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leshrack

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Everything posted by leshrack

  1. Currently there isn't a function that does this (afaik) but would it be possible to extend setDir and similar commands that change the orientation and attitude of an object so that it would be possible to define a "origin" point around which the rotation would be calculated instead of always 0,0,0? Currently if you set the direction of an object the world position of [0,0,0] in modelspace doesn't change. It would be handy if it were possible to define an arbitrary point on modelspace which stays stationary while the rest of the object rotates around that point. for example // 2nd part of the array would be the modelspace coordinates around which the rotation would be done object setVectorDir [[0,0,1],[0,-3,0]];
  2. leshrack

    POOK SAM PACK (May 2022)

    No worries eggbeast I was just replying to something specific and in no way was I saying the dependancy should be removed. I shall respond to kaukassus in pm to not further fill this thread with offtopic debate.
  3. leshrack

    POOK SAM PACK (May 2022)

    Sorry but I don't agree on that statement. As both someone that has released a mod that depends on other modders adding compatibility as well as someone who manages the modpack of my community I can tell you that that statement is just stupid. Firstly in many cases people release their mods with such terms that you are unable to "make them play nice together". Case in point this very mod's readme states "You are not allowed to decompile, reverse engineer, or otherwise derive content from this addon". So as a community that uses RHS instead of CUP I can't even make this mod play nice with the rest of our modpack because its not allowed. Secondly why should a buttload of modpack managers in the various communities do the exact same work a buttload of times when 1 developer (team) can do it once and everyone gets to enjoy their work. I have done a lot of making things play nice with each other both through patch configs pbo's as well as direct modifications where the license permits it and i can imagine many people will rather just not even worry about it. Granted it might be a decent size amount of work, especially when you start building compatibility for all other mods. But every dev should consider what he builds compatibility for and what the prerequisites for the mod are. Now i'm not criticizing CUP being a prerequisite here. hcpookie is the creator and can do as he wishes with his creations. But saying its the users problem to make x work with y is just plain idiocy. As for the mod itself: Looks nice!
  4. Funny thing is. If you went ahead and for example configured a static object to be towable and configured for example the pickup truck to be able to tow it would work just fine *wink wink*. (currently the towable object has to have at least one of the following base classes for it to work though "Air", "LandVehicle", "Ship", "thingX", if you feel like there is an object that doesn't have a base class that is in this set let me know and i'll see about adding it in a future version). I already did experiments with the mobile landing platform that was added in the helo dlc in order to add support to choppers that have skids instead of wheels but i need a way to tie down the chopper (or any other object on top of the platform) for it to make any sense as they keep sliding off as soon as you start moving. I also had a working example of a pickup towing a pickup towing a pickup towing a pickup towing a pickup towing a pickup which was cool and possible in the current version as long as you configure the pickup to be a towable and a towing vehicle. In other news i'm also working on a way to have mass affect the acceleration of the towing vehicle to discourage towing b-2's and c-5's with an ugv at least very fast. But altering a vehicles acceleration is not an easy thing unfortunately. The mass based selection isn't quite yet possible. Like I mentioned above I'm looking into having mass play a role in the towing but currently no luck yet on that front. A way around this would be to configure the tow points to be at a different altitude. so that you'd have heavy vehicles be able to pull heavy things and light things light. but you wouldn't be able to pull a light thing with a heavy thing or vice versa. This is true, however vanilla vehicles are sort of my responsibility i'd say. So far i'm still focusing on the air operations side of it but i will be expanding the list of vanilla vehicles in future versions.
  5. Yeah, i have no doubt there will be other instances of this throughout the modding community for a while. But as long as the default value for the mode is 2 (for backward compatibility according to bohemia) setting the mode to 1 will cause these issues. So for now i think best practice is to define your whitelists for functions and commands and leave the mode at 2. One day maybe when they decide its been long enough and change the default to 0 then it will be prudent to set the mode to 1 inside your mod if you use remote calls. But i fear this day may never come.
  6. A small update to fix some compatibility issues with other mods that haven't defined whitelists for remoteExec calls (backward compatibility) 0.4 - Removed mode setting for remoteExecCfg. Was causing compatibility issues with mods and scripts that haven't defined whitelists for remoteExec calls yet.
  7. I will be releasing an update to ignore the mode setting for my towing mod this evening until Bohemia changes the default mode to 0. Sorry for any inconviniences.
  8. It is probably possible but not in the current version. I had some issues with locality while working on the mod so i decided to work around it instead of tackle it head on. I might have a crack at it sometime in the future. I believe Lala14 made an optional config for the USAF planes. you'll find the link in that thread. Indeed it is
  9. leshrack

    United States Air Force( 2015)

    You have no idea how happy this makes me :) If theres any issues just shoot me a PM and i'll be more than happy to help out with them. Still working on that documentation slowly
  10. https://forums.bistudio.com/topic/185694-leshs-towing-mod-03-alpha/ All you need to do is download and enable the mod (make sure to copy the correct files from the "optionals" folder into "addons" folder depending on which planes you are using). To start towing just press shift+B when in front of a plane. There is no need to set up anything special in the mission.
  11. Update 0.3 released! This will be most likely the last "alpha" release and the next should be 1.0 depending on the severity of any issues found. http://leshrack.com/towing/lesh_tow.zip changelist: - Changed modelToWorld to ModelToWorldVisual in tow function which seems to be better when driving without the speed limiter which is now a lot safer. - Fixed another nil variable script fail (thanks again TeTeT) - Fixed a bug in which caused the towed vehicle to get a negative speed while driving forwards resulting in a jump backward. Should result in a somewhat smoother tow experience - Fixed requiredAddons in cfgPatches for all the patch pbo's which seems to have fixed them getting added in the requirements for missions - Fixed vanilla configs having wrong base class for the transport choppers - Fixed Perals tractor optional configs had wrong base class - Added F/A-18X Black Wasp optional config patch - Added a short explanation for the various config values to the readme.txt - Added a simple example mission to quickly allow testing of the mod
  12. Thanks! Yeah, indeed unfortunately the automatic brakes are too powerful for any other solution for the time being :( believe me i tried. I'll be sure to add a sample mission in the next update. Which is coming later today. Unfortunately I believe our respective solutions are as good as they are going to get with the current limitations of the arma engine and scripting commands. A command to disable the handbrakes would already be a huge step forward along with many other requests currently waiting in the feedback tracker but until that time we will have to make do with what we are given.
  13. The goal has always been to offer a framework for the community, where authors include the configs into their respective mods providing compatibility without people having to worry about seperate patch files and the likes. I provided a few patch files mainly as an example and used assets that get featured in our own communities modpack. I could obviously make a new config for every vehicle that comes along, but that will in the long run become cumbersome to keep up to date. Now that I have fixed most of the issues that I can think of I am going to focus on providing clear documentation to the authors and community alike to configure their vehicles properly. And start campaigning for authors to actually include the configs as part of their mods. Including the configs doesn't result in a dependancy so having them there will not hurt anyone. But will make the lifes of those that use the towing mod a lot easier. My dream one day is that the only 2 pbo's you will need are the one that includes the functions and the one that has the configurations for the vanilla assets. And I fear getting there will take way too long if I just make patch files for all the assets :) In other news i have been running tests on the mobile landing platform to make that towable and as such have even succeeded. Now I just need to figure out how to keep anything thats parked ontop of it in place as the platform beneath moves. Also "trains" of upto 6 pickups have been working nicely at least when driving forward, backing up seems impossible.
  14. I'll think about the destroyed objects thing and the bobcat. Currently there is a requirement that the thing you are trying to tow isn't a wreck. Also this was hardly my idea :) as far as i can tell rundll was the first to implement something like this in Arma2
  15. Update 0.2 released! http://leshrack.com/towing/lesh_tow.zip changelist: - Fixed vanilla config patch to not get autoadded to the addons and addonsAuto when placing a vanilla vehicle in the editor - Fixed script error that occured when calling certain functions manually (thanks TeTeT) - Reworked some of the scripts to allow multiple instances of towing by the same player/client. (Untested in multiplayer) - Towing now allows "trains" if you have a vehicle that can both tow and be towed. - Added keybind to disable the speed limiter default: Shift+Ctrl+B (use at own risk) - Added optional config for Chairbornes Harriers - Added new config parameter to alter direction if the model forward/backward don't line up with the modelspace coordinate axis' - Replaced placeholder mod icon with the proper one (thanks Autumn)
  16. Unfortunately there isn't a way to add new vehicles through scripting. Originally ( a long long time ago) it worked like that but in order to facilitate expanding the pool of towing and towable vehicles i decided to use a config based solution. If you wish to use other vehicles in towing you can either ask their respective creators to support this mod natively by adding the config values or write your own patch config for these vehicles. Thanks for letting me know :) I was aware of it but wanted to take it easy first. I will be expanding the vanilla config pool slowly to allow more things to pull things once i know the underlying code itself is working fine in most scenarios. This is unfortunately unavoidable with its current implementation (EDIT: I'll look into some tweaks in the class structure of the patch file to see if it helps). I know that each optional config pbo also writes itself into the addons and addonsAuto and was considering not even releasing them because it will inevitably cause someone not being able to open their mission when other mod makers get around to incorporate the config values into their mods. I would like to mention though that this mod has exactly 0 negative effect on performance when loaded and nobody is towing. There is no scanning or loops or anything until someone actually starts towing something. Technically any object can be configured to be towable or something that can tow (or both). Even trains are possible however due to attaching and detaching being on the same keybinding it is for now disabled. Like i mentioned above i'll be expanding the vanilla configs to cover more vehicles gradually as the functions get some testing.
  17. Thanks foxhound, added download link to the op.
  18. Slopes still cause ugliness and weirdness. but explosions should be more rare. 1 way to find out right? ;)
  19. As someone that has been trying to come up with viable towing solutions for quite some time now i can say that unfortunately the solution used by that mod only works on custom vehicles that are setup in a certain way on the PhysX side of things. Granted most modded planes fall under this category but all vanilla assets won't be able to get towed via that solution. The 2nd problem (the bigger one) is that the trailer only has 1 axis contacting the ground around which it turns. Where as most assets you'd like to be towing on a nimitz will have 2 (front and back wheels) which makes making turns really awkward and you'd get something similar as seen in the video above where going to fast might put the plane on its side. You might be able to work around it though if you are able to raise the front axis alone from the ground (to remove friction) while leaving the back axis touching the ground.
  20. leshrack

    Airfield Logistics

    Don't give up sjones17 ;) There is still hope! Also gratz on release Peral! Will check it out soon.
  21. Great to hear that work is being done on this mod. If you need some testers hit me up, can get 6-10 people together on a dedicated to test things pretty easily.
  22. Good concept I would however offer up the actual code to run the website as well. I think that most server admins have access to a web server of their own and would be much more willing to run a version locally than on a centralized server managed by someone else. Especially if you are planning to extend the feature set beyond just output. (ignore me if I misunderstood where the website will be running)
  23. leshrack

    Chortles' LHD for Arma 3

    Watarimono: Add the 2 following lines into the init.sqf of your mission. Change the number to have them spawn on the deck or in the hangar (9 for hangar, 16 for flight deck) _markerPos = getMarkerPos "respawn_west"; "respawn_west" setMarkerPos [_markerPos select 0, _markerPos select 1, 16];
  24. If you are clever enough you can script the catapult and arresting wires to work with other planes as well. Taxiing might be glitchy but most places you should get around even if it is a bit bumpy. A towing script would probably help with that.
  25. The script that the Nimitz module uses is pretty much just http://www.armaholic.com/page.php?id=8168. You'd need to tweak that a bit to make it MP/Dedicated compatible and additionally you'll need to add the configs for the UGV's and F/A-18's. As for the other modules provided along with the nimitz you should consult the nimitz documentation for their functions.
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