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SouthernHorror

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Posts posted by SouthernHorror


  1. Thank you for your quick response.

     

    So I use under Arma 3 Vehicle Loadouts/scripting the available scripting commands to equip in-game on-the-fly helicopters/planes with other loudouts?

    I tried the demo example, and inserted the resulting code into the respawn module in the expression field, so I respawned the aircraft with the equipment.

     

    Sorry for choosing the wrong place in the forum.

     

    Best Gregards


  2. In the Arma 3 Vehicle Loadouts
    the vehicle config - CfgVehicles is described.

     

     

    
    class CfgVehicles
    {
    	class Plane_Base_F;
    	class Plane_CAS_01_base_F: Plane_Base_F
    	{
    		class Components;
    	};
    	class B_Plane_CAS_01_Pylons_F: Plane_CAS_01_base_F
    	{
    		class Components: Components
    		{
    			class TransportPylonsComponent
    			{
    				class pylons // Pylons are indexed to aircraft model's proxies IDs in the order they are written in class Pylons
    				{
    					class pylons1 // left wingtip
    					{
    						maxweight	= 560;                                  // kg, magazine with higher mass will not be allowed on this pylon
    						hardpoints[]	= {"B_BOMB_PYLON"};                     // magazine with at least one same hardpoints name will be attachable
    						//hardpoint[]	= { "A164_PYLON_1_10","LAU_7","B_ASRAAM", "SUU_63_PYLON", "BRU_32_EJECTOR", "B_BOMB_PYLON", ... }; // just example for community, I am sure you will go closer to realism
    						attachment	= "PylonPod_1Rnd_Missile_AA_04_F";	// default magazine
    						bay		= -1;                                   // index of bay for animation
    						priority	= 5;                                    // pylon with higher priority is used to fire missile first, this can by changed in run time by script command setPylonsPriority
    						UIposition[]	= { 0.1, 0.25 };                        // x,y coordinates in 3DEN UI
    						turret[]	= {};                                   // default owner of pylon/weapon, empty for driver
    					};
    					class pylons2: pylons1
    					{
    						maxweight	= 800; // kg
    						attachment[]	= { ProxyPylonPod_3x_Missile_AGM_02_F };
    						priority	= 4;
    					};
    					class pylons3: pylons1	{ priority = 3; };
    					class pylons4: pylons1	{ priority = 2; };
    					class pylons5: pylons1	{ priority = 1; };
    					class pylons6: pylons5	{ mirroredMissilePos = 5; }; // Will copy loadout from pylon 5 in when "Mirror" is checked in Eden loadout interface. And proxies/missiles racks on this pylon will be re-indexed by magazine::mirrorMissilesIndexes[]
    					class pylons7: pylons4	{ mirroredMissilePos = 4; };
    					class pylons8: pylons3	{ mirroredMissilePos = 3; };
    					class pylons9: pylons2	{ mirroredMissilePos = 2; };
    					class pylons10: pylons1	{ mirroredMissilePos = 1; }; // right wingtip
    				};
    				class Bays
    				{
    					class BayCenter // corresponding to pylons/##pylon##/bay=1;
    					{
    						bayOpenTime		  = 1;
    						openBayWhenWeaponSelected = 1.0; // float value, can be used to half open bay
    
    						// -1 keep open, 0 close after last missile, > 0 keep open for given time after last shot
    						autoCloseWhenEmptyDelay   = 2; // when last shot keep 2s open after last shot
    					};
    					class BayRight // corresponding to pylons/##pylon##/bay=2;
    					{
    						bayOpenTime			= 0.8;
    						openBayWhenWeaponSelected	= 0.0;
    					};
    					class BayLeft: BayRight{}; // corresponding to pylons/##pylon##/bay=3;
    				};
    			};
    		};
    	};
    };

     

    1. in which file is the code written?


    2. how is the file called?


    3. I can't find the class "B_Plane_CAS_01_Pylons_F" in the config viewer.
    Is "_Pylon_F" of the vehicle class added there? e.g. the standard wipeout has the class "B_Plane_CAS_01_dynamicLoadout_F", does it have to look like this: "B_Plane_CAS_01_Pylon_F"?


  3. hi,

    I've created a 'MP Support MIssion' based on MP Support Guidline. Everything works so far and there isn't an error even but I noticed a difference, tough:

    • The Singleplayer mode works correct. Game starts when Loading screen has finished and you are in the Game. ...look screen

    https://drive.google.com/open?id=0B978YKbXXTlRb0V5d2dLLTlzaVk

    • But in MP Mode the game starts before Loading screen has finshed. Unfortunatly therefore no tasks are shown. You only hear the hints of the tasks. ...look screen

    https://drive.google.com/open?id=0B978YKbXXTlROVBrWW9VZVB3X3c

    Is it possible to slow down the game so the tasks are shown after the Loading screan like in the Single mode?

    Best regards Simon

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