gunterlund21 10 Posted October 30, 2010 Hi again - I was just going through this thread - Is there any way to expand this distance? - I would like to be able to operate the artillery computer from a longer distance than 100 ft from the artillery pieces... - In what script can I find to edit this...? Cheers... look in a file called recharger_Piece if (count nearestObjects [_piece, ["SatPhone","kamazOpen","PowerGenerator"], 100] > 0) then Share this post Link to post Share on other sites
madbull 19 Posted October 30, 2010 The distance of 100 meters is a constraint for ammo supply, not the arty computer. As gunterlund21 said, you can edit the distance by replacing "100" by your own value in the quoted scripting line. There is three time this line : For players reload : R3F_ARTY\piece\recharger_piece.sqf (1 occurence) For AI reloads : R3F_ARTY\piece\executer_mission_tir_par_IA.sqf (2 occurences) You can also add the arty computer to a specific objet : this addAction ["<t color=""#dddd00"">Artillery computer</t>", "R3F_ARTY_AND_LOG\R3F_ARTY\poste_commandement\ouvrir_dlg_saisie_mission.sqf", nil, 6, false, true, "", ""]; Or to a whole class of objects (see the config file and variable R3F_ARTY_CFG_calculateur_in/externe). ---------- Post added at 10:29 AM ---------- Previous post was at 09:15 AM ---------- @weroedv : I tested your Domi. There is no bug in the R3F arty & log. 1. About the time of the day : There is no problem about that. It works as expected, arty & log don't modify the time. Be sure to select the right hour in the mission parameters (from the interface of players' slot). 2. About the containers : You edited yourself the configuration of the file R3F_LOG\addons_config\arma2_CO_objects.sqf You removed the lift and cargo features of most of the container types. Restore the default config file to get it back. Share this post Link to post Share on other sites
weroedv 10 Posted October 30, 2010 (edited) [/color]@weroedv : I tested your Domi. There is no bug in the R3F arty & log. 1. About the time of the day : There is no problem about that. It works as expected, arty & log don't modify the time. Be sure to select the right hour in the mission parameters (from the interface of players' slot). 2. About the containers : You edited yourself the configuration of the file R3F_LOG\addons_config\arma2_CO_objects.sqf You removed the lift and cargo features of most of the container types. Restore the default config file to get it back. Thx Madbull... to 1. During my tests i allways use the same timesetting ingame "5 o Clock" but if the Arty Part is active the Screen at login sequence turns green ( from 5 starts of the Introsequence the Screen 3-4 Times is Green and the Rest is Normal If the Arty Part is Deactivated the Screen ALLWAYS normal and i can start the Game 100 Times... NO Change to 2. Most of the Containertypes in youre Orginal List of Liftables,are not ingame anymore. ( The Editor Pops up with This Message ) and the 2 Types of Containers i have in the Map, are also in the List of Liftable Containers.. The Reason was not "I CANT LIFT " it was "BEFORE I CAN LIFT THE CONTAINER" i have to Move it by Player and THEN i can Lift and Load someting into... By the Way, i have the Old 1.3 Version in a Copy of my Map with the Same Config of Liftables and ALL WORKS !!! This is Weird... ......pardon me but there MUST be somthing wrong.... Edited October 30, 2010 by weroedv Share this post Link to post Share on other sites
madbull 19 Posted October 30, 2010 1. About the NVG at the intro : Ok, I understand. Replace the #include "R3F_ARTY_AND_LOG\init.sqf" by execVM "R3F_ARTY_AND_LOG\init.sqf"; as said in the installation manual since 1.4 or 1.5. There is something weird in your Domi. You should fix the scripting errors (which are not from the arty & log). 2. About the types of container : Some containers class names are from A2 and others from OA. Keep all these class names in the config even if you play only with OA or A2... that's not a problem. The Reason was not "I CANT LIFT " it was "BEFORE I CAN LIFT THE CONTAINER" i have to Move it by Player and THEN i can Lift and Load someting into... In the version you sent me, I wasn't able to move by the player, lift or use as a cargo your containers. Are you using the ACE mod ? There are many class names for containers. Beware of using the right ones (or to keep all the ones I listed in the default config !). Share this post Link to post Share on other sites
weroedv 10 Posted October 31, 2010 1. About the NVG at the intro :Ok, I understand. Replace the #include "R3F_ARTY_AND_LOG\init.sqf" by execVM "R3F_ARTY_AND_LOG\init.sqf"; as said in the installation manual since 1.4 or 1.5. Didnt Read it in the Manual of 1.6 to change it to execVM !!! 2. About the types of container : Some containers class names are from A2 and others from OA. Keep all these class names in the config even if you play only with OA or A2... that's not a problem. In the version you sent me, I wasn't able to move by the player, lift or use as a cargo your containers. Are you using the ACE mod ? There are many class names for containers. Beware of using the right ones (or to keep all the ones I listed in the default config !). Sorry Dude... between the Time i wrote u my first "Help-Me" and youre first answer, i have done alot of more tests with different containers that was the reason u cant do anyting with the containers in the version is send to u.. BUT: I forgot a little Useless funny script called Touchbody in the Mission, i have had tested it before i start to insert the 1.6 Arty & Log System.... i ve only inserted it to see the Funny Function to nudge a teamplayer... I forgot to remove this Useless Script and that was the reason of the Containerproblem.... BUT NOW !!!! IT WORKS IT WORKS IT WORKS !!!! I LOVE U !!!! ( Like a friend... u Know ?!?! ? U Saved all my Hours in the Future when i play this Game... now I must not do without the Arty and Logsystem Many thanks to u..... I Guess in French it is: Je vous remercie Dont know if i write it correct cause i dont speak French... sorry...:) Share this post Link to post Share on other sites
major woody 11 Posted October 31, 2010 Tnx m8's... worked like a charm... :) Share this post Link to post Share on other sites
G-fresh84 10 Posted November 1, 2010 I've tried to search this thread for my question but cant find it, so i appoligise if its been asked before. But is there a way of making the Illumination Rounds for the M252 Mortars actually illuminate, as they are just smoke shells at the moment?? whether there is a way of making them as a flare system in the sky like the ACE flare gun, or to have a ground detonation of illuminated smoke like the ACE trip flare?? Share this post Link to post Share on other sites
madbull 19 Posted November 2, 2010 @weroedv : Yes ! You're amazing ^^ ;) Oui, on dit bien "Je vous remercie" ! ;) @Major Woody : Glad to read that. @G-fresh84 : The illuminate shells are not yet implemented but it's in the todo list and should be in the next release... coming with SADARM / LASER / GPS shells and improved DPICM (named as cluster at the moment). Share this post Link to post Share on other sites
121.Saint 10 Posted November 2, 2010 MB, I successfully implemented R3F both Arty and Log on a Takistan Domination map. However, when I try to implement on a Chernarus map, it breaks the Domination mission cycle. The AO's don't appear and missions are no longer given. I did change the config.sqf to make sure I am loading the proper Chernarus and not Takistan versions. Any ideas off the top of your head why this might be? It was a stock co40 Domination AI West mission. Thanks Share this post Link to post Share on other sites
madbull 19 Posted November 3, 2010 @121.Saint : You probably did something wrong during the installation. Do you use a execVM for the init.sqf of the arty & log ? Try to install it again and read carefully the guide. If it still doesn't work, send me the mission file. I will quickly check your installation. Share this post Link to post Share on other sites
UGLY58 10 Posted November 4, 2010 (edited) Ref Re-Spawning and retaining the addaction Artillery Computer. Mando uses this in his Air Support Script so I gave it a whirl and it works like a charm. Allows anyone who grabs an "ACE_DAGR" to control Artillery, however you can change this as you see fit. My compliments to Mando all his work not mine.... // Add to your init.sqf [] spawn { private["_acidx1", "_acidx2", "_unit", "_veh"]; _acidx1 = -1; _acidx2 = -1; while {true} do { waitUntil {("ACE_DAGR" in weapons player) && (alive player)}; _acidx1 = player addAction ["<t color="#dddd00"">Artillery computer</t>", "R3F_ARTY_AND_LOG\R3F_ARTY\poste_commandement\ouvrir_dlg_saisie_mission.sqf", nil, 6, false, true, "", "];; while {("ACE_DAGR" in weapons player) && (alive player)} do { _unit = player; if (vehicle _unit != _unit) then { _veh = vehicle _unit; _acidx2 = vehicle _unit addAction ["<t color="#dddd00"">Artillery computer</t>", "R3F_ARTY_AND_LOG\R3F_ARTY\poste_commandement\ouvrir_dlg_saisie_mission.sqf", nil, 6, false, true, "", "];; waitUntil {(vehicle _unit == _unit) || (!alive _unit)}; _veh removeAction _acidx2; }; Sleep 1; }; _unit removeAction _acidx1; }; }; Edited November 4, 2010 by UGLY58 Share this post Link to post Share on other sites
gunterlund21 10 Posted November 5, 2010 Madbull M224 Mortar has been added to ACE... time to get to work :-) Share this post Link to post Share on other sites
madbull 19 Posted November 7, 2010 @UGLY58 : Nice. Thanks to share the tips. @gunterlund21 : Thanks for the info. I'll try it and probably add it in the artillery config... as the FV432 that someone just noticed me by PM. Share this post Link to post Share on other sites
Winchester Delta_1 0 Posted November 19, 2010 Hee here i am again. With a new problem. I try'd to fix it myself first and i even put up another post for this problem cause id din't want to bother you with this. But we can't figure it out there also. I have a problem with merging the RSCtitles. I'm editing a mission called insurgency. That mission has the class RSCtitles just like your arty and logistics script. That causes the interfaces not to show up ingame or crash the game. I'm pretty desperate now cause i need to have this game up in 2 day's and i'm so noob in scripting. The post i put this problem in: http://www.filefront.com/17534206/9thInsurgency0_70NATO.Zargabad.pbo Here you can download my mission with no Rsctitles from R3F included in the description. THats because that will crash the game. Without the R3F rsctitles the interfaces don't show up. Download my mission: http://www.filefront.com/17534206/9thInsurgency0_70NATO.Zargabad.pbo THe problem i have: I have a problem editing a mission called insurgency. I added a cople scripts like AC130, recruiting AI and R3F Arty and logistics script. The only one not working properly is the Arty and logistics script. I'm pretty sure evrything gets executed right. But the problem is both the original insurgency mission and the R3f Artilley and logistics script are using the same RscTitles class. The result of that error is that i can't take objects out of vehicels, arty computer interface doesn't show up on laptop and mortar/arty guns I try'd a cople things to get around it but came to the conclusion i'm to dumb for that. I need to find out how to integrate the 2 RscTitles together. One RSCtitel class is defind in the Description.ext while the other is defind in the resources folder called titles.hpp. SOme help would be greatly appreciated. Thanks in advance. Half of the description.ext #include "resources\constants.hpp" #include "resources\types.hpp" #include "resources\dialogs.hpp" #include "resources\titles.hpp" #define LOADSCREEN "\CA\Missions_e\campaign\missions\CE6_EyeOfTheHurricane.Zargabad\img\loading07_co.paa" #define LOADSCREENTEXT "Insurgency - by pogoman edited by WinchesterDelta1 9thInfantry" #include "LoadingScreen.ext" // R3F Arty and logistics script #include "R3F_ARTY_AND_LOG\desc_include.h" class RscTitles { #include "R3F_ARTY_AND_LOG\desc_rsct_include.h" }; //include recruit script files #include "bon_recruit_units\dialog\common.hpp" #include "bon_recruit_units\dialog\recruitment.hpp" //describtion.ext for Lurchi's AC-130 Script //defines #include "LDL_ac130\Includes\uiDefines.hpp" #include "LDL_ac130\Includes\define.hpp" //Dialogs #include "LDL_ac130\Includes\dialogParent.hpp" #include "LDL_ac130\Includes\dialogAC130.hpp" #include "LDL_ac130\Includes\dialogUAV.hpp" #include "LDL_ac130\Includes\dialogMap.hpp" //Sounds //Note: If your mission already has a CfgSounds add the line "#include "LDL_ac130\Includes\CfgSounds.hpp"" to the existing CfgSounds. class CfgSounds { sounds[] = {}; #include "LDL_ac130\Includes\CfgSounds.hpp" }; LoadScreen = "screens\Loadscreen8.jpg"; onLoadMission = LOADSCREENTEXT; onLoadMissionTime = false; The titles.hpp file: class RscTitles { class Rtags { idd=64431; movingEnable = true; fadein = 0; fadeout = 0; duration = 0.2; name = "TAGS_HUD"; controls[] = { "camtag", "nametag", "interact"}; onLoad = "uiNamespace setVariable ['TAGS_HUD', _this select 0]"; class camtag { type = CT_STRUCTURED_TEXT; idc = 64434; style = 0x00; x = safeZoneX; y = safeZoneY+safeZoneH/2+0.3; w = safeZoneW; h = safeZoneH; font = "Zeppelin33"; size = 0.03; colorText[] = { 0, 0.4, 0.8, 0.8}; colorBackground[] ={ 0,0,0,0.0}; text = ""; class Attributes { font = "Zeppelin33"; color = "#347C17"; align = "center"; valign = "middle"; shadow = "1"; shadowColor = "#000000"; size = "1"; }; }; class nametag { type = CT_STRUCTURED_TEXT; idc = 64435; style = 0x00; x = safeZoneX+ 0.1; y = safeZoneY+safeZoneH/2+0.05; w = safeZoneW; h = safeZoneH; font = "Zeppelin33"; size = 0.03; colorText[] = { 0, 0.4, 0.8, 0.8}; colorBackground[] ={ 0,0,0,0.0}; text = ""; class Attributes { font = "Zeppelin33"; color = "#2B60DE"; align = "center"; valign = "middle"; shadow = "1"; shadowColor = "#000000"; size = "1"; }; }; class interact { type = CT_STRUCTURED_TEXT; idc = 64436; style = 0x00; x = safeZoneX; y = safeZoneY+safeZoneH/2+0.2; w = safeZoneW; h = safeZoneH; font = "Zeppelin33"; size = 0.03; colorText[] = { 1, 1, 0, 0.8}; colorBackground[] ={ 0,0,0,0.0}; text = ""; class Attributes { font = "Zeppelin33"; color = "#2B60DE"; align = "center"; valign = "middle"; shadow = "1"; shadowColor = "#000000"; size = "1"; }; }; }; }; http://forums.bistudio.com/showthread.php?p=1792548#post1792548 Share this post Link to post Share on other sites
madbull 19 Posted November 20, 2010 What about to remove this from the description.ext : class RscTitles { #include "R3F_ARTY_AND_LOG\desc_rsct_include.h" }; and to include the desc_rsct_include.h in your titles.hpp ? class RscTitles { #include "R3F_ARTY_AND_LOG\desc_rsct_include.h" class Rtags { idd=64431; ..... ..... }; }; Because as the installation guide says... only one "class RscTitles" can exist. Share this post Link to post Share on other sites
Winchester Delta_1 0 Posted November 20, 2010 (edited) Ok we found out how to get the R3F script working in the insurgency mission... Thanks for the help. We had to do exactly what you posted but than move the titel.hpp content with the original RscTitel class into the description.ext. Otherwise R3F can't find it. But after we fixed that i could not get the AC130 back to work. If you want to take a look at the mission when you have some time offcourse you can downlaod it from the link below. The one with the error and the fixed one where the AC130 is not working. http://www.filefront.com/17537312/missions.rar Edited November 20, 2010 by Winchester Delta_1 Share this post Link to post Share on other sites
bhaz 0 Posted November 21, 2010 Took the liberty of making a modfile for Invasion 1944 in one of my missions, might aswell share. :) Take the following and save as: R3F_ARTY_AND_LOG\R3F_LOG\addons_config\I44_objects.sqf /** * English and French comments * Commentaires anglais et français * * This file adds the "Invasion 1944" objetcs in the configuration variables of the logistics system. * Fichier ajoutant les objets de "Invasion 1944" dans la 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. */ /****** TOW WITH VEHICLE / REMORQUER AVEC VEHICULE ******/ /** * List of class names of vehicles which can tow towable objects. * Liste des noms de classes des véhicules terrestres pouvant remorquer des objets remorquables. */ R3F_LOG_CFG_remorqueurs = R3F_LOG_CFG_remorqueurs + [ "I44_HT", "I44_Truck" ]; /** * List of class names of towables objects. * Liste des noms de classes des objets remorquables. */ R3F_LOG_CFG_objets_remorquables = R3F_LOG_CFG_objets_remorquables + [ "I44_GunAT", "I44_Gun_A_M2A1_Army" ]; /****** LIFT WITH VEHICLE / HELIPORTER AVEC VEHICULE ******/ /** * List of class names of air vehicles which can lift liftable objects. * Liste des noms de classes des véhicules aériens pouvant héliporter des objets héliportables. */ R3F_LOG_CFG_heliporteurs = R3F_LOG_CFG_heliporteurs + [ ]; /** * List of class names of liftable objects. * Liste des noms de classes des objets héliportables. */ R3F_LOG_CFG_objets_heliportables = R3F_LOG_CFG_objets_heliportables + [ ]; /****** 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 transportable 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 = R3F_LOG_CFG_transporteurs + [ ["I44_HT", 12], ["I44_ACar", 12], ["I44_Car", 12], ["I44_Truck", 40], ["I44_Boat", 5] ]; /** * List of class names of transportable 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 = R3F_LOG_CFG_objets_transportables + [ ["I44_obstacle", 5], ["I44_GunMortar", 12], ["I44_GunMG_G_MG42_Nest_WH", 18], ["I44_GunMG", 8], ["I44_radio", 1], ["I44_GunAA_G_FlaK38_WL", 20] ]; /****** MOVABLE-BY-PLAYER OBJECTS / OBJETS DEPLACABLES PAR LE JOUEUR ******/ /** * List of class names of objects moveable by player. * Liste des noms de classes des objets transportables par le joueur. */ R3F_LOG_CFG_objets_deplacables = R3F_LOG_CFG_objets_deplacables + [ ]; Add the following line to the end of R3F_ARTY_AND_LOG\R3F_LOG\config.sqf #include "addons_config\I44_objects.sqf" Known issues: Opel Blitz trucks tow objects underground - you need to prone behind the truck to retrieve it. This is probably a config thing on their end, no idea. Not all AA guns are towable or loadable, I chose this due to their size - and it looked stupid dragging a huge metal base along the road. I added I44_obstacle to the list, but not all objects work. For the most part, tank traps and sandbags function correctly. Share this post Link to post Share on other sites
gunterlund21 10 Posted November 21, 2010 madbull Did you ever get a chance to look at Fallujah to figure out the grid? dont know how the config should be set for the map. I know you go to top left corner of the map but on this map not sure what top left is. check it out. Share this post Link to post Share on other sites
madbull 19 Posted November 23, 2010 @Winchester Delta_1 : Which feature is not "working" on the AC130 in your mission ? Please make a clear description to save my precious time. @bhaz : That's a very good initiative to share it. I'm gald to see that you fully understood the best way to add a new addon in the arty & log ;) I'll probably look further with the invasion 44 and your stuff in next versions. @gunterlund21 : After downloading and opening in the editor the Fallujah island, the value for R3F_ARTY_CFG_hauteur_ile should be 10240 (not tested, but should be ok). Share this post Link to post Share on other sites
gunterlund21 10 Posted November 24, 2010 Madbull 10240 doesnt work for me. Can you try it? Share this post Link to post Share on other sites
noricum 10 Posted December 2, 2010 heya lads; seems that there's a problem with the script (1.6+hotfix) in combination with ace 433? I can only shoot 5m with the artillery/mortars and so on....then projectiles are forced back on the ground :butbut: Tried the demo too, cause I thought i might have done something wrong, but there was the same issue with ace. Only the stryker MC seems to work properly. Tried it again w/o ace, works fine. Will this issue be fixed or are there any workarounds for this? Greets & thx Share this post Link to post Share on other sites
m1n1d0u 29 Posted December 2, 2010 yeah that's true ace and R3F script isn't compatible now with some artillery , but R3F don't play with ace Share this post Link to post Share on other sites
noricum 10 Posted December 2, 2010 yeah that's true ace and R3F script isn't compatible now with some artillery , but R3F don't play with ace well, that's kinda sad. Share this post Link to post Share on other sites
madbull 19 Posted December 2, 2010 @gunterlund21 : Not enough time at the moment. Will try later. @Noricum & M1n1d0u : We don't play with ACE but wee work to be ACE compatible. When the ACE / R3F arty & log compatibility is broken due to an ACE update, we fix it in the next arty & log version... (we can't not do it before of course). Share this post Link to post Share on other sites
noricum 10 Posted December 2, 2010 We don't play with ACE but wee work to be ACE compatible... thx maestro, would be awesome! Share this post Link to post Share on other sites