Halvhjearne Posted April 17, 2015 Author Report Share Posted April 17, 2015 So I guess you could also add the repair and reammo trucks and just put them in the list of buildings well building since there is only one in there by default? yes, theoreticly you could put any type of vehicle in there Link to comment Share on other sites More sharing options...
Tophi Posted April 17, 2015 Report Share Posted April 17, 2015 how bout adding a paying service crypto for rearm and repair? Link to comment Share on other sites More sharing options...
Halvhjearne Posted April 17, 2015 Author Report Share Posted April 17, 2015 how bout adding a paying service crypto for rearm and repair? what do you mean by that? DirtySanchez 1 Link to comment Share on other sites More sharing options...
DirtySanchez Posted April 17, 2015 Report Share Posted April 17, 2015 Had already thought about the Vehicles since I had added in the pump and roof the first day. The repair and rearm vehicles could now be added in. However a rewrite of the original to only have repair or rearm would be needed, unless you want the repair trucks to do both, then just add them into this script as is. But with the different truck types I would rather have them separated by script. Link to comment Share on other sites More sharing options...
Halvhjearne Posted April 17, 2015 Author Report Share Posted April 17, 2015 Had already thought about the Vehicles since I had added in the pump and roof the first day. The repair and rearm vehicles could now be added in. However a rewrite of the original to only have repair or rearm would be needed, unless you want the repair trucks to do both, then just add them into this script as is. But with the different truck types I would rather have them separated by script. i dont think its a good idea to run this script twice or run much more code within this loop, but its up to you ofc ... if you absolutely want it you could change the global variables and rename the script, then you should be theoreticly able to have it do both from seperated objects. Link to comment Share on other sites More sharing options...
DirtySanchez Posted April 17, 2015 Report Share Posted April 17, 2015 I think I misread your reply, so you think having this active twice for separate objects is a nono? Link to comment Share on other sites More sharing options...
CMDR. Taco Posted April 17, 2015 Report Share Posted April 17, 2015 This works great for the default Epoch vehicles, but the extra vehicles that I've defined to spawn do not work. Can you override the cfgVehicles file on the client side to include additional vehicles? Link to comment Share on other sites More sharing options...
Halvhjearne Posted April 17, 2015 Author Report Share Posted April 17, 2015 This works great for the default Epoch vehicles, but the extra vehicles that I've defined to spawn do not work. Can you override the cfgVehicles file on the client side to include additional vehicles? what vehicles does it not work with? Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted April 17, 2015 Report Share Posted April 17, 2015 Works perfectly ! Thank you for sharing this. Link to comment Share on other sites More sharing options...
CMDR. Taco Posted April 17, 2015 Report Share Posted April 17, 2015 The I_G_Offroad_01_armed_f doesn't work. I haven't tested all of them, but the vehicles that have a classname that end in _epoch works. Link to comment Share on other sites More sharing options...
Halvhjearne Posted April 17, 2015 Author Report Share Posted April 17, 2015 The I_G_Offroad_01_armed_f doesn't work. I haven't tested all of them, but the vehicles that have a classname that end in _epoch works. did you enter the drivers seat first? Link to comment Share on other sites More sharing options...
fullaholes Posted April 17, 2015 Report Share Posted April 17, 2015 Does this look about right ? if (hasInterface) then { [] execVM "service_point\service_point.sqf"; [] execVM "addons\Status_Bar\fn_statusbar_with_icons.sqf"; }; Regards Fullaholes Link to comment Share on other sites More sharing options...
CMDR. Taco Posted April 17, 2015 Report Share Posted April 17, 2015 did you enter the drivers seat first? Yes. Link to comment Share on other sites More sharing options...
Halvhjearne Posted April 18, 2015 Author Report Share Posted April 18, 2015 Does this look about right ? if (hasInterface) then { [] execVM "service_point\service_point.sqf"; [] execVM "addons\Status_Bar\fn_statusbar_with_icons.sqf"; }; Regards Fullaholes looks fine if you changed _folder to that location. Yes. it should work, you can try increase the range it detects the stations, perhaps the model is a bit off on distances else you can try add a line like this in re-arm/repair price arrays: ["Offroad_01_base_F",100], Link to comment Share on other sites More sharing options...
Mr.SkyNet Posted April 18, 2015 Report Share Posted April 18, 2015 Hey thanks Halvhjearne, was hoping sombody was working on this :) everything is fine but get the following kicks 18.04.2015 11:10:18: ghost1 (111.111.111.111:1111) 11111111111111111 - #10 " if (_allRepaired) then { _vehicle setDamage 0; _vehicle setVelocity [0,0,1]; titleText [format["%1 Repaired", _name], "PLAIN D" 18.04.2015 11:23:22: ghost1 (111.111.111.111:1111) 1111111111111111111 - #24 " H_playerCrypto = EPOCH_playerCrypto - _costs ; _vehicle addMagazineTurret [_ammoClass, _turret]; cutText [format["%1 of %2 Re" 18.04.2015 11:23:33: ghost1 (111.111.111.111:1111) 11111111111111111 - #24 " H_playerCrypto = EPOCH_playerCrypto - _costs ; _vehicle addMagazineTurret [_ammoClass, _turret]; cutText [format["%1 of %2 Re" 18.04.2015 11:23:41: ghost1 (111.111.111.111:1111) 11111111111111111 - #46 "; } forEach _hitpoints; if (_allRepaired) then { _vehicle setDamage 0; _vehicle setVelocity [0,0,1]; titleText [format["%1 Repa" Using Infistar Link to comment Share on other sites More sharing options...
Tad Posted April 19, 2015 Report Share Posted April 19, 2015 Heads up for this btw. You may need to update your scripts.txt to include these lines if you get kicked for variable #16 battleye or #47 restrictions. Line 17 7 Setvelocity add at end !="_vehicle setvelocity [0,0,1];" Line 26 7 addMagazine add at end !="_vehicle addMagazineTurret [_ammoClass, _turret];" Line 48 7 setDamage add at end !="_vehicle setdamage 0;" Managed to get this working on my server without the BE Kicks now. Halvhjearne, Mr.SkyNet and PAR4NA 3 Link to comment Share on other sites More sharing options...
Pops Posted April 19, 2015 Report Share Posted April 19, 2015 Got it running well on Bornholm... had to change the service station to the fuel pump, but what I am trying to figure out is how to re arm a MORA. It will load the GMG without any issue, but the main gun... the 30mm cannon.... that won't reload. tried from driver's seat, tried in gunner's ...... Link to comment Share on other sites More sharing options...
Halvhjearne Posted April 20, 2015 Author Report Share Posted April 20, 2015 Got it running well on Bornholm... had to change the service station to the fuel pump, but what I am trying to figure out is how to re arm a MORA. It will load the GMG without any issue, but the main gun... the 30mm cannon.... that won't reload. tried from driver's seat, tried in gunner's ...... does it have a special turret position? edit: to find it you can do this: in description.ext find this line: enableDebugConsole = 1; if it does not say 1 like this, change it to a one (NEVER SET IT TO 2 IN MP). now enter your server, login as admin (#login yourpass) enter that exact turret and press esc. now in the debug console enter this: _msg = format["[DEBUG]: '%1'",assignedVehicleRole player]; systemChat _msg; diag_log _msg; now you can see the turretpath in your chat and your client log, so just tell me whatever it says ... Link to comment Share on other sites More sharing options...
Pops Posted April 20, 2015 Report Share Posted April 20, 2015 (Same thing happens with the marshal..... mg load choice, no 40mm cannon.I have Kuma's on there but havent tried them yet) It gives me a ["Turret" [0]] for the gunner's seat in the Mora and the Marshal, the only one that is different is the Kuma Turret 0 is gunner and 0,0 is commander who has the mg. One other thing.... refuel on Bornholm is not working... do you have the part that adds refueling ? Link to comment Share on other sites More sharing options...
Halvhjearne Posted April 20, 2015 Author Report Share Posted April 20, 2015 (Same thing happens with the marshal..... mg load choice, no 40mm cannon.I have Kuma's on there but havent tried them yet) It gives me a ["Turret" [0]] for the gunner's seat in the Mora and the Marshal, the only one that is different is the Kuma Turret 0 is gunner and 0,0 is commander who has the mg. my guess is the cannon name is in the blacklisted area, or it should have shown up, try look in the begining of service_point.sqf, look around line 39 and remove some of those, just dont remove the horns or you will be able to rearm horns aswell. One other thing.... refuel on Bornholm is not working... do you have the part that adds refueling ? are you sure about that? ... havent heard about that before Link to comment Share on other sites More sharing options...
Darth_Rogue Posted April 20, 2015 Report Share Posted April 20, 2015 (Same thing happens with the marshal..... mg load choice, no 40mm cannon.I have Kuma's on there but havent tried them yet) It gives me a ["Turret" [0]] for the gunner's seat in the Mora and the Marshal, the only one that is different is the Kuma Turret 0 is gunner and 0,0 is commander who has the mg. One other thing.... refuel on Bornholm is not working... do you have the part that adds refueling ? Works fine on Bornholm. I would recommend though that you add a couple different building classes that can be used for refueling, since Bornholm doesn't have a lot of the currently specified class of gas station. There's a few, but nowhere near enough in my opinion. Link to comment Share on other sites More sharing options...
Pops Posted April 20, 2015 Report Share Posted April 20, 2015 Works fine on Bornholm. I would recommend though that you add a couple different building classes that can be used for refueling, since Bornholm doesn't have a lot of the currently specified class of gas station. There's a few, but nowhere near enough in my opinion. Guess I haven't gotten to the right fuel station ... have you had any issue with reloading vehicles? One more thing Darth... have you had issues cutting trees on Bornholm... ? my guess is the cannon name is in the blacklisted area, or it should have shown up, try look in the begining of service_point.sqf, look around line 39 and remove some of those, just dont remove the horns or you will be able to rearm horns aswell. It's not in the blacklisted sections, that was the first place I checked.... is it that its stoping after locating the first weapon?? Link to comment Share on other sites More sharing options...
Halvhjearne Posted April 20, 2015 Author Report Share Posted April 20, 2015 Guess I haven't gotten to the right fuel station ... have you had any issue with reloading vehicles? One more thing Darth... have you had issues cutting trees on Bornholm... ? It's not in the blacklisted sections, that was the first place I checked.... is it that its stoping after locating the first weapon?? try remove all the ones in the lower line ... make it look like this: //weapon classes disabled from re-arming _NoGoWeapCName = [ //irrelevant ones "Horn","SmokeLauncher","MiniCarHorn","SportCarHorn","TruckHorn2","TruckHorn","BikeHorn","CarHorn","TruckHorn3" ]; Link to comment Share on other sites More sharing options...
Darth_Rogue Posted April 20, 2015 Report Share Posted April 20, 2015 @Pops - No issues cutting trees on Bornholm. Make sure you're using Bornholm version 1.3, which is what Epoch is currently supporting. I've heard of some issues with Bornholm 1.2 and trees. I haven't tried the reloading vehicles since I have no armed vehicles on my server. As for the refueling, the default type of fuel station looks like this: You can specify other building classes to be used for refueling. Some of the ones on this list should work. Land_FuelStation_Build_F Land_FuelStation_Feed_F Land_fs_feed_F Link to comment Share on other sites More sharing options...
HackSaW_TM Posted April 21, 2015 Report Share Posted April 21, 2015 I was personally looking for a repair / re-arming script for arma 3 epoch and noticed that there wasnt really any good out there yet, so i decide to do something about that. i went back in my a2 mission file and fetched this scrip that was originally written by ported it to work with crypto changed it so it allows you to re-arm all types of magazines for all types of weapons (from drivers seat), removed re-fuel (as fuel is auto and free on any fuelstation) and added a few extra features like a banned weapons array, banned magazines array, max global amount of magazines, max magazines for each weapon and colour of scroll action, you can check out here: http://pastebin.com/uMrvqiGT http://pastebin.com/7MNi6KZc http://pastebin.com/ySETb79x for anyone who does not know how to add this: if you already have an init.sqf, add the line from the code tag below to the bottom of yours: if you do not have an init,sqf in your mission, then make an empty file, call it init.sqf and add the lines in code tag below: if(hasInterface) then{ [] execVM "service_point\service_point.sqf"; }; all credits goes to axe cop for his original code Hello. Ehere to put the other codes service_point_rearm.sqf service_point_repair.sqf can you please give more details of how to?. thanks in advance Link to comment Share on other sites More sharing options...
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