Sellis Posted February 13, 2014 Report Share Posted February 13, 2014 I'm trying to add the M113_UN_EP1 to the liftable script becuase no one can lift a m113 right now, the lifting hud doesn't come up and the lift option doesn't happen. However, I can't find the right classname it is in. Is it "Tracked"? Where could I find that to add it or why doesn't it work? Link to comment Share on other sites More sharing options...
Sellis Posted February 13, 2014 Report Share Posted February 13, 2014 I'm trying to add the M113_UN_EP1 to the liftable script becuase no one can lift a m113 right now, the lifting hud doesn't come up and the lift option doesn't happen. However, I can't find the right classname it is in. Is it "Tracked"? Where could I find that to add it or why doesn't it work? I tried doing with adding the M113_UN_EP1 to the restriction arrays like this: //Lift BTC_lift_pilot = []; BTC_lift = 1; BTC_lifted = 0; BTC_lift_min_h = 0; BTC_lift_max_h = 40; BTC_lift_radius = 5; BTC_Liftable = ["M113_UN_EP1","Tracked","Motorcycle","Car","Truck","Wheeled_APC","Tracked_APC","Air"]; BTC_Hud_Cond = false; BTC_HUD_x = (SafeZoneW+2*SafeZoneX) + 0.045; BTC_HUD_y = (SafeZoneH+2*SafeZoneY) + 0.045; [] execVM "=BTC=_Logistic\=BTC=_Lift\=BTC=_LiftInit.sqf"; //Functions BTC_get_liftable_array = { private ["_array","_chopper"]; _chopper = _this select 0; _array = []; switch (typeOf _chopper) do { case "AH6X_DZ" : {_array = ["Motorcycle"];}; case "MH6J_DZ" : {_array = ["Motorcycle"];}; case "UH1H_DZE" : {_array = ["M113_UN_EP1","Motorcycle","Car"];}; case "UH1H_DZ" : {_array = ["M113_UN_EP1","Motorcycle","Car"];}; case "UH1Y_DZE" : {_array = ["M113_UN_EP1","Motorcycle","Car"];}; case "UH1Y_DZ" : {_array = ["M113_UN_EP1","Motorcycle","Car"];}; case "UH60M_EP1_DZE" : {_array = ["M113_UN_EP1","Motorcycle","Car","Truck","Wheeled_APC","Tracked_APC"];}; case "UH60M_EP1_DZ" : {_array = ["M113_UN_EP1","Motorcycle","Car","Truck","Wheeled_APC","Tracked_APC"];}; case "BAF_Merlin_HC3_D": {_array = ["M113_UN_EP1","Motorcycle","Car","Truck","Wheeled_APC","Tracked_APC"];}; case "MH60S" : {_array = ["M113_UN_EP1","Motorcycle","Car","Truck","Wheeled_APC","Tracked_APC"];}; case "BAF_Merlin_DZE": {_array = ["M113_UN_EP1","Motorcycle","Car","Truck","Wheeled_APC","Tracked_APC"];}; case "CH_47F_EP1_DZ" : {_array = ["M113_UN_EP1","LandVehicle"];}; case "CH_47F_EP1_DZE" : {_array = ["M113_UN_EP1","LandVehicle"];}; case "Mi17_Civilian_DZ": {_array = ["M113_UN_EP1","LandVehicle"];}; case "Mi17_DZ" : {_array = ["M113_UN_EP1","LandVehicle"];}; case "Mi17_DZE" : {_array = ["M113_UN_EP1","LandVehicle"];}; But that isn't working either, no lift HUD shows and no option to lift when hovering the Mi17_DZE over the M113_UN_EP1. Other vehicles lift fine. Any ideas? Link to comment Share on other sites More sharing options...
NAIL Posted February 14, 2014 Report Share Posted February 14, 2014 Can I set this up with my own classes of vehicles? ie: light choppers can lift light vehicles.. bikes atv motorcycles med choppers can lift med trucks (anything up to HMMWV) heavy heli can lift heavy trucks up to urals? I really want a weight based system for realism. Link to comment Share on other sites More sharing options...
VinchenzO Posted February 19, 2014 Report Share Posted February 19, 2014 please help, "CH_47F_EP1_DZE" case "CH_47F_EP1_DZE" : {_array = ["LandVehicle","Air","Helicopter","C130J","AllVehicles","Mi17_base","Plane","MV22"];}; not lift Mi17_DZE MH6J_DZ C130J ..... Link to comment Share on other sites More sharing options...
Turtle Posted March 9, 2014 Report Share Posted March 9, 2014 ok so I do this, and now btc dosen't even work. no rpt errors. and now towing locked vehicles works again. I followed the changes for the disabling r3f tow/lift Link to comment Share on other sites More sharing options...
DY357LX Posted March 14, 2014 Report Share Posted March 14, 2014 Has anyone got this working on 1.0.4.2? Link to comment Share on other sites More sharing options...
Cinjun Posted March 14, 2014 Report Share Posted March 14, 2014 Has anyone got this working on 1.0.4.2?I never could, although I only tried for about 30 minutes. Turtle 1 Link to comment Share on other sites More sharing options...
matt_d_rat Posted March 23, 2014 Report Share Posted March 23, 2014 (edited) Hey, great script modification of the original BTC_Logistic script, exactly what I need. I have found a small issue though that I was wondering whether someone would be able to help me with? On my server we use a lot of custom models, including JDog's USS Nimitz carrier (jdg_carrier). Through testing I found that I could successfully lift a vehicle on land and safely drop it onto the carrier's flight deck. However, when it came to lifting the object from the flight deck there was no option provided for me to do so. Looking through the =BTC=_LiftInit.sqf file, around line 98 I saw this: if (!isNull _cargo && _can_lift) then { _cargo_pos = getPosATL _cargo; _rel_pos = _chopper worldToModel _cargo_pos; _cargo_x = _rel_pos select 0; _cargo_y = _rel_pos select 1; _cargo_z = _rel_pos select 2; }; As you can see, it's using getPosATL (above terrain level) to calculate the _cargo's relative position to the _chopper. I believe this is what is presenting the problem I am experiencing when trying to air lift objects which are above water and not land. I attempted to change this to use getPosASL (see below), which did give me the lift option and displayed the green tick on the hud correctly, but when I engaged the lift, the object appeared the chopper (quite significantly). So there is something more needed which I cannot figure out. if (!isNull _cargo && _can_lift) then { _cargo_pos = getPosASL _cargo; _rel_pos = _chopper worldToModel _cargo_pos; _cargo_x = _rel_pos select 0; _cargo_y = _rel_pos select 1; _cargo_z = _rel_pos select 2; }; Is there some way to calculate the difference between getPosATL and getPosASL (assuming this is the problem)? I noticed Arma3 introduced the getPosASLW which returns the object position height above sea surface (waves included), which sounds to me is what I need I guess. Is there something similar for Arma2? Would be most grateful if anyone can assist me with this. :-) Edit 15:36 Ok, so I managed to figure it out. I needed to make the change I had above to =BTC=_LiftInit.sqf but also in addition I missed another reference to getPosATL, this time in =BTC=_attachCargo.sqf (silly me!). So while the init script was detecting the pickup, when it came to attaching the attach script was taking the z-axis from the terrain (ie, the ocean floor), which is why the object was attached way above my chopper. Edit 17:57: Ok, so turns out there was a good reason for using getPosATL, my previous solution caused objects in some parts on land to attach themselves inside or slightly above the chopper, depending on how high you are above sea level. I have changed the script to detect whether the cargo in question is above water, and use either getPosASL or getPosATL accordingly. So the full fix is the following: =BTC=_attachCargo.sqf: if ((count (crew _cargo)) == 0) then { BTC_lifted = 1; _chopper = vehicle player; _chopper removeAction BTC_liftActionId; _name_cargo = (_this select 3) select 1; if(surfaceIsWater position _cargo) then { _cargo_pos = getPosASL _cargo; } else { _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, "addons\=BTC=_Logistic\=BTC=_Lift\=BTC=_detachCargo.sqf", "", 7, false, false]; }; =BTC=_LiftInit.sqf: if (!isNull _cargo && _can_lift) then { if(surfaceIsWater position _cargo) then { _cargo_pos = getPosASL _cargo; } else { _cargo_pos = getPosATL _cargo; }; _rel_pos = _chopper worldToModel _cargo_pos; _cargo_x = _rel_pos select 0; _cargo_y = _rel_pos select 1; _cargo_z = _rel_pos select 2; }; Edited March 23, 2014 by matt_d_rat Link to comment Share on other sites More sharing options...
Three Plus Posted April 9, 2014 Report Share Posted April 9, 2014 Is there a way to set it so players can get in the vehicle once its lifted? Link to comment Share on other sites More sharing options...
Pro_Speedy Posted April 9, 2014 Report Share Posted April 9, 2014 Is there a script solely for towing as this script is for lifting? Thanks Link to comment Share on other sites More sharing options...
matt_d_rat Posted April 10, 2014 Report Share Posted April 10, 2014 @Pro_Speedy I am currently working on a tow script specifically for epoch that will play nicely with this lift script. Will post when I have a working version ready. Link to comment Share on other sites More sharing options...
Pro_Speedy Posted April 10, 2014 Report Share Posted April 10, 2014 @Pro_Speedy I am currently working on a tow script specifically for epoch that will play nicely with this lift script. Will post when I have a working version ready. That would be great! Thanks alot ReDBaroN 1 Link to comment Share on other sites More sharing options...
insertcoins Posted April 17, 2014 Report Share Posted April 17, 2014 whenever I log in I get an error saying BTC_Hud is not found. Any ideas? Link to comment Share on other sites More sharing options...
Uro Posted April 17, 2014 Report Share Posted April 17, 2014 whenever I log in I get an error saying BTC_Hud is not found. Any ideas? Is the =BTC=_Logistic folder in the root of your mission file? Just asking because if it's in, for example custom\=BTC=_Logistic\, you will have to go through the files in the script changing all the file calls within them to wherever you have the script installed. Link to comment Share on other sites More sharing options...
insertcoins Posted April 18, 2014 Report Share Posted April 18, 2014 the folder is indeed in teh root of the mission, so not tucked away in another map Link to comment Share on other sites More sharing options...
Uro Posted April 19, 2014 Report Share Posted April 19, 2014 Did you add the description.ext portion of the install? https://github.com/Torndeco/BTC_Logistic_Modified_Epoch_Version/blob/master/description-addition.txt Link to comment Share on other sites More sharing options...
calamity Posted April 19, 2014 Report Share Posted April 19, 2014 does this script require I first install towing and lift (like an addon to it) I just started a fresh server and have nothing on it yet. Link to comment Share on other sites More sharing options...
Uro Posted April 19, 2014 Report Share Posted April 19, 2014 does this script require I first install towing and lift (like an addon to it) I just started a fresh server and have nothing on it yet. This is instead of R3F Tow + Lift. Link to comment Share on other sites More sharing options...
insertcoins Posted April 19, 2014 Report Share Posted April 19, 2014 Did you add the description.ext portion of the install? https://github.com/Torndeco/BTC_Logistic_Modified_Epoch_Version/blob/master/description-addition.txt No, no I did not. Uro 1 Link to comment Share on other sites More sharing options...
tkdmaster Posted April 20, 2014 Report Share Posted April 20, 2014 This is instead of R3F Tow + Lift. any ETA on when we might see towing implemented? I've found this doesn't play nicely with R3F towing, as it makes you unable to tow vehicles that have been key'd. Link to comment Share on other sites More sharing options...
matt_d_rat Posted April 20, 2014 Report Share Posted April 20, 2014 I have a working implementation for towing. Its a little buggy in places, just working on fixing issues with inaccurate bounding box sizes. Will post when I have something stable. derpyhooves 1 Link to comment Share on other sites More sharing options...
insertcoins Posted April 20, 2014 Report Share Posted April 20, 2014 This is instead of R3F Tow + Lift. like this? respawn = "BASE"; respawndelay = 5; onLoadMission= "DayZ Epoch Chernarus"; OnLoadIntro = "Welcome to DayZ Epoch Chernarus"; OnLoadIntroTime = False; OnLoadMissionTime = False; disabledAI = true; disableChannels[]={0,2,6}; enableItemsDropping = 0; briefing = 0; debriefing = 0; #include "=BTC=_Logistic\=BTC=_Lift\=BTC=_Hud.h" class RscTitles { class BTC_Hud { idd = 1000; movingEnable=0; duration=1e+011; name = "BTC_Hud_Name"; onLoad = "uiNamespace setVariable ['HUD', _this select 0];"; controlsBackground[] = {}; objects[] = {}; class controls { class Radar { type = 0; idc = 1001; style = 48; x = (SafeZoneW+2*SafeZoneX) - 0.1;//safezonex + 0.1;//0.9 y = (SafeZoneH+2*SafeZoneY) - 0.15;//safezoney + 0.1;//0.85 w = 0.3; h = 0.4; font = "Zeppelin32"; sizeEx = 0.03; colorBackground[] = {0, 0, 0, 0}; colorText[] = {1, 1, 1, 1}; text = "\ca\ui\data\igui_radar_air_ca.paa"; }; class Img_Obj { type = 0; idc = 1002; style = 48; x = (SafeZoneW+2*SafeZoneX) + 0.045; y = (SafeZoneH+2*SafeZoneY) + 0.045; w = 0.01; h = 0.01; font = "Zeppelin32"; sizeEx = 0.04; colorBackground[] = {0, 0, 0, 0}; colorText[] = {1, 1, 1, 1}; text = "=BTC=_Logistic\data\=BTC=_Obj.paa"; }; class Pic_Obj { type = 0; idc = 1003; style = 48; x = (SafeZoneW+2*SafeZoneX) - 0.125; y = (SafeZoneH+2*SafeZoneY) - 0.23; w = 0.1; h = 0.1; font = "Zeppelin32"; sizeEx = 0.03; colorBackground[] = {0, 0, 0, 0}; colorText[] = {1, 1, 1, 1}; text = ""; }; class Arrow { type = 0; idc = 1004; style = 48; x = (SafeZoneW+2*SafeZoneX) + 0.15; y = (SafeZoneH+2*SafeZoneY) - 0.15; w = 0.05; h = 0.05; font = "Zeppelin32"; sizeEx = 0.03; colorBackground[] = {0, 0, 0, 0}; colorText[] = {1, 1, 1, 1}; text = ""; }; class Type_Obj { type = 0; idc = 1005; style = 0x00; x = (SafeZoneW+2*SafeZoneX) - 0.03; y = (SafeZoneH+2*SafeZoneY) - 0.335; w = 0.3; h = 0.3; font = "Zeppelin32"; sizeEx = 0.03; colorBackground[] = {0, 0, 0, 0}; colorText[] = {1, 1, 1, 1}; text = ""; }; }; }; class ExampleTitle { idd = -1; duration = 10; //show for 10 seconds class controls { class ExampleControl { idc = -1; type = 0; style = 2; //centre text x = safeZoneX + safeZoneW - 0.6 * 3 / 4; y = safeZoneY + safeZoneH - 0.6; h = 0.6; w = 0.6 * 3 / 4; //w == h font = "EtelkaNarrowMediumPro"; sizeEx = 0.03; colorBackground[] = {1,1,0,1}; //yellow background colorText[] = {0,0,1,1}; //blue text text = "Bottom Right Corner Square Box"; }; }; }; }; onPauseScript = ""; loadScreen = "\z\addons\dayz_code\gui\dayz_logo_ca.paa"; Link to comment Share on other sites More sharing options...
tkdmaster Posted April 23, 2014 Report Share Posted April 23, 2014 I have a working implementation for towing. Its a little buggy in places, just working on fixing issues with inaccurate bounding box sizes. Will post when I have something stable. Any update on the towing? matt_d_rat 1 Link to comment Share on other sites More sharing options...
Taz Posted April 24, 2014 Report Share Posted April 24, 2014 I have followed this step by step and cannot get this working. I would get "wait for host". I narrowed it to one file. my description.ext. I'm am stumped Link to comment Share on other sites More sharing options...
tkdmaster Posted April 24, 2014 Report Share Posted April 24, 2014 I have followed this step by step and cannot get this working. I would get "wait for host". I narrowed it to one file. my description.ext. I'm am stumped would recommend you post it in pastebin or something so others can see it and possibly help you. Link to comment Share on other sites More sharing options...
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