kremator 1065 Posted March 28, 2010 Excellent mate ... ty. It's a lot tidier the way you have it now. Share this post Link to post Share on other sites
Winchester Delta_1 0 Posted March 28, 2010 (edited) Thanks for the answer man.... I'm pretty disapointed that MLRS isn't working. But maybe you fix that later on ;). Also.. i have been testing your demo mission on our dedictaed server... But only the logistic system works there. The arty fails to start up. And i can't operate or pickup the arty computer and put it in a truck anymore. It all works fine on host. Am i doing something wrong? I kept your demo mission original. Edited March 28, 2010 by Winchester Delta_1 Share this post Link to post Share on other sites
jpinard 10 Posted March 28, 2010 My deepest apologies if this has been answered already. I read a few of the past pages and wasn't sure I understood. * Is there a way I can use just the logistics part of this package (the moving stuff around and loading stuff onto trucks)? I'm trying to learn Arma in small parts and the logistics will help me a lot with base-building scenarios. * Is this compatible with ACE2 and all its extras? * Is the logistics part compatible with Mando Missiles? Share this post Link to post Share on other sites
smirnov 10 Posted March 29, 2010 A very big step towards absolute simulation! gratz madbull and cya soon on the R3F server ;) Share this post Link to post Share on other sites
kremator 1065 Posted March 29, 2010 My deepest apologies if this has been answered already. I read a few of the past pages and wasn't sure I understood.* Is there a way I can use just the logistics part of this package (the moving stuff around and loading stuff onto trucks)? I'm trying to learn Arma in small parts and the logistics will help me a lot with base-building scenarios. * Is this compatible with ACE2 and all its extras? * Is the logistics part compatible with Mando Missiles? I'll PM you my cobbled-together mission that has ALL of these lovelies working together in harmony ! Kremator Share this post Link to post Share on other sites
madbull 19 Posted March 29, 2010 @Winchester Delta_1 : That looks anormal. Many people can do it work very well on dedicated and non dedicated. And joining in progress or not. Redownload the demo mission and test it again please. If you have again a problem, check your RPT files on server and player and send me any interesting content. Do you use a specific addon on server or player ? @jpinard : > "Is there a way I can use just the logistics part of this package (the moving stuff around and loading stuff onto trucks)?" Do you mean you want to disable the artillery features ? If so, yes you can. Read the installation manual and open the "R3F_ARTY_disable_enable.sqf" file. > "Is this compatible with ACE2 and all its extras?" Yes. But the default configuration in the v1.3 doesn't take care of ACE2 objects. But you can add them yourself. Adding the ACE2 objects in the default configuration is a task in the TODO list (see first message). And it is already done (for v1.4) but not yet released. > "Is the logistics part compatible with Mando Missiles?" Again yes. As you can add any logistics feature to any object, you can do anything you want. [R3F] Artillery and Logistic is addon friendly. Share this post Link to post Share on other sites
jpinard 10 Posted March 30, 2010 @Winchester Delta_1 :That looks anormal. Many people can do it work very well on dedicated and non dedicated. And joining in progress or not. Redownload the demo mission and test it again please. If you have again a problem, check your RPT files on server and player and send me any interesting content. Do you use a specific addon on server or player ? @jpinard : > "Is there a way I can use just the logistics part of this package (the moving stuff around and loading stuff onto trucks)?" Do you mean you want to disable the artillery features ? If so, yes you can. Read the installation manual and open the "R3F_ARTY_disable_enable.sqf" file. > "Is this compatible with ACE2 and all its extras?" Yes. But the default configuration in the v1.3 doesn't take care of ACE2 objects. But you can add them yourself. Adding the ACE2 objects in the default configuration is a task in the TODO list (see first message). And it is already done (for v1.4) but not yet released. > "Is the logistics part compatible with Mando Missiles?" Again yes. As you can add any logistics feature to any object, you can do anything you want. [R3F] Artillery and Logistic is addon friendly. Wow, you just made my day! I am sooo excited to start playing with this. It will evebn make random Armory missions more fun since I should be able to move my guns and stuff around. Share this post Link to post Share on other sites
major woody 11 Posted April 2, 2010 This script is outstanding - taking this game to anothe level... - however I was wondring about a few thing: Is it possible to preload item to vehicles in the editor? How can I add allready existing ammonition? (WP,Illumination ect.) Can I make an artillery commend vehicle out of the HQ vehicles instead of use the sattelitephone, and how?(and yes I have read the readme, and yes I have checked this thread ;)) Cheers Share this post Link to post Share on other sites
madbull 19 Posted April 2, 2010 Hi Major Woody, Those three questions were already asked (several times I think). :D But never mind. A complete FAQ will come in v1.4 or v1.5. > "Is it possible to preload item to vehicles in the editor?" It's in the TODO list. It'll come probably in the v1.4... maybe in three next weeks. > "How can I add allready existing ammonition? (WP,Illumination ect.)" It's also in the TODO list. Currently you can't. I have to release a new addon adding different munitions types and different charges. Or to deal with the BIS ARTY module which is not compatible as it. > "Can I make an artillery commend vehicle out of the HQ vehicles instead of use the sattelitephone, and how?" http://forums.bistudio.com/showthread.php?p=1553016&highlight=addAction#post1553016 http://forums.bistudio.com/showthread.php?p=1559010&highlight=addAction#post1559010 http://forums.bistudio.com/showthread.php?p=1583313&highlight=addAction#post1583313 http://forums.bistudio.com/showthread.php?p=1598068&highlight=addAction#post1598068 Share this post Link to post Share on other sites
kremator 1065 Posted April 2, 2010 Pre-loading every satellite phone with the arty computer (without the need for an init line) would be great. Especially for my mission madbull :) Share this post Link to post Share on other sites
gunterlund21 10 Posted April 2, 2010 OK here is a scenario for you. We had 5 players playing our version of Domination. It has been enhanced with madbulls arty system and Mandos air controller console. One of the missions in domination is to stop a convoy that is essentially moving across the entire map. So you need to recon to find it. We put 3 guys on the M109's, 1 guy at the arty computer and 1 guy searching the area via the Recon flight in Mando's air console. When he spotted the convoy from and alt of 800m he called in coords to the artillery liaison who passed the fire mission to the 3 howitzers. They laid down a barrage at a range of approximately 5km that stopped the convoy in its tracks and destroyed it. Needless to say it was a big barrage. Man what a game!!!! Share this post Link to post Share on other sites
kremator 1065 Posted April 2, 2010 Now THAT is a brilliant story ! madbull and Mandoble (and xeno for the map!) what a combination ! Share this post Link to post Share on other sites
major woody 11 Posted April 3, 2010 Sweet - tnx for the quick reply... - Do you also have such features like this on you ToDo list...? :) Share this post Link to post Share on other sites
kremator 1065 Posted April 3, 2010 Good find major Woody ! This should make it easy for AI to follow your direction and elevation. What do you think madbull ? Share this post Link to post Share on other sites
madbull 19 Posted April 7, 2010 Sorry for the late reply. I'm on holiday :) Thanks for your feedback and stories. That's always nice to read that. About the AI feature : Yes, I planned to make the AI able to follow fire orders. It'll not be exactly like the "Bartkusa's Artillery Battery Officer script". The AI aboard a gun will be listed in the arty computer interface like any other human player. Then you will be able to send fire order and they will execute them as soon as the orders are received. Share this post Link to post Share on other sites
kremator 1065 Posted April 7, 2010 That will be perfect madbull. REALLY looking forward to next release! Share this post Link to post Share on other sites
Leovelli 10 Posted April 8, 2010 That scenario video was one of the best ARMA vids I've ever seen. Can't wait to configure this tomorrow, great job bud! Share this post Link to post Share on other sites
manzilla 1 Posted April 8, 2010 Wwwhhhaaattt? This will support AI firing? This my friend is great to hear. Thanks for coming around on this. I appreciate it. Share this post Link to post Share on other sites
Cyborg11 10 Posted April 8, 2010 How can I add more objects and vehicles to the logistic system? Share this post Link to post Share on other sites
manzilla 1 Posted April 8, 2010 Check inside R3F_ARTY_AND_LOG\R3F_LOG\config.sqf. I think you just add class names to the applicable section(s). I hope that's what you're looking for. Share this post Link to post Share on other sites
Cyborg11 10 Posted April 8, 2010 Thank you. Now I can add the ACE objects and vehicles. Share this post Link to post Share on other sites
kremator 1065 Posted April 8, 2010 Superb Cyborg. Looking forward to using the ACE stuff with madbull's lovely addon. Share this post Link to post Share on other sites
thebonecollector 10 Posted April 9, 2010 Anyone know the right altitude for duela ? Share this post Link to post Share on other sites
Cyborg11 10 Posted April 9, 2010 Here is the config.sqf for ACE: /** * English and French comments * Commentaires anglais et français * * This file contains the configuration variables of the logistic system. * Fichier contenant les variables de configuration du système de logistique. * * Important note : All the classes names which inherits from the ones used in configuration variables will be also available. * Note importante : Tous les noms de classes dérivant de celles utilisées dans les variables de configuration seront aussi valables. * * Usefull links / Liens utiles : * - http://community.bistudio.com/wiki/ArmA_2:_CfgVehicles * - http://www.armatechsquad.com/ArmA2Class/ */ /****** TOW WITH VEHICLE / REMORQUER AVEC VEHICULE ******/ /** * List of class names of (ground or air) vehicles which can tow towables objects. * Liste des noms de classes des véhicules terrestres pouvant remorquer des objets remorquables. */ R3F_LOG_CFG_remorqueurs = [ "HMMWV_Base", "TowingTractor", "tractor", "Kamaz_Base", "MTVR", "GRAD_Base", "Ural_Base", "Ural_ZU23_Base", "V3S_Civ", "UAZ_Base", "BRDM2_Base", "BTR90_Base", "GAZ_Vodnik_HMG", "LAV25_Base", "MLRS" ]; /** * List of class names of towables objects. * Liste des noms de classes des objets remorquables. */ R3F_LOG_CFG_objets_remorquables = [ "StaticCannon", "RubberBoat" ]; /****** LIFT WITH VEHICLE / HELIPORTER AVEC VEHICULE ******/ /** * List of class names of air vehicles which can lift liftables objects. * Liste des noms de classes des véhicules aériens pouvant héliporter des objets héliportables. */ R3F_LOG_CFG_heliporteurs = [ "Mi17_base", "Mi24_Base", "UH1Y", "UH60_Base", "MV22" ]; /** * List of class names of liftables objects. * Liste des noms de classes des objets héliportables. */ R3F_LOG_CFG_objets_heliportables = [ "StaticCannon", "Car", "Ship", "ReammoBox", "Land_Misc_Cargo1Ao", "Land_Misc_Cargo1B", "Land_Misc_Cargo1Bo", "Land_Misc_Cargo1C", "Land_Misc_Cargo1D", "Land_Misc_Cargo1E", "Land_Misc_Cargo1F", "Land_Misc_Cargo1G", "Base_WarfareBContructionSite", "Misc_cargo_cont_net1", "Misc_cargo_cont_net2", "Misc_cargo_cont_net3", "Misc_cargo_cont_small", "Misc_cargo_cont_small2", "Misc_cargo_cont_tiny" ]; /****** LOAD IN VEHICLE / CHARGER DANS LE VEHICULE ******/ /* * This section use a quantification of the volume and/or weight of the objets. * The arbitrary referencial used is : an ammo box of type USSpecialWeaponsBox "weights" 5 units. * * Cette section utilise une quantification du volume et/ou poids des objets. * Le référentiel arbitraire utilisé est : une caisse de munition de type USSpecialWeaponsBox "pèse" 5 unités. * * Note : the priority of a declaration of capacity to another corresponds to their order in the tables. * For example : the "Truck" class is in the "Car" class (see http://community.bistudio.com/wiki/ArmA_2:_CfgVehicles). * If "Truck" is declared with a capacity of 140 before "Car". And if "Car" is declared after "Truck" with a capacity of 40, * Then all the sub-classes in "Truck" will have a capacity of 140. And all the sub-classes of "Car", excepted the ones * in "Truck", will have a capacity of 40. * * Note : la priorité d'une déclaration de capacité sur une autre correspond à leur ordre dans les tableaux. * Par exemple : la classe "Truck" appartient à la classe "Car" (voir http://community.bistudio.com/wiki/ArmA_2:_CfgVehicles). * Si "Truck" est déclaré avec une capacité de 140 avant "Car". Et que "Car" est déclaré après "Truck" avec une capacité de 40, * Alors toutes les sous-classes appartenant à "Truck" auront une capacité de 140. Et toutes les sous-classes appartenant * à "Car", exceptées celles de "Truck", auront une capacité de 40. */ /** * List of class names of (ground or air) vehicles which can transport transportables objects. * The second element of the arrays is the load capacity (in relation with the capacity cost of the objects). * * Liste des noms de classes des véhicules (terrestres ou aériens) pouvant transporter des objets transportables. * Le deuxième élément des tableaux est la capacité de chargement (en relation avec le coût de capacité des objets). */ R3F_LOG_CFG_transporteurs = [ ["hilux1_civil_1_open", 10], ["HMMWV_Base", 12], ["Ikarus", 40], ["Lada_base", 6], ["SkodaBase", 6], ["TowingTractor", 5], ["tractor", 2], ["Motorcycle", 1], ["KamazRefuel", 5], ["Kamaz_Base", 40], ["MtvrRefuel", 5], ["MTVR", 40], ["GRAD_Base", 2], ["UralRefuel_Base", 5], ["Ural_Base", 40], ["Ural_ZU23_Base", 40], ["V3S_Civ", 25], ["UAZ_Base", 10], ["VWGolf", 6], ["BRDM2_Base", 25], ["BTR90_Base", 25], ["GAZ_Vodnik_HMG", 25], ["LAV25_Base", 25], ["AAV", 10], ["BMP2_Base", 8], ["BMP3", 8], ["ACE_M2_Base", 20], ["ACE_StrykerBase", 30], ["Mi17_base", 50], ["Mi24_Base", 40], ["UH1Y", 15], ["UH60_Base", 25], ["C130J", 150], ["MV22", 90], ["ACE_AH6", 5], ["ACE_MH6", 5], ["ACE_AH6_GAU19", 5], ["RHIB", 12], ["RubberBoat", 5], ["Fishing_Boat", 18], ["Smallboat_1", 6], ["Land_Misc_Cargo1Ao", 50], ["Land_Misc_Cargo1B", 50], ["Land_Misc_Cargo1Bo", 50], ["Land_Misc_Cargo1C", 50], ["Land_Misc_Cargo1D", 50], ["Land_Misc_Cargo1E", 50], ["Land_Misc_Cargo1F", 50], ["Land_Misc_Cargo1G", 50], ["Base_WarfareBContructionSite", 50], ["Misc_cargo_cont_net1", 9], ["Misc_cargo_cont_net2", 18], ["Misc_cargo_cont_net3", 30], ["Misc_cargo_cont_small", 20], ["Misc_cargo_cont_small2", 16], ["Misc_cargo_cont_tiny", 12] ]; /** * List of class names of transportables objects. * The second element of the arrays is the cost capacity (in relation with the capacity of the vehicles). * * Liste des noms de classes des objets transportables. * Le deuxième élément des tableaux est le coût de capacité (en relation avec la capacité des véhicules). */ R3F_LOG_CFG_objets_transportables = [ ["SatPhone", 20], // Needed for the R3F_ARTY module (arty HQ) (nécessaire pour le module R3F_ARTY (PC d'arti)) ["StaticAAWeapon", 7], ["StaticATWeapon", 5], ["StaticGrenadeLauncher", 3], ["StaticMGWeapon", 3], ["StaticMortar", 3], ["StaticSEARCHLight", 2], ["Motorcycle", 4], ["Truck", 140], ["Car", 80], ["RubberBoat", 22], ["FlagCarrierSmall", 0.1], ["Land_BagFenceCorner", 1], ["RoadBarrier_light", 1], ["FlagCarrierCore", 0.2], ["Hedgehog", 1], ["Land_fortified_nest_small", 5], ["Land_HBarrier1", 1], ["Land_HBarrier3", 3], ["Land_HBarrier5", 5], ["Base_WarfareBBarrier5x", 5], ["Land_Misc_Cargo1Ao", 55], ["Land_Misc_Cargo1B", 55], ["Land_Misc_Cargo1Bo", 55], ["Land_Misc_Cargo1C", 55], ["Land_Misc_Cargo1D", 55], ["Land_Misc_Cargo1E", 55], ["Land_Misc_Cargo1F", 55], ["Land_Misc_Cargo1G", 55], ["Base_WarfareBContructionSite", 55], ["Misc_cargo_cont_net1", 13], ["Misc_cargo_cont_net2", 23], ["Misc_cargo_cont_net3", 35], ["Misc_cargo_cont_small", 25], ["Misc_cargo_cont_small2", 20], ["Misc_cargo_cont_tiny", 15], ["ACamp", 1.5], ["BASE_WarfareBFieldhHospital", 8], ["Camp", 8], ["CampEast", 8], ["MASH", 8], ["SpecialWeaponsBox", 3], ["GuerillaCacheBox", 2], ["LocalBasicWeaponsBox", 4], ["LocalBasicAmmunitionBox", 2], ["RULaunchersBox", 3], ["RUOrdnanceBox", 3], ["RUBasicWeaponsBox", 5], ["RUSpecialWeaponsBox", 6], ["RUVehicleBox", 16], ["RUBasicAmmunitionBox", 2], ["USLaunchersBox", 3], ["USOrdnanceBox", 3], ["USBasicWeaponsBox", 5], ["USSpecialWeaponsBox", 6], ["USVehicleBox", 16], ["USBasicAmmunitionBox", 2], ["ACE_RUSpecialWeaponsBox", 5], ["ACE_RUBasicWeaponsBox", 5], ["ACE_RUVehicleBox", 16], ["ACE_RUOrdnanceBox", 3], ["ACE_RULaunchersBox", 6], ["ACE_BandageBoxEast", 2], ["ACE_KnicklichtBox", 2], ["ACE_BandageBoxWest", 2], ["ACE_LocalBasicWeaponsBox", 3], ["ACE_SandBox", 6], ["ACE_HuntIRBox", 2], ["ACE_USOrdnanceBox", 3], ["ACE_USLaunchersBox", 6], ["ACE_USSpecialWeaponsBox", 5], ["ACE_USBasicWeaponsBox", 5], ["ACE_USBasicAmmunitionBox", 2], ["ACE_USSpecialWeaponsBox", 3], ["ACE_USVehicleBox", 16], ["ACE_RuckBox_East", 3], ["ACE_RuckBox_Ind", 3], ["ACE_RuckBox_West", 3], ["ACE_RuckBox", 3], ["ACE_RopeBox", 3], ["ACE_CSW_Box_DSHKM", 3], ["ACE_CSW_Box_Mk19", 3], ["ACE_CSW_Box_KORD", 3], ["ACE_CSW_Box_KONKURS", 3], ["ACE_CSW_Box_AGS30", 3], ["ACE_CSW_Box_Metis", 3], ["ACE_CSW_Box_M2", 3], ["TargetE", 1], ["TargetEpopUp", 1], ["TargetPopUpTarget", 1], ["FoldChair", 0.5], ["FoldTable", 0.5], ["Barrels", 6], ["Wooden_barrels", 6], ["BarrelBase", 2], ["Fuel_can", 1], ["Notice_board", 0.5], ["Pallets_comlumn", 2], ["Unwrapped_sleeping_bag", 2], ["Wheel_barrow", 2], ["RoadCone", 0.2], ["Sign_1L_Border", 0.2], ["Sign_Danger", 0.2], ["Suitcase", 0.2], ["SmallTable", 0.2] ]; /****** MOVABLE-BY-PLAYER OBJECTS / OBJETS DEPLACABLES PAR LE JOUEUR ******/ /** * List of class names of objects moveables by player. * Liste des noms de classes des objets transportables par le joueur. */ R3F_LOG_CFG_objets_deplacables = [ "SatPhone", // Needed for the R3F_ARTY module (arty HQ) (nécessaire pour le module R3F_ARTY (PC d'arti)) "StaticWeapon", "RubberBoat", "FlagCarrierSmall", "Land_BagFenceCorner", "RoadBarrier_light", "FlagCarrierCore", "Hedgehog", "Land_fortified_nest_small", "Land_HBarrier1", "Land_HBarrier3", "Land_HBarrier5", "Base_WarfareBBarrier5x", "Camp_base", "ReammoBox", "TargetE", "TargetEpopUp", "TargetPopUpTarget", "FoldChair", "FoldTable", "BarrelBase", "Fuel_can", "Notice_board", "Pallets_comlumn", "Unwrapped_sleeping_bag", "Wheel_barrow", "RoadCone", "Sign_1L_Border", "Sign_Danger", "Suitcase", "SmallTable" ]; The config.sqf is here: yourMissionFolder\R3F_ARTY_AND_LOG\R3F_LOG Hope I didn't forget something ^^ Share this post Link to post Share on other sites
kremator 1065 Posted April 9, 2010 Thanks Cyborg ! Will put it in right away ! Share this post Link to post Share on other sites