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sxp2high

Cargo Load and Drop Script

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I fixed the ammo crate issue, FYI

Replace the line in //// Wait until ground reached in the script

_Object setPos [(getPos _Object select 0),(getPos _Object select 1),0.001];

To the following and it works great now. no idea wehy the above would not work but this fixed it for some reason ?!

_Object setpos [getpos _Object select 0, getpos _Object select 1, 0];

Edited by psvialli

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Thanks... that's strange!

FPDR

Im using setPosATL in new version:

_this setPosATL [(getPosATL _this select 0), (getPosATL _this select 1), 0];

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can't wait for the fix!

it's already awesome as is - the ability to load objects - but being able to drop them from a flying aircraft would still be cool. I believe the parachute used in the last version is not from OA but from Arma 2 content - probably the reason why it won't work for me since I only have OA.

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It works already you can drop from parachute !

Last time I tried it the crate was stuck in the air and there was no parachute. (using OA standalone!)

EDIT: I fixed the parachute issue by adding _EP1 to all ParachuteBigWest-entries within the Engine.sqf. So essentially - if you're using OA standalone - replace all ParachuteBigWest entries with ParachuteBigWest_EP1 within the Engine.sqf.

@sxp2high: when dropping a crate using the ATL code you posted recently ammocrates will land/hover about 2 m above ground level and are not accessible/content is not useable! I'll try psivalli's recently posted code now to see if that fixes the bug.

EDIT 2: with psivalli's code ammocrates and vehicles land on the ground, but ammocrate content is still not accessible when the crate is dropped in midair (one can see the content of the box but one can't switch or grab anything), only when the crate unloaded from the ground one has full access..

I tried all 3 codes, none worked for me to retrieve content of an ammocrate when it's been dropped in midair. however, with psivalli's code the ammocrate lands on the ground (unlike the ATL code). for what it's worth, the original code worked for me just as well as psivalli's code (crates landing on ground) - the unaccessible content issue remains however with all 3 versions.

IMPORTANT NOTE:

I found out that this script is quite dangerous for OPFOR units. An OPFOR helo (i.e. UH1H "Huey" or Mi-8) with an ammocrate in it's cargo will be destroyed if it attempts to slow down quickly (pulling up the nose). I haven't tested the effect of vehicles in cargo yet, but it'll probably be the same.

Also, the position of the crates is quite odd in these helos.

Maybe instead of actually placing a crate into a helo one should consider using the spawn function for crates. As soon as a crate is chosen to be loaded it might be better to unspawn it entirely without actually putting it into the vehicle and spawn it as usual when unloaded. That might solve this kind of problems.

I'd apreciate it if someone could help fix this bug like that.

- all of this tested using OA standalone only -

Edited by Bulldog Six
bugfixing

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is anyone considering updating this? or is the ArmA community dead all of a sudden? seems like it..

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is anyone considering updating this? or is the ArmA community dead all of a sudden? seems like it..

Dead?

There have been hundreds of posts in this forum alone in the last week. That doesn't seem dead to me.

As to someone updating this script, why don't you give the guy some time to work and be thankful he made it for you for FREE in the first place.

Not three weeks ago he gave and info update and asked for everyone to have some patience:

http://forums.bistudio.com/showpost.php?p=1967044&postcount=100

Hi guys,

please be patience, new version of this function will be ready soon. Like i said i rewritten it completely.

It will be compatible with both ArmA2 and OA standalone and it will be 100% multiplayer compatible. That means Player A loads something, Player B can drop it and so on.

It will also feature more configurable stuff and it will be compatible with @ACE, @PRACS and @BWMod, maybe more.

Hopefully im able to fix the ammobox issue too. (Not looked into it yet)

Give me a few more days.

__________________

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[quote name=

EDIT 2: with psivalli's code ammocrates and vehicles land on the ground, but ammocrate content is still not accessible when the crate is dropped in midair (one can see the content of the box but one can't switch or grab anything), only when the crate unloaded from the ground one has full access..

I tried all 3 codes, none worked for me to retrieve content of an ammocrate when it's been dropped in midair. however, with psivalli's code the ammocrate lands on the ground (unlike the ATL code). for what it's worth, the original code worked for me just as well as psivalli's code (crates landing on ground) - the unaccessible content issue remains however with all 3 versions.-

Well it works for me with no issue after the change, I can get all weapons etc.. out of the crate once it lands on the ground, did you change it for all size small,med,large,XL ? but then again i never had your issue with the Parachute !!!!

Also if you read back a little he is working on a new script !

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Yea, i am still working on it. Sorry it takes a bit longer than expected...

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Appearantly the Takistani helicopters (more specifically the UH1H "Huey" and the Mi-8) have issues with Takistani weapons crates (meaning the helos explode or take damage when the nose is pulled up to slow down). However they seem to have no problems with the US-Special Weapons ammo crates. Unfortunately the loading hint says it's an US ammo crate. So either I use the US crates and change the hint message to a more general loading hint message or someone figures out how to make Takistani weapon crates work in Takistani helicopters.

How would one have to alter the script so it doesn not actually load a physical object into the helos but gives the option to spawn a crate when loaded one (simply unspawning a crate nearby)? That should solve the collission issues.

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Ive read all the posts up until now and didn't see anyone having this simple issue with the Demo. Thanks for the Script by the way Its really awesome, though I haven't used it extensively. I was playing the Demo again after some time to re familiarize with it and I noticed this last time also but now I am wanting to get to the bottom of it. I cannot and do not have the option to load the CRRC into the Chinook though it sits behind it. I tried to move the Chinook to water and the boat with no avail. That is when I opened the script and proceeded to add it under objects because I did not see a location to put Vehicle Class names. So I placed the "Zodiac", like so under the loadable objects right beneath the ATV however and added the "RHIB", and the "RHIB2Turret", like so Under the C130 restarted the game and went back into your demo Only to discover it broke the Script or Something malfunctioned As I have the Load option but nothing will load into Anything and I don't receive the message to move the Object closer. So thus I hit the forums to check for an update or a related issue and here I am. Anyone else having this issue where something is added and the script seizes to work .

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There's bug in MP...

If i want to load for example ammo crate, other player won't see me loading it inside, after drop only i can see it. Loaded object will remain on same position before picking it up, for them.

If i load object i have to drop it also, other will have option "Load Cargo" only.....

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Allo...

I was wondering if theres any way to add more than one vehicle to the cargo of the transporter. I want to simulate 3 ATV's in the back of the chinook, but BTK only allows me to add one.

Have you been working on any sort of variation that allows this or no?

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Your script is trash. It Doesn't even work. When I try to unload my cargo the object either flies out the back, starts parachuting down for a while then disappears, or nothing happens at all (cargo door doesn't even open) and the 'unload cargo' option vanishes from the action menu.

And don't tell me I didn't install it properly. I did.

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Your script is trash. It Doesn't even work. When I try to unload my cargo the object either flies out the back, starts parachuting down for a while then disappears, or nothing happens at all (cargo door doesn't even open) and the 'unload cargo' option vanishes from the action menu.

And don't tell me I didn't install it properly. I did.

Wow! We have a badass here. Why don't you write your own script then so we can all laugh at it?

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I also have a Question: How di i install this for other maps/missions. Sorry i just cant get it to work, and if i add a vehicle to the list does it get automatically a parachute?

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BTK Cargo Drop v1.92

http://img814.imageshack.us/img814/6805/56404368.jpg http://img227.imageshack.us/img227/249/73351039.jpg http://img827.imageshack.us/img827/6010/79562011.jpg

Readme

BTK Cargo Drop v1.92

With this script you can load objects and vehicles into helicopter and

aircrafts and drop them somewhere.

The Object will be dropped on a parachte with a blue smoke grenade.

Works in (dedicated) multiplayer (JIP)!

Works with AND without Operation Arrowhead, British Armed Forces or ACE2.

******* INSTALLATION *******

Copy and paste the BTK folder to your mission folder.

Add this line to your init.sqf:

execVM "BTK\Cargo Drop\Start.sqf";

To disable the feature at all, do the comment thing:

// execVM "BTK\Cargo Drop\Start.sqf";

******* SETTINGS *******

You can change the loadable objects by editing the

"BTK\Cargo Drop\Settings_Objects.sqf"

and

"BTK\Cargo Drop\Settings_Transporter.sqf"

files.

******* INGAME USAGE *******

The action for loading cargo will be added automatically to all compatible

vehicles.

Just place an object near the transporter and select the "Load cargo"

action. To drop off or unload select the unload action...

******* SUPPORTED VEHICLES *******

Small (can load ammoboxes, small objects and most static weapons)

+ All AH and MH6 types

+ All Su25 types

+ All F35 types

+ All AV8B2 types

+ All AH1 types

+ All Kamov types

+ All L39 types

+ All An2 types

+ A10

+ MQ9PredatorB

Medium (same like small + atv and motorcycle)

+ All UH1 types

+ All UH1H types

+ All UH60 types

+ All Mi171Sh types

+ All Mi24 types

+ AW159

+ Merlin HC3

Large (ammoboxes, small objects, static weapons, cars and boats)

+ All CH47 types

+ MV22

Xtra Large (same like large + trucks, apcs and cargo containers)

+ All C130 types

******* Changelog v1.9 *******

******* NEW *******

+ Please delete any older version - New script and file structure!

+ The "Load cargo" action gets now inizialied to the vehicles automatically,

even after respawn.

+ Lots of new vehicles supported.

+ New Hints.

+ For mission makers:

BTK_CargoDrop_ObjectLoaded - This detects whenever a object is loaded in.

Sample:

_YourVariable = YOUROBJECT getVariable "BTK_CargoDrop_ObjectLoaded";

_YourVariable = true; // means the object has been loaded in.

BTK_CargoDrop_TransporterLoaded - This detects whenever a transporter contains cargo.

Sample:

_YourVariable = YOUROBJECT getVariable "BTK_CargoDrop_TransporterLoaded";

_YourVariable = true; // means the transporter has cargo loaded.

Both are LOCAL ONLY ! See Demo mission files for more details!

******* CHANGED *******

+ Changed load, unload and drop code for better results.

+ Optimized some attach positions.

+ Lots of small improvements.

+ Now using big parachute for a better drop-off behaviour.

+ Increased radius for loading in for most vehicles.

******* FIXED *******

+ JIP. You can now use the functions after reconnecting to the

mission/server.

+ Sometimes objects stuck in the air after drop.

+ Sometimes objects disappeared into the ground after drop.

+ Fixed: R3F lifting is now possible when cargo loaded. You have to hover

very low for that. (This fix is still wip)

******* Changelog v1.91 *******

******* CHANGED *******

+ Added all trucks and apcs to XL transporters (C130)

+ Changed unload procedure

+ Demo Mission is now optional (Select the Start Mission action to start it)

******* Changelog v1.92 *******

******* CHANGED *******

+ AW159 Wildcat is now small transporter

+ Mi17 and Mi117 are now large transporters

+ C130 positions tweaked (thx spyhunter82)

+ F35 load position (to avoid collison)

+ PAA file is now included (No more error messages for not-arrowhead users)

Download Sample Mission

The Demo Mission requires Operation Arrowhead and British Armed Forces (Lite)

Help plz Im not sure if I installed it right but it says "Type Script, expected nothing." Where do I put the execVM "BTK\Cargo Drop\Start.sqf"; script at and do I use the

BTK on all my missions or just put it in the "missions" folder? Im really new at scripting and I really want to do this so plz help

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Help plz Im not sure if I installed it right but it says "Type Script, expected nothing." Where do I put the execVM "BTK\Cargo Drop\Start.sqf"; script at and do I use the

BTK on all my missions or just put it in the "missions" folder? Im really new at scripting and I really want to do this so plz help

Let's suppose your mission is named MyMission.Chernarus. The mission folder will be found in one of several locations depending on what type of mission it is (SP or MP) and how you saved it. Regardless, the folder will be named MyMission.Chernarus.

******* INSTALLATION *******

Copy and paste the BTK folder to your mission folder.

In other words, place the entire BTK folder inside the MyMission.Chernarus folder, not the root missions/MPMissions folder.

Inside the MyMission.Chernarus folder you should have several other files. One is called init.sqf. If you don't have this file, create it. Open this file in a text editor (Notepad ++ is recommended, regular old MS Notepad is not, as it can corrupt formatting).

Add this line to your init.sqf:

execVM "BTK\Cargo Drop\Start.sqf";

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Has the following bug been fixed yet?:

 

Example of Bug:

Player_1: press TOW and the vehile gets loaded on
Player_2: press release and the vehicle get telporte to left corner of the map.


However if it is just one player it works fine

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