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sxp2high

Cargo Load and Drop Script

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BTK Cargo Drop v1.92

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Readme

BTK Cargo Drop v1.92

With this script you can load objects and vehicles into helicopter and

aircrafts and drop them somewhere.

The Object will be dropped on a parachte with a blue smoke grenade.

Works in (dedicated) multiplayer (JIP)!

Works with AND without Operation Arrowhead, British Armed Forces or ACE2.

******* INSTALLATION *******

Copy and paste the BTK folder to your mission folder.

Add this line to your init.sqf:

execVM "BTK\Cargo Drop\Start.sqf";

To disable the feature at all, do the comment thing:

// execVM "BTK\Cargo Drop\Start.sqf";

******* SETTINGS *******

You can change the loadable objects by editing the

"BTK\Cargo Drop\Settings_Objects.sqf"

and

"BTK\Cargo Drop\Settings_Transporter.sqf"

files.

******* INGAME USAGE *******

The action for loading cargo will be added automatically to all compatible

vehicles.

Just place an object near the transporter and select the "Load cargo"

action. To drop off or unload select the unload action...

******* SUPPORTED VEHICLES *******

Small (can load ammoboxes, small objects and most static weapons)

+ All AH and MH6 types

+ All Su25 types

+ All F35 types

+ All AV8B2 types

+ All AH1 types

+ All Kamov types

+ All L39 types

+ All An2 types

+ A10

+ MQ9PredatorB

Medium (same like small + atv and motorcycle)

+ All UH1 types

+ All UH1H types

+ All UH60 types

+ All Mi171Sh types

+ All Mi24 types

+ AW159

+ Merlin HC3

Large (ammoboxes, small objects, static weapons, cars and boats)

+ All CH47 types

+ MV22

Xtra Large (same like large + trucks, apcs and cargo containers)

+ All C130 types

******* Changelog v1.9 *******

******* NEW *******

+ Please delete any older version - New script and file structure!

+ The "Load cargo" action gets now inizialied to the vehicles automatically,

even after respawn.

+ Lots of new vehicles supported.

+ New Hints.

+ For mission makers:

BTK_CargoDrop_ObjectLoaded - This detects whenever a object is loaded in.

Sample:

_YourVariable = YOUROBJECT getVariable "BTK_CargoDrop_ObjectLoaded";

_YourVariable = true; // means the object has been loaded in.

BTK_CargoDrop_TransporterLoaded - This detects whenever a transporter contains cargo.

Sample:

_YourVariable = YOUROBJECT getVariable "BTK_CargoDrop_TransporterLoaded";

_YourVariable = true; // means the transporter has cargo loaded.

Both are LOCAL ONLY ! See Demo mission files for more details!

******* CHANGED *******

+ Changed load, unload and drop code for better results.

+ Optimized some attach positions.

+ Lots of small improvements.

+ Now using big parachute for a better drop-off behaviour.

+ Increased radius for loading in for most vehicles.

******* FIXED *******

+ JIP. You can now use the functions after reconnecting to the

mission/server.

+ Sometimes objects stuck in the air after drop.

+ Sometimes objects disappeared into the ground after drop.

+ Fixed: R3F lifting is now possible when cargo loaded. You have to hover

very low for that. (This fix is still wip)

******* Changelog v1.91 *******

******* CHANGED *******

+ Added all trucks and apcs to XL transporters (C130)

+ Changed unload procedure

+ Demo Mission is now optional (Select the Start Mission action to start it)

******* Changelog v1.92 *******

******* CHANGED *******

+ AW159 Wildcat is now small transporter

+ Mi17 and Mi117 are now large transporters

+ C130 positions tweaked (thx spyhunter82)

+ F35 load position (to avoid collison)

+ PAA file is now included (No more error messages for not-arrowhead users)

Download Sample Mission

The Demo Mission requires Operation Arrowhead and British Armed Forces (Lite)

Edited by sxp2high
  • Like 1

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Hey sxp2high,

Your script looks interesting. It's also a planned feature to the R3F logistics system.

I was unable to download your script. Can you put a more-direct link ?

Cheers

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Nice to hear that madbull :)

Link should work now.

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sxp2High,

I can run your sample mission no problem. The install is easy, but I can`t get this to run on our version of Domination, which has R3F and Norrin Revive. Any ideas ?

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Im using it with Domination too. But... we are not using the default helicopters. So, maybe Xeno's helicopters override the vehicle init.

I guess the problem is that the Load Cargo action does not show up?

Please some more information. You can also send me your mission and i'll see what i can do. :)

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Im using it with Domination too. But... we are not using the default helicopters. So, maybe Xeno's helicopters override the vehicle init.

I guess the problem is that the Load Cargo action does not show up?

Please some more information. You can also send me your mission and i'll see what i can do. :)

I have all the action menus, so the script initialises, but when I hit the Load Cargo nothing happens in Domination. In your sample mission I have no issues, so I am using the right commands etc. I am using C130J, V22 and MH-60S all default BIS models. I stripped out any other init codes in order ensure the errors was not there, still no joy.

I will try some of the non-BIS aircraft models and also adding the script to some other missions and see where I get.

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Nothing happens? That's weird. If nothing's to load in range there should be a hint, telling you.

Are you using the original folder structure from the sample mission? Also, please take a look at your rtp file.

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sxp2high,

Wow that was quick :)

Original folder is cut and pasted into the Mission folder. I have now tried on hosted server and dedicated server same result.

Got this in the dedicated server rpt.

if (!("TT" in d_version)) then {

[HC130, 300] spawn x_vehirespawn;

[towtra>

2010/06/23, 13:34:12 Error position: <HC130, 300] spawn x_vehirespawn;

[towtra>

That was from trying to load a tow tractor into the C130

Edited by UGLY58

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OK. This error is not related to my script. That means you have some errors in you domination which can cause a framerate drop.

Standby, i'm trying to find the problem.

I think i got the same problem. To be honest, never tried it with the C130 in domination. Are Osprey, Venom and Knight Hawk working for you?

________________________________________________

LOL OK i got it.

It's simply because of ACE.

In ACE the Hercules Class is ACE_HC130_N, not C130J. I'll add all ACE Vehicles now. Will upload it later. :)

Edited by sxp2high

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I think 10th SFG have found another issue to do with the fact the script is in the init line, that causes other issues. As soon as the vehicle re-spawns it will loose this functionality. Especially important in Domination.

Ref. ACE_HC130_N I definitely have the CAAir2_C130J but still no joy, although adding all the ACE stuff would be good.

If I find a solution I will let you know.

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Hey guys if either of you (or anyone for that matter) wants it the merged version is on the 10th server now under 05_realism_dom reg the init prob true vehic will not have the same init when it respawns but fixing that tonight.

P.S sorry about snagging your thread but figured I would offer the merge up for the heck of it.( quietly withdrawing back into my cave )

Cheer's ChefD

Edited by chefd261

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Ref. ACE_HC130_N I definitely have the CAAir2_C130J but still no joy, although adding all the ACE stuff would be good.

Has been added. ACE Vehicles are working now. Download the script again.

About Respawn: I'm using custom respawn script which adds the actions after respawn.

But it's not a bad idea to add it to the script. I'll do it soon. :)

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Got this working in combined ops with no problems. :)

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Can this script be made like the R3F script.. That it is initialised for every aircraft without the purpose of adding a extra command line into the init line of a vehicel. So it finds the right vehicel you can drop cargo with from the start.

Or otherwise can you give me your custom respawn script :) Will be handy for my next missions aswell.

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A quick question: I've been trying to set this up in the mission init file, so that I don't have to place the line in each instance of the aircraft, and so that it will activate on respawn, but I must be doing something wrong, because it isn't working. I've tried the

if (alive object) deal, but I'm still stuck. Ideas?

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A quick question: I've been trying to set this up in the mission init file, so that I don't have to place the line in each instance of the aircraft, and so that it will activate on respawn, but I must be doing something wrong, because it isn't working. I've tried the

if (alive object) deal, but I'm still stuck. Ideas?

I wanted something liek that also. But cant get it to work like that either.

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Hi guys. Thanks for your interest in my script. :)

I'll release an update soon - which includes some small tweaks, fixes and the new Arrowhead Items and Vehicles.

The auto initialize is also a great idea, i'll try to do that. Stay frosty! :cool:

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Hi guys. Thanks for your interest in my script. :)

I'll release an update soon - which includes some small tweaks, fixes and the new Arrowhead Items and Vehicles.

The auto initialize is also a great idea, i'll try to do that. Stay frosty! :cool:

hi

i have already got it OA ready i just need the respawn script for when the plane is destroyed and the menu option doesnt come back, any chance you could send it to me ? if you have it completed. the script works very well so far and it will be even better with the respawn script.

so far im runing co 30 domination with the cargo drop script and drapers airsupport, hopefully the cargo drop will keep its place on my version of what domination should look and play like :)

all credit goes to those that made the scripts i just put them together.

heres a link to CargoDrop.Takistan

http://rapidshare.com/files/416351658/cargoDrop.Takistan.rar

there is only 10 downloads on that link if you want it and didnt get it you will have to pm me.

have fun

mark

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any chance of the updated version ? or the script to reactivate the menu after the plane is destroyed

please

thankyou

mark

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@ any one with the now how

ive got this script working in OA but theres a problem.

when the plane is destroyed the load veichle option does not reactivate and you then cant load anything into the plane. this is what is in the init field of the plane:

nul = [this] execVM "cargoLoad\cargoInit.sqf"; veh = [this, 120,300] execVM "vehicle.sqf" now ive also tried nul = [this] execVM "cargoLoad\cargoInit.sqf"; in a trigger but it doesnt work.

any help would be appreciated

thanks mark

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This is a brilliant little script, great for dropping ammo off for friendlies without having to risk landing. Thanks!

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still it would be nice if it worked all the time.... any fixes yet ?. like i said when the plane gets destroyed say bye bye to your ammo/veichle drop as the load and unload action is GONE !!!!!! :(

Edited by spyhunter82

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Be cool. Im working on it.

The action is already being added automatically, even after a respawn. No problems with that. :)

Im currently improving the code and trying to solve a compatibility problem with R3F.

Pretty sure i can release it tomorrow...

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