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iceman77

Vehicle System (vSys)

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mLFjOYE.jpg

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Downloads:

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bgvsW1e.png

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Author:

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- Iceman77

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Description:

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- A clean cut UI that allows you to create vehicles

- Users can adjust vehicle type creation time

- Users can adjust which side's vehicles will be displayed. e.g.; The player's side only. Or west, or east, or independent, or... any combination of sides.

- Option to create manned vehicles

- Option to create vehicles already flying

- Option to move the player into the first available position upon creation ( driver, crew, cargo etc etc)

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Version:

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- 1.3a

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INSTALLATION :

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- Merge the contents of the vSys mission folder into yours.

- Changes can be made in the fn_varsInit.sqf to customize VSYS to the users needs

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CHANGELOG:

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v1.0a

- release

v1.1a

- Fixed scrollBar error. listScrollBar is now being used rather than the apparently depreciated scrollBar.

- Added action via cfgFunctions rather than through init.sqf. Less for the mission editor to do.

v1.2a

- Re-wrote the entire system.

- No more parachute.

- Users can set vehicle creation time for specific types easily. From instant* (2sec) to whatever delay the user desires ( fn_varsInit.sqf ).

- Added the option to create the vehicle with a crew.

- The previous vehicle doesn't have to be destroyed before you can request a new one.

v1.3a

- Users can now define which side's vehicles can be displayed (fn_varInit.sqf).

- Changed the position (method) for vehicle spawn. Now relative to the object the action is assigned to rather than the player.

- Localized text for all languages via stringtable.xml.

- Added comments to everything so advanced users can easily navigate the blocks of code in any .sqf file

- Added the missing VSYS_DELAY_SUPPORT variable to fn_varsInit.sqf.

- Added "flying" option (check box) to spawn the aircraft flying. Auto defaults to ground spawn if tried with ground vehicles.

- Added "GetIn" option ( Check Box ) to allow the player to automatically be moved into the vehicle's first available position, upon creation ( if possible ).

- Optimized code a bit ( mainly readability ) with control macros

- Text should now be scaling dynamically ( ?? )

- Tweaked UI colors ( mainly opacity )

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CREDITS:

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Translators ( stringtable.xml ):

-Mariodu62

-Syncie

-Lepletier

-Schatten

-[CSLA]LUKI

-Rydygier

-AWC_Chief_Wiggum

-Rapax

Edited by Iceman77
vSys majorly overhauled & updated.

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Awesome. Would be nice if the drop could be affected by wind direction and speed. Even see if the gusts are affecting it: you may request it here but you need to follow it and recover.

Forward planning of drop based on wind would be needed.

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Guest

Release frontpaged on the Armaholic homepage.

================================================

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

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Awesome. Would be nice if the drop could be affected by wind direction and speed. Even see if the gusts are affecting it: you may request it here but you need to follow it and recover.

Forward planning of drop based on wind would be needed.

Is there a way to know which way the wind is blowing?

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Is there a way to know which way the wind is blowing?

the command "wind" gives a vector [x,y,z]

unfortunately not very clear and helpful

ah, well off to check feedback tracker for upvoting for more wind controls

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Blue is Blue...

Are you referring to KevsnoTrev's post? Or is there a problem with the vehicle system?

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Are you referring to KevsnoTrev's post? Or is there a problem with the vehicle system?

oh no, just that you like blue...

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LOL yeah I love it. It should however render your own UI color.

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LOL yeah I love it. It should however render your own UI color.

yes i know i was just teasing you.

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Update:

v1.1a - Fixed scrollBar error. listScrollBar is now being used rather than the apparently depreciated scrollBar.

- Added action via cfgFunctions rather than through init.sqf. Less for the mission editor to do.

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Guest

Release frontpaged on the Armaholic homepage.

================================================

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

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Dumb question....is there a reason after i spawn my first vehicle that the option to select another is grayed out? A timer or something within the scripts?

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Your current vehicle has to be destroyed before you can request another.

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You're welcome. I wasn't sure what else to use as a condition to limit the amount of spawnable vehicles. It will probably change in the future.

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Updated:

======================

v1.2a

- Re-wrote the entire system

- No more parachute

- Set vehicle creation time for specific types easily. From instant to whatever timer the editor desires ( fn_varsInit.sqf )

- Added the option to create the vehicle with a crew

- The previous vehicle doesn't have to be destroyed before you can request a new one

======================

Edited by Iceman77

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Guest

Release frontpaged on the Armaholic homepage.

================================================

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

Edited by Guest
archive updated

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Forgot to include VSYS_DELAY_SUPPORT = 2; variable in fn_varsInit.sqf. Will include in the next update within the next few days. Until then, simply ad the variable manually. Sorry for the inconvenience.

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Large Update:

v1.3a

- Users can now define which side's vehicles can be displayed (fn_varInit.sqf).

- Changed the position (method) for vehicle spawn. Now relative to the object the action is assigned to rather than the player.

- Localized text for all languages via stringtable.xml.

- Added comments to everything so advanced users can easily navigate the blocks of code in any .sqf file

- Added the missing VSYS_DELAY_SUPPORT variable to fn_varsInit.sqf.

- Added "flying" option (check box) to spawn the aircraft flying. Auto defaults to ground spawn if tried with ground vehicles.

- Added "GetIn" option ( Check Box ) to allow the player to automatically be moved into the vehicle's first available position, upon creation ( if possible ).

- Optimized code a bit ( mainly readability ) with control macros

- Text should now be scaling dynamically ( ?? )

- Tweaked UI colors ( mainly opacity )

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Guest

Thanks for the headsup about the update :cool:

Release frontpaged on the Armaholic homepage.

================================================

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

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Thankyou kind sir. Btw, when is the new site coming up?

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