thy_ 171 Posted July 7, 2022 Hi there, Vehicles Overhauling (VO) is a system of repairing, refueling, and rearming vehicles by proximity and with any asset of your choice. Also, the services are divided by doctrine: Ground, Air, and Nautical. Each doctrine and even service is easily turned Off or On, according to the editor's needs. If needed, the editor can allow repairing just for ground vehicles while unavailable for air ones, for example. Triggering or code via Eden Editor is needless. VO is configured through only one file, prioritizing implementation simplicity and quick change management that the mission editor might want. How to install / Documentation: https://github.com/aldolammel/Arma-3-Vehicles-Overhauling-Script/blob/main/_VO_Script_Documentation.pdf What to expect from VO script: Set what vehicle type has automatic access to ground, air, or nautical services (rearm, repair, refuel); Set what service each station (asset) will provide: repair, refuel, or rearm or all of them (full service); Every object/asset on Eden Editor can be traceable as a station automatically, it's up to the mission-editor; Once configured which assets are stations, on Eden you just drag and drop the asset and the script will track them; All repair, refueling, and rearming of Arma 3 and its DLCs and CDLCs assets are already tracked; All repair, refueling, and rearming of RHS and CUP assets are already tracked as well; 100% compatible with CBA+ACE. No code or triggers are needed on Eden Editor; Just one file to set your mission easily: fn_VO_management.sqf; A parking-helper system for planes/jets, no matter where or what is the plane station (including carriers); Script working as gold on hosted and dedicated servers; The script automatically recognizes assets and their roles from: Arma 3; Expansion Apex; DLC Tanks; DLC Helicopters; DLC Karts; DLC Laws of War; DLC Contact; CDLC Western Sahara; CDLC Reaction Forces; CDLC Expeditionary Forces; Mod RHS; Mod CUP. Demo: Main file > fn_VO_parameters.sqf: Dependencies: None! Download: From Github: https://github.com/aldolammel/Arma-3-Vehicles-Overhauling-Script From Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2758919670 Missions running it: Tanks & Helicopters (Light) Tanks Theater TvT Bradley Furious - - - - - - - - - - - Changelog: Dec 7th 2024 - v2.5: news, fixes and notes here. Known issues: Critical > RHS on > Air Doctrine > RHS airplanes are NOT rearming properly. ------ (RHS was abandoned, so sorry!) Important > Dedicated Server > If two or more players are in the same armed vehicle, the vehicle will rearm two or more times after spending some ammo ------ (WIP) Important > ACE on > Repairing > If the vehicle got damage only in wheels/tracks, guns and/or turret, the repairing doesn't run; Minor > ACE on > Repairing > If the vehicle starts to cook off with a repair station too close, the vehicle gets repaired, but still cooking. Cheers, thy 6 2 Share this post Link to post Share on other sites
pierremgi 4926 Posted July 12, 2022 Hello, If I'm right, you are writing an array with all vehicles supposed to be repair trucks or refuel ones. It's hard coded and probably difficult to maintain along with mods and DLCs changes. May I suggest you could use a little code which sort all these vehicles, depending on the true mods/DLCs loaded: VO_grdRepairAssets = "getNumber (_x / 'transportRepair')>0 && getNumber (_x / 'scope') == 2 && configName _x isKindOf 'landVehicle'" configClasses (configfile >> "CfgVehicles") apply {configName _x}; will return an array of all vehicles able to repair the other ones. VO_grdRefuelAssets = "getNumber (_x / 'transportFuel')>0 && getNumber (_x / 'scope') == 2 && configName _x isKindOf 'landVehicle'" configClasses (configfile >> "CfgVehicles") apply {configName _x}; will return the refuel vehicles VO_grdAmmoAssets = "getNumber (_x / 'transportAmmo')>0 && getNumber (_x / 'scope') == 2 && configName _x isKindOf 'landVehicle'" configClasses (configfile >> "CfgVehicles") apply {configName _x}; for ammo ... use transportSoldier for transport vehicles (soldiers in cargo) and choose the minimum seats you want (>7 for example) For medical truck (ambulance) not found any filter so far. Share this post Link to post Share on other sites
thy_ 171 Posted July 12, 2022 interesting idea @pierremgi, sure it can bring light to some modification. 3 hours ago, pierremgi said: If I'm right, you are writing an array with all vehicles supposed to be repair trucks or refuel ones. It's hard coded and probably difficult to maintain along with mods and DLCs changes. The VO script shows those asset lists just as suggested options for the editor and not as mandatory. For example, the ground refuel service is configured just with two assets in my last mission, turning off all other services and doctrines. VO_grdRefuelAssets = [ "B_T_Truck_01_fuel_F", "B_Truck_01_fuel_F" ]; And about this: 3 hours ago, pierremgi said: ... use transportSoldier for transport vehicles (soldiers in cargo) and choose the minimum seats you want (>7 for example) For medical truck (ambulance) not found any filter so far. For script focus, VO is aiming at vehicle needs only. Share this post Link to post Share on other sites
thy_ 171 Posted July 13, 2022 Btw... Trying to fix two bugs related to ACE and the repairing service: 1) When a vehicle is cooking-off inside the repair station service range Expected: vehicle be unavailable for any service;Today: the vehicle gets repaired meanwhile its turret is burning; As I did not find out a bool in ACE Cook Off Framework documentation that tells me if the vehicle is cooking-off, I gave a go with the lines below but of course, it doesn't work well for many reasons. // ACE Compatibility: if ( VO_isACErun ) then { _veh setVariable ["ace_cookoff_enable", false, true] }; // cook off disabled. // Repairing code... // ACE Compatibility: if ( VO_isACErun ) then { _veh setVariable ["ace_cookoff_enable", true, true] }; // cook off enable. 2) Looking for how ACE vehicle damages work Expected: when the vehicle gets hit by loose wheels/tracks/turrets, it should be enough to get repair service;Today: the APC loses all its wheels and the turret gets red color however the vehicle doesn't start repairing when close to the station;ACE Vehicle Damage Framework One of the conditions when ACE is not running: damage _veh > VO_minRepairService // vanilla Vo_minRepairService = 0.1 Any clue? Share this post Link to post Share on other sites
C. Eagle 1 Posted August 18, 2022 Mission File / My own RPT: vehiclesOverhauling\THY_VO_functions.hpp, line 8: '/CfgFunctions/THY_VO_functions/vehiclesOverhauling/VO_parameters.preInit': Missing ';' prior '}' vehiclesOverhauling\THY_VO_functions.hpp, line 9: '/CfgFunctions/THY_VO_functions/vehiclesOverhauling/VO_coreGrd.preInit': Missing ';' prior '}' vehiclesOverhauling\THY_VO_functions.hpp, line 10: '/CfgFunctions/THY_VO_functions/vehiclesOverhauling/VO_coreAir.preInit': Missing ';' prior '}' vehiclesOverhauling\THY_VO_functions.hpp, line 11: '/CfgFunctions/THY_VO_functions/vehiclesOverhauling/VO_coreNau.preInit': Missing ';' prior '}' vehiclesOverhauling\THY_VO_functions.hpp, line 12: '/CfgFunctions/THY_VO_functions/vehiclesOverhauling/VO_globalFunctions.preInit': Missing ';' prior '}' Mission File / Server RPT (Config Spam):https://pastebin.com/Uwh2rrkw Share this post Link to post Share on other sites
thy_ 171 Posted September 23, 2022 On 8/18/2022 at 8:37 PM, C. Eagle said: Mission File / My own RPT: vehiclesOverhauling\THY_VO_functions.hpp, line 8: '/CfgFunctions/THY_VO_functions/vehiclesOverhauling/VO_parameters.preInit': Missing ';' prior '}' vehiclesOverhauling\THY_VO_functions.hpp, line 9: '/CfgFunctions/THY_VO_functions/vehiclesOverhauling/VO_coreGrd.preInit': Missing ';' prior '}' vehiclesOverhauling\THY_VO_functions.hpp, line 10: '/CfgFunctions/THY_VO_functions/vehiclesOverhauling/VO_coreAir.preInit': Missing ';' prior '}' vehiclesOverhauling\THY_VO_functions.hpp, line 11: '/CfgFunctions/THY_VO_functions/vehiclesOverhauling/VO_coreNau.preInit': Missing ';' prior '}' vehiclesOverhauling\THY_VO_functions.hpp, line 12: '/CfgFunctions/THY_VO_functions/vehiclesOverhauling/VO_globalFunctions.preInit': Missing ';' prior '}' Mission File / Server RPT (Config Spam):https://pastebin.com/Uwh2rrkw Check this topic. Maybe it will help you: Share this post Link to post Share on other sites
thy_ 171 Posted September 23, 2022 Everyone, the script has been updated. The first message on this topic is already updated too: 😊 Changelog VO v2.1: NEW - Now Aircraft Carrier USS Freedom asset can provide all services exclusively for planes. Others vehicles from air and ground doctrine will need some specific assets on carrier's deck to access their available services; NEW - Amphibious vehicles even from Air or Ground doctrine are allowed to get services at stations of Nautical doctrine; NEW - When debug is true, the mission editor has now an expanded handling error messages and other alerts to help them to find out misconfiguration; FIXED - fixed the rearming issues around vehicle with different amount of magazines and turrets; FIXED - fixed the bug (remoteExec) in Dedicated Server with parking helper assets weren't doing correctly the plane manouver inside the hangars; FIXED - bug that made ground and nautical vehicles with complex weaponry don't rearm properly; FIXED - bug that, after a landing, helicopters were able to rearm if they take off but stay into the service range, even on air; PERFORMANCE IMPROVED - more functions, less repeatable code lines; PERFORMANCE IMPROVED - duplicated content inside asset arrays are automatically deleted; Documentation has been updated. Share this post Link to post Share on other sites
thy_ 171 Posted October 7, 2022 Changelog V0 v2.2: FIXED - when feedback messages On, the messages are shown just for the vehicle owner and not for the whole crew team; FIXED - bug where vehicles are rearming even when there's no on-board weaponry; FIXED - bug where drones could not get serviced when the player wasn't close. Share this post Link to post Share on other sites
JCataclisma 80 Posted March 18, 2023 Have just returned to "Arma 3 Editing" and absolutely LOVED this script! Share this post Link to post Share on other sites
thy_ 171 Posted December 7, 2024 The script has been updated! The first message of the topic was updated too. v2.5 - Dec 7th 2024: - Fixed the "Error Undefined variable" in dedicated servers. Some publicVariables declarations were missing; - Added support for CDLC Western Sahara fuel, ammo, and repair assets; - Added support for CDLC Reaction Forces fuel, ammo, and repair assets; - Added support for CDLC Expeditionary Forces fuel, ammo, and repair assets; - Performance improvements; - The 'fn_VO_paremeters.sqf' file was renamed to 'fn_VO_management.sqf'; - New structure of folders to make the installation easier; - Documentation updated. New assets recognized automatically by VO script 😉 1 Share this post Link to post Share on other sites
thy_ 171 Posted December 8, 2024 On 8/18/2022 at 8:37 PM, C. Eagle said: Mission File / My own RPT: vehiclesOverhauling\THY_VO_functions.hpp, line 8: '/CfgFunctions/THY_VO_functions/vehiclesOverhauling/VO_parameters.preInit': Missing ';' prior '}' vehiclesOverhauling\THY_VO_functions.hpp, line 9: '/CfgFunctions/THY_VO_functions/vehiclesOverhauling/VO_coreGrd.preInit': Missing ';' prior '}' vehiclesOverhauling\THY_VO_functions.hpp, line 10: '/CfgFunctions/THY_VO_functions/vehiclesOverhauling/VO_coreAir.preInit': Missing ';' prior '}' vehiclesOverhauling\THY_VO_functions.hpp, line 11: '/CfgFunctions/THY_VO_functions/vehiclesOverhauling/VO_coreNau.preInit': Missing ';' prior '}' vehiclesOverhauling\THY_VO_functions.hpp, line 12: '/CfgFunctions/THY_VO_functions/vehiclesOverhauling/VO_globalFunctions.preInit': Missing ';' prior '}' Mission File / Server RPT (Config Spam):https://pastebin.com/Uwh2rrkw I found the problem. It should be fixed in this new released 😉 v2.5 1 Share this post Link to post Share on other sites