Halvhjearne Posted May 10, 2015 Author Report Share Posted May 10, 2015 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. Link to comment Share on other sites More sharing options...
Scaris Posted May 13, 2015 Report Share Posted May 13, 2015 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? Link to comment Share on other sites More sharing options...
Halvhjearne Posted May 14, 2015 Author Report Share Posted May 14, 2015 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 ... Link to comment Share on other sites More sharing options...
Scaris Posted May 14, 2015 Report Share Posted May 14, 2015 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... Link to comment Share on other sites More sharing options...
Halvhjearne Posted May 14, 2015 Author Report Share Posted May 14, 2015 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, Link to comment Share on other sites More sharing options...
Scaris Posted May 14, 2015 Report Share Posted May 14, 2015 thanks much, I would really appreciate that. Link to comment Share on other sites More sharing options...
Halvhjearne Posted May 14, 2015 Author Report Share Posted May 14, 2015 thanks much, I would really appreciate that. http://images.akamai.steamusercontent.com/ugc/38623382012547703/D78D480AE8333DA29F7181493490D48F5C60A097/ Link to comment Share on other sites More sharing options...
Scaris Posted May 14, 2015 Report Share Posted May 14, 2015 hmmm, and I take it you didn't change anything from default? Link to comment Share on other sites More sharing options...
Scaris Posted May 14, 2015 Report Share Posted May 14, 2015 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"; Link to comment Share on other sites More sharing options...
Halvhjearne Posted May 14, 2015 Author Report Share Posted May 14, 2015 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 {}; Link to comment Share on other sites More sharing options...
Scaris Posted May 14, 2015 Report Share Posted May 14, 2015 Gotya, will try that. Thanks much.. Any idea on why it's ignoring all the vehicle classes? Link to comment Share on other sites More sharing options...
Scaris Posted May 14, 2015 Report Share Posted May 14, 2015 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"; Link to comment Share on other sites More sharing options...
Halvhjearne Posted May 14, 2015 Author Report Share Posted May 14, 2015 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 ... Link to comment Share on other sites More sharing options...
Scaris Posted May 14, 2015 Report Share Posted May 14, 2015 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"; Link to comment Share on other sites More sharing options...
fullaholes Posted May 16, 2015 Report Share Posted May 16, 2015 Anyone got the correct fuel station classnames for Altis ? Many thanks in advance Link to comment Share on other sites More sharing options...
Halvhjearne Posted May 16, 2015 Author Report Share Posted May 16, 2015 Anyone got the correct fuel station classnames for Altis ? Many thanks in advance not sure what you mean, is there a fuel station classname for altis that is not correct? Link to comment Share on other sites More sharing options...
DanVonTrap Posted May 17, 2015 Report Share Posted May 17, 2015 "Land_CarService_F" is working fine its not the fuel pumps you park at its the garage with the ramps inside of it at the fuel station for Altis fullaholes 1 Link to comment Share on other sites More sharing options...
prue420 Posted May 22, 2015 Report Share Posted May 22, 2015 Anyone know why you cant rearm a 30mm? Link to comment Share on other sites More sharing options...
Halvhjearne Posted May 22, 2015 Author Report Share Posted May 22, 2015 Anyone know why you cant rearm a 30mm? wich vehicle is it? Link to comment Share on other sites More sharing options...
korakot2003 Posted May 22, 2015 Report Share Posted May 22, 2015 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 :) Link to comment Share on other sites More sharing options...
prue420 Posted May 22, 2015 Report Share Posted May 22, 2015 afv-4 gordon apc Link to comment Share on other sites More sharing options...
Halvhjearne Posted May 22, 2015 Author Report Share Posted May 22, 2015 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. Link to comment Share on other sites More sharing options...
DanVonTrap Posted May 25, 2015 Report Share Posted May 25, 2015 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 = [ ]; Link to comment Share on other sites More sharing options...
Halvhjearne Posted May 25, 2015 Author Report Share Posted May 25, 2015 //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. Link to comment Share on other sites More sharing options...
DanVonTrap Posted May 25, 2015 Report Share Posted May 25, 2015 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 Link to comment Share on other sites More sharing options...
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