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madbull

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Everything posted by madbull

  1. [R3F] Logistics : full logistics system If the video is not available, use this proxy's link. :cool: :cool: Madbull is on (long) holiday around the world :cool: :cool: Read the DOC, the FAQ and enjoy the game ;) Cheers The [R3F] Logistics is a collection of scripts to install in a mission (no required addon). It is MP and SP compatible, dedicated and non-dedicated server compatible. Its main features are : • Movable objects : the player can carry an object and walk with it. • Transportable objects : objects can be loaded into vehicles or containers to transport them. • Helicopter lift : light vehicles, containers, ammunition crates, etc. can be lifted. • Towing : some objects, vehicles, and boats, can be towed to a vehicle. • Creation factory : one or more creation factories can be used as a spawning system. Each logistics feature can be added or removed on any object or vehicle. It is highly flexible and configurable. A full documentation is available, read it carefully before asking question. Download link Steam Workshop Full documentation Download link Steam Workshop Full documentation
  2. madbull

    [R3F] Logistics

    Hello Da_Hollander, kremator is right. Replace "this" by "_objet". And also remove "_object =" on the execVM. Try also to move the execVM after the waitUntil (but it should not be the issue...). Make sure your script is running on the server side. Are the other features of R3F_LOG working on other objects ? Is the class "Land_Cargo20_military_green_F" configured to get the logistics features ? To make sure, put a simple "Land_Cargo20_military_green_F" on the ground and check that you get the "see content" action in your menu.
  3. [R3F] Artillery and Logistic : Manual artillery and advanced logistic (mission script) <object width="560" height="340"><param name="movie" value="http://www.youtube.com/watch?v=TJKQmRhIGO4&hl=fr_FR&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=TJKQmRhIGO4&hl=fr_FR&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"></embed></object> <object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=NrAACezJ_lQ&hl=fr_FR&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=NrAACezJ_lQ&hl=fr_FR&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object> - Description : The [R3F] Artillery and Logistic is a mission-script system which revolutionizes the way to play about the logistic and artillery. This system permits to play in a realistic manner and fills a lack in ArmA 2. The logistic part of the system permits to transport and to position any equipment type (ammo, static weapon, MASH, sandbag, ...) by different methods (lift, tow, load in cargo). The artillery part of the system offers the possibility to the leader of an artillery battery to compute fire solutions (gun orientation, ...) according to the forward observer indications. Then the leader of an artillery battery can transmit the fire orders to the gunners (player or AI). The gunners orient their guns (or mortars) according to the angles of the fire order. The two systems (artillery and logistic) are released together because they are complementary and it requires only one installation. However it is possible to disable the artillery features and keep only the logistic ones and vice versa. Features : Logistic : - The player can carry objects and position them exactly as he wants (eg : static machine gun) - Load/unload equipment in vehicles or containers - A system of carrying capacity permits a realistic usage - A large vehicle can transport small vehicles (eg : HMMWV in C130 ou motorcycle in MTVR) - Tow equipment as an artillery piece - Lift equipment as a vehicle, a container, an artillery piece, an ammo box, ... - The logistic features of any object/vehicle can be disabled/enabled at any time Artillery : - An artillery command quarter which : - is transportable (logistic system) - provides access to a realistic ballistic computer (coordinates, adjustments, dispersion) - permits to send fire orders to AI or player gunners (gun angles, ammo type, ...) - serves as source of ammunition for artillery pieces nearby (100m) - An interface when you're aboard an artillery piece wich permits to : - read the azimuth and elevation of the gun (or mortar) - consult the fire orders - reload the ammo if an artillery command quarter is nearby Characteristics : - Intuitive in-game interactions (understood in 10 minutes with the demo mission) - Easy installation of the two systems, with a guide step-by-step - The vehicles and objects are automatically detected by the system (no execVM in the init line) - Opened and compatible with addons which add vehicles, objects, guns or ammunitions - Clearly-explained configuration files (french and english) which permit to customize the system - Multilingual via a "stringtable" (default : english & french) - Compatible : MP, JIP, SP - Compatible to ArmA 2 (alone) + Operation Arrowhead (alone) + Combined Operations (A2 + OA) + ACE OA Installation : The installation is explained step by step in the INSTALL.pdf file (in english and french). It can be easily installed on a mission and does not require a lot of knowledge in ArmA 2 mission editing. Download the [R3F] Artillery and Logistic and its demo You have a question/trouble ? Use the "Search this Thread" feature before asking it twice (button at top-right of this page). Many questions were already asked as : - how to add the artillery computer to an object/vehicle/player ? this addAction ["<t color=""#dddd00"">Artillery computer</t>", "R3F_ARTY_AND_LOG\R3F_ARTY\poste_commandement\ouvrir_dlg_saisie_mission.sqf", nil, 6, false, true, "", ""]; - how to preload objetcs at the mission start ? Check the bhaz's additionnal script : http://forums.bistudio.com/showpost.php?p=1807959&postcount=603 - how to add a new ammo type ? - how to provide specific features to specific slot/objects ? - how to get the island height ? - etc... Thanks. If you can't find your answer in the thread or if you think you found an issue : feel free to post about it in this thread. Usage manual written by the community : tromac @ OCB : http://tromacphotography.com.au/ocb/artysops_june.pdf spirit6 @ going4 : http://www.going4.com/teamwork/modules.php?name=Content&pa=showpage&pid=17
  4. madbull

    [R3F] Logistics

    Do you config the logistics to allow tractor to tow ? You can check this feature in tje creation factory dialog. If so, maube the bounding box of the model does not fit to the visual model. Also, be sure to position the tractor correctly with the aircraft.
  5. madbull

    [R3F] Logistics

    Thanks a lot CallMeSarge. Glad to see someones enjoy the logistics' design :) It´s time for me to do this announcement : :cool: :cool: Madbull is on (long) holiday around the world :cool: :cool: Read the DOC, the FAQ and enjoy the game ;) Cheers No worry, the R3F team is still maintaining the logistics. But be patient :)
  6. madbull

    [R3F] Logistics

    @LuckyLegs Glad to learn that you succeed to implement the solution :) It has been added to the FAQ (first post) to share with others with the same need ;) @Muecke R3F Arty is still alive :) No release date planned ATM but it's still working.
  7. madbull

    [R3F] Logistics

    Hello LuckyLegs, The official v3.1 does not permit this. This need has already been added to the 3.2 todolist (no release date, very far). BUT, there is a simple way to modify the script which compute the list of objects/vehicles sorted per categories : The file path is R3F_LOG\usine_creation\recuperer_liste_cfgVehicles_par_categories.sqf The line 60 of this script adds the object/vehicle's classnale "configName _config" to the list : (_cfgVehicles_par_categories select _idx_categorie) pushBack (configName _config); We can add a IF-condition to this instruction : // Check if the object/vehicle is not blacklisted if !(configName _config in R3F_LOG_CF_blacklist_objects) then { (_cfgVehicles_par_categories select _idx_categorie) pushBack (configName _config); }; Assuming you added the variable "R3F_LOG_CF_blacklist_objects" in config_creation_factory.sqf or any init/config file : R3F_LOG_CF_blacklist_objects = [ "blacklisted_vehicle_classename_1", "blacklisted_vehicle_classename_2", "blacklisted_vehicle_classename_3", "blacklisted_vehicle_classename_4" ]; Cheers
  8. madbull

    [R3F] Logistics

    @ak12546 You can write a composed condition with the AND or OR operators : R3F_LOG_CFG_string_condition_allow_logistics_on_this_client = "(player UID is trusted) OR (player is an engineer)"; (player UID is trusted) condition should look like : getPlayerUID player in [""76xxxxxxxxxxxxxxx"", ""76yyyyyyyyyyyyyyy"", ""76zzzzzzzzzzzzzzz""] (player is an engineer) condition should look like (based on mission's slots) : {!isNil {_x} && {player == _x}} count [slot1, slot2, slot3] > 0 (player is an engineer) condition should look like (based on player's classname) : typeOf player in [""class_name1"", ""class_name2"", ""class_name3""] Mixing the condition together should look like : R3F_LOG_CFG_string_condition_allow_logistics_on_this_client = "(getPlayerUID player in [""76xxxxxxxxxxxxxxx"", ""76yyyyyyyyyyyyyyy"", ""76zzzzzzzzzzzzzzz""]) OR ({!isNil {_x} && {player == _x}} count [slot1, slot2, slot3] > 0)"; Note : to be simpler to maintain, you can create an array variable containing the players UID : AK_trusted_UID = [ "76xxxxxxxxxxxxxxx", "76yyyyyyyyyyyyyyy", "76zzzzzzzzzzzzzzz" ]; R3F_LOG_CFG_string_condition_allow_logistics_on_this_client = "(getPlayerUID player in AK_trusted_UID) OR ({!isNil {_x} && {player == _x}} count [slot1, slot2, slot3] > 0)";
  9. madbull

    [R3F] Logistics

    @GeeBoMac Try to launch the mission directly from the menu (not using the mission editor). Make sure you are launching the good mission. Sometimes, when the mission name is too long or with special characters, it is loaded/saved in another mission folder. If logistics is not working, open the BIS' debug console and write this in a "watch line" : R3F_LOG_active What is the returned value ? (If the BIS' debug console is not activated, add this line in the description.ext : enableDebugConsole = 1; )
  10. madbull

    [R3F] Logistics

    @hohum Okay. To get called each time an object is moved by a player, check the "Fix on these posts". You just have to replace the Alive's code by your custom extDB code. To benefits of the Logistics' system which automatically detect any new object on the map, you can edit the script "surveiller_conditions_actions_menu.sqf"... But maybe you already have your own system. Some explanation about this script in my answer to Vernei in this post : http://forums.bistudio.com/showthread.php?180049-R3F-Logistics&p=2865734&viewfull=1#post2865734 To save the state of a towed/lifted/in-cargo object... it will be another (more complex) step. To begin, you can read the chapter III.3.B. (page 16) of the documentation documentation. It explains all the meaning of all the "getVariable" describing the logistics' state of an object.
  11. madbull

    [R3F] Logistics

    @hohum Which persistence/database system are you using ? There is a suggestion to make Logistics interacting with Alive : It can be adapted to other systems than Alive. This is not a perfect solution as explained in the related posts.
  12. madbull

    [R3F] Logistics

    Hello, I'm back after some days without internet. @Laako Can you show us the initialization line on the red crates ? I think there is a wrong value passed as parameter. If you edited the config file "config_creation_factory.sqf", can you show its content ? @JoSchaap Thanks for the help about Wasteland :) "korean+russian" :D @LouD What are the remaining problem ? I assume you are modifying the official code. So I need a whole copy of the mission to help (DL link as PM).
  13. madbull

    [R3F] Logistics

    @Frontschwein If your slot is named just "pioneer" and not "slot_pioneer", you should write only "pioneer" in the variable R3F_LOG_CFG_string_condition_allow_logistics_on_this_client :)
  14. madbull

    [R3F] Logistics

    @Paul123 You can use the config variable mentioned in the section III.1.C. of the documentation with this SQF expression : Allow logistics only on the slot named "slot_engineer" : R3F_LOG_CFG_string_condition_allow_logistics_on_this_client = "!isNil ""slot_engineer"" && {player == slot_engineer}"; If you want to do it for several slots, taking advantage of the "count" scripting command : R3F_LOG_CFG_string_condition_allow_logistics_on_this_client = "{!isNil {_x} && {player == _x}} count [slot1, slot2, slot3] > 0"; To allow logistics for unit classname (and not on named slots), you can use this kind of expression : R3F_LOG_CFG_string_condition_allow_logistics_on_this_client = "typeOf player in [""class_name1"", ""class_name2"", ""class_name3""]";
  15. madbull

    [R3F] Logistics

    @Paul123 You can read the section III.1.C. of the documentation.
  16. madbull

    [R3F] Logistics

    @alex010 The config variables looks good. Yes it is normal to unlock the vehicles. It is the "lock system" for logistics features. The lock policy is configurable (side/faction/unit). By default it is based on the side. The orca and mohawk have a side different of your player. You can disable the lock feature (see documentation).After unlocking the helicopter and placing the B_MRAP_01_F behind it, do you get the "tow" action ?
  17. madbull

    [R3F] Logistics

    @alex010 Are you using community addon ? Can you write "R3F_LOG_CFG_can_be_towed" in a watch line of the BIS' debug console, and send me its value (maybe long text). Same operation for "R3F_LOG_CFG_can_tow". Also be sure to correctly position the "B_MRAP_01_F" in front of the helicopter. Because there is a geometric restriction to get the action. Maybe you position the rear of the "B_MRAP_01_F" too close/far of the front of the chopper.
  18. madbull

    [R3F] Logistics

    @Dark_Spectre You must empty all the config arrays named "R3F_LOG_CFG_can_lift" in files "R3F_LOG\addons_config\A3_vanilla\*.sqf" as described here : @alex010 I tested the logistics with your "tow" settings. I succeed to tow both "I_Heli_Transport_02_F" and "O_Heli_Light_02_unarmed_ F" to the "B_MRAP_01_F". Maybe your logistics' config is not correctly read. Check if this expression is "true" in a "watch line" of the the BIS' debug console : toLower "Helicopter_Base_F" in R3F_LOG_CFG_can_be_towed If true, check that the "I_Heli_Transport_02_F" and "O_Heli_Light_02_unarmed_ F" are subclasses of "Helicopter_Base_F" (maybe you are using an addon modifying the configFile CfgVehicles tree). Check if this expression is "true" in a "watch line" of the the BIS' debug console : "I_Heli_Transport_02_F" isKindOf "Helicopter_Base_F"
  19. madbull

    [R3F] Logistics

    @1PARA{God-Father} Basically you can use the "credits" (money) system of the creation factory. It does not restrict the amount of creation for a specific object, but to all objects, according to their creation cost. If not defined, the creation factory has unlimited credits. But you can set the amount at initialization. And you can edit the amount during the game. See the sections III.2.A. and III.2.B. of the documentation. The creation cost are automatically computed thanks to the addon's author. Sometimes the value can be not realistic. You can fix it with the config variable "R3F_LOG_CFG_CF_creation_cost_factor" (see the sections IV.3. of the documentation) PS : will be back on Monday
  20. madbull

    [R3F] Logistics

    @1PARA{God-Father} This is very simple and will work with all UK flags, including those existing in the mission editor or created with Zeus. You can use the script "surveiller_nouveaux_objets.sqf". Its purpose is to detect any new object in order to add the logistics addAction on it. By editing this script, you will be able to add the addAction on any UK flag. You can add your own code at line 174, i.e. before this instruction : sleep (0.07 max (__tempo / _count_liste_objets)); Your code could be : if (typeOf _objet == "Flag_UK_F") then { _objet addAction [.........]; }; Do not use the global effect of BIS_fnc_MP, because the script run locally on each client. So addAction (local effect) is sufficient.
  21. madbull

    [R3F] Logistics

    @NatGarro To view all the logistics features and capacity of an object/vehicle, you can download the tuto/demo mission on Steam : http://steamcommunity.com/sharedfiles/filedetails/?id=332279165 In the mission, open the "full creation factory" (military building on base). You have a popup at top-right showing the features. Maybe your Wasteland mission use custom logistics configuration. If so, you need to add a creation factory in this mission (see section III.2.A. of the documenation). Also when you open the "content interface" of a container/vehicle, you can see its max load capacity, and the load cost of each object loaded into it.
  22. madbull

    [R3F] Logistics

    @techfreaktwo I think you mis-understood the option "R3F_LOG_CFG_disabled_by_default". Setting this option to true will disable the logistics on ALL objects, except those on which you execute the command "object setVariable ["R3F_LOG_disabled", false]". I think you want the logistics only on your Epoch's class names, not on the vanilla objects. You must empty the *tow* arrays in the files "R3F_LOG\addons_config\A3_vanilla\*.sqf". More explanation in the section III.1.A. (page 10) and IV.2.B (page 21) of the documentation. @1PARA{God-Father} The variable "objectLocked" and the IniDBi is not related to R3F Logistics, but to Wasteland or another mod. The interaction between logistics and the "objectLocked" from Wasteland was an unofficial modification of the R3F's scripts. In R3F Logistics, there is a new "lock" system on the logistics features. But it does not lock the véhicle's seats (embark). The system is related to the variable "R3F_LOG_proprietaire_verrou". You should read the section III.3.B of the documentation (page 17) @Vernei Thanks a lot for your support :) About your first suggest : The idea is good. Unfortunately, most of people don't under the current configuration system and don't read the documentation. Making it more "powerful" will probably cause more trouble. But for the future versions, I will study the best way to have together a powerful (for specific purposes) and simple (for most of users) system. At the moment, you have a simple way to Do It Yourself the required feature : The file "surveiller_conditions_actions_menu.sqf" defines which addActions must be available according to the client's context. In this script, the variable "_fonctionnalites" (means "features" in french) is an array defining if the object aimed by the player is movable/towable/liftable/cargo/etc. This line reads the available features of the object aimed by the player and store it in the array _fonctionnalites : _fonctionnalites = _objet_pointe getVariable ["R3F_LOG_fonctionnalites", R3F_LOG_CST_zero_log]; The array _fonctionnalites has 10 boolean values ordered as follow : #define __can_be_depl_heli_remorq_transp 0 // Useless for your need #define __can_be_moved_by_player 1 #define __can_lift 2 #define __can_be_lifted 3 #define __can_tow 4 #define __can_be_towed 5 #define __can_transport_cargo 6 #define __can_transport_cargo_cout 7 // Not a boolean, but the load capacity #define __can_be_transported_cargo 8 #define __can_be_transported_cargo_cout 9 // Not a boolean, but the load cost In this script, I can force the object to be not towed thanks by adding this line after the "_fonctionnalites" definition : // Force the "can be towed" feature to be disabled on this client _fonctionnalites set [__can_be_towed, false]; To disable the "can be towed' feature only on players who are not the specialist class name, I can put the instruction in a condition : if !(typeOf player in ["class name specialist 1", "class name specialist 2"]) then { // Force the "can be towed" feature to be disabled on this client _fonctionnalites set [__can_be_towed, false]; }; The same condition related to a slot (not class name) : if ({!isNil _x && {player == _x}} count [slot_specialist1, slot_specialist2] == 0) then { // Force the "can be towed" feature to be disabled on this client _fonctionnalites set [__can_be_towed, false]; }; About your second suggest : We already got this same idea. Its implementation should be available in a future version. Thanks for your report, Cheers
  23. madbull

    [R3F] Logistics

    @Narines If I understood, you solved the problem. Thanks for the report BTW. Your problem is strange. If I understood, this is an inventory (items) bug. In your mission, you probably have a script which manages the inventory. Deleting these two lines of fn_statusbBar.sqf should not impact this inventory script... unless the inventory script contains a scripting "error" (not reliable / not compatible with other scripts).
  24. madbull

    [R3F] Logistics

    @PMCapBlackShot You must empty the config arrays described here : @techfreaktwo I'm sorry I can't help you. We never used BattlEye. The problem is that your BattlEye config forbid to use the command createVehicleLocal and/or attachTo. You should ask your question on a forum/thread dedicated to BattlEye. @Narines Can you describe more precisely the bug ? Is the mission loading correctly ? Are some logistics features not working ? Does the status bar working again when you remove the logistics init.sqf ? Does the logistics working again when you remove the status bar ?
  25. madbull

    [R3F] Logistics

    @techfreaktwo No, the logistics can only be in a mission. An addon version would be both client and server sides. And there are many reasons to keep it in the mission side. I can't provide a support to BE filters at the moment. Use Notepad++ to view all the setVariable, publicVariable, etc. occurences.Maybe these links will help you : http://opendayz.net/threads/a-guide-to-battleye-filters.21066/ http://forums.bistudio.com/showthread.php?159295-Battleye-is-here-(Quick-tutorial) @techfreaktwo I take into account the problem about your specific keys configuration. At the moment the best way is to not use the F key for action menu. I will check that for the next version. Thanks fort the report.
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