Jump to content

DaVIdoSS

Member
  • Posts

    60
  • Joined

  • Last visited

Posts posted by DaVIdoSS

  1. Last time i have the same question but nobody help me.

     

    Anyway i went through all these scripts and have figured out that the best one is R3F_ARTY_AND_LOG.

     

    Need to be configured but after that works like charm. 

    There also you can set the "take object and load into vehicle" function which is awesome addon.

     

    If you need help with that one i can help you

  2. There should be more TID's while you have multiple menu, for example:

    ID= 800            NAME= Assault Rifles            Trader= 177
    
    ID= 801            NAME= LMGS                      Trader= 177
    
    ID= 802            NAME= Sniper Rifles             Trader= 177
    
    ID= 803            NAME= Sidearms                  Trader= 177
    
    ID= 804            NAME= Ammo                      Trader= 177
    
    ID= 805            NAME= Cars                      Trader= 177
    
    

    but i am not sure if that help with no trader menu issue. There must be something else

    ...

  3. Yes lots of errors here we need to wait for release.

     

    For now i will continue use 2.0.5 which is great.

     

    And here:

    How to add  handguns to your WICKED AI  bandits:

     

    • 1.  Unpack your server.bpo
    • 2.  Write new variable in your config.sqf just above "ai_wep_assault". This array is for Overpoch if  you using Epoch change it.
    ai_wep_pistol				= [["Colt1911","7Rnd_45ACP_1911"],["glock17_EP1","17Rnd_9x19_glock17"],["M9","15Rnd_9x19_M9"],["MakarovSD","8Rnd_9x18_MakarovSD"],["Makarov","8Rnd_9x18_Makarov"],["revolver_EP1","6Rnd_45ACP"],["revolver_gold_EP1","6Rnd_45ACP"],["RH_anac","RH_6Rnd_44_Mag"],["RH_anacg","RH_6Rnd_44_Mag"],["RH_browninghp","RH_13Rnd_9x19_bhp"],["RH_bull","RH_6Rnd_44_Mag"],["RH_deagle","RH_7Rnd_50_AE"],["RH_Deagleg","RH_7Rnd_50_AE"],["RH_Deaglem","RH_7Rnd_50_AE"],["RH_Deaglemz","RH_7Rnd_50_AE"],["RH_Deaglemzb","RH_7Rnd_50_AE"],["RH_Deagles","RH_7Rnd_50_AE"],["RH_g17","RH_17Rnd_9x19_g17"],["RH_g17sd","RH_17Rnd_9x19_g17SD"],["RH_g18","RH_19Rnd_9x19_g18"],["RH_g19","RH_17Rnd_9x19_g17"],["RH_g19t","RH_17Rnd_9x19_g17"],["RH_m1911","RH_8Rnd_45cal_m1911"],["RH_m1911old","RH_8Rnd_45cal_m1911"],["RH_m1911sd","RH_8Rnd_45cal_m1911"],["RH_m9","15Rnd_9x19_M9"],["RH_m93r","RH_20Rnd_9x19_M93"],["RH_m9c","15Rnd_9x19_M9"],["RH_m9csd","15Rnd_9x19_M9SD"],["RH_m9sd","15Rnd_9x19_M9SD"],["RH_mk2","RH_10Rnd_22LR_mk2"],["RH_mk22","RH_8Rnd_9x19_Mk"],["RH_mk22sd","RH_8Rnd_9x19_Mksd"],["RH_mk22v","RH_8Rnd_9x19_Mk"],["RH_mk22vsd","RH_8Rnd_9x19_Mksd"],["RH_p226","RH_15Rnd_9x19_usp"],["RH_p226s","RH_15Rnd_9x19_usp"],["RH_p38","RH_8Rnd_9x19_P38"],["RH_ppk","RH_7Rnd_32cal_ppk"],["RH_python","RH_6Rnd_357_Mag"],["RH_tec9","RH_30Rnd_9x19_tec"],["RH_tt33","RH_8Rnd_762_tt33"],["RH_usp","RH_15Rnd_9x19_usp"],["RH_uspm","RH_12Rnd_45cal_usp"],["RH_uspsd","RH_15Rnd_9x19_uspsd"],["RH_vz61","RH_20Rnd_32cal_vz61"],["Sa61_EP1","20Rnd_B_765x17_Ball"],["M9SD","15Rnd_9x19_M9SD"],["UZI_EP1","30Rnd_9x19_UZI"],["UZI_SD_EP1","30Rnd_9x19_UZI_SD"],["vil_B_HP","vil_bhp_mag"],["vil_Glock","17Rnd_9x19_glock17"],["vil_Glock_o","17Rnd_9x19_glock17"],["vil_USP","15Rnd_9x19_M9"],["vil_USP45","vil_usp45_mag"],["vil_USP45SD","vil_usp45sd_mag"],["vil_USPSD","15Rnd_9x19_M9SD"],["vil_uzi","vil_32Rnd_uzi"],["vil_uzimini","vil_32Rnd_UZI_SD"],["vil_uzimini_SD","vil_32Rnd_UZI_SD"],["vil_uzi_c","vil_32Rnd_uzi"],["vil_uzi_SD","vil_32Rnd_UZI_SD"]];
    
    
    • 3. Replace WAI\compile\spawn_group.sqf  with this one:

    if (isServer) then {
    
    	private ["_mission","_aipack","_aicskill","_position","_unitnumber","_skill","_gun","_mags","_backpack","_skin","_gear","_aiweapon","_aigear","_aiskin","_skillarray","_unitGroup","_weapon","_weapon2","_magazine","_magazine2","_weaponandmag","_weaponandmag2","_gearmagazines","_geartools","_unit","_aipistol"];
    
    	_position 			= _this select 0;
    	_unitnumber 		= _this select 1;
    	_skill 				= _this select 2;
    	_gun 				= _this select 3;
    	_mags 				= _this select 4;
    	_backpack 			= _this select 5;
    	_skin 				= _this select 6;
    	_gear 				= _this select 7;
    	
    	if (count _this > 8) then {
    		_mission = _this select 8;
    	} else {
    		_mission = false;
    	};
    
    	_aiweapon 			= [];
    	_aipistol			= [];
    	_aigear 			= [];
    	_aiskin 			= "";
    	_aicskill 			= [];
    	_aipack 			= "";
    	_skillarray 		= ["aimingAccuracy","aimingShake","aimingSpeed","endurance","spotDistance","spotTime","courage","reloadSpeed","commanding","general"];
    	_unitGroup 			= createGroup east;
    	_current_time		= time;
    
    	for "_x" from 1 to _unitnumber do {
    
    		switch (_gun) do {
    			case 0 : {_aiweapon = ai_wep_assault;};
    			case 1 : {_aiweapon = ai_wep_machine;};
    			case 2 : {_aiweapon = ai_wep_sniper;};
    			case "Random" : {_aiweapon = ai_wep_random call BIS_fnc_selectRandom;};
    		};
    
    		_weaponandmag 	= _aiweapon call BIS_fnc_selectRandom;
    		_weapon 		= _weaponandmag select 0;
    		_magazine 		= _weaponandmag select 1;
    		_aipistol		= ai_wep_pistol;
    		_weaponandmag2 	= _aipistol call BIS_fnc_selectRandom;
    		_weapon2 		= _weaponandmag2 select 0;
    		_magazine2 		= _weaponandmag2 select 1;
    
    		switch (_gear) do {
    			case 0 : {_aigear = ai_gear0;};
    			case 1 : {_aigear = ai_gear1;};
    			case 2 : {_aigear = ai_gear2;};
    			case 3 : {_aigear = ai_gear3;};
    			case 4 : {_aigear = ai_gear4;};
    			case "Random" : {_aigear = ai_gear_random call BIS_fnc_selectRandom;};
    		};
    		
    		_gearmagazines = _aigear select 0;
    		_geartools = _aigear select 1;
    
    		if (_skin == "Random") then {
    			_aiskin = ai_skin call BIS_fnc_selectRandom;
    		} else {
    			_aiskin = _skin;
    		};
    
    		_unit = _unitGroup createUnit [_aiskin, [(_position select 0),(_position select 1),(_position select 2)], [], 10, "PRIVATE"];
    		[_unit] joinSilent _unitGroup;
    
    		if (_backpack == "Random") then {
    			_aipack = ai_packs call BIS_fnc_selectRandom;
    		} else {
    			_aipack = _backpack;
    		};
    		
    		_unit enableAI "TARGET";
    		_unit enableAI "AUTOTARGET";
    		_unit enableAI "MOVE";
    		_unit enableAI "ANIM";
    		_unit enableAI "FSM";
    		_unit setCombatMode ai_combatmode;
    		_unit setBehaviour ai_behaviour;
    		removeAllWeapons _unit;
    		removeAllItems _unit;
    		_unit addweapon _weapon;
    		_unit addweapon _weapon2;
    		if (sunOrMoon != 1) then {
    			_unit addweapon "NVGoggles";
    		};
    
    		for "_i" from 1 to _mags do {
    			_unit addMagazine _magazine;
    			_unit addMagazine _magazine2;
    		};
    		
    		_unit addBackpack _aipack;
    
    		{
    			_unit addMagazine _x
    		} foreach _gearmagazines;
    
    		{
    			_unit addweapon _x
    		} foreach _geartools;
    		
    		switch (_skill) do {
    			case "easy"		: { _aicskill = ai_skill_easy; };
    			case "medium" 	: { _aicskill = ai_skill_medium; };
    			case "hard" 	: { _aicskill = ai_skill_hard; };
    			case "extreme" 	: { _aicskill = ai_skill_extreme; };
    			case "Random" 	: { _aicskill = ai_skill_random call BIS_fnc_selectRandom; };
    			default { _aicskill = ai_skill_random call BIS_fnc_selectRandom; };
    		};
    
    		{
    			_unit setSkill [(_x select 0),(_x select 1)]
    		} foreach _aicskill;
    		
    		ai_ground_units = (ai_ground_units + 1);
    
    		_unit addEventHandler ["Killed",{[_this select 0, _this select 1, "ground"] call on_kill;}];
    
    		if (_mission) then {
    			_unit setVariable ["missionclean", "ground"];
    		};
    
    	};
    	// Stops them from killing eachother when they fire..
    	_unitGroup setFormation "ECH LEFT";
    
    	_unitGroup selectLeader ((units _unitGroup) select 0);
    
    	[_unitGroup, _position, _mission] call group_waypoints;
    
    	diag_log format ["WAI: Spawned a group of %1 bandits at %2", _unitnumber, _position];
    
    };
    
    
    

    • 4 Repack your .bpo

    You are done.

    Now your WICKED AI will have side arms too!!

  4. Well it seams to be something wrong here:

     

    spawn_group.sqf

    		call {
    			if (_skin == "Hero") 	exitWith { _aiskin = ai_hero_skin call BIS_fnc_selectRandom; };
    			if (_skin == "Bandit") 	exitWith { _aiskin = ai_bandit_skin call BIS_fnc_selectRandom; };
    			if (_skin == "Random") 	exitWith { _aiskin = ai_all_skin call BIS_fnc_selectRandom; };
    			if (_skin == "Special") exitWith { _aiskin = ai_special_skin call BIS_fnc_selectRandom; };
    			_aiskin = _skin;
    		};
    

    Causing error for static patrol spawning:

     

    Trigger:

    [[7097.00,8357.00,0],10,"Random","Random",4,"Random","Random","Random","Bandit"] call spawn_group;
    

    Error bandits are not here

    19:46:38 "WAI: AI Config File Loaded"
    19:46:40 "WAI: Initialising missions"
    19:46:40 "WAI: Initialising static missions"
    19:46:40 "WAI: AI Monitor Started"
    19:46:40 "WAI: 0 Active ground units"
    19:46:40 "WAI: 0 Active emplacement units"
    19:46:40 "WAI: 0 Active chopper patrol units (Crew)"
    19:46:40 "WAI: 0 Active vehicle patrol units (Crew)"
    19:46:42 Error in expression <_aiskin = _skin;
    };
    
    _unit = _unitGroup createUnit [_aiskin, [(_position select >
    19:46:42   Error position: <createUnit [_aiskin, [(_position select >
    19:46:42   Error Type Array, expected String
    19:46:42 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 73
    19:47:11 "WAI: 0 Active ground units"
    19:47:11 "WAI: 0 Active emplacement units"
    19:47:11 "WAI: 0 Active chopper patrol units (Crew)"
    19:47:11 "WAI: 0 Active vehicle patrol units (Crew)"
    

    And here another one from spawning a mission but that is epoch bug when removeBackpack _unit function from on_kill.sqf is called.

    20:02:08 "WAI: Starting Mission number 1"
    20:02:08 "WAI: Mission Data: [[0,"MainHero",[1057831: tm46.p3d,1057833: tm46.p3d,1057835: tm46.p3d,1057837: at15.p3d,1057839: tm46.p3d,1057841: tm46.p3d,1057843: at15.p3d,1057845: at15.p3d,1057847: tm46.p3d,1057849: at15.p3d,1057851: tm46.p3d,1057853: tm46.p3d,1057855: at15.p3d,1057857: tm46.p3d,1057859: at15.p3d,1057861: tm46.p3d,1057863: at15.p3d,1057865: tm46.p3d,1057867: tm46.p3d,1057869: at15.p3d,1057871: tm46.p3d,1057873: tm46.p3d,1057875: tm46.p3d,1057877: tm46.p3d,1057879: at15.p3d]]]"
    20:02:08 "WAI: [Hero] disabled_milchopper started At [1001.26,3634.58]"
    20:02:09 "WAI: Spawned a group of 5 AI (Bandit) at [1001.26,3634.58,0]"
    20:02:09 Strange convex component01 in rh_m14\rh_m1st.p3d:geometry
    20:02:09 Strange convex component07 in rh_m14\rh_m1st.p3d:geometry
    20:02:09 Strange convex component08 in rh_m14\rh_m1st.p3d:geometry
    20:02:09 Strange convex component12 in rh_m14\rh_m1st.p3d:geometry
    20:02:10 "WAI: Spawned a group of 5 AI (Bandit) at [1001.26,3634.58,0]"
    20:02:11 "WAI: Spawned a group of 5 AI (Bandit) at [1001.26,3634.58,0]"
    20:02:12 "WAI: Spawned a group of 5 AI (Bandit) at [1001.26,3634.58,0]"
    20:02:12 "WAI: Spawned in 2 M2StaticMG"
    20:02:12 "WAI: Spawned "Mi17_DZ" at [1001.26,3634.58] with 0.270561 fuel and 0.2 damage."
    20:02:12 "WAI: [Hero] disabled_milchopper spawned a Mi-17"
    20:02:28 "WAI: 20 Active ground units"
    20:02:28 "WAI: 2 Active emplacement units"
    20:02:28 "WAI: 0 Active chopper patrol units (Crew)"
    20:02:28 "WAI: 0 Active vehicle patrol units (Crew)"
    20:02:58 "WAI: 20 Active ground units"
    20:02:58 "WAI: 2 Active emplacement units"
    20:02:58 "WAI: 0 Active chopper patrol units (Crew)"
    20:02:58 "WAI: 0 Active vehicle patrol units (Crew)"
    20:03:09 "Checking markers: ["Tradercitystary","wholesaleSouth","boatTraderEast","BoatDealerSouth","AirVehicles","BanditDen","Klen","BoatDealerEast","TradercityBash","HeroTrader","DZMSMajMarker","DZMSMinMarker","DZMSBMajMarker","DZMSBMinMarker","MainHero","MainBandit","Side1Hero","Side1Bandit","Side2Hero","Side2Bandit","SideSpecial"]"
    20:03:12 "Loop complete, valid position [7423.53,12369.1] in 7 attempts."
    20:03:12 "WAI: Starting Mission number 2"
    20:03:12 "WAI: Mission Data: [[20,"MainHero",[1057831: tm46.p3d,1057833: tm46.p3d,1057835: tm46.p3d,1057837: at15.p3d,1057839: tm46.p3d,1057841: tm46.p3d,1057843: at15.p3d,1057845: at15.p3d,1057847: tm46.p3d,1057849: at15.p3d,1057851: tm46.p3d,1057853: tm46.p3d,1057855: at15.p3d,1057857: tm46.p3d,1057859: at15.p3d,1057861: tm46.p3d,1057863: at15.p3d,1057865: tm46.p3d,1057867: tm46.p3d,1057869: at15.p3d,1057871: tm46.p3d,1057873: tm46.p3d,1057875: tm46.p3d,1057877: tm46.p3d,1057879: at15.p3d]],[0,"MainBandit",[1057956: at15.p3d,1057958: tm46.p3d,1057960: at15.p3d,1057962: at15.p3d,1057964: at15.p3d,1057966: at15.p3d,1057968: at15.p3d,1057970: at15.p3d,1057972: at15.p3d,1057974: at15.p3d,1057976: at15.p3d,1057978: tm46.p3d,1057980: at15.p3d,1057982: tm46.p3d,1057984: at15.p3d,1057986: at15.p3d,1057988: at15.p3d,1057990: at15.p3d,1057992: at15.p3d,1057994: at15.p3d,1057996: tm46.p3d,1057998: tm46.p3d,1058000: at15.p3d,1058002: at15.p3d,1058004: tm46.p3d,1058006: tm46.p3d,1058008: tm46.p3d,1058010: tm46.p3d,1058
    20:03:12 "WAI: [Bandit] presidents_mansion started at [7423.53,12369.1]"
    20:03:13 Error in expression < getVariable["actionSet", false];
    
    if (!_actionSet) then {
    s_player_holderPickup>
    20:03:13   Error position: <_actionSet) then {
    s_player_holderPickup>
    20:03:13   Error Undefined variable in expression: _actionset
    20:03:13 File z\addons\dayz_code\init\object_BackpackAction.sqf, line 13
    20:03:13 "WAI: Spawned a group of 4 AI (Hero) at [7423.53,12369.1,0]"
    20:03:14 "WAI: Spawned a group of 4 AI (Hero) at [7423.53,12369.1,0]"
    20:03:14 Strange convex component01 in rh_m14\rh_m1seot.p3d:geometry
    20:03:14 Strange convex component07 in rh_m14\rh_m1seot.p3d:geometry
    20:03:14 Strange convex component12 in rh_m14\rh_m1seot.p3d:geometry
    20:03:15 "WAI: Spawned a group of 4 AI (Hero) at [7423.53,12369.1,0]"
    20:03:16 "WAI: Spawned a group of 4 AI (Hero) at [7423.53,12369.1,0]"
    20:03:16 "WAI: Spawned a group of 1 AI (Hero) at [7423.53,12369.1,0]"
    20:03:16 "WAI: Spawned a group of 1 AI (Hero) at [7423.53,12369.1,0]"
    20:03:16 "WAI: Paradrop waiting for player"
    20:03:16 "WAI: Paradrop waiting for player"
    20:03:16 "WAI: Paradrop waiting for player"
    20:03:17 "WAI: Spawned in 3 M2StaticMG"
    20:03:28 "WAI: 36 Active ground units"
    

    How about that?

  5. Oh my god we are going into some kind of loop, madness!!

    can you share that included  arma2_CO_objects.sqf too?

     

    Holly sit it working

    but if use "view the vehicle content" menu its give this back:

    post-17781-0-22106400-1409060118_thumb.p

     

    Seams to be broken somewhere

    Hmm is there any possibility to mix my egsisting tow lift with yours  working PLM or vice versa?

  6. I really want to enable this ability in my R3F_LOG_ARTY installation but i dont knew how.

    Any help here?

     

    This is part of my  config.sqf

     

    /**
     * English and French comments
     * Commentaires anglais et français
     * 
     * This file contains the configuration variables of the logistics system.
     * Fichier contenant les variables de configuration du systčme de logistique.
     * 
     * Important note : All the classes names which inherits from the ones used in configuration variables will be also available.
     * Note importante : Tous les noms de classes dérivant de celles utilisées dans les variables de configuration seront aussi valables.
     */
    
    /*
     * There are two ways to manage new objects with the logistics system. The first is to add these objects in the
     * folowing appropriate lists. The second is to create a new external file in the /addons_config/ directory,
     * according to the same scheme as the existing ones, and to add a #include at the end of this current file.
     * 
     * Deux moyens existent pour gérer de nouveaux objets avec le systčme logistique. Le premier consiste ŕ ajouter
     * ces objets dans les listes appropriées ci-dessous. Le deuxičme est de créer un fichier externe dans le répertoire
     * /addons_config/ selon le męme schéma que ceux qui existent déjŕ, et d'ajouter un #include ŕ la fin de ce présent fichier.
     */
    
    /****** TOW WITH VEHICLE / REMORQUER AVEC VEHICULE ******/
    
    /**
     * List of class names of (ground or air) vehicles which can tow towables objects.
     * Liste des noms de classes des véhicules terrestres pouvant remorquer des objets remorquables.
     */
    R3F_LOG_CFG_remorqueurs =
    [
    	// e.g. : "MyTowingVehicleClassName1", "MyTowingVehicleClassName2"
    ];
    
    /**
     * List of class names of towables objects.
     * Liste des noms de classes des objets remorquables.
     */
    R3F_LOG_CFG_objets_remorquables =
    [
    	// e.g. : "MyTowableObjectClassName1", "MyTowableObjectClassName2"
    ];
    
    
    /****** LIFT WITH VEHICLE / HELIPORTER AVEC VEHICULE ******/
    
    /**
     * List of class names of air vehicles which can lift liftables objects.
     * Liste des noms de classes des véhicules aériens pouvant héliporter des objets héliportables.
     */
    R3F_LOG_CFG_heliporteurs =
    [
    	// e.g. : "MyLifterVehicleClassName1", "MyLifterVehicleClassName2"
    ];
    
    /**
     * List of class names of liftables objects.
     * Liste des noms de classes des objets héliportables.
     */
    R3F_LOG_CFG_objets_heliportables =
    [
    	// e.g. : "MyLiftableObjectClassName1", "MyLiftableObjectClassName2"
    ];
    
    
    /****** LOAD IN VEHICLE / CHARGER DANS LE VEHICULE ******/
    
    /*
     * This section use a quantification of the volume and/or weight of the objets.
     * The arbitrary referencial used is : an ammo box of type USVehicleBox "weights" 12 units.
     * 
     * Cette section utilise une quantification du volume et/ou poids des objets.
     * Le référentiel arbitraire utilisé est : une caisse de munition de type USVehicleBox "pčse" 12 unités.
     * 
     * Note : the priority of a declaration of capacity to another corresponds to their order in the tables.
     *   For example : the "Truck" class is in the "Car" class (see http://community.bistudio.com/wiki/ArmA_2:_CfgVehicles).
     *   If "Truck" is declared with a capacity of 140 before "Car". And if "Car" is declared after "Truck" with a capacity of 40,
     *   Then all the sub-classes in "Truck" will have a capacity of 140. And all the sub-classes of "Car", excepted the ones
     *   in "Truck", will have a capacity of 40.
     * 
     * Note : la priorité d'une déclaration de capacité sur une autre correspond ŕ leur ordre dans les tableaux.
     *   Par exemple : la classe "Truck" appartient ŕ la classe "Car" (voir http://community.bistudio.com/wiki/ArmA_2:_CfgVehicles).
     *   Si "Truck" est déclaré avec une capacité de 140 avant "Car". Et que "Car" est déclaré aprčs "Truck" avec une capacité de 40,
     *   Alors toutes les sous-classes appartenant ŕ "Truck" auront une capacité de 140. Et toutes les sous-classes appartenant
     *   ŕ "Car", exceptées celles de "Truck", auront une capacité de 40.
     */
    
    /**
     * List of class names of (ground or air) vehicles which can transport transportables objects.
     * The second element of the arrays is the load capacity (in relation with the capacity cost of the objects).
     * 
     * Liste des noms de classes des véhicules (terrestres ou aériens) pouvant transporter des objets transportables.
     * Le deuxičme élément des tableaux est la capacité de chargement (en relation avec le coűt de capacité des objets).
     */
    R3F_LOG_CFG_transporteurs =
    [
    	// e.g. : ["MyTransporterClassName1", itsCapacity], ["MyTransporterClassName2", itsCapacity]
    ];
    
    /**
     * List of class names of transportables objects.
     * The second element of the arrays is the cost capacity (in relation with the capacity of the vehicles).
     * 
     * Liste des noms de classes des objets transportables.
     * Le deuxičme élément des tableaux est le coűt de capacité (en relation avec la capacité des véhicules).
     */
    R3F_LOG_CFG_objets_transportables =
    [
    	// e.g. : ["MyTransportableObjectClassName1", itsCost], ["MyTransportableObjectClassName2", itsCost]
    ];
    
    /****** MOVABLE-BY-PLAYER OBJECTS / OBJETS DEPLACABLES PAR LE JOUEUR ******/
    
    /**
     * List of class names of objects moveables by player.
     * Liste des noms de classes des objets transportables par le joueur.
     */
    R3F_LOG_CFG_objets_deplacables =
    [
    	// e.g. : "MyMovableObjectClassName1", "MyMovableObjectClassName2"
    ];
    
    /*
     * List of files adding objects in the arrays of logistics configuration (e.g. R3F_LOG_CFG_remorqueurs)
     * Add an include to the new file here if you want to use the logistics with a new addon.
     * 
     * Liste des fichiers ajoutant des objets dans les tableaux de fonctionnalités logistiques (ex : R3F_LOG_CFG_remorqueurs)
     * Ajoutez une inclusion vers votre nouveau fichier ici si vous souhaitez utilisez la logistique avec un nouvel addon.
     */
    #include "addons_config\ACE_OA_objects.sqf"
    #include "addons_config\BAF_objects.sqf"
    #include "addons_config\arma2_CO_objects.sqf"
    

     

    I thing there must be enabled somthing

×
×
  • Create New...