Nick Seafort
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Two questions about pylon weapon configs, and pylon scripting
Nick Seafort replied to Nick Seafort's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I didn't get a notification for this for some reason, but thanks for the suggestion Quake! I had a look into it, and unfortunately that mod doesn't really cover what I need (although I do like the way they've done some things!) ☺️ Anyone else got any suggestions? -
Nick Seafort started following Two questions about pylon weapon configs, and pylon scripting
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Two questions about pylon weapon configs, and pylon scripting
Nick Seafort posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hi fellas, I've been scratching my head over these for a while now and not getting any closer to figuring out what's going on. I've tried the Discord a few times, but I think these questions may be a bit lengthy for that and haven't gotten any responses! Situation: finalising adding pylons and associated scripting for our modpack's helicopters, and these differ from vanilla helos in that: a) they may have both a pilot and gunner controlling pylon weapons simultaneously (rather than all pylons controlled by one or other), and b) who controls each particular pylon varies between different presets of the same vehicle. First issue: a "SAFE" weapon that we include as the first weapon for all vehicles vanishes ONLY IF the pylon loadout is altered in the mission editor. So, we have fairly standard SAFE weapon added as the initial weapon for both pilot and gunner. The weapon is defined with a magazine name that doesn't exist, and when we specify the magazines[] for the vehicle we just include nothing - so the players see a read "SAFE" weapon with no rounds that they have to swap off to actually fire anything. Having added pylons to the helicopters, these still work just fine upon loading into a mission. HOWEVER, if I alter the pylon loadout in the editor at all (via the vehicle's attributes pane, and simply swapping one ammo-type for another ammo-type for the same weapon for the pilot, for instance), then both the pilot and the gunner don't have the SAFE weapon show up any more - their initial weapon is the next in the list/first pylon, and cycling through all weapons reveal it's missing. Has anyone else experienced this, or have an idea what might be causing it? I've checked other mods out and they don't seem to encounter the issue, but I can't spot anything in their configs that reveals an obvious difference. The only workaround I can think of is to rip all weapons off on spawn and then re-add them as well as the static weapons/magazines as part of the init... but this is obviously not a great solution and also runs into the second issue. Second issue: I cannot find a reliable method via scripting to determine which seat controls which pylon station. As an example, if the vehicle's default loadout has the pilot controlling two wingtip stations and the gunner controlling two inboard stations, then if this is changed in the editor so that actually they've swapped so the pilot controls the inboard stations and the gunner the wingtip stations then I can't see any way to find this information out. As I'm trying to finalise the in-mission rearming GUI for pylons, this means that currently I have to try and guess who controls which pylon initially (to pre-set the ownership options on loading the GUI) and then store that in a custom variable after this to facilitate behaviour for the rest of the mission. It also means that I can't accurately workaround the first issue by removing and re-adding weapons/magazines due to not know the actual order to reattach them in to retain all the same animation/behaviour. It also means that the guessing function is a bloody awful nest of loops and array comparisons, with lots of checks to ensure the totals match after each step etc. Is anyone able to offer insight into either of these points? If more convenient, I'm available to chat via Discord or TS - just let me know ☺️ -
I'm not honestly sure, not having used them myself - but given their naming structure and lacking any further documentation, I'd assumed that they were missionNamespace variables rather than functions. I'm busy tonight and tomorrow, but I'd suggest you check that out. With regards to giving you some kind of hook to execute code on the crate against, there isn't currently functionality for that built in to the system - but it's an interesting idea, if I can figure out a sane way to do it. It certainly won't appear soon as I'm rather busy currently though, sorry!
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Hi Snake, I'm not quite sure what you are asking/want to achieve? If you want to alter the weight that is carryable for an ACE container you set ACE_maxWeightDrag and ACE_maxWeightCarry, rather than altering the crate itself.
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@CPT J. Shaw If you literally want our mortar and ammo without the rest of the mod so that it can be used ingame, then that's not something we do - the pack is designed to work together, and at a purely practical level it would be a significant effort to unpeel the various mods to provide something like the mortar as a stand-alone. If you instead want the access to the raw assets so that you can modify them for your own/your group's use, then that's not something we do either - and nor do most mod makers. However, you can "inherit" from our mod and then tweak the behaviour and characteristics of our mortar, or create a child version of it. However, if you're not familiar with what inheritance is, then you'll probably struggle to make any useful changes. This may be better discussed via Teamspeak or similar where I can directly talk through it with you. If you want to do this, send me a PM here and we'll arrange something.
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@CPT J. Shaw I think I'd misunderstood what you were asking then - are you asking to be provided with the content from our modpack for the 60mm mortar and its ammo? If so, I can fairly confidently tell you that we wouldn't provide that, and instead would suggest you inherit from our mortar if you want to make any unit-specific usage or modification.
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@CPT J. Shaw Well we can't answer if we don't know what it is :P
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@NethrosDefectus It depends what you mean by custom: any crate that you can place in the editor or via Zeus (ie, a crate that's a defined class), you can add that to the loadout and spawn list by adding its classname in the options menu (as a comma-separated list if you're including multiple crates). If you mean crates that are filled with custom loadouts specified by scripting at runtime, then no that's not supported.
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Hi @bofhgr, While you can control who has access to the menu at all by altering the condition of the action appearing in the menu, there's no support current or planned for limiting functionality within players who have access to the menu - that's both outside of the scope of intended use, and also a substantial amount of work. So you could take the current condition that the action is based on, and then wrap that condition in a condition of your own that is based upon the various currencies you need to consider. The route to follow for that might be to have the player pay for permanent access to the menu on a per-vehicle basis? I should also mention that, while I'm not currently certain of the state of my work within the general licence of the mod, I wouldn't be comfortable with its use being in any way monetised on your server - if these are purely in-game currencies with no ability to acquire them through means like donating or purchasing packs etc, then I would provisionally be fine with it being used unmodified (beyond the access condition to the menu) with proper attribution to the mod team. Drop me a private message if you have direct questions regarding this or decide to go ahead with the project, and I can work out the specifics. Nick
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Confirmed bug, I failed to notice the logical gap in implementation - the new infantry access was written with the assumption that it's from the Logistics Point, and I failed to specifically add the action to the prop synced to the Module o\ I'll sort that out, good spot!
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Excuse the potato video, but here we go. As noted, the one point I meant to include but forgot, with the ACE Hellfires that use laser guidance, you can now do LOAL (lock-on after launch). As long as the laser sparkle indicator is red, then the missile will track to it after launch, even if it isn't locked on. And your edit link is from a comment on the previous pack version. If you're having difficulty getting our mods working but vanilla works, then try again with just our mods, CBA, and optionally ACE enabled. EDIT: also, your ACE link is for the wrong feature, this is the feature you want: https://ace3mod.com/wiki/feature/hellfire.html
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Are you using ACE or not? This changes how the weaponry functions, as we're making use of the ACE Hellfire module when available. Also, which Hellfire variants were you using?
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I just tested it and it works fine? I placed the barrel crates from the Prop > Supplies group, placed the Vehicle Logistics Module, and then right click > Sync To the module to the barrels.
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How do you mean doesn't have ammunition? Do you mean that there aren't any belts in the inventory? Or that there aren't any loaded? Have you checked that you've disabled the safety on the vehicle (F by default, your switch weapon keybind)?
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Yep, seems like that slipped through somehow! I've added it back into our tracking list, thanks :)