ampersand38 344 Posted August 21, 2019 The Dismount mod allows the player to exit the vehicle at the point closest to where they are looking. Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1841553455 https://github.com/ampersand38/dismount-where-you-look/releases/latest 11 5 Share this post Link to post Share on other sites
kremator 1065 Posted August 21, 2019 Very nice ... possibility to have a non-Steam download too ? 1 Share this post Link to post Share on other sites
ampersand38 344 Posted August 21, 2019 Google Drive link added! 1 Share this post Link to post Share on other sites
R0adki11 3949 Posted August 21, 2019 Nice idea, will subscribe to this. Share this post Link to post Share on other sites
Maff 250 Posted August 22, 2019 This is a really nice idea, @ampersand38... Love it! I recall seeing something similar-ish on land vehicles with 2 actions; "Dismount Left" / "Dismount Right". However, It's scary how fast you forget left and right when hell is unleashed on your vehicle... And there's always at least one poor soul that has to dismount on the side you've just taken taken contact from. The example with the helicopter rooftop insertion is fantastic. I have never seen that before. Great work! Share this post Link to post Share on other sites
lapatison 1 Posted August 24, 2019 Any chances for script version? 1 Share this post Link to post Share on other sites
Riverman23 8 Posted August 24, 2019 Does this work server side or do all clients have to have it? Share this post Link to post Share on other sites
ampersand38 344 Posted August 24, 2019 3 hours ago, lapatison said: Any chances for script version? Feel free to pull fn_disount.sqf and run it in addAction. 3 hours ago, Riverman23 said: Does this work server side or do all clients have to have it? Mod is client side. 1 1 Share this post Link to post Share on other sites
Tankbuster 1746 Posted August 26, 2019 On 8/24/2019 at 6:19 AM, ampersand38 said: Feel free to pull fn_disount.sqf and run it in addAction. Excellent! Doing that right now. Thank you. Note that to remove the CBA dependency, lines 63 and 98 need to be replaced with private _turretConfig = [_vehicle, _turretPath] call BIS_fnc_turretConfig; By the way, the readme in the Google drive version is for a different mod. 🙂 1 Share this post Link to post Share on other sites
Lachlankm 0 Posted August 26, 2019 Could you please make a script version that we put into our mission Share this post Link to post Share on other sites
Tankbuster 1746 Posted August 26, 2019 1 hour ago, Lachlankm said: Could you please make a script version that we put into our mission @ampersand38, I took the liberty of popping the two files into a Dropbox. https://www.dropbox.com/s/jmu4ivuokjoydlz/fn_dismount.sqf?dl=0 https://www.dropbox.com/s/wlrzypygq6cxi79/fn_addDismountAction.sqf?dl=0 fn_dismount is a function so compile it in your preferred way. I do it in CfgFunctions in description.ext Run the adddismountaction script on the client. If you're not using CBA, and in this case, there is no need to (there's a BIS function that does the same thing), replace lines 63 and 98 with the following code, private _turretConfig = [_vehicle, _turretPath] call BIS_fnc_turretConfig; 3 Share this post Link to post Share on other sites
Tankbuster 1746 Posted August 30, 2019 Played a mission using this for a couple of hours. It really comes into it's own if you're using TrackIR too. Feature request: When the player looks at a position and then selects dismount and they are put on the ground could the player then be rotated so that they face towards the position they were looking at? 1 Share this post Link to post Share on other sites
ampersand38 344 Posted September 2, 2019 Fixed compatibility for vehicles with array `memoryPointsGetInCargo[]` and `memoryPointsGetInGunner[]` instead of string, such as civ Hummingbird. On 8/30/2019 at 3:59 PM, Tankbuster said: Played a mission using this for a couple of hours. It really comes into it's own if you're using TrackIR too. Feature request: When the player looks at a position and then selects dismount and they are put on the ground could the player then be rotated so that they face towards the position they were looking at? Right now I have it setting player direction to the line from vehicle center to the exit point. With TrackIR, anything except the original in-vehicle direction feels a little disorienting. I'll look at making it a CBA setting. Vehicle forward Vehicle door outward Camera dir 1 1 Share this post Link to post Share on other sites
Tankbuster 1746 Posted September 2, 2019 Thanks for that. Ref CBA. I don't use it, and the current version doesn't actually need it, there is a BI function that can replace the CBA function in the script. Share this post Link to post Share on other sites
NemesisRE 27 Posted September 3, 2019 13 hours ago, Tankbuster said: Thanks for that. Ref CBA. I don't use it, and the current version doesn't actually need it, there is a BI function that can replace the CBA function in the script. There is no BI function that can replace CBA Settings not even close 1 Share this post Link to post Share on other sites
ampersand38 344 Posted September 29, 2019 Fixed compatibility with vehicles where codrivers are turrets, such as RHS open humvees. 2 Share this post Link to post Share on other sites
anfo 118 Posted October 15, 2019 On 8/26/2019 at 5:48 PM, Tankbuster said: fn_dismount is a function so compile it in your preferred way. I do it in CfgFunctions in description.ext Hi @Tankbuster, I've created under CfgFunctions in description.ext: #include "scripts\tft_dismount\cfgfunctions.hpp" (have placed files under a scripts folder as you can see). I've created the cfgfunctions.hpp with the following: class GOWYL { class tft_fnc_dismount { tag = "tft_fnc_dismount"; class getout { file = "scripts\tft_dismount\functions\fn_dismount.sqf"; }; }; }; Action called from init.sqf [] execVM "scripts\fn_addDismountAction.sqf"; However I still get an error when I use the new Addaction: [] call |#|tft_fnc_dismount Error undefined variable in expression: tft_fnc_dismount Any advice to resolve please? Share this post Link to post Share on other sites
Dedmen 2700 Posted October 15, 2019 4 hours ago, anfo said: I've created the cfgfunctions.hpp with the following: Good you created a "tft_fnc_dismount_fnc_getout" function. 4 hours ago, anfo said: However I still get an error when I use the new Addaction Yes you are not calling the function that you have told CfgFunctions to create for you. https://community.bistudio.com/wiki/Arma_3_Functions_Library#File_Path Share this post Link to post Share on other sites
anfo 118 Posted October 15, 2019 2 hours ago, Dedmen said: Good you created a "tft_fnc_dismount_fnc_getout" function. Because I don't understand code, I'm not sure if you're helping or being sarcastic. I'll work it out, thanks. Share this post Link to post Share on other sites
bumgie 49 Posted October 15, 2019 29 minutes ago, anfo said: Because I don't understand code, I'm not sure if you're helping or being sarcastic. I'll work it out, thanks. He is being sarcastic and mocking you. That is the way he tries to help people. What he is trying to say is that you should read the link he provided:https://community.bistudio.com/wiki/Arma_3_Functions_Library#File_Path And pay special attention to the color coding used on that page. That tells you how the function will be named. Currently you are trying to call a non existing function. That is why it says: "Error undefined variable in expression: tft_fnc_dismount" 1 Share this post Link to post Share on other sites
Dedmen 2700 Posted October 15, 2019 40 minutes ago, anfo said: Because I don't understand code, I'm not sure if you're helping or being sarcastic. I'll work it out, thanks. I just explained what the code you wrote did. I can't read your mind and know what you were expecting to be doing. Two things together are causing the problem, I don't know which one was the problem and which was intended. Share this post Link to post Share on other sites
anfo 118 Posted October 15, 2019 If it helps others, this is how I achieved a script version. Credit to @ampersand38 for his code, thanks @Tankbuster for getting me thinking about it, and @bumgie for the motivation to continue working it out when others didn't. 1. Unpbo tft_dismount.pbo in the mod's addons folder, 2. Place tft_dismount folder in mission root, 3. Call fn_addDismountAction.sqf from init.sqf to give clients the addaction they require: [] execVM "tft_dismount\functions\fn_addDismountAction.sqf"; 4. Create cfgfunctions.hpp file, place in tft_dismount\function folder, 5. Populate cfgfunctions.hpp file: class tft { class DWYL { class dismount {file = "tft_dismount\functions\fn_dismount.sqf";}; }; }; 6. Compile fn_dismount.sqf function from description.ext: class CfgFunctions { #include "tft_dismount\functions\cfgfunctions.hpp" }; Likely not the most optimal, but it works at least (unless I've left an error above). Cheers again amersand38 for an interesting and useful mod. Anfo Share this post Link to post Share on other sites
Tankbuster 1746 Posted October 15, 2019 That's pretty much how I did it. Share this post Link to post Share on other sites
anfo 118 Posted October 16, 2019 8 hours ago, Tankbuster said: That's pretty much how I did it. I noticed you said you've had hours in game using it. Did you see any issues? During my testing, whether with the script or mod versions, I was not being dismounted where I looked. I'll make a video soon to demonstrate. Share this post Link to post Share on other sites
anfo 118 Posted October 16, 2019 @ampersand38 https://gaming.youtube.com/watch?v=oeqQ2l5_bQ0&feature=share Something I'm not doing perhaps? Share this post Link to post Share on other sites