M.Andersson(SWE) 4 Posted December 26, 2008 Yupp found that out... [THIS,1] and so on.. Share this post Link to post Share on other sites
lee_h._oswald 0 Posted December 26, 2008 For whatever reason, I can't get it to work. If I start ArmA, the first thing i see is this: When I go into the editor and load one of the sample missions and click preview, I get this: Looking in my ArmA.rpt I have several entries: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"Unsupported language German in stringtable" Could the missing german language support be the reason? Thanks for you latest addons and your help! MfG Lee Share this post Link to post Share on other sites
.kju 3245 Posted December 26, 2008 Very nice release (video, documentation, examples) and great project - kudos! A few ideas: * Particles to indicated the 50 (x) meter area to pick up stuff. * In the overhead view you can move the cam quite wide in the  horizontal direction vs vertical. Desired? * You can drop items in overhead view on units and therefore kill them. * Particle to indicate the area you can drop stuff into a container  in the overhead view. * Right now the cargo menu UA is always visibile - what about  a key to activate/show or hidden the action. So you need to  express actively that you want to use it. This could help avoid  selecting the UA by mistake. * It would be very useful to see the currently loaded space and  how much space is left, as well as how big/heavy the  currently selected object is. * The 50m radius seems very large. Especially to unload while  sitting inside the vehicle probably should be less (well  individual configuration per class would be best of course). Questions: * Is it technically possible to drag and drop an item in a container  in the overhead view (not from the UI, yet the ingame view)?  Like you can drop the boat into the truck, yet to get it out  again you need to select the boat from the list. * Can you destroy the content of a container separately - like  you try to destroy the boat within the truck. * Is content of a container always automatically destroyed if  the container is no longer usable. Is this a desired  implementation or technical limitation. * Right now the overhead view isn't centered on the unit  initiating the action. Is this desired / technical limitation.  Edit: I see its center on the selected container. Why is that so. * Is it possible to turn an object in the overhead view (direction). * Why does the boat have a model preview while dragging it,  while other objects have the white arrow. Again outstanding project.  Should be very useful for CTI, Evo, Warfare, Domination as well as for MP campaign leagues like IC/AToW/OFCRA and even CnH PvP leagues! Hopefully the project will be very actively developed and even more others can and will join the effort! PS: rpt stuff <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Non-ai EntityAIType ProxyRKSLBISPBXP: vrtule - unknown animation source rotor String STR_RKSL_CARGODIALOG not found String STR_RKSL_VEHICLEIMMOBILE not found Bad sim class ship, type Zodiac (class=vehicle), ca\water\zodiac.p3d ProxyRKSLBISZodiacP: vrtule - unknown animation source rotor Game set to English here. Edit: * Bug? You can call the cargo menu while being in a static weapon. * Bug? You can move the static weapon with men in it - even yourself. Edit2: * What about having overhead view by default and 1st person  view the optional view. Find the former way more useful and manageable. * The proxies do not seem to have a hit(?) LOD - possible to do? * Possible to make cargo proxy containers accessible for gear? * Bug: Add a height check for the UA (should not be visible at all). * Bug: If you call the cargo menu from within a vehicle, you  should only be able to manage this vehicles cargo IMHO and  not other vehicles. Share this post Link to post Share on other sites
manzilla 1 Posted December 26, 2008 Nevermind, I'm really an blind. Share this post Link to post Share on other sites
wipman 1 Posted December 26, 2008 Hi, ovbiously my ArmA it's set up to use what BIS understands as "spanish" (which is something that [we] the spanish hardly get to understand [because the translation really sucks] but i guess that for once, i should blame 505 and not BIS) many mods/addons don't really support or use the spanish translation, but i never supposed that it could cause such problem as stopping something so good to work. Very sad if that's the reason... . Let's C ya Share this post Link to post Share on other sites
lee_h._oswald 0 Posted December 26, 2008 The language IS the reason why it does not work. I extracted the rksl-cargosys.pbo and edited the stringtable.csv edit: <- other pbo's need to be edited as well. I just copied the english text for French, Italian, Spanish, German and Czech. Now everything works. MfG Lee Share this post Link to post Share on other sites
Guest RKSL-Rock Posted December 26, 2008 Hi, ovbiously my ArmA it's set up to use what BIS understands as"spanish" (which is something that [we] the spanish hardly get to understand [because the translation really sucks] but i guess that for once, i should blame 505 and not BIS) many mods/addons don't really support or use the spanish translation, but i never supposed that it could cause such problem as stopping something so good to work. Very sad if that's the reason... . Let's C ya Hmm ok it looks like we may have an issue with non-english languages. I'll have a word with UNN and see what we can sort out. Share this post Link to post Share on other sites
wipman 1 Posted December 26, 2008 Hi, very sad... i could do the spanish translation for RKSL if they want, my english sucks, but i think that'll be good enough as for allow the spanish users to make the RKSL addons work, but im fine with the english; the only thing that i can't promise it's to don't commit some gramatical error in spanish too. Im a damn townfolk in english soil, in spanish soil... and i guess that i'll be a damn townfolk too in the outer space with the Cpt. Kirk & the klingons (and i don't mean the germans, i mean "the real" klingons). Let's C ya Share this post Link to post Share on other sites
UNN 0 Posted December 26, 2008 @Manzilla I'm afraid the documentation isn't up to scratch yet. If there are any sections you find confusing, let us know and we will try and fix it. I will add some more info about setting up a mission for the first time and what to expect, so thanks for the heads up. Quote[/b] ]Can I place something in the init of a non-RKSL transport to get it to transport stuff? The example missions rksl-hiddencargo.Intro and rksl-mixedcargo.Intro demonstrate using unsupported Cargo objects. But the commands and an explanation also need to be added to the documentation. Thanks for sticking with it so far. @Fk Andersson If the Aces ammo box looks the same as the BIS ammo boxes. It's better to use this bit of code in your init or init.sqf: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[This] Call Compile PreProcessFIle "\rksl-biscargo\s\RKSLBISAmmoBoxWestInit.sqf" That way it will use the visible cargo proxies already assigned. More documentation to come regarding this aspect of the system. @Lee_H._Oswald & Wipman Quote[/b] ]Could the missing german language support be the reason? Yeah, it appears to only work if you have the English language selected. I must admit I thought Arma automatically selected the first entry in a string table if the others were empty? So I never thought to test it, sorry guys. I can probably provide a temporary fix in the form of a mission based string table, for now. We would appreciate help with translating them correctly. If you could translate any of the text you find in the stringtable I will post later on tonight, then send it to us. We can prepare for a proper fix. @Q Lots of interesting stuff to think about there, but I'm a bit pushed for time. I will try and reply properly, later on tonight. Sorry for the rushed replies Share this post Link to post Share on other sites
manzilla 1 Posted December 26, 2008 Thanks UNN, I figured it out by looking at that example mission. I'm not sure why I neglected to look at all the vehicles in the example missions except those. Chalk it up to being tired I guess. I'm glad to know it's the documentation lacking a bit and not me being dense or blind. No problem though, the example mission is easy enough for someone like me to understand. Thanks for clearing this up. Share this post Link to post Share on other sites
da12thMonkey 1943 Posted December 26, 2008 * Is it possible to turn an object in the overhead view (direction). Yes. Drag the object around with LMB, then while doing this, hold RMB and move the mouse around to rotate the object. Share this post Link to post Share on other sites
wipman 1 Posted December 26, 2008 Hi, spanish rksl-cargosys.pbo stringcable: Quote[/b] ]LANGUAGE,English,French,Italian,Spanish,German,CzechSTR_RKSL_VER_CARGOSYS,1.0,,,,, STR_RKSL_CARGOSYSSCRIPTPATH,\rksl-cargosys\s\,,,,, STR_RKSL_VER_CARGOSYS_SYSTEM_MSG,RKSL-CargoSys.pbo : Requiere RKSL-System.pbo (V%2) Descargalo de www.rkslstudios.info,,,,, STR_RKSL_VER_CARGOSYS_SRV_MSG,El Servidor Requiere RKSL-CargoSys.pbo (V%2) Descargalo de www.rkslstudios.info,,,,, STR_RKSL_VER_CARGOSYS_COMPMSG,RKSL-CargoSys.pbo : El Servidor Requiere RKSL-CargoSys.pbo (V%2) Descargalo de www.rkslstudios.info,,,,, STR_RKSL_DIALOG_CARGOSYS,Iniciar El Sistema De Carga De RKSL,,,,, STR_RKSL_DIALOG_CARGOSYS_CARGOOPT,Opciones De Carga,,,,, STR_RKSL_DIALOG_CARGOSYS_CARGOAVAIL,Carga Disponible,,,,, STR_RKSL_DIALOG_CARGOSYS_TRANSAVAIL,Transporte Disponible,,,,, STR_RKSL_DIALOG_CARGOSYS_TRANSCARGO,Transportar Carga,,,,, STR_RKSL_DIALOG_CARGOSYS_LOADCARGO,Cargar Carga,,,,, STR_RKSL_DIALOG_CARGOSYS_UNLOADCARGO,Descargar Carga,,,,, STR_RKSL_DIALOG_CARGOSYS_CLOSE,Cerrar,,,,, STR_RKSL_DIALOG_CARGOSYS_OVER,Por Arriba,,,,, STR_RKSL_DIALOG_CARGOSYS_PERSON,1ª Persona,,,,, STR_RKSL_DIALOG_CARGOSYS_LOADTO,Cargar En,,,,, STR_RKSL_ACTION_CARGOSYS_CARGOMENU,Menu De Carga,,,,, STR_RKSL_ACTION_CARGOSYS_UNLOAD,Descargar,,,,, STR_RKSL_ACTION_CARGOSYS_LOAD,Cargar,,,,, STR_RKSL_ACTION_CARGOSYS_TO,En,,,,, STR_RKSL_CARGO_VEHICLECLASSES,Sistema De Carga RKSL,,,,, 4,,,,,, I hope to have translated corretly "overhead" as "por arriba", because that's not something that i'd ever heard/use; but i couldn't make it as bad as 505. Let's C ya *Edit: If this line it's for the "aereal/top view": Quote[/b] ]STR_RKSL_DIALOG_CARGOSYS_OVER,Por Arriba,,,,, then i'll change that "por arriba" for the next line: Quote[/b] ]STR_RKSL_DIALOG_CARGOSYS_OVER,Vista Aerea,,,,, It's more accurate. Let's C ya Share this post Link to post Share on other sites
lee_h._oswald 0 Posted December 26, 2008 ...sorry guys. No problem, for now I edited the pbo's myself. Cargo system works and I must say it's simply fantastic!! I REALLY hope that some mission maker see this system and make missions with it. Would be really cool not to play the ubersoldier fighting against the evil hordes but play the brave soldiers that support the troops with: - weapons - ammo - fuel - food - medical supply(medic-tents) - stuff to build a base(tents, fences, etc) Thank you RKSL Team for this amazing cargo system!! MfG Lee Share this post Link to post Share on other sites
Tankbuster 1747 Posted December 26, 2008 I REALLY hope that some mission maker see this system and make missions with it.Would be really cool not to play the ubersoldier fighting against the evil hordes but play the brave soldiers that support the troops with: Indeed. Although I don't play it, I can see how this has the potential to change the Warfare game beyond recognition. Share this post Link to post Share on other sites
M.Andersson(SWE) 4 Posted December 26, 2008 [This] Call Compile PreProcessFIle "\rksl-biscargo\s\RKSLBISAmmoBoxWestInit.sqf" Is this going in player/unit (ME) init or the objects? You guys probobly have NO idea what you´ve done.. You have stired up a hornets nest here.. You and ACE team... LOVE IT Share this post Link to post Share on other sites
KeyCat 131 Posted December 26, 2008 Damn! So much good stuff and so little time Thanks RKSL! /KC Share this post Link to post Share on other sites
M.Andersson(SWE) 4 Posted December 26, 2008 that initline isnt working in the editor right... the first one is better.. Share this post Link to post Share on other sites
thegunnysgt 1 Posted December 26, 2008 After toying around with the Cargo System, I have only one bad comment. While in the Overhead view, I believe that the control of the camera should be reversed from the up and down control. Just like the controls for viewing the map. It took me a long while to just get use to the Overhead view controls, sometimes agrevating. Other than that, GREAT system! Share this post Link to post Share on other sites
Guest RKSL-Rock Posted December 26, 2008 <span style='color:#BF0000'>Guys Please dont modify the addons yourselves.  We cant support the addons if you change them.  it means we have to fix not only our bugs but yours aswell!</span> NEW UPDATE: We've fixed the language issue for international/non-English users.  Please download the NEW 1.0A Versions of: - RKSL Cargo System - RKSL Core System - RKSL Chaff and Flare System <span style='font-size:12pt;line-height:100%'>DOWNLOAD – VERSION 1.0A FROM RKSL</span> This is a short term release while we continue to BETA test.  Thanks for your support. Apologies for the inconvenience. Share this post Link to post Share on other sites
UNN 0 Posted December 27, 2008 BTW...Thanks to Wipman for the Spanish translation of the Cargo System entries. Hopefully we will be able to add the rest in the near future. Share this post Link to post Share on other sites
wipman 1 Posted December 27, 2008 Hi, it's nothing, whatever for the players; i could also translate the rest of the released RKSL stringcables if you want i'll just need some time. Now the cargo system works as it should and the RKSL Version Control screen don't appears in any time, nor starting the game, nor previewing any mission... and not trying the RKSL's missions. I've the HC1 untextured LOD bug too, at three squares of distance from the Intro island runway (South looking North), and one thing that i miss on the Cargo System it's a way of rotate the unloaded objects once i've placed in the ground; i haven't readed the docs, im too lazy. The flares system look that now may work, i haven't try it yet, but i hope that it works globaly for all the air units that have chaff/flares. Let's C ya Share this post Link to post Share on other sites
UNN 0 Posted December 27, 2008 Quote[/b] ]I've the HC1 untextured LOD bug too, at three squares of distancefrom the Intro island runway Rock spent the last of his time today (he will be away for a few days, so pass any comments onto me or Vxr), helping me fix my language bug. Also given the size of updates for the Puma & Lynx. We want to include as many possible fixes as we might accrue over that time. Share this post Link to post Share on other sites
wipman 1 Posted December 27, 2008 Hi, k, i'll begin to translate one by one the stringcables tomorrow and i'll post it here as i did with the cargo system; btfw.. the flares system work as they should on the RKSL choppers, i find it a bit sad that it don't works on the rest of the aircraft classes. Let's C ya Share this post Link to post Share on other sites
UNN 0 Posted December 27, 2008 Quote[/b] ]i find it a bitsad that it don't works on the rest of the aircraft classes. Sorry I forgot to reply to that. It can work with any addon, only it requires 3D launch points for the flares. They can be configured via scripts or O2. We are looking into an optional pbo that will automatically apply our scripts to every BIS or willing third party addon. Share this post Link to post Share on other sites
manzilla 1 Posted December 27, 2008 Quote[/b] ]i find it a bitsad that it don't works on the rest of the aircraft classes. Sorry I forgot to reply to that. It can work with any addon, only it requires 3D launch points for the flares. They can be configured via scripts or O2. We are looking into an optional pbo that will automatically apply our scripts to every BIS or willing third party addon. I'm interested in the O2 route unfortunately I'm kinda of stupid when it comes to that program though. Admittedly I've never really tried to use it though. Doing it via script sounds fine too. As far as the .pbo version, have you ever looked into zGuba's flares? It's really a simple way to add them to any plane/heli. It's so simple even I can figure it out. I'm not sure if something like zGuba's method is even feasible for your flares but it may be something to look into. Share this post Link to post Share on other sites