slayer Posted August 8, 2015 Report Share Posted August 8, 2015 READTHESCROLL Are you use XENO - Taru Pod Mod? NuFaN If you have trouble with loading, try to change line in IgiLoad.sqf: IL_DevMod = false; to IL_DevMod = true; This will turn on debug mode. If there is no message in the global chat after joining server, it means that you have not properly installed the mod. Link to comment Share on other sites More sharing options...
NuFaN Posted August 8, 2015 Report Share Posted August 8, 2015 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? Link to comment Share on other sites More sharing options...
READTHESCROLL Posted August 9, 2015 Report Share Posted August 9, 2015 Slayer, no, I am not using that. It is just a script so you can actually attach the pods to the Taru instead of just slingloading them. I've tried using it but it doesnt seem to work, unfortunately. Taru pods are already in the game, I just added the class names to my Blackmarket Trader. Link to comment Share on other sites More sharing options...
slayer Posted August 9, 2015 Report Share Posted August 9, 2015 NuFaN May be you copy wrong folder? YourMissionFolder/IgiLoad/IgiLoadInit.sqf YourMissionFolder/IgiLoad/IgiLoad.sqf ... or put line [] execVM "IgiLoad\IgiLoadInit.sqf"; to other logical block? Init code must run on server and on client. Link to comment Share on other sites More sharing options...
NuFaN Posted August 9, 2015 Report Share Posted August 9, 2015 Hey slayer i pm you, with a question. Can u please look at that!? Thanks man, i appreciate ur help! edit: i think zupa hub is messing with igiload!!! had igiload working, put zupa hub in the mission too, no igiload anymore. Link to comment Share on other sites More sharing options...
NuFaN Posted August 9, 2015 Report Share Posted August 9, 2015 Well zupahud script was conflicting for some reason, with no errors in rpt tho. As soon as i removed the hud it was ok. Thanks to Slayer for the effort... Link to comment Share on other sites More sharing options...
(HPG) Heavy Posted August 9, 2015 Report Share Posted August 9, 2015 Well zupahud script was conflicting for some reason, with no errors in rpt tho. As soon as i removed the hud it was ok. Thanks to Slayer for the effort... No problems here using IgiLoad with Darth's status bar :) Link to comment Share on other sites More sharing options...
slayer Posted August 9, 2015 Report Share Posted August 9, 2015 NuFaN I'm glad I was able to help. READTHESCROLL Can you post classnames of the pods? I can not find them. Link to comment Share on other sites More sharing options...
READTHESCROLL Posted August 9, 2015 Report Share Posted August 9, 2015 https://community.bistudio.com/wiki/Arma_3_CfgVehicles_CIV 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. Link to comment Share on other sites More sharing options...
NuFaN Posted August 9, 2015 Report Share Posted August 9, 2015 No problems here using IgiLoad with Darth's status bar :) Meh mine is nicer :)... but thanks anyway... Link to comment Share on other sites More sharing options...
slayer Posted August 10, 2015 Report Share Posted August 10, 2015 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. READTHESCROLL and mgm 2 Link to comment Share on other sites More sharing options...
slayer Posted August 13, 2015 Report Share Posted August 13, 2015 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;}; Scorpi 1 Link to comment Share on other sites More sharing options...
READTHESCROLL Posted August 13, 2015 Report Share Posted August 13, 2015 Thanks Slayer. Will give this a try! Link to comment Share on other sites More sharing options...
READTHESCROLL Posted August 13, 2015 Report Share Posted August 13, 2015 Works great! Link to comment Share on other sites More sharing options...
slayer Posted August 16, 2015 Report Share Posted August 16, 2015 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! Link to comment Share on other sites More sharing options...
slayer Posted August 16, 2015 Report Share Posted August 16, 2015 Сheck out new release: https://github.com/netinsideout/IgiLoad-for-Epoch/releases/tag/1.2 Epoch devs can also look at my work, It would be great if epoch client and epoch server will have checkVehicleAccess functions out of the box. Scorpi 1 Link to comment Share on other sites More sharing options...
Scorpi Posted August 16, 2015 Report Share Posted August 16, 2015 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_heli19:21:28 File mpmissions\epoch.Altis\IgiLoad\IgiLoadTaru.sqf, line 497 slayer 1 Link to comment Share on other sites More sharing options...
slayer Posted August 16, 2015 Report Share Posted August 16, 2015 Bug fixed and one little thing improved: https://github.com/netinsideout/IgiLoad-for-Epoch/releases/tag/1.2.1 Link to comment Share on other sites More sharing options...
Scorpi Posted August 16, 2015 Report Share Posted August 16, 2015 it works, very very cool .. thank you... Link to comment Share on other sites More sharing options...
Spaysik Posted August 27, 2015 Report Share Posted August 27, 2015 Bug fixed and one little thing improved: https://github.com/netinsideout/IgiLoad-for-Epoch/releases/tag/1.2.1_damage = getDammage _cargo;detach _cargo;_cargo setVelocity _player_velocity;_dist = _v distance _cargo;_tmp = [_car"bug in befilters(script.txt), fix it,epoch 0.3.2.0 Link to comment Share on other sites More sharing options...
slayer Posted August 28, 2015 Report Share Posted August 28, 2015 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.txtExample:#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 setvelocityChange 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];" Link to comment Share on other sites More sharing options...
Spaysik Posted August 29, 2015 Report Share Posted August 29, 2015 (edited) 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.txtExample:#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 setvelocityChange 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 August 29, 2015 by Spaysik Link to comment Share on other sites More sharing options...
slayer Posted August 30, 2015 Report Share Posted August 30, 2015 (edited) 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. setDamageAdd to line started with 7 setDamage!"(_x|_cargo) setDamage (0|_damage);" Edited August 30, 2015 by slayer Link to comment Share on other sites More sharing options...
Spaysik Posted September 1, 2015 Report Share Posted September 1, 2015 (edited) 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. setDamageAdd 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 September 1, 2015 by Spaysik Link to comment Share on other sites More sharing options...
slayer Posted September 2, 2015 Report Share Posted September 2, 2015 Spaysik, send me your scripts.txt and scripts.log. May be you add filters to wrong place. Link to comment Share on other sites More sharing options...
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