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RKSL Cargo System - RELEASED!

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For whatever reason, I can't get it to work.

If I start ArmA, the first thing i see is this:

RKSL_CS_01.jpg

When I go into the editor and load one of the sample missions and click preview, I get this:

RKSL_CS_02.jpg

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 xmas_o.gif

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Very nice release (video, documentation, examples) and great

project - kudos! smile_o.gif

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.  notworthy.gif

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.

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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

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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 huh.gif

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Guest RKSL-Rock
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.

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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

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@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

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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. biggrin_o.gif

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. wink_o.gif No problem though, the example mission is easy enough for someone like me to understand. biggrin_o.gif

Thanks for clearing this up.

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* 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.

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Hi, spanish rksl-cargosys.pbo stringcable:

Quote[/b] ]LANGUAGE,English,French,Italian,Spanish,German,Czech

STR_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

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...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 xmas_o.gif

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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.

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[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...

rofl.gif

LOVE IT

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Damn! So much good stuff and so little time tounge2.gif

Thanks RKSL!

/KC

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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!

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Guest RKSL-Rock

<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.

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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.

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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

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Quote[/b] ]I've the HC1 untextured LOD bug too, at three squares of distance

from 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.

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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

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Quote[/b] ]i find it a bit

sad 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.

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Quote[/b] ]i find it a bit

sad 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. biggrin_o.gif 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. smile_o.gif I'm not sure if something like zGuba's method is even feasible for your flares but it may be something to look into.

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