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34 minutes ago, D.Tac said:

That's what I thought but the dialog is not detecting the service vehicles around me

Did you put the cap back on the toothpaste?

Other than that no idea why it's not working, considering the amount of info you gave.

 

Cheers

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On 10/25/2017 at 6:30 PM, jmayr2000 said:

This would be gold if it was ported to exile:

The functions are there, what's stopping you?

 

Cheers

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On ‎11‎/‎3‎/‎2017 at 3:31 AM, Grumpy Old Man said:

The functions are there, what's stopping you?

 

Cheers

I have set it up and was able to access the menu thru a Placed laptop from within the game. No adding laptops to mission file, But the only functionality is rearm and repair. changing pylons and weapons are a no go and assigning Tail numbers doesn't work also.

 

ported Version:

https://drive.google.com/file/d/1NOd0mINWtiNV2oybhttRLjyy6_qUg5eY/view?usp=sharing

 

http://steamcommunity.com/sharedfiles/filedetails/?id=1192369663

 

http://steamcommunity.com/sharedfiles/filedetails/?id=1192369743

Helicopter used is RHS uh60 ESSS which is compatible with Dynamic Loadouts 

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19 hours ago, jmayr2000 said:

I have set it up and was able to access the menu thru a Placed laptop from within the game. No adding laptops to mission file, But the only functionality is rearm and repair. changing pylons and weapons are a no go and assigning Tail numbers doesn't work also.

 

ported Version:

https://drive.google.com/file/d/1NOd0mINWtiNV2oybhttRLjyy6_qUg5eY/view?usp=sharing

 

http://steamcommunity.com/sharedfiles/filedetails/?id=1192369663

 

http://steamcommunity.com/sharedfiles/filedetails/?id=1192369743

Helicopter used is RHS uh60 ESSS which is compatible with Dynamic Loadouts 

 

Does it work on an empty, new map with vanilla vehicles?

If it does try using 3rd party assets as next step and see if it still works and work your way from there.

Doubt it's the RHS assets causing your described issues, as long as config and naming conventions are in line with vanilla assets.

 

Implementing something into an existing framework usually goes along with some headaches,

ran into MP missions that removed all actions from all objects every n seconds for whatever reason.

All kinds of weird stuff out there that might interfere with an implementation of other functions.

 

If you find anything let me know.

 

Cheers

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headaches are many lol, well It works fine in a single player environment. exile vehicles are spawned into a database, and aren't placed into a mission file like in arma. Yet normal Arma functionality should still be in play. 

 

in the config file the is a class for interaction menu so when you walk to a vehicle or object you can lock, hack, etc. within the Laptop class I added this:

 

class Airloadout: ExileAbstractAction
   {
    title = "Edit Air Loadouts";
    condition = "((ExileClientInteractionObject animationPhase 'LaptopLidRotation') >= 0.5)";
    action = "_this call GOM_fnc_aircraftLoadout";
   };

so that the menu for selecting the aircraft and loadout appears. and it work in opening the menu and allowing the player to choose the air vehicle and rearm it and repair. but the function for clearing pylons and adding new weapons to the vehicle is blocked somehow and there is no reference to it in the RTP except for at start up it preloaded the init and parameters files. 

 

what i see in the rpt file is a repeat of this:

 6:00:48 "<infiSTAR.de>A3_EXILE_PROCESSREPORTER| V69 (21-07-2017) [processReporter] Active SQF: [""<spawn>"",""custom\Aircraft_Loadouts\scripts\GOM\functions\GOM_fnc_aircraftLoadoutInit.sqf [GOM_fnc_aircraftLoadoutInit]"",true,1346] @ 7062.69   [18-10-2017 19-16-47 - v86]"
 6:00:48 "<infiSTAR.de>A3_EXILE_PROCESSREPORTER| V69 (21-07-2017) [processReporter] Active SQF: [""<spawn>"",""custom\Aircraft_Loadouts\scripts\GOM\functions\GOM_fnc_aircraftLoadoutInit.sqf [GOM_fnc_aircraftLoadoutInit]"",true,1346] @ 7062.69   [18-10-2017 19-16-47 - v86]"
 6:00:48 "<infiSTAR.de>A3_EXILE_PROCESSREPORTER| V69 (21-07-2017) [processReporter] Active SQF: [""<spawn>"",""custom\Aircraft_Loadouts\scripts\GOM\functions\GOM_fnc_aircraftLoadoutInit.sqf [GOM_fnc_aircraftLoadoutInit]"",true,1346] @ 7062.69   [18-10-2017 19-16-47 - v86]"

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On 11/7/2017 at 3:29 PM, jmayr2000 said:

headaches are many lol, well It works fine in a single player environment. exile vehicles are spawned into a database, and aren't placed into a mission file like in arma. Yet normal Arma functionality should still be in play. 

 

in the config file the is a class for interaction menu so when you walk to a vehicle or object you can lock, hack, etc. within the Laptop class I added this:

 

class Airloadout: ExileAbstractAction
   {
    title = "Edit Air Loadouts";
    condition = "((ExileClientInteractionObject animationPhase 'LaptopLidRotation') >= 0.5)";
    action = "_this call GOM_fnc_aircraftLoadout";
   };

so that the menu for selecting the aircraft and loadout appears. and it work in opening the menu and allowing the player to choose the air vehicle and rearm it and repair. but the function for clearing pylons and adding new weapons to the vehicle is blocked somehow and there is no reference to it in the RTP except for at start up it preloaded the init and parameters files. 

 

what i see in the rpt file is a repeat of this:

 6:00:48 "<infiSTAR.de>A3_EXILE_PROCESSREPORTER| V69 (21-07-2017) [processReporter] Active SQF: [""<spawn>"",""custom\Aircraft_Loadouts\scripts\GOM\functions\GOM_fnc_aircraftLoadoutInit.sqf [GOM_fnc_aircraftLoadoutInit]"",true,1346] @ 7062.69   [18-10-2017 19-16-47 - v86]"
 6:00:48 "<infiSTAR.de>A3_EXILE_PROCESSREPORTER| V69 (21-07-2017) [processReporter] Active SQF: [""<spawn>"",""custom\Aircraft_Loadouts\scripts\GOM\functions\GOM_fnc_aircraftLoadoutInit.sqf [GOM_fnc_aircraftLoadoutInit]"",true,1346] @ 7062.69   [18-10-2017 19-16-47 - v86]"
 6:00:48 "<infiSTAR.de>A3_EXILE_PROCESSREPORTER| V69 (21-07-2017) [processReporter] Active SQF: [""<spawn>"",""custom\Aircraft_Loadouts\scripts\GOM\functions\GOM_fnc_aircraftLoadoutInit.sqf [GOM_fnc_aircraftLoadoutInit]"",true,1346] @ 7062.69   [18-10-2017 19-16-47 - v86]"

You might have to whitelist something in Infistar then. 

 

Also, you might want to join their discord and ask. 

Edited by acer5200
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2 hours ago, acer5200 said:

You might have to whitelist something in Infistar then. 

 

Also, you might want to join their discord and ask. 

Might be the best solution.

 

Cheers

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10 minutes ago, RidelasTyren said:

Stupid question here, but I can't find the demo mission at all - I'm not sure what I have to do to be able to play the demo mission.

Download and move GOM_fnc_aircraftLoadout.Stratis to your Editor missions folder.

Quote

C:\Users\Username\Documents\Arma 3 - Other Profiles\ProfileName\missions

You can also put it in:

Quote

C:\Program Files (x86)\Steam\steamapps\common\Arma 3\Missions

Though, I think it's just a quick demo to show you, not to be played as a full singleplayer mission (hence it not being packed as a PBO). Though, I'm assuming this as I haven't tried it.

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Hi Grumpy. Your tool for loadouts is awesome. Been using it for some time now and it is just perfect. One thing to ask you though. Is it possible to change the visuals somewhere in the code? I mean the colours, transparency of the panels and such. I wouldn't change credits or the name or anything like that. I suppose there is a part of the code for that but I cant find it.

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Hello Grumpy

Great tool you have crated for the community. I was messing around with it inside the editor, any possible way to remove the resource pop up when you use the menu? 

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On ‎11‎/‎9‎/‎2017 at 10:27 AM, Grumpy Old Man said:

Might be the best solution.

 

Cheers

Grumpy what is your discord? send me a invite one that doesn't expire. pls

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On 11/10/2017 at 12:56 AM, RidelasTyren said:

Stupid question here, but I can't find the demo mission at all - I'm not sure what I have to do to be able to play the demo mission.

The entire download itself is the demo mission. To use the script in your own mission simply delete the mission.sqm in the download folder.

 

 

On 11/10/2017 at 1:06 AM, HazJ said:

Though, I think it's just a quick demo to show you, not to be played as a full singleplayer mission (hence it not being packed as a PBO). Though, I'm assuming this as I haven't tried it.

It's not just a demo mission since it holds three ready to use local MP and dedicated server compatible examples of how to integrate it into peoples own missions, as simple as a copy paste.

 

 

On 11/11/2017 at 11:53 PM, croatinator said:

Hi Grumpy. Your tool for loadouts is awesome. Been using it for some time now and it is just perfect. One thing to ask you though. Is it possible to change the visuals somewhere in the code? I mean the colours, transparency of the panels and such. I wouldn't change credits or the name or anything like that. I suppose there is a part of the code for that but I cant find it.

Glad you like it.

Have a look at Dialog Control and the related scripting commands.

 

 

On 11/12/2017 at 11:07 PM, kiyoshisaotome said:

Hello Grumpy

Great tool you have crated for the community. I was messing around with it inside the editor, any possible way to remove the resource pop up when you use the menu? 

Just comment out line 2064 in GOM_fnc_aircraftLoadoutInit.sqf to look like this:

//_display = [] spawn GOM_fnc_showResourceDisplay;

Might add an option for this.

 

On 11/13/2017 at 3:48 PM, jmayr2000 said:

Grumpy what is your discord? send me a invite one that doesn't expire. pls

I'm not on discord.

 

 

4 hours ago, [bbs] said:

I think acer5200 and Grumpy mean the Infinstar Discord

That's what I meant.

 

Cheers

 

 

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Quote

I think it's just a quick demo

Quote

Though, I'm assuming this as I haven't tried it

But yeah. At least now I know.

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On 11/15/2017 at 12:26 AM, Grumpy Old Man said:

 

Just comment out line 2064 in GOM_fnc_aircraftLoadoutInit.sqf to look like this:


//_display = [] spawn GOM_fnc_showResourceDisplay;

 

 

Thank you very much :) this work great

Any possible way to get this script to work with UAV without the operator near it?

 

 

After messing around with the script, I've come to realize that the UAV operator has to be there for the resource to be register. UAV re-arming isn't possible at this time without modifications. I have a few ideas of I want to try, i'll let you know if I made and progress :)

Edited by kiyoshisaotome
Update on UAV

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