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Guest RKSL-Rock

RKSL System UPDATE and Expansion

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Guest RKSL-Rock

We are pleased to be able to release the much anticipated update to our popular Cargo System and the release of a new plugin addon that greatly expands its capability and ease of use.

  • Cargo System v.BETA1.01 - Improved performance and functionality
  • Arma.pbo Extension v.1.00 - Adds full cargo and flare system functions to BIS vehicles without the need for init lines etc
  • Chaff and Flare System v.BETA1.01 - Improved performance and the ability to disable via Description.ext

splashcargosys101.jpg

RKSL-CargoSys V1.01

Change log 1.00 to 1.01

-----------------------------

Fixed: Damaged incurred to a vehicle carrying transport will now be passed on to the cargo.

Fixed: Saving in Single Player games now works.

Fixed: Reversed overhead camera drag direction.

Fixed: Crewed, static weapons and vehicles could be moved in the overhead dialog.

Fixed: lockups in the overhead dialog with large static objects.

Fixed: Reduced the volume of network traffic when loading and unloading cargo.

Fixed: A.C.E Compatibility issues.

Added: Configure individual load and unload times (see function RKSL_CargoAdd)

Added: Ability to change the availability and order of the cargo dialogs.

Added: Ability to dictate the unload position for 1st person dialog.

Added: Custom eventhandlers for Load, Loading, unloading and unload for cargo and transport objects. See Projects page at http://www.rkslstudios.info

Added: A function to change transport capacity with RKSL_TransSetCapacity. See Projects page at http://www.rkslstudios.info

Added: Functions to remove objects from the Cargo System RKSL_RemoveCargoSystem, RKSL_CargoRemove and RKSL_TransRemove. See Projects page at http://www.rkslstudios.info

Added: The abilty to configure a delay when loading individual objects, see RKSL_CargoAdd. See Projects page at httphttp://www.rkslstudios.info

Added: Implemented Caro System settings via Description.ext. See Projects page at http://www.rkslstudios.info

Added: Ability to configure overhead camera view via Description.ext. See Projects page at http://www.rkslstudios.info

See RKSL-CargoSys instructions for more information.

RKSL-BISCargo.pbo V1.01

-----------------------

-Added: Zodiac for side Resistance

Fixed: Cargo proxies for the RHIB

RKSL-Cargo.pbo V1.01

--------------------

Added two extra Cargo objects Repair pallet & Fuel Roll.

newobjects.jpg

RKSL-Arma.pbo Extension V1.00

splashcARMAPBO100.jpg

We have a new addon we're trying out, for all our scripted systems, RKSL-Arma.pbo. The idea is, it will automatically apply the scripted systems to any compatible, default Arma addon using inheritance and the Extended Event Handler. This means that many existing missions can be made to automatically use the RKSL scripts, without having to repack. You can now place regular Arma addons and objects in the editor without having to specifically select those from the RKSL vehicle class. Although the addons in the RKSL vehicle classes are still available and will not conflict in any way. In a nutshell, What this means is every BIS aircraft will now use the Flare system. All the supported vehicles can now carry standard ammo and weapons boxes e.t.c without have to use the RKSL equivalents. This is kind of an experiment, so if anyone runs into any problems, please get in touch so we can try and fix them.

Also thanks to the Extended Event Handler we can also apply these scripts to addons that inherit from the default Arma units. A good example of this is most of the vehicles and some of the objects from the A.C.E mod. With the exception of a few vehicles and aircraft, we can support many of the A.C.E addons via RKSL-Arma.pbo. For details see the project page here. You will still have to manual add objects that are not supported as visible cargo, but all the A.C.E Ammo, Weapon, Medic and Sandbag boxes are supported. Any thing that can be, but isn't currently working with the Flares (AH64) and Cargo system (CH47) will be added via a dedicated A.C.E pbo later on. Thanks to the guys at the A.C.E mod for helping us set this up and their help solving some of the problems we had configuring RKSL-Arma.pbo in general.

See RKSL-Arma for more information.

Required Addons:

  • RKSL System V1.01
  • RKSL Cargo System V1.01
  • RKSL Flares V1.01
  • Extended Event Handler V1.9+

Update V1.01 to the RSKL system pbo's includes the following fixes, changes and additions:

RKSL-RadarSys.pbo V1.01

-----------------------

Added: Implemented Flare settings via Description.ext.

See RKSL-RadarSys instructions for more information.

RKSL-System.pbo V1.01

Fixed: Support for more screen modes for dialog aspect ratio.

Added: Custom event handler.

See RKSL-System instructions for more information.

DOWNLOADS

- Cargo System @ RKSL Studios

- Core System (Required by all systems) @ RKSL Studios

- ArmA.PBO Extension @ RKSL Studios

- Chaff and Flares System @ RKSL Studios

Please report any bugs/issues on our Bugtracker.

http://bugtracker.rkslstudios.info

Edited by RKSL-Rock
removed bogus links

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Really Cool addons! :thumbs-up: Now i only miss those new mlods of Mi24 , i hope to see them soon ;)

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Nice one Rock. Thanks to RKSL and everyone that helped out.

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You know, I just want to say thanks for the ArmA.pbo and using XEH. It's so great to hear you guys got together with ACE to ensure cross compatibility. Thanks to both RKSL and ACE teams for this development.

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Damn you....Im at work and have to wait til

tomorrow evening before i can try this...

Damn you...ALL

:yay:

Im so exited....

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very nice new addition to arma...this is going to become a very useful addon! cangrads...

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Awesome! Maybe this is just me, but some of the links are broken. In particular, both the Cargo System links. Unfortunately :(.

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Guest RKSL-Rock
Awesome! Maybe this is just me, but some of the links are broken. In particular, both the Cargo System links. Unfortunately :(.

I dont know why but that first link was wrong. Anyway its fixed. :o

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Sincere thanks for the update and additions, as well as the splendid

documentation!

Will dive into it in the evening and come back with feedback.

Thanks again to UNN, Rock and anyone else involved. :bounce3:

PS: The "headers" still have non working links here:

http://www.rkslstudios.info/downloads/rksl/222-rksl_cargosystem-beta1-01.html

http://www.rkslstudios.info/downloads/rksl/215-rksl_flaresystem-beta1-01.html

http://www.rkslstudios.info/downloads/rksl/214-rksl_core_system-beta1-01.html

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Guest RKSL-Rock

nevermind.

Edited by RKSL-Rock

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PS: The "headers" still have non working links here:

My fault, I used the wrong links when writing the text. Rock has fixed it now.

Cheers

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Thanks for adding fuel blivets, though the texture they have makes them look wrong. They should look more like smooth rubber with dust splashed across them in places?

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Guest RKSL-Rock
Thanks for adding fuel blivets, though the texture they have makes them look wrong. They should look more like smooth rubber with dust splashed across them in places?

Not according to the reference pics I have.

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Great stuff. I have one question though. Is it possible to bind a key to fire countermeasures? Sometimes it takes time to select flares if plane/heli has a lot of different weapons (KA50 for example: 2 cannon fire modes, rockets, missiles and then flares). Before you get to flares missile hits you.

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Guest RKSL-Rock
Great stuff. I have one question though. Is it possible to bind a key to fire countermeasures? Sometimes it takes time to select flares if plane/heli has a lot of different weapons (KA50 for example: 2 cannon fire modes, rockets, missiles and then flares). Before you get to flares missile hits you.

You dont need to change weapons, the flares will fire automatically.

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Love it..

Loved the previous too though...

Lets say i want to use the chinook as a transport, what then..

It doesent work now..Without the init that is...

Let say i need to tranport 1 RKSL Crate filled with 5 ammocrates

+ a Repair crate + a fuel roll...In the chinook...

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Love it..

Loved the previous too though...

Cheers, would like to have added some significantly new functionality, but really busy atm. Hopefully we may be able to add one more feature before Arma2 is out.

Lets say i want to use the chinook as a transport, what then

The allocated sizes are:

Fuel_Roll=4.1 (the .1 is to prevent it being carried by smaller vehicles like the 4x4, as invisible cargo).

Repair_pallet=4

Crate=4

So the capacity for the CH47 can be around 13. If you add this line to it's init field you should be ok:

[This,13] Call RKSL_TransportAdd

I will document the size and capacity for all the visible Cargo and Vehicles.

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Yes i know about the initline, but i kind of expected it to be automated

with this release. It is automated with the rest of the vehics...

I love the fact i dont NEED to write in the init anymore...

About beeing busy...Take your time...I just hope you´ll find the

effort to port it to A2, will be woth it...

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