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IgiLoad Script ( Load-up AI Box Creates, New Vehicle Verification ) [Updated 0.3.7.0]


EliteWarfare

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I will try that tomorrow. I used to have this script before and it always worked. But today the chatmessage of igiload did not show.

I put the folder in the root of the mission pbo.

Added the exec line to the init.

Added battleye lines to the .txts

There is nothing more u can do. Right?

What could i have missed then?

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Land_Pod_Heli_Transport_04_ammo_F //Taru Ammo Pod
Land_Pod_Heli_Transport_04_bench_F  //Taru Bench Pod
Land_Pod_Heli_Transport_04_box_F  //Taru Cargo Pod
Land_Pod_Heli_Transport_04_covered_F //Taru Transport Pod
Land_Pod_Heli_Transport_04_fuel_F  //Taru Fuel Pod
Land_Pod_Heli_Transport_04_medevac_F  //Taru Medical Pod
Land_Pod_Heli_Transport_04_repair_F  //Taru Repair Pod
 
added Taru array to approved cargo like this..

IL_Supported_TaruPods = ["Land_Pod_Heli_Transport_04_ammo_F", "Land_Pod_Heli_Transport_04_bench_F", "Land_Pod_Heli_Transport_04_box_F", "Land_Pod_Heli_Transport_04_covered_F", "Land_Pod_Heli_Transport_04_fuel_F", "Land_Pod_Heli_Transport_04_medevac_F", "Land_Pod_Heli_Transport_04_repair_F"];

 

and added + IL_Supported_TaruPods to the allowed cargo list in the HEMMT section.

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I just want to announce. I am working on pod lifting/attaching/deattaching support with taru and hemtt.

Script based on XENO mod with my "public variable" and epoch addaptation.

 

Folowing things already working:

 

1. Hemtt can attach/deattach pod. No explosions.

2. Taru can lift up/lift down/attach/deattach pod with rope animation.

3. Taru can drop pod with or without parachute.

4. Sound and chat messages when attaching/deattaching/dropping.

 

Next 3 days my server team will test functionality and then i publish script.

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New version!

 

https://github.com/netinsideout/IgiLoad-for-Epoch/releases/tag/1.1

 

Please note:

Mod is incompatible with Taru pods utilization mod from Halvhjearne.

 

Recommended config for your blackmarket trader:

    //class Land_Pod_Heli_Transport_04_ammo_F {price = 1000; tax = 0.25;};
    class Land_Pod_Heli_Transport_04_bench_F {price = 1000; tax = 0.25;};
    class Land_Pod_Heli_Transport_04_box_F {price = 1000; tax = 0.25;};
    class Land_Pod_Heli_Transport_04_covered_F {price = 1000; tax = 0.25;};
    class Land_Pod_Heli_Transport_04_fuel_F {price = 1000; tax = 0.25;};
    class Land_Pod_Heli_Transport_04_medevac_F {price = 1000; tax = 0.25;};
    //class Land_Pod_Heli_Transport_04_repair_F {price = 1000; tax = 0.25;};
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New version will be available soon:

Features:

1. Only owner or his teammates can sling load own locked vehicle or pod with heli.
2. Only owner or his teammates can load as cargo own locked vehicle or pod with any supported vehicle.
3. Fresh spawned vehicles and opened vehicles works with IgiLoad as usual. You can load opened vehicle as cargo or sling load with heli.

 

No more theft of vehicles with heli or cargo vehicles!

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Thanks for implementing the new features, but we have one bug/problem left. There is an error while stealing another cargopod.

19:21:28 Error in expression < select 0 select 0;

if ([_vehicle] call IL_Verify_Heli) then

{

if (count attache>

19:21:28 Error position: <IL_Verify_Heli) then

{

if (count attache>

19:21:28 Error Undefined variable in expression: il_verify_heli

19:21:28 File mpmissions\epoch.Altis\IgiLoad\IgiLoadTaru.sqf, line 497

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  • 2 weeks later...

Spaysik,

I think problem is with setvelocity function filtering. There are to many usages this function in mod and filtering will decrease perfomance. I can offer three ways: comment setvelocity filtering, disable kicking on setvelocity, filter setvelocity (decrease perfomance).

Way #1: Comment setvelocity in scripts.txt

Example:

#7 setvelocity !="setVelocityTarget" !="_bolt setPosATL _pos;\n_bolt setVelocity [0, 0, -10];" !="EPOCH_target setvelocitytransformation" !="_currentTarget setVelocity [0,0,-0.01];" !="_head setVelocity [\n(sin _dir * _speed), \n(cos _dir * _speed)" !="_vel = velocity this; _dir = getDir player; this setVelocity[(_vel select 0)+(sin _dir * 2),(_vel select 1)+(cos _dir * 2),(_vel select 2)];" !="_head setVelocity [random 2,random 2,10];"

Way #2: Disable kicking on setvelocity

Change 7 to 3 in this line.

Example:

3 setvelocity !="setVelocityTarget" !="_bolt setPosATL _pos;\n_bolt setVelocity [0, 0, -10];" !="EPOCH_target setvelocitytransformation" !="_currentTarget setVelocity [0,0,-0.01];" !="_head setVelocity [\n(sin _dir * _speed), \n(cos _dir * _speed)" !="_vel = velocity this; _dir = getDir player; this setVelocity[(_vel select 0)+(sin _dir * 2),(_vel select 1)+(cos _dir * 2),(_vel select 2)];" !="_head setVelocity [random 2,random 2,10];"

Way #3: Filter setvelocity

Add new filter rules to setvelocity line (decrease perfomance):

!"(_cargo|_chute) setVelocity (_player_velocity|_velocity);"  !="_parachute setVelocity [_vitesse_nacelle select 0 + 1, _vitesse_nacelle select 1 + 1, 0];" !="_x setVelocity [0, 0, -0.2];" !="_vehicle setVelocity [0, 0, 0];"

Example:

7 setvelocity !"(_cargo|_chute) setVelocity (_player_velocity|_velocity);"  !="_parachute setVelocity [_vitesse_nacelle select 0 + 1, _vitesse_nacelle select 1 + 1, 0];" !="_x setVelocity [0, 0, -0.2];" !="_vehicle setVelocity [0, 0, 0];" !="setVelocityTarget" !="_bolt setPosATL _pos;\n_bolt setVelocity [0, 0, -10];" !="EPOCH_target setvelocitytransformation" !="_currentTarget setVelocity [0,0,-0.01];" !="_head setVelocity [\n(sin _dir * _speed), \n(cos _dir * _speed)" !="_vel = velocity this; _dir = getDir player; this setVelocity[(_vel select 0)+(sin _dir * 2),(_vel select 1)+(cos _dir * 2),(_vel select 2)];" !="_head setVelocity [random 2,random 2,10];"

 

 

 

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Spaysik,

I think problem is with setvelocity function filtering. There are to many usages this function in mod and filtering will decrease perfomance. I can offer three ways: comment setvelocity filtering, disable kicking on setvelocity, filter setvelocity (decrease perfomance).

Way #1: Comment setvelocity in scripts.txt

Example:

#7 setvelocity !="setVelocityTarget" !="_bolt setPosATL _pos;\n_bolt setVelocity [0, 0, -10];" !="EPOCH_target setvelocitytransformation" !="_currentTarget setVelocity [0,0,-0.01];" !="_head setVelocity [\n(sin _dir * _speed), \n(cos _dir * _speed)" !="_vel = velocity this; _dir = getDir player; this setVelocity[(_vel select 0)+(sin _dir * 2),(_vel select 1)+(cos _dir * 2),(_vel select 2)];" !="_head setVelocity [random 2,random 2,10];"

Way #2: Disable kicking on setvelocity

Change 7 to 3 in this line.

Example:

3 setvelocity !="setVelocityTarget" !="_bolt setPosATL _pos;\n_bolt setVelocity [0, 0, -10];" !="EPOCH_target setvelocitytransformation" !="_currentTarget setVelocity [0,0,-0.01];" !="_head setVelocity [\n(sin _dir * _speed), \n(cos _dir * _speed)" !="_vel = velocity this; _dir = getDir player; this setVelocity[(_vel select 0)+(sin _dir * 2),(_vel select 1)+(cos _dir * 2),(_vel select 2)];" !="_head setVelocity [random 2,random 2,10];"

Way #3: Filter setvelocity

Add new filter rules to setvelocity line (decrease perfomance):

!"(_cargo|_chute) setVelocity (_player_velocity|_velocity);"  !="_parachute setVelocity [_vitesse_nacelle select 0 + 1, _vitesse_nacelle select 1 + 1, 0];" !="_x setVelocity [0, 0, -0.2];" !="_vehicle setVelocity [0, 0, 0];"

Example:

7 setvelocity !"(_cargo|_chute) setVelocity (_player_velocity|_velocity);"  !="_parachute setVelocity [_vitesse_nacelle select 0 + 1, _vitesse_nacelle select 1 + 1, 0];" !="_x setVelocity [0, 0, -0.2];" !="_vehicle setVelocity [0, 0, 0];" !="setVelocityTarget" !="_bolt setPosATL _pos;\n_bolt setVelocity [0, 0, -10];" !="EPOCH_target setvelocitytransformation" !="_currentTarget setVelocity [0,0,-0.01];" !="_head setVelocity [\n(sin _dir * _speed), \n(cos _dir * _speed)" !="_vel = velocity this; _dir = getDir player; this setVelocity[(_vel select 0)+(sin _dir * 2),(_vel select 1)+(cos _dir * 2),(_vel select 2)];" !="_head setVelocity [random 2,random 2,10];"

i make way#2 and after it new bugs:

what rules need add? if 7 change to 3 - many messages in console

#18 "os = getPosATL _cargo;
_cargo_dir = getDir _cargo;
_cargo allowDamage false;
_veh setSlingLoad _cargo;
waitUntil{!isNull (getSli"

if (IL_CDamage == 0) then
{
_cargo setDamage 0;
};

if (IL_CDamage == 1) then
{
_cargo setDamage _damage"

#13 "s select 4];} forEach ropes _helico;
sleep 4;
_helico enableCollisionWith _pod;
};
case 'rope_unwind_and_wait': {
_pod = vehicle"

Edited by Spaysik
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I do not use scripts.txt filtering at all for perfomance reasons. If you use, you can search problem lines in code and add it to filter.

1. allowDamage:

Add to line started with 7 allowDamage

!"(_player|_cargo) allowDamage (false|true);"

2. enableCollisionWith:

Add to line started with 7 enableCollisionWith

!"_helico enableCollisionWith (_pod|_attached_object);"

3. setDamage

Add to line started with 7 setDamage

!"(_x|_cargo) setDamage (0|_damage);"

 

Edited by slayer
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I do not use scripts.txt filtering at all for perfomance reasons. If you use, you can search problem lines in code and add it to filter.

1. allowDamage:

Add to line started with 7 allowDamage

!"(_player|_cargo) allowDamage (false|true);"

2. enableCollisionWith:

Add to line started with 7 enableCollisionWith

!"_helico enableCollisionWith (_pod|_attached_object);"

3. setDamage

Add to line started with 7 setDamage

!"(_x|_cargo) setDamage (0|_damage);"

 

this is filters not work, if 7 change to 3 in console many massages

Edited by Spaysik
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