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duda123

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Everything posted by duda123

  1. duda123

    Cant use publisher

    Same error message. Vanilla. Able to work around the problem by deleting the arma publisher folders in AppData/Local. However, I have to do this every time I want to start publisher. Delete these folders: C:\Users\duda\AppData\Local\Arma 3 Publisher C:\Users\duda\AppData\Local\Bohemia_Interactive\Publisher.exe_Url_o2mbokf4qlrh1engunci4fcliadq2wg3
  2. duda123

    Advanced Towing

    What's the class hierarchy for the object?
  3. duda123

    Advanced Towing

    New version published to steam. You can also find the updated source here: Improved movement of vehicle when moving over slopes. Improved positioning of cargo on the ground. Should resolve some problems with custom vehicles moving into the air. https://github.com/sethduda/AdvancedTowing/releases/tag/1.1
  4. duda123

    Advanced Towing

    You'd have to calculate the simulated force applied on the rope. It can get complicated. (e.g. the force is going to be less if the cargo is off to the side vs directly behind you) Probably want to calculate the acceleration of the vehicle, and then take the mass of both vehicles into account plus the angle of the rope.
  5. duda123

    Advanced Towing

    It's this: https://community.bistudio.com/wiki/File:Arma3_CfgVehicles_B_UGV_01_F.jpg To do it, you have to create the vehicle B_UGV_01_F, and then attach (attachTo) the boat to the vehicle (and play around a little bit with the positioning to align it on the vehicle). Then, you can hook the tow ropes to the vehicle and the boat will follow along. In a future update, it might be neat to have the wheels attach automatically when the boat is being pulled out of the water by a vehicle. Would also be nice to have a fixed tow bar so it supports backing stuff up into the water.
  6. duda123

    Advanced Towing

    Two ways: You can copy everything here: https://github.com/sethduda/AdvancedTowing/blob/master/addons/SA_AdvancedTowing/functions/fn_advancedTowingInit.sqf and just paste it into the end of your init.sqf file. Don't need to change or initialize anything. -- or -- Save the contents of https://github.com/sethduda/AdvancedTowing/blob/master/addons/SA_AdvancedTowing/functions/fn_advancedTowingInit.sqf into another sqf file in your mission's directory (e.g. fn_advancedTowingInit.sqf), and then execute it from your init.sqf file: [] execVM "fn_advancedTowingInit.sqf"; --------------------------------------------------------------------------------- Reguarding if(!isNil "SA_TOW_INIT") exitWith {}; This prevents the code from running twice. The first time the code runs, SA_TOW_INIT is nil because we haven't defined it yet. Right after that line, SA_TOW_INIT gets set. The next time the code tries to run, SA_TOW_INIT is no longer nil, so it hits the exitWith clause. It's like this to support the addon's ability to be only installed on the server. When the server side executes the code, it ends up sending the code to all clients (plus JIP clients) who then execute the code locally. Since the clients don't have a copy of the code until the server sends it to them, SA_TOW_INIT is always nil the first time. When using the script version, it's actually better to only run the code on the server only (e.g. putting the code in initServer.sqf, or wrapping the code in an if statement.. if(isServer) then { ...insert code.. } ). While it still works when running from init.sqf, that code will get executed by all clients plus the server. This results in the clients actually sending the code to all other clients. Won't really hurt anything, but isn't necessary.
  7. Now published on steam! See: https://forums.bistudio.com/topic/188980-advanced-towing/
  8. duda123

    Advanced Towing

    I agree - it's possible, but I'm not sure by default I want to require all players to carry something. However, if you want to do this, I can definitely add some hooks into the code base to assist. For instance, I could set it up to call some function (which the mission maker can override) to check if ropes can be deployed from a vehicle.
  9. duda123

    Advanced Towing

    Absolutely! The ropes are just there to please the eye. Could easily take the ropes out and it would look like the vehicles are following each other at a pre-defined distance. However, tight corners might be problematic - the AI won't know to take a wide turn :)
  10. duda123

    Advanced Towing

    It shouldn't conflict with any other addon. Great idea about winching! Do you think this is something that the player can start only when outside the vehicle? E.g two actions available when standing next to a vehicle with ropes deployed: start winch, stop winch.
  11. duda123

    Advanced Tow Ropes

    it's live! See: https://forums.bistudio.com/topic/188980-advanced-towing/ Thanks for all the help - I mentioned you in the description / video :)
  12. duda123

    Publisher hanging

    Fixed it.. Deleted the publisher folder in this directory and restarted publisher: C:\Users\[username]\AppData\Local\Bohemia_Interactive
  13. duda123

    Advanced Tow Ropes

    Ok, I've added in some speed limits, based on the mass of the vehicle & cargo being towed. I've also made an update that will set the cargo ownership to the owner of the vehicle doing the towing. Makes the towing "effect" much smoother for the person doing the towing. Give it a try again. I think it's pretty much ready to go! Thanks for your help testing. Now, I just need to somehow fix the steam publisher tool... not working. Works great on a dedicated server.
  14. duda123

    Publisher hanging

    I'm trying to start the publisher - it hangs on startup with this error. Not trying to publish a scenario - trying to publish an addon.
  15. duda123

    Advanced Tow Ropes

    Unfortunately two ropes won't work - the ropes don't actually do anything when towing stuff. They just make it look pretty :) The sideways issue is only apparent if you're towing a long cargo container. The rope will attach to the side of it (the long side) and will be towed with that long side facing your vehicle.
  16. duda123

    Cant use publisher

    Were you able to solve this? I'm having the same problem.
  17. duda123

    Advanced Tow Ropes

    Published an update to GitHub to fix a few things: 1. Prevents vehicle from "spinning" around the towing vehicle. 2. The towed vehicle now moves a bit smoother. 3. The towed vehicle no longer gets stuck in one position if the tower isn't moving. 4. Resolved some problems with boat towing. Issues I've seen: The cargo containers aren't oriented the same way as vehicles, so you can end up pulling them sideways. Things I'm working on: I have code in there that lets you attach the tow ropes to any side of the cargo, but need to work out how to adjust the vehicle rotation when being pulled.
  18. duda123

    Advanced Tow Ropes

    Also, by default, only vehicles of type Car, Ship and Tank can do the towing. You can change this by setting this in init.sqf: e.g. SA_TOW_SUPPORTED_VEHICLES = [ "Air", "Ship" ]; (This would only let you take the tow ropes for Air and Ship vehicles) Here's another example: SA_TOW_SUPPORTED_VEHICLES = [ "AllVehicles" ]; SA_TOW_RULES_OVERRIDE = [ ["AllVehicles", "CAN_TOW", "AllVehicles"] ]; This would let you deploy tow ropes from every vehicle and attach it to any vehicle. This would probably include ground units as well, which would be kinda odd (I guess a player could pull a boat, which would be neat)
  19. duda123

    Advanced Tow Ropes

    Ok, I've updated the source, but haven't tested it yet. Will try it out later. Feel free to give it a try, but it might have some scripting errors. Also, if you attempt to attach a tow rope to a non-towable vehicle, it will say "Cannot attach tow rope" in the action menu, and will show a hint if you select that action. It will hint to the player "Your vehicle is not strong enough to tow this. Find a larger vehicle!" Here are the default rules: SA_TOW_RULES = [ ["Tank","CAN_TOW","Tank"], ["Tank","CAN_TOW","Car"], ["Tank","CAN_TOW","Ship"], ["Tank","CAN_TOW","Air"], ["Tank","CAN_TOW","Cargo_base_F"], ["Car","CAN_TOW","Car"], ["Car","CAN_TOW","Ship"], ["Car","CAN_TOW","Air"], ["Car","CANT_TOW","Helicopter"], ["Car","CANT_TOW","Truck_F"], ["Truck_F","CAN_TOW","Car"], ["Truck_F","CAN_TOW","Helicopter"], ["Truck_F","CAN_TOW","Cargo_base_F"], ["Ship","CAN_TOW","Ship"] ]; Tanks: Can tow tanks, cars, ships, air and cargo containers Cars (except trucks - which are a type of car): can tow cars (excluding trucks), ships and air (excluding helicopters) Trucks: Can tow cars (including trucks), ships, air and cargo containers Ships: Can tow ships You can override / add additional rules by setting the SA_TOW_RULES_OVERRIDE variable in init.sqf: e.g. This would override everything and let all vehicles tow all other vehicles: SA_TOW_RULES_OVERRIDE = [ ["AllVehicles", "CAN_TOW", "AllVehicles] ];
  20. duda123

    Advanced Tow Ropes

    Awesome, thanks. I'll add these into the script so you can tow them. I'll also add the ability for the mission maker to override what can can't be towed. e.g. you would be able to define a variable in the init.sqf file like this: SA_TOW_OVERRIDES = [ ["B_MRAP_01_F","CAN_TOW","Land_Cargo20_light_blue_F"], ["B_MRAP_01_F","CANT_TOW","Land_Cargo20_light_green_F"], ["Ship","CANT_TOW","Land_Cargo20_light_green_F"], ["B_MRAP_01_F","CANT_TOW","Ship"] ]; This would let the B_MRAP_01_F tow Land_Cargo20_light_blue_F but prevent it from towing Land_Cargo20_light_green_F and all vehicles of type Ship. Also, it would prevent ships from towing Land_Cargo20_light_green_F. These would override the default settings, so if you don't have a rule setup in that variable, the default settings will apply.
  21. duda123

    Advanced Tow Ropes

    What do you think about putting in some restrictions on what can be towed? I was thinking about maybe making it only possible to tow something if the vehicle you're in is greater than 1/4th? the mass of the object being towed. This would prevent someone from towing a tank with a quad. Yeah, I might be able to add containers to the list of draggable objects. Any idea if there's a common class that all containers inherit from?
  22. duda123

    Advanced Tow Ropes

    Diesel, I've updated github to fix this problem. I've also added a message if you try to attach a vehicle that's too far away. Can you give the new version a try?
  23. duda123

    Advanced Tow Ropes

    Yeah, I've see that as well. Can you check to see if the advanced sling loading has the same problem on the modded vehicles? Thanks!
  24. duda123

    Advanced Tow Ropes

    Looking for some people to help test this out before publishing on steam. Easiest way to get this running is to copy the source here: https://github.com/sethduda/AdvancedTowing/blob/master/addons/SA_AdvancedTowing/functions/fn_advancedTowingInit.sqf and put it into a mission's init.sqf file. Then, once the mission starts, you should be able to walk up to any vehicle, boat or aircraft and take out its tow ropes. Then, with the ropes in hand, walk over to another vehicle, boat or aircraft (including destroyed vehicles). You should be able to attach the tow ropes. Should work on both SP and MP.
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