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Repair & Rearming script


Halvhjearne

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I would like it so that even HMG is displayed with a HMG-vehicle and not another

 

it loads both types of magazines??

 

theres not much i can do about that, other than remove it so it can only add one type again (which i do not plan on doing), however you can ban the ammo you do not like and it will not show for any vehicle.

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I am trying to get this script to work with aircraft however the menu won't come up. I have a few a-164's that I put in myself to use for server events but I can't arm them even though I see aircraft as a category in the script. Any idea how I can get them working?

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I am trying to get this script to work with aircraft however the menu won't come up. I have a few a-164's that I put in myself to use for server events but I can't arm them even though I see aircraft as a category in the script. Any idea how I can get them working?

 

increase the range of wich it detects vehicles, some vehicles just have a fucked up range ...

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increase the range of wich it detects vehicles, some vehicles just have a fucked up range ...

 

I turned it up to 25, do you think it still needs to be more? I also tried adding it to the hanger tent buildings and putting the plane right in the tent and it's still not triggering...

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I turned it up to 25, do you think it still needs to be more? I also tried adding it to the hanger tent buildings and putting the plane right in the tent and it's still not triggering...

 

that sounds wierd, ill try and look into it at some point, 

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OK, I stripped everything out and put it all back in and it's working for me now as well. I am not sure what was wrong but must have been something I did. However. I followed your instructions to the T for the havecrypto files but it's not getting taken off the player. I have both files in the custom\ folder. I have it in the second to last entry of my init.sqf. Also, it seems to be ignoring all the different vehicle classes; air, tank, tracked APC, etc... and just using the all other vehicles (allvehicles) pricing for everything.

 

Init.sqf

call compile preProcessFileLineNumbers "cmEarplugs\config.sqf";
#include "A3EAI_Client\A3EAI_initclient.sqf";
if(isNil "admin_list") then
{
  [] execVM "admin.sqf"; 
};
if(isNil "donator_list") then
{
  [] execVM "donator.sqf"; 
};
if(hasInterface)then{
[] execVM "custom\service_point\service_point.sqf";
[] execVM "semClient.sqf";
[] execVM "custom\Welcome\welcome.sqf";
[] execVM "custom\Status_Bar\init_statusBar.sqf"
};
if (isDedicated) exitWith {}; 
sdropClient=compileFinal preprocessFileLineNumbers "sdropClient.sqf";
waitUntil{(isPlayer player) && (alive player) && !isNil "EPOCH_loadingScreenDone"};
[] spawn sdropClient;
[] execVM "custom\HALV_takegive_crypto_init.sqf";
playMusic "intro";
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OK, I stripped everything out and put it all back in and it's working for me now as well. I am not sure what was wrong but must have been something I did. However. I followed your instructions to the T for the havecrypto files but it's not getting taken off the player. I have both files in the custom\ folder. I have it in the second to last entry of my init.sqf. Also, it seems to be ignoring all the different vehicle classes; air, tank, tracked APC, etc... and just using the all other vehicles (allvehicles) pricing for everything.

 

Init.sqf

call compile preProcessFileLineNumbers "cmEarplugs\config.sqf";
#include "A3EAI_Client\A3EAI_initclient.sqf";
if(isNil "admin_list") then
{
  [] execVM "admin.sqf"; 
};
if(isNil "donator_list") then
{
  [] execVM "donator.sqf"; 
};
if(hasInterface)then{
[] execVM "custom\service_point\service_point.sqf";
[] execVM "semClient.sqf";
[] execVM "custom\Welcome\welcome.sqf";
[] execVM "custom\Status_Bar\init_statusBar.sqf"
};
if (isDedicated) exitWith {}; 
sdropClient=compileFinal preprocessFileLineNumbers "sdropClient.sqf";
waitUntil{(isPlayer player) && (alive player) && !isNil "EPOCH_loadingScreenDone"};
[] spawn sdropClient;
[] execVM "custom\HALV_takegive_crypto_init.sqf";
playMusic "intro";

 

i did not expect someone to have an exit for server at the bottom of the init ... that should have been in its own script.

 

move the halv_takegive_crypto_init.sqf above this line:

if (isDedicated) exitWith {}; 
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Same behavior, not taking the cryto for the repair:

 

call compile preProcessFileLineNumbers "cmEarplugs\config.sqf";
#include "A3EAI_Client\A3EAI_initclient.sqf";
if(isNil "admin_list") then
{
  [] execVM "admin.sqf"; 
};
if(isNil "donator_list") then
{
  [] execVM "donator.sqf"; 
};
if(hasInterface)then{
[] execVM "custom\service_point\service_point.sqf";
[] execVM "semClient.sqf";
[] execVM "custom\Welcome\welcome.sqf";
[] execVM "custom\Status_Bar\init_statusBar.sqf"
};
[] execVM "custom\HALV_takegive_crypto_init.sqf";
if (isDedicated) exitWith {}; 
sdropClient=compileFinal preprocessFileLineNumbers "sdropClient.sqf";
waitUntil{(isPlayer player) && (alive player) && !isNil "EPOCH_loadingScreenDone"};
[] spawn sdropClient;
playMusic "intro";
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Same behavior, not taking the cryto for the repair:

call compile preProcessFileLineNumbers "cmEarplugs\config.sqf";
#include "A3EAI_Client\A3EAI_initclient.sqf";
if(isNil "admin_list") then
{
  [] execVM "admin.sqf"; 
};
if(isNil "donator_list") then
{
  [] execVM "donator.sqf"; 
};
if(hasInterface)then{
[] execVM "custom\service_point\service_point.sqf";
[] execVM "semClient.sqf";
[] execVM "custom\Welcome\welcome.sqf";
[] execVM "custom\Status_Bar\init_statusBar.sqf"
};
[] execVM "custom\HALV_takegive_crypto_init.sqf";
if (isDedicated) exitWith {}; 
sdropClient=compileFinal preprocessFileLineNumbers "sdropClient.sqf";
waitUntil{(isPlayer player) && (alive player) && !isNil "EPOCH_loadingScreenDone"};
[] spawn sdropClient;
playMusic "intro";

 

put this part into a script of its own pls:

if (isDedicated) exitWith {}; 
sdropClient=compileFinal preprocessFileLineNumbers "sdropClient.sqf";
waitUntil{(isPlayer player) && (alive player) && !isNil "EPOCH_loadingScreenDone"};
[] spawn sdropClient;
playMusic "intro";

now move this line to the bottom of the init:

#include "A3EAI_Client\A3EAI_initclient.sqf";

not sure why, but this line from a3eai fucks up whatever runs after that was supposed to run on the server ...

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That worked like a champ, thank you very much. When I get a chance I will put a post in that Para Supply drop mission thread and show everyone what I did incase they run into similar issues.

 

here is what I ended up with:

 

call compile preProcessFileLineNumbers "cmEarplugs\config.sqf";
if(isNil "admin_list") then
{
  [] execVM "admin.sqf"; 
};
if(isNil "donator_list") then
{
  [] execVM "donator.sqf"; 
};
if(hasInterface)then{
[] execVM "custom\service_point\service_point.sqf";
[] execVM "semClient.sqf";
[] execVM "custom\Welcome\welcome.sqf";
[] execVM "custom\Status_Bar\init_statusBar.sqf"
};
[] execVM "custom\HALV_takegive_crypto_init.sqf";
[] execVM "sdrop-start.sqf";
playMusic "intro";
#include "A3EAI_Client\A3EAI_initclient.sqf";
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afv-4 gordon apc

 

try remove the blacklisted weapons, all vehicles should work with this, but if the weapon or ammo is in the blacklist arrays, it will for obvius reasons not show up.

 

 

hi Halvh by any chance can you help me with enabling the refuel script? 

 

my intention is to disable all the fuel station across the map and make it available only at one place at a price  :)

 

thx in advance  :)

 

if i get some time, i might add refuling, but currently i am working on my servers mission systems.

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Is this were the blacklist weapons are if so the 30mm is still not showing on the menu at gas stations even after i have removed the list?
 
//weapon classes disabled from re-arming
_NoGoWeapCName = [
//irrelevant ones
"Horn","SmokeLauncher","MiniCarHorn","SportCarHorn","TruckHorn2","TruckHorn","BikeHorn","CarHorn","TruckHorn3",
//not allowed ones
""
];
 
//magazine classnames not allowed to be rearmed
_NoGoAmmoCName = [
];
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//irrelevant ones

"Horn","SmokeLauncher","MiniCarHorn","SportCarHorn","TruckHorn2","TruckHorn","BikeHorn","CarHorn","TruckHorn3"

 

if you remove these you can rearm horns on cars and trucks, so dont do that ...

 

perhaps the problem is that the repair station is too far, try increase the range or try move close to the building and see if it comes up then.

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if you remove these you can rearm horns on cars and trucks, so dont do that ...

 

perhaps the problem is that the repair station is too far, try increase the range or try move close to the building and see if it comes up then.

 

Didnt remove the ones you stated my range is 25 and it is picking up the other ammo types for the vehicles that have 30mm cannons on them like the missile and the lmg its just the 30mm ammo that itsnt showing on the list

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