chappy 0 Posted July 24, 2009 Hey guys. I'm trying to make a task in my mission that requires the players (MP coop) to unload a resupply chopper of all the ammunition and weapons in it to complete the task. I had a pretty thorough scan of the commands and couldnt see one that would return or check to see if the vehicle was holding any ammunition or weapons in cargo. any ideas? from there i'm planning on a trigger that has condition based on the above, on activation it will 'succeed' the task. does that sound about right? Share this post Link to post Share on other sites
teacup 2 Posted July 24, 2009 I basicly have the same question: how to get a weapons&ammo list from crates/trucks? I can clear and pack the cargo, but is there any way to find out it's content? Any workaround? I'm trying to make a somewhat persistent mission, where JIP players don't spawn with full crates, like the players who were there at mission start. Whatever weapons and ammo was used up or lost in the field, should remain lost for everyone. Doesn't seem to be a way.. Similar topic here, with a workaround by fasad. But i'd rather not use something this crude. Nor do i like GUIs to manage weapons and ammo. http://forums.bistudio.com/showthread.php?t=63906&highlight=cargo+weapons Share this post Link to post Share on other sites
chappy 0 Posted July 24, 2009 thanks for the response mate. as i feared. Share this post Link to post Share on other sites
Tajin 349 Posted July 24, 2009 Ugh, that linked workaround really doesn't sound good. I think it would be possible to do this by keeping track of interaction with the ammocrate. Save the inital amount of ammo/weapons in an array. Then when someone interacts with the crate, check what he is carrying. When he stops interacting with the crate, check him again to see how his equipment has changed. These changes can then be applied to the array. Anyway, teacup if you only want persistent crates... why would you need to check the contents ? Oh, about that bruteforce workaround... maybe an gamelogic could be used to pickup the items. Never tried if that is possible, that would atleast speedup the process. Share this post Link to post Share on other sites
teacup 2 Posted July 25, 2009 Anyway, teacup if you only want persistent crates... why would you need to check the contents ? I have crates with custom loadouts. I take a normal crate, empty it and reload it with my stuf during init. The thing is, if a JIP player runs the same init he will spawn with the same crates everyone else had at game start (i.e. full). Instead, i would like JIP clients to spawn with the crates somewhat depleted (to have the same amount of ammo/weapons everyone else has at that particular moment). That's what i mean by persistent. It would be nice if at JIP, i could get the contents of the relevant crates and have them broadcasted, then load the crates of the newcomers accordingly. Share this post Link to post Share on other sites
McArcher 0 Posted December 28, 2009 has anyone found an easy solution to this yet? ---------- Post added at 03:50 ---------- Previous post was at 03:36 ---------- I like the method with keeping contents of a crate in array, but if i have dynamically created crates in large quantities, it will be a disaster for network traffic in MP... ---------- Post added at 04:03 ---------- Previous post was at 03:50 ---------- SO MANY years passed since this bug from OFP, and BIS haven't fixed ammocrates even in ARMA2. Shame on you, BIS! :protest: Share this post Link to post Share on other sites
McArcher 0 Posted December 28, 2009 (edited) omg, this won't work, because in arma there's no "onUsed" eventHandler ! we won't be able to detect user of crate! BIS, you are idiots! ---------- Post added at 06:09 ---------- Previous post was at 06:07 ---------- we can only write our own interface for using our new crate, but it is not worth it...... because...... I'm begining to hate this game again :) Edited December 28, 2009 by McArcher Share this post Link to post Share on other sites
McArcher 0 Posted December 28, 2009 where can I rip the original "inventory viewing script" with it's menus/windows from? where is it located in arma's files and how can it be riped? I want to look how did they make this thing working... ---------- Post added at 09:24 ---------- Previous post was at 09:18 ---------- I have crates with custom loadouts. I take a normal crate, empty it and reload it with my stuf during init. The thing is, if a JIP player runs the same init he will spawn with the same crates everyone else had at game start (i.e. full). Instead, i would like JIP clients to spawn with the crates somewhat depleted (to have the same amount of ammo/weapons everyone else has at that particular moment). That's what i mean by persistent.It would be nice if at JIP, i could get the contents of the relevant crates and have them broadcasted, then load the crates of the newcomers accordingly. I think , all this shit is happening because the game is based on the good old OFP's engine, which didn't know what JIP is and now we see results of it... I think it's the dead end for the game... Share this post Link to post Share on other sites
Cyborg11 10 Posted December 28, 2009 (edited) where can I rip the original "inventory viewing script" with it's menus/windows from?where is it located in arma's files and how can it be riped? I want to look how did they make this thing working... I think its in the engine and not seperate in an addon. In my opinion we need two new commands: weaponCargo and magazineCargo And I think the workaround isn't a bad idea. Why not? we only need to read out the config for the weapons and magazines. Then we can count the magazines and weapons in the weapon/magazine cargo with a dummy unit. I know if the cargo is very large it will take much longer and maybe will cost fps. But it seems that we can't do anything other until BIS will fix this JIP issue. Will test something ... Edited December 28, 2009 by Cyborg11 Share this post Link to post Share on other sites
McArcher 0 Posted December 28, 2009 well, if the calculations will be on server's side, there won't be fps drops in cleints' PCs. And servers usually have 2-4 cores in CPUs nowadays. I think we should somehow influence BIS to make inventories of vehicles to act as global objects (to be seen to every client globally and be JIP-compatible). Who agrees, please leave a few words in this topic, so that BIS can see that games community (and it is very big one) wishes the game to be better and more realistic. And also, write to 1.06 patch wishlist, please! http://forums.bistudio.com/showthread.php?t=92386 Share this post Link to post Share on other sites
McArcher 0 Posted December 29, 2009 Cyborg112 and others, who support our idea, please write to the topic at the link below. Maybe they will hear us someday? =) http://forums.bistudio.com/showthread.php?t=92724 Share this post Link to post Share on other sites
Cyborg11 10 Posted December 30, 2009 (edited) Found out some very interesting. It's not the engine. The engine supports that. BUT only VBS2 have the commands for this. Look: http://community.bistudio.com/wiki/getWeaponCargo_(VBS2) http://community.bistudio.com/wiki/getMagazineCargo_(VBS2) So many commands I want for ArmA 2 :( http://community.bistudio.com/wiki/Category:Scripting_Commands_VBS2 Edited December 30, 2009 by Cyborg11 Share this post Link to post Share on other sites
McArcher 0 Posted December 30, 2009 (edited) Cyborg112, I have always known that Arma (Arma2) is a cut-version of something... Now I know that in our case - cut from VBS2... and this is sad. It is like when manufacturing CPU, you have persentage of defected CPUs with defected cache memory, and in order not to waste them, you sell them for less money... selling Celerons instead of Pentiums (as in early 2000's). And I feel myself now like a poor dog at the street, to which bones are thrown... BIS...BIS... it's not the right way... Edited December 30, 2009 by McArcher Share this post Link to post Share on other sites
Cyborg11 10 Posted December 30, 2009 VBS2 is the real military simulation which is used by armys of the world (USMC, US Army, etc.) ;) And it costs over 1000$ ^^ VBS2 is based on the ArmA 1 engine. Share this post Link to post Share on other sites
McArcher 0 Posted December 30, 2009 VBS2 is the real military simulation which is used by armys of the world (USMC, US Army, etc.) ;) And it costs over 1000$ ^^VBS2 is based on the ArmA 1 engine. they could make more money with Arma2 (or maybe, are making already) if they join VBS+Arma in 1 product but with higher but reasonable price. ---------- Post added at 01:11 ---------- Previous post was at 00:50 ---------- everybody, vote here please : http://dev-heaven.net/issues/show/2014 maybe they will help us soon :) ---------- Post added at 01:13 ---------- Previous post was at 01:11 ---------- and here: http://dev-heaven.net/issues/show/2109 Share this post Link to post Share on other sites