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=BTC=_Logistic (DayZ Epoch Version)


Torndeco

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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

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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 :)

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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.

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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 ;)

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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

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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
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;
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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"];};

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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;
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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 =/

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