MoreRonn
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Virtual Vehicle Spawner (VVS)
MoreRonn replied to tonic-_-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
@strider42 okay makes sense I was going crazy trying to make my own classes, it might have been a bigger step then I thought. I thought I would have to add my class in filtertype.sqf under: '_vehicleList = switch(_filter) do' then add my own class after the premade classes in fn_buildCfg.sqf then finally add it to the configuration.sqf under 'VSS_Premade_List = true;' but I just wanted to know if anyone had any luck with that. -
Virtual Vehicle Spawner (VVS)
MoreRonn replied to tonic-_-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
I must be at a lost or I really suck at coding because I'm trying to set up custom classes with helicopters seperated from jets, HMMWV seperated from cars etc etc. I have alot of mods and it loads all of them but it is a clutter to find anything on the menu do to how many vehicles there are now. -
/* File: fn_spawnVehicle.sqf Author: Bryan "Tonic" Boardwine Description: Spawns the selected vehicle, if a vehicle is already on the spawn point then it deletes the vehicle from the spawn point. */ disableSerialization; private["_position","_direction","_className","_displayName","_spCheck","_cfgInfo"]; if(lnbCurSelRow 38101 == -1) exitWith {hint "You did not select a vehicle to spawn!"}; _className = lnbData[38101,[(lnbCurSelRow 38101),0]]; _displayName = lnbData[38101,[(lnbCurSelRow 38101),1]]; _position = getMarkerPos VVS_SP; // Check if we are over water (and assume we are on the USS Freedom). if ( surfaceIsWater _position ) then { _position = getPosATL Nimitz_Spawn; }; _direction = markerDir VVS_SP; //Make sure the marker exists in a way. if(isNil "_position") exitWith {hint "The spawn point marker doesn't exist?";}; _cfgInfo = [_className] call VVS_fnc_cfgInfo; //Check to make sure the spawn point doesn't have a vehicle on it, if it does then delete it. _spCheck = nearestObjects[_position,["landVehicle","Air","Ship"],12] select 0; if(!isNil "_spCheck") then {deleteVehicle _spCheck;}; //_vehicle = _className createVehicle _position; _vehicle = createVehicle [_className,_position, [], 0, "NONE"]; _vehicle allowDamage false; //Make sure it gets set onto the position. //_vehicle setPos _position; _vehicle setposatl [(_position select 0) , (_position select 1) , (_position select 2)]; _vehicle setDir _direction; //Set the vehicles direction the same as the marker. //Make sure it gets sets upright. //_vehicle setVectorUP (surfaceNormal [(getPosatl _vehicle) select 0,(getPosatl _vehicle) select 1]); [_vehicle] spawn DEVAS_AutoPilot; [_vehicle] spawn DEVAS_Loiter; if((_cfgInfo select 4) == "Autonomous") then { createVehicleCrew _vehicle; }; if(VVS_Checkbox) then { clearWeaponCargoGlobal _vehicle; clearMagazineCargoGlobal _vehicle; clearItemCargoGlobal _vehicle; }; _vehicle allowDamage true; hint format["You have spawned a %1",_displayName]; closeDialog 0; Yo this is a life saver for placing planes! Thanks to this thread. I am using Nimitz Carrier and this work splendid. The only issue I'm having is a error message pop-up on screen (Error seen here: https://pasteboard.co/JSbXDgT.png). Also is there a way so that when I spawn I second vehicle it will place next to the one I spawn previously? (and if not how do I get rid the first one I spawned deleted because if I spawn 2 vehicles on one spawn it blows up and kills me) https://pasteboard.co/JSbXDgT.png