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bob_gneu

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Everything posted by bob_gneu

  1. v1.4 [Gneu.org] [Armaholic] For those of you looking for the ability to conduct larger scale missions, you would be at a loss without this script. Transporting vehicles across the map is now entirely possible, and easy to do. [Sample Images] Description This script classifies helicopters into three groups and vehicles in the map into two. This package does not require you to apply any code to any units or vehicles in game, instead it applies itself to all vehicles & units at the initialization step of loading the mission. Because it does not require itself to be applied to the units at map initialization you do not need to worry about the use of your vehicle respawn script. Installation / Usage Two scripts need to be executed in your mission init.sqf: [] execVM "scripts\transport\init.sqf"; [] execVM "scripts\player\init.sqf"; If you would like to modify the classifications, review scripts\transport\classify.sqf Get into a helicopter, hover over a vehicle of the same or lower classification (think size/weight) and you will see an action show up to attach. Once you are attached you will be able to detach that vehicle at your most convenient time. Vehicles are detached automatically when the transporting helicopter takes substantial damage. Current Classifications: 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 Quads, Small boats and submarines are class 1, Strikers, Offroaders and attack boats are class 2. Ifrit and Hunters are class 3. Trucks and APCs are class 4. Known Issues Mohawk alignment/positioning is a problem. Dropping the subs (Yes the subs) causes them to tumble in certain circumstances. Transported vehicles clip through the world. Transported vehicles register the speed of the transporting helicopter. Transported vehicles may be occupied. Changelog V 1.4 - Beta Update - Corrected for entity name changes - Added new beta vehicles & adjusted positioning - Created new test map with new vehicles laid out V 1.3 - MP Release - Corrected incorrect MP behavior - Configuration now present in scripts/transport/init.sqf - To transport only need to be off of the ground, within 20m and the difference in speed between transport and cargo needs to be less than 3kmph - Cleaned up classification && setup of transports - No longer using Hints, reports are handed over via Vehicle chat - Lots of MP testing Thanks to TF20 - Corrects red quads being incorrectly classified RC 2 - Corrected semicolon issue RC 1 - Initial Release. Downloads 1.3 [Gneu.org]
  2. 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.
  3. You are correct. I am working on sorting out this issue as we speak. Be back with some updates one way or another.
  4. 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?
  5. 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!
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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
  11. Can you please pack up your mission and send it over to me in an email or stick it on a server somewhere?
  12. 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";
  13. ## UPDATE 3 Please check the change log, much has changed in this latest build. [Gneu.org]
  14. 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.
  15. 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.
  16. 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";
  17. I can confirm that this is not the case. If you are not initializing your helicopter using my init script you will need to apply the actions and variables to match. If you can forward me your mission i can help further.
  18. Attaching is the only context where height is tested. You should be able to detach any time you wish. The idea being that if you are transporting into a hot zone or taking fire you can cut it loose. Boats have a pretty crazy visual bug that you should note, but i have dropped an attack boat from 1km in height and it didn't explode. That was pre 0.56 though.
  19. in scripts/player/transportCheck.sqf there are checks three checks, starting on line 26 - 29 to actually begin searching for a target. line 32 does the flexibility check. _target = (nearestObjects [_vehicle, ["LandVehicle", "Ship"], _altitude + 2 min 12.0]) select 0; nearest object takes a location, a filter on type and a distance to scan, so i take the altitude + a fudge factor and cap it at 12 m. I take the resulting array of elements and return the first element in that listing. the next release will have this in a configuration step in the initialization.
  20. @Keewa: For Custom vehicles, there are two routes. 1. They need to be included in the [allUnits + vehicles] list and be able to pass the isKindOf test, resulting in either an air, ship or landvehicle option. 2. Apply the actions to your vehicles directly and you will need to change the player test to include your vehicle in the set of acceptable vehicles, controlled with the filter on nearestObjects. You may be able to get it to work with some combination of the two. If you need assistance I am around pretty often. ---------- Post added at 21:33 ---------- Previous post was at 21:28 ---------- The attachment is a bit tricky, but done that way for a reason. You are free to modify the script as you see fit, but my unit is a realism group and as such we require the vehicle to be almost directly below the transporting helicopter, capped at 10.0m + 2m of flexibility, for you to not be moving any faster than 1kmph and for the target to be within reasonable bounds (below 0.8 damage). In a future release i will likely toggle some of that off, so instead of transporting vehicles and respawning things, the helicopters will be required to transport the remains of vehicles back to base to "repair" them. Thank you for the input though. If you want I can help you with customizing things to fit your needs better. .:Bob
  21. Thank you for your posts. I have a new build together. I think the 0.56 release broke something. The reported error was not actually explaining the problem well. Try out this build and let me know if it works for you. [Gneu.org]
  22. I have not received anything yet. bob@gneu.org
  23. If you want you can join me on IRC or Email. I can help you further there.
  24. If you are reporting that as a bug I will need to have more information. I have tested this for the last week, including in MP, and it appears to be working. Can you forward me the %localappdata%\Arma 3 Alpha\*.rpt file that is tied to the run you made with the script?
  25. Most is still incorrect. Most people who have access to the alpha/dev builds are not actively playing multiplayer in the public servers or numbers would be much higher. And yes i do think every arma player SHOULD read the forums. This is where the alpha is being discussed with the developers and if you are taking part in "playing" the alpha you SHOULD also be taking part in the discussions and understanding what is going on with the alpha. And for whatever it is worth to you, my statement still applies. Even if your unsupported "Most" is correct, the first place an irritated or frustrated player goes is to the steam or developers forums/support pages. Steam has a thread that links directly to this thread. I am sorry you think that players are lazier than you and me. You can, and should, cool your horses.
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