Torndeco Posted November 22, 2013 Report Share Posted November 22, 2013 Permission granted to redistribute modified version from original author. =BTC= Giallustio http://www.armaholic.com/page.php?id=12356 Please file bug reports here or @ github repo https://github.com/Torndeco/BTC_Logistic_Modified_Epoch_Version/tree/master http://www.youtube.com/watch?feature=player_detailpage&v=Nb7oM6lYNyU#t=117 Features / Changes U can't lift vehicles with players U can't lift vehicles that are locked Different heli's can lift different vehicle classes (easy for admins to change) Vehicles dropped over 50 altitude deploy a chute Vehicles drop + will take damage from a fall U can drop vehicles onto buildings Custom =BTC= Lift Radar won't show vehicles without line of sight to heli U cant pickup vehicles without line of sight i.e inside a building U cant drop vehicles inside a building without line of sight from heli -> vehicle Only =BTC= Lift Code is in repo atm + there is no towing atm Install Instructions Copy mpmission/=BTC=_Logistics to your mission file Edit your mpmission/init.sqf Add to the end of the file // Lift _logistic = execVM "=BTC=_Logistic\=BTC=_Logistic_Init.sqf"; Edit your mpmission/description.ext After diagHit=1; Add the contents of mpmission/description-addition.txt To stop Players from Lifting Locked Vehicles Follow the guide @ http://dayzepoch.com/forum/index.php?/topic/2112-tutorial-disabling-r3f-towlift-for-locked-vehicles/ Change "R3F_LOG_disabled" -> "BTC_Cannot_Lift" Notes: Works with infiSTAR anti-hack. Actions to whitelist BTC_SganciaActionId,BTC_liftActionId,BTC_liftHudId,BTC_liftActionId CMDMenus to whitelist 'BTC_Hud' Untested with epoch anti-hack / battleye filters. Known Issue: Atm u can drop vehicles ontop of a building... But if the building is to tall u can't pick up the vehicle (code is basing height for pickup from ground) On my todo list to fix KannaFr, wokkelwakker, fr1nk and 4 others 7 Link to comment Share on other sites More sharing options...
peipo118 Posted November 24, 2013 Report Share Posted November 24, 2013 Great Script!! Awesome stuff you did there ! Just one question how do we modify the vehicles that can lift and especially what they can lift: in the arrays for example where are those "wheeled"/ "air" etc defined? And are you planning on adding towing too to your script? Link to comment Share on other sites More sharing options...
Axe Cop Posted November 24, 2013 Report Share Posted November 24, 2013 Just one question how do we modify the vehicles that can lift and especially what they can lift: in the arrays for example where are those "wheeled"/ "air" etc defined? Took me 3 seconds to find it.. =BTC=_Logistic_Init.sqf, line 30 BTC_get_liftable_array :) And great epoch edition Torndeco :) Link to comment Share on other sites More sharing options...
Torndeco Posted November 24, 2013 Author Report Share Posted November 24, 2013 Thx but =BTC= Giallustio did all the work & i love the gui radar for lifting :) I just tweaked it for epoch & changed the odd thing. Towing is planned at some point & i will prob add the =BTC= fast rope aswell But i got afew outstanding issues with my ai mission system i want to sort out first. Link to comment Share on other sites More sharing options...
peipo118 Posted November 24, 2013 Report Share Posted November 24, 2013 I kniw they are defined there :p i just wondered how the "landvehicles", "air" etc. are defined like where are the exact classnames for them? Or are they defined as classes in arma itself.. I guess so... And if they are what are the other classes? ( something like "boats" or "tracked vehicles" ?) Thx for your answer Axe Cop love your scripts too by the way ;) Link to comment Share on other sites More sharing options...
Torndeco Posted November 24, 2013 Author Report Share Posted November 24, 2013 There defined in vehicle class configs so yeah in arma Have a look @ http://community.bistudio.com/wiki/ArmA_2:_CfgVehicles U prob can define specifc vehicle classname aswell, but i havent tested it Link to comment Share on other sites More sharing options...
Axe Cop Posted November 24, 2013 Report Share Posted November 24, 2013 All epoch vehicles are defined in cfgVehicles.hpp here https://github.com/vbawol/DayZ-Epoch/blob/master/SQF/dayz_code/Configs/cfgVehicles.hpp (and the included files...) maybe not a good list, but if you know how to read it it's pretty simple :) Link to comment Share on other sites More sharing options...
KannaFr Posted November 29, 2013 Report Share Posted November 29, 2013 Hi, First,thank you for this script adaptation. I've got a little problem,we are kicked from battleye when lifting some vehicle (like Bus) Can you help me to fixed that? [Edit] Work for me now,thanks Axe Cop ^^ [/EDIT] Link to comment Share on other sites More sharing options...
Axe Cop Posted November 29, 2013 Report Share Posted November 29, 2013 Hi, First,thank you for this script adaptation. I've got a little problem,we are kicked from battleye when lifting some vehicle (like Bus) Can you help me to fixed that? Seems like you may have blacklisted that vehicle, check your attachto.txt in the BattlEye folder Link to comment Share on other sites More sharing options...
Torndeco Posted December 2, 2013 Author Report Share Posted December 2, 2013 Small Update Removed Lifting Air vehicles from default conf Fixed Exploit when players jump into a vehicle after its lifted by heli.. When a player jumps in, the lifted vehicle is detached Link to comment Share on other sites More sharing options...
Sandbird Posted December 5, 2013 Report Share Posted December 5, 2013 If you could do the BTC Cargo System and the fast rope as well i'll be your slave for Valentines day. (ahahahah) Link to comment Share on other sites More sharing options...
STENCHOVDETH Posted December 7, 2013 Report Share Posted December 7, 2013 Hello, Is there any way to change the type of Parachute to something larger maybe, just to stop the detached object from bouncing around mid-drop also to slow the descent of object. Thank you for your time and efforts. STENCH Link to comment Share on other sites More sharing options...
Ghost Posted December 7, 2013 Report Share Posted December 7, 2013 Confirmed Working modified chute =BTC=_detachCargo.sqf /* Modified by Torndeco for DayZ Epoch All credits & rights go to =BTC= Giallustio Please don't bug original author about bugs that i have introduced. */ /* Created by =BTC= Giallustio Version: 0.52 Date: 05/02/2012 Visit us at: http://www.blacktemplars.altervista.org/ You are not allowed to modify this file and redistribute it without permission given by me (Giallustio). */ _chopper = vehicle player; _cargo = _chopper getVariable "BTC Lift Object"; _cantsee = lineIntersects [getposASL(_chopper), getposASL(_cargo), _chopper, _cargo]; if (!_cantsee) then { BTC_lifted = 0; _chopper removeAction BTC_SganciaActionId; detach _cargo; _vel = velocity _chopper; _cargo setVelocity _vel; _name_cargo = getText (configFile >> "cfgVehicles" >> typeof _cargo >> "displayName"); vehicle player vehicleChat format ["%1 dropped", _name_cargo]; _obj_fall = [_chopper, _cargo, "ParachuteMediumEast] spawn BTC_paradrop; Link to comment Share on other sites More sharing options...
Ghost Posted December 7, 2013 Report Share Posted December 7, 2013 Also how can I make a Chinook carry a little bird? Link to comment Share on other sites More sharing options...
BruteMan Posted December 9, 2013 Report Share Posted December 9, 2013 having some difficulty here I have added "Air" to the sqf for CH47 even added the AL version to the file but it still doesn't seem to like lifting air vehicles did i miss some other tag somewhere? Looking to get the C130 and Osprey and other planes Lift-able by a CH47 case "CH_47F_EP1_DZ" : {_array = ["LandVehicle","Air"];}; case "CH_47F_AL" : {_array = ["LandVehicle","Air"];}; case "CH_47F_EP1_DZE" : {_array = ["LandVehicle","Air"];}; Link to comment Share on other sites More sharing options...
STENCHOVDETH Posted December 10, 2013 Report Share Posted December 10, 2013 Thnx Ghost, works a treat! :D Link to comment Share on other sites More sharing options...
Ghost Posted December 10, 2013 Report Share Posted December 10, 2013 No probs Link to comment Share on other sites More sharing options...
axekie Posted December 10, 2013 Report Share Posted December 10, 2013 ... np Link to comment Share on other sites More sharing options...
Guest Posted December 10, 2013 Report Share Posted December 10, 2013 unfortunately i can lift locked vehicles ... Link to comment Share on other sites More sharing options...
Ghost Posted December 10, 2013 Report Share Posted December 10, 2013 Did you follow this steps? To stop Players from Lifting Locked Vehicles Follow the guide @ http://dayzepoch.com...ocked-vehicles/ Change "R3F_LOG_disabled" -> "BTC_Cannot_Lift" Link to comment Share on other sites More sharing options...
master52707 Posted December 11, 2013 Report Share Posted December 11, 2013 Will this work on DayZ Epoch 1.0.3? Link to comment Share on other sites More sharing options...
BruteMan Posted December 11, 2013 Report Share Posted December 11, 2013 i gave up on this and went back to R3F i really like this mod but I've been racking my brain as to why i cant get it to lift air vehicles as posted above is there more config I'm just missing to get this to lift airplanes and heli? digging deeper into the sqf's i found this line of code I'm not sure of all the variables in it but i think this is whats stopping lifting "Air" of any type even if its defined in the init. ... =BTC=_LiftInit.sqf if (_cargo isKindOf "Air" && getdammage _cargo != 1) then { _can_lift = false; I don't understand where its analyzing the variable getdamage for the cargo (especially as I'm testing this with a 100% healthy C130J) so the damage shouldn't !=1 either way i think its failing to get this variable and defaults to false...?? Edit : 12:20am: Its a Hack i know but changing this result to true fixed it any vehicle i define as "Air" now will lift all planes etc. Edit2: 1:15am: NVM changing that allowed everything to lift "Air" whether it was defined or not. I've been though all the code and it appears that this snippet is the culprit for me but be damned if i can figure it out. Edit3: 3:05am: Finally Success 2 things with the snippet were wrong change the code above to this and you'll have "Air" working in your lift config. dont you just love learning scripting Gesh! if (_cargo isKindOf "Air" && getDammage _cargo != 0) then { _can_lift = false; Link to comment Share on other sites More sharing options...
Bondue Posted December 14, 2013 Report Share Posted December 14, 2013 How can you stop people from getting in a vehicle after its lifted? Maybe in =BTC=_attachCargo do something like this if ((count (crew _cargo)) == 0) then { BTC_lifted = 1; _chopper = vehicle player; _chopper removeAction BTC_liftActionId; _cargo removeEventHandler ["GetIn", {[(_this select 0),"all"] call server_updateObject;}]; _name_cargo = (_this select 3) select 1; _cargo_pos = getPosATL _cargo; _rel_pos = _chopper worldToModel _cargo_pos; _height = (_rel_pos select 2) + 2.5; _cargo attachTo [_chopper, [0, 0, _height]]; _chopper setVariable ["BTC Lift Object", _cargo, true]; vehicle player vehicleChat format ["%1 lifted", _name_cargo]; _text_action = ("<t color=""#ED2744"">" + "Drop " + (_name_cargo) + "</t>"); BTC_SganciaActionId = _chopper addAction [_text_action, "=BTC=_Logistic\=BTC=_Lift\=BTC=_detachCargo.sqf", "", 7, false, false]; }; and in =BTC=_detachCargo do if (!_cantsee) then { BTC_lifted = 0; _chopper removeAction BTC_SganciaActionId; _cargo addEventHandler ["GetIn", {[(_this select 0),"all"] call server_updateObject;}]; detach _cargo; _vel = velocity _chopper; _cargo setVelocity _vel; _name_cargo = getText (configFile >> "cfgVehicles" >> typeof _cargo >> "displayName"); vehicle player vehicleChat format ["%1 dropped", _name_cargo]; [_chopper, _cargo, "ParachuteWest"] spawn BTC_paradrop; }; No that didn't work =/ Link to comment Share on other sites More sharing options...
Torndeco Posted December 14, 2013 Author Report Share Posted December 14, 2013 eventhandlers are just triggers... https://github.com/Torndeco/BTC_Logistic_Modified_Epoch_Version/commit/cdc224b24bb445ab073fadfe746045cc656a82e1 Should fix the exploit, haven't got around to testing it... But noone been complainin on my server.. Forgot to upload the fix Link to comment Share on other sites More sharing options...
MatthewK Posted December 16, 2013 Report Share Posted December 16, 2013 Does this update the database with the vehicles new position after dropping it, or do you need to get in it afterwards like the old script? Also, any further with the towing script? :) Great work, can't wait to get this installed on my server. Link to comment Share on other sites More sharing options...
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