Jump to content

Recommended Posts

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/vehicles-overhauling.VR/vehiclesOverhauling/_VO_Script_Documentation.pdf

 

What to expect from VO script:

  • Define what vehicle type have automatically access to ground, air or nautical services (rearm, repair, refuel);
  • Define 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 station automatically, it's up to the mission-editor;
  • Once defined which assets are stations, on Eden you just drag and drop the asset and the script will track them;
  • All repair, refuel, and rearm Arma 3 and its DLCs assets are already tracked;
  • All repair, refuel, and rearm RHS and CUP assets are already tracked;
  • 100% compatible with CBA+ACE.
  • No code or triggers is needed on Eden Editor;
  • Just one file to set your mission needs easily: fn_VO_parameters.sqf;
  • Script working as gold on hosted and dedicated servers;

 

Demo:

 

repair.jpg

 

refuel.jpg

 

rearm.jpg

 

compact-ace-rhs.jpg

 

cup-compact.jpg


Main file > fn_VO_parameters.sqf:

setup.jpg

 

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:

 

- - - - - - - - - - - 

 

Changelog:

2022-Oct-07, v2.2: news, fixes and notes here.

 

Known issues:

  • Critical > Dedicated Server > If two or more players are in the same armed vehicle, the vehicle will rearm two or more times after spend some ammo ------ (WIP)
  • Critical > RHS on > Air Doctrine > RHS airplanes are NOT rearming properly. ------ (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 > Refueling > I'm trying to hide the pump hose;
  • Minor > ACE on > Repairing > If the vehicle starts to cook-off with a repair station close, the vehicle gets repaired, but still cooking.

 

 

Cheers, 
thy

  • Like 6
  • Thanks 2

Share this post


Link to post
Share on other sites

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

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

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

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
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

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

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

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×