 

19 hours ago, TeTeT said:

I believe this is answered in the first post of the thread:

 

 

Here the file from the download directory:


//GOM_fnc_aircraftLoadout V1.35 made by Grumpy Old Man 17-5-2017
//parameters that can be set as preferred



GOM_fnc_aircraftLoadout_NeedsFuelSource = true;
//(default: true) needs fuel supply within 50m of the aircraft or functions will be unavailable

GOM_fnc_aircraftLoadout_NeedsAmmoSource = true;
//(default: true) needs ammo supply within 50m of the aircraft or functions will be unavailable

GOM_fnc_aircraftLoadout_NeedsRepairSource = true;
//(default: true) needs repair supply within 50m of the aircraft or functions will be unavailable

GOM_fnc_allowAllPylons = false;
//(default: false) removes check that only allows compatible pylons to be mounted

GOM_fnc_aircraftLoadoutRepairTime = 60;
//(default: 60) time it takes to repair a vehicle from 0 to 100% health. Going from 50% to 100% will take half the time

GOM_fnc_aircraftLoadoutRefuelRate = 1800;
//(default: 1800) rate in liters per minute a vehicle will be refuelled at. Going from 0 to 100% fuel will take 60 seconds if the vehicle holds 1800l max fuel. wipeout has 1000l max fuel as a measurement

GOM_fnc_removeFuelFromMapObjects = true;
//(default: true) will remove all fuel cargo from map objects like gas stations so players can't land on the roof of a gas station for a maintenance free refill, might affect other parts of your mission so choose carefully

 

 

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Hello.
For some odd reason the pylon weapons "stay" on the craft, even if they are removed or replaced. They have 0 ammo, but they are still remain in addition to whatever new pylon weapon gets mounted.
Is there any way to fix that?

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it seems to be the inboard pylon on some but not all aircraft.. i have checked in our script, which does this as well and at least they are not able to be rearmed,   

i believe it has something to do with the default presets here... these are the things that always end up "back"

https://cdn.discordapp.com/attachments/517589978025426944/533861872378576897/ArmA_3_Screenshot_2019.01.12_-_23.15.03.96.png

 

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10 hours ago, taro8 said:

Hello.
For some odd reason the pylon weapons "stay" on the craft, even if they are removed or replaced. They have 0 ammo, but they are still remain in addition to whatever new pylon weapon gets mounted.
Is there any way to fix that?

Does this happen in an empty mission without mods?

If so please post which aircraft and setting (best step by step) is causing this.

 

Cheers

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CUP's UH-1H Gunship and others, I just use the clear all pylons and all of the weapons stay with 0 ammo, able to be chosen and no pylon models shown (no matter what combination of weapons). It looks like there is some issue with the script not removing the weapons just the magazines.
I doubt its CUP issue as I set up the pylons for the  UH-1H myself and there wasn't anything put of ordinary there. Also there isn't any scripting magic in CUP pylons, it just uses the vanilla setup.
The ACE rearm works fine with all helicopters even the Huey Gunship.

EDIT: Ok, so the
(vehicle player) setPylonLoadOut ["pylon1", ""];
Leaves the weapon on the vehicle if you remove all the instances for the weapon (ie. remove all DAR launchers from AH-9). This means that you need to do something extra to properly remove the pylon without leaving any leftovers.
Ok so, if you use the setPylonLoadOut then it does remove the magazine, it is reported as just "" . The issue is not with the magazine, but with the weapon staying on the vehicle. I also just checked, the weapons do stay, I used the setPylonLoadOut on both of the AH-9's pylons and the DAR launcher was still there with 0 ammo. The pylon magazines are gone, but the weapons command still shows that the helo has the DAR launcher weapon

EDIT 2:
I see how ace is doing that, the script that changes the pylon checks if on removal the pylon is the only source of the weapon, if so then it removes the weapon. You can check what weapon the pylon uses by checking pylonWeapon value

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56 minutes ago, taro8 said:

CUP's UH-1H Gunship and others, I just use the clear all pylons and all of the weapons stay with 0 ammo, able to be chosen and no pylon models shown (no matter what combination of weapons). It looks like there is some issue with the script not removing the weapons just the magazines.
I doubt its CUP issue as I set up the pylons for the  UH-1H myself and there wasn't anything put of ordinary there. Also there isn't any scripting magic in CUP pylons, it just uses the vanilla setup.
The ACE rearm works fine with all helicopters even the Huey Gunship.

EDIT: Ok, so the
(vehicle player) setPylonLoadOut ["pylon1", ""];
Leaves the weapon on the vehicle if you remove all the instances for the weapon (ie. remove all DAR launchers from AH-9). This means that you need to do something extra to properly remove the pylon without leaving any leftovers.
Ok so, if you use the setPylonLoadOut then it does remove the magazine, it is reported as just "" . The issue is not with the magazine, but with the weapon staying on the vehicle. I also just checked, the weapons do stay, I used the setPylonLoadOut on both of the AH-9's pylons and the DAR launcher was still there with 0 ammo. The pylon magazines are gone, but the weapons command still shows that the helo has the DAR launcher weapon

 

Looks like the hydra weapon still stays on the helicopter, pylons removed and 0 ammo, as you stated.

On the wipeout the clear all pylons command removes all weapons and pylons correctly, GOM_fnc_clearAllPylons in line 679 of GOM_fnc_aircraftLoadoutInit.sqf is executed to clear all pylons (which works for all vanilla aircraft I tested so far).

Feel free to adjust it so it removes any possible remainders (not really sure why the hydra weapon still stays on the chopper even with pylon and mags removed, maybe there's something I missed), the following lines from the aforementioned function should leave no weapon on the aircraft:

	_pylonWeapons = [];
	{ _pylonWeapons append getArray (_x >> "weapons") } forEach ([_veh, configNull] call BIS_fnc_getTurrets);
	{ [_veh,_x] remoteexec ["removeWeaponGlobal",0] } forEach ((weapons _veh) - _pylonWeapons);

Cheers

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A kind souls on discord offered me this code
 

_pylons = getPylonMagazines _veh;
_pylonPaths = (configProperties [configFile >> "CfgVehicles" >> typeOf _veh >> "Components" >> "TransportPylonsComponent" >> "Pylons", "isClass _x"]) apply {getArray (_x >> "turret")};
(...)
//======================================== Restore vehicle to initial state 
{ _veh removeWeaponGlobal getText (configFile >> "CfgMagazines" >> _x >> "pylonWeapon") } forEach getPylonMagazines _veh;
{ _veh setPylonLoadOut [_forEachIndex + 1, _x, true, _pylonPaths select _forEachIndex] } forEach _pylons;

The second part is interesting, it basically removes the weapons by using the pylonWeapon value, the key line could be edited to get something like this:
{ _veh removeWeaponGlobal getText (configFile >> "CfgMagazines" >> _x >> "pylonWeapon") } forEach _pylonsToRemove;
Then you just need to build _pylonsToRemove array and define what you want removed. This could run along setPylonLoadOut to completely scrub the pylon from the vehicle.

EDIT:
Ok, I cooked up something that nukes both pylon magazines and weapons from the vehicle, needs a failsafe in case the pylon magazine returns empty "".

_veh = (vehicle player); 
 
private _allPylons = "true" configClasses (  
  configFile   
  >>   
  "CfgVehicles"   
  >>   
  (typeOf _veh)   
  >>   
  "Components"   
  >>   
  "TransportPylonsComponent"   
  >>   
  "pylons"  
  ) apply {configName _x}; 
    
 
_pylonsToRemove = getPylonMagazines _veh;
_vehTurrets = [[-1]] + allTurrets _veh; 
 
 { 
 _weaponToRemove = getText (configFile >> "CfgMagazines" >> _x >> "pylonWeapon");
   {
	 _veh removeWeaponTurret [_weaponToRemove, _x];
	 } forEach _vehTurrets; 
 } forEach _pylonsToRemove;
 
  { 
 _veh setPylonLoadOut [_x, ""];
} forEach _allPylons;

I learned that removeWeaponGlobal does not work for pylon weapons, only the removeWeaponTurret actually worked.

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this works for me in my scenario,  we dont use the dynamic loadout script but we were having the same problem clearing the mystery pylons as well

do you mind if i include in our missions ? 

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