bob_gneu
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bob_gneu
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Helicopter Transportation Script [RC 1]
bob_gneu replied to bob_gneu's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Are any of you interested in being guinea pigs? If so, add me on gtalk (bob.chatman@gmail.com) or skype (bchatman) I think we can sort this out on sunday if we are crafty enough. -
Helicopter Transportation Script [RC 1]
bob_gneu replied to bob_gneu's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You are correct. I am working on sorting out this issue as we speak. Be back with some updates one way or another. -
Helicopter Transportation Script [RC 1]
bob_gneu replied to bob_gneu's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thank you, i had some similar changes, but i think yours are more straight forward. The problem I am trying to get around is the changing IDs. Every change makes the filtering & categorization get screwed up. Any thoughts on how to do that? Do we have a full listing of the tree of config elements? -
Helicopter Transportation Script [RC 1]
bob_gneu replied to bob_gneu's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have been looking at the problems and am still tweaking things. I will try to get a fix out in the next week (i am currently moving into my new house, so my desktop is indisposed atm). Cheers. I will be back! -
Helicopter Transportation Script [RC 1]
bob_gneu replied to bob_gneu's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I really have no idea. Can you send me your mission, let me know what helicopter and what vehicle you are deaching? It is likely due to offsets. Also, just a heads up, there are some issues with the script on the dev branch that I am looking into. -
Helicopter Transportation Script [RC 1]
bob_gneu replied to bob_gneu's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You don't need to apologize. This is a script, you are now a contributor. Without help things like this die or go the way of VHS tapes. -
Helicopter Transportation Script [RC 1]
bob_gneu replied to bob_gneu's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks. It has been on my board for weeks. Before i do that i would like to have the load change the dynamics of the helicopter, or sway/twist while moving. -
Helicopter Transportation Script [RC 1]
bob_gneu replied to bob_gneu's topic in ARMA 3 - ADDONS & MODS: COMPLETE
As have I =) 1.4 is up. http://projects.gneu.org/arma/HelicopterTransport1.4.Stratis.zip Thank you for taking charge. I will get this into git hub and then into my CI environment so this is updated easier. Shame they felt the need to rename the vehicles. =\ Notes: There are now four classifications of vehicle. The mohawk is playing the role the chinook will once we go gold. At which time ill shift the Mohawk down to 3. The PO-30(What used to be the KA-60) and the KA-50/Rooivalk bastard child are considered class 3. The Ghost hawk is now a class 2 transport The MH 9 is still a class 1 transport The others are all considered attack helicopters and unable to carry a load. You can see the groupings here: As before all vehicles are able to be transported, based upon approximate weight, pigeon holed. Current bugs: * Mohawk alignment is a problem. * Dropping the subs (Yes the subs) causes them to tumble in certain circumstances. -
Helicopter Transportation Script [RC 1]
bob_gneu replied to bob_gneu's topic in ARMA 3 - ADDONS & MODS: COMPLETE
As I was saying earlier, the following code needs to be added to your vehicle respawn script. On line 117 [_unit] execVM "scripts\transport\classify.sqf";[/Code] In context: http://pastebin.com/hj990rwC -
Helicopter Transportation Script [RC 1]
bob_gneu replied to bob_gneu's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Can you please pack up your mission and send it over to me in an email or stick it on a server somewhere? -
Helicopter Transportation Script [RC 1]
bob_gneu replied to bob_gneu's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The script cannot really address the various respawn scripts. The only way to handle things is to have your respawned vehicle (returned from createVehicle) passed into scripts\transport\classify.sqf. veh = createVehicle(...); [veh] execVM "scripts\transport\classify.sqf"; -
Helicopter Transportation Script [RC 1]
bob_gneu replied to bob_gneu's topic in ARMA 3 - ADDONS & MODS: COMPLETE
## UPDATE 3 Please check the change log, much has changed in this latest build. [Gneu.org] -
Helicopter Transportation Script [RC 1]
bob_gneu replied to bob_gneu's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hmm, Let me give it a run. Ill get back to you shortly. ## UPDATE 1 I have been able to identify that as a problem. I will do what i can to fix it. Definitely a problem with networking. Also, if you are transporting something and a coop teammate crashes it will drop your cargo. I will be in touch with a fix asap. ## UPDATE 2 I have identified and corrected a handful of issues with the RC and am narrowing in on a fix for one final issue that is standing between where it is now and releasing. -
Helicopter Transportation Script [RC 1]
bob_gneu replied to bob_gneu's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thank you for updating it, your custom vehicle was not included, but I was able to run it. I was unable to reproduce what you seem to be describing. I was able to perform the following tests: Ka-60 1 - pick up Hunter, drop on building Ka-60 1 - pick up Speed boat, drop into water Land Ka-60 2 - pick up same Speed boat, drop on to land Ka-60 2 - pick up different offroad, drop into water Land Ka-60 1 - pick up same Speed boat, drop onto land & enjoy explosion. -
Helicopter Transportation Script [RC 1]
bob_gneu replied to bob_gneu's topic in ARMA 3 - ADDONS & MODS: COMPLETE
1) Your mission is looking for mods that I do not have. 2) In looking at your script it is creating vehicles in line, after classification script has been executed. If you want to classify these vehicles you will need to apply it to them. After calling createVehicle to create a vehicle, call the classification script on it. [createdVehicle] execVM "scripts\transport\classify.sqf";