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=BTC=_Logistic (DayZ Epoch Version)


Torndeco

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I can't get this script to work.

 

I've placed the BTC=_Logistics to my mission folder.

 

I added this line to my init.sqf at the bottom:

 

// Lift
_logistic = execVM "=BTC=_Logistic\=BTC=_Logistic_Init.sqf";

 

/*    


    For DayZ Epoch
    Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz
*/
startLoadingScreen ["","RscDisplayLoadCustom"];
cutText ["","BLACK OUT"];
enableSaving [false, false];

//REALLY IMPORTANT VALUES
dayZ_instance = 7;    //The instance
dayzHiveRequest = [];
initialized = false;
dayz_previousID = 0;

//disable greeting menu
player setVariable ["BIS_noCoreConversations", true];
//disable radio messages to be heard and shown in the left lower corner of the screen
enableRadio false;
// May prevent "how are you civillian?" messages from NPC
enableSentences false;

// DayZ Epoch config
spawnShoremode = 1; // Default = 1 (on shore)
spawnArea = 1500; // Default = 1500
DZE_requireplot = 0;
DZE_StaticConstructionCount = 1;
DZE_SelfTransfuse = true;

MaxVehicleLimit = 250; // Default = 50
MaxDynamicDebris = 500; // Default = 100
dayz_MapArea = 12000; // Default = 10000
dayz_maxLocalZombies = 40; // Default = 40

//Default Loadout
DefaultMagazines = ["ItemBandage","ItemBandage","17Rnd_9x19_glock17","17Rnd_9x19_glock17","ItemMorphine","ItemPainkiller","ItemWaterbottleBoiled","FoodSteakCooked"];
DefaultWeapons = ["NVGoggles","glock17_EP1","ItemFlashlight","ItemHatchet","ItemMap","ItemRadio"];
DefaultBackpack = "DZ_GunBag_EP1";
DefaultBackpackWeapon = "";

dayz_paraSpawn = true;

dayz_sellDistance_vehicle = 20;
dayz_sellDistance_boat = 30;
dayz_sellDistance_air = 40;

dayz_maxAnimals = 5; // Default: 8
dayz_tameDogs = true;
DynamicVehicleDamageLow = 0; // Default: 0
DynamicVehicleDamageHigh = 100; // Default: 100

DZE_BuildOnRoads = false; // Default: False

EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
dayz_fullMoonNights = false;


//Load in compiled functions
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf";                //Initilize the Variables (IMPORTANT: Must happen very early)
progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf";                //Initilize the publicVariable event handlers
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";    //Functions used by CLIENT for medical
progressLoadingScreen 0.4;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
call compile preprocessFileLineNumbers "custom\snap_build\compiles.sqf";                //Compile regular functions
progressLoadingScreen 0.5;
call compile preprocessFileLineNumbers "server_traders.sqf";                //Compile trader configs
progressLoadingScreen 1.0;

"filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";

if (isServer) then {
    //Compile vehicle configs
    call compile preprocessFileLineNumbers "\z\addons\dayz_server\missions\DayZ_Epoch_7.Lingor\dynamic_vehicle.sqf";                
    // Add trader citys
    _nil = [] execVM "\z\addons\dayz_server\missions\DayZ_Epoch_7.Lingor\mission.sqf";

    _serverMonitor =     [] execVM "\z\addons\dayz_code\system\server_monitor.sqf";
};

if (!isDedicated) then {
        execVM "service_point\service_point.sqf";
    //Conduct map operations
    0 fadeSound 0;
    waitUntil {!isNil "dayz_loadScreenMsg"};
    dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
    
    //Run the player monitor
    _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
    _playerMonitor =     [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";    
    
    
    //anti Hack
    

    //Lights
    [0,0,true,true,false,58,180,440,[0.698, 0.556, 0.419],"Generator_DZ",0.1] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
};

//Start Dynamic Weather
execVM "\z\addons\dayz_code\external\DynamicWeatherEffects.sqf";

#include "\z\addons\dayz_code\system\BIS_Effects\init.sqf"

// Lift
_logistic = execVM "=BTC=_Logistic\=BTC=_Logistic_Init.sqf";

 

I added the mpmission/description-addition.txt to the description.ext.

 

respawn = "BASE";


respawndelay = 5;
onLoadMission="DayZ Epoch Lingor";
OnLoadIntro = "Welcome to Lingor Island";
OnLoadIntroTime = False;
OnLoadMissionTime = False;
disabledAI = true;
disableChannels[]={0,2,6};
enableItemsDropping=0;

briefing = 0;
debriefing = 0;

onPauseScript = "";
loadScreen = "\z\addons\dayz_code\gui\dayz_logo_ca.paa";

class Header
{
 gameType = COOP;            //DM, Team, Coop, ...
 minPlayers = 1;             //min # of players the mission supports
 maxPlayers = 100;            //Max # of players the mission supports
};

aiKills = 1;
diagRadio = 1;
diagHit = 1;
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";
            };
        };
    };
};
class RscText
{
    type = 0;
    idc = -1;
    x = 0;
    y = 0;
    h = 0.037;
    w = 0.3;
    style = 0x100;
    font = Zeppelin32;
    SizeEx = 0.03921;
    colorText[] = {1,1,1,1};
    colorBackground[] = {0, 0, 0, 0};
    linespacing = 1;
};
class RscPicture
{
    access=0;
    type=0;
    idc=-1;
    style=48;
    colorBackground[]={0,0,0,0};
    colorText[]={1,1,1,1};
    font="TahomaB";
    sizeEx=0;
    lineSpacing=0;
    text="";
};
class RscLoadingText : RscText
{
    style = 2;
    x = 0.323532;
    y = 0.666672;
    w = 0.352944;
    h = 0.039216;
    sizeEx = 0.03921;
    colorText[] = {0.543,0.5742,0.4102,1.0};
};
class RscProgress
{
    x = 0.344;
    y = 0.619;
    w = 0.313726;
    h = 0.0261438;
    texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
    colorFrame[] = {0,0,0,0};
    colorBar[] = {1,1,1,1};
};
class RscProgressNotFreeze
{
    idc = -1;
    type = 45;
    style = 0;
    x = 0.022059;
    y = 0.911772;
    w = 0.029412;
    h = 0.039216;
    texture = "#(argb,8,8,3)color(0,0,0,0)";
};
//
// the loading screen itself
//
class DayZ_loadingScreen
{
    idd = -1;
    duration = 10e10;
    fadein = 0;
    fadeout = 0;
    name = "loading screen";
    class controlsBackground
    {
        class blackBG : RscText
        {
            x = safezoneX;
            y = safezoneY;
            w = safezoneW;
            h = safezoneH;
            text = "";
            colorText[] = {0,0,0,0};
            colorBackground[] = {0,0,0,1};
        };
        /*
        class nicePic : RscPicture
        {
            style = 48 + 0x800; // ST_PICTURE + ST_KEEP_ASPECT_RATIO
            x = safezoneX + safezoneW/2 - 0.25;
            y = safezoneY + safezoneH/2 - 0.2;
            w = 0.5;
            h = 0.4;
            text = "img\nicePic.paa";
        };
        */
    };
    class controls
    {
        class Title1 : RscLoadingText
        {
            text = "$STR_LOADING"; // "Loading" text in the middle of the screen
        };
        class CA_Progress : RscProgress // progress bar, has to have idc 104
        {
            idc = 104;
            type = 8; // CT_PROGRESS
            style = 0; // ST_SINGLE
            texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
        };
        class CA_Progress2 : RscProgressNotFreeze // progress bar that will go reverse
        {
            idc = 103;
        };
        class Name2: RscText // the text on the top-left
        {
            idc = 101;
            x = 0.05;
            y = 0.029412;
            w = 0.9;
            h = 0.04902;
            text = "";
            sizeEx = 0.05;
            colorText[] = {0.543,0.5742,0.4102,1.0};
        };
    };
};
#include "custom\snap_build\points.hpp"

 

The only thing I haven't done is the Actions to whitelist for Infistar. I just got Infistar so i don't know how to whitelist.

 

Could that be the problem? & could someone tell me how to whitelist with Infistar?

 

Thank you.

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I am trying to make the MV22_DZ lift.

Line 44 of =BTX=_LiftInit.sqf

waitUntil {
		sleep 1; 
		(vehicle player != player && vehicle player = "MV22_DZ" || iskindof "Helicopter" && 
		((count([vehicle player] call BTC_Get_liftable_array)) > 0))
	};

This doesnt work andbreaks the lifting.

 

I have tried :

waitUntil {
		sleep 1; 
		(vehicle player != player && vehicle player iskindof "MV22" || iskindof "Helicopter" && 
		((count([vehicle player] call BTC_Get_liftable_array)) > 0))
	};
waitUntil {
		sleep 1; 
		(vehicle player != player && vehicle player iskindof "MV22" or iskindof "Helicopter" && 
		((count([vehicle player] call BTC_Get_liftable_array)) > 0))
	};
waitUntil {
		sleep 1; 
		(vehicle player != player && vehicle player iskindof ["MV22","Helicopter"] && 
		((count([vehicle player] call BTC_Get_liftable_array)) > 0))
	};

none of these work.

Can anyone help me with this?

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  • 2 weeks later...

Getting this error

12:06:04 Error in expression <

 
_object = _this select 0;
 
if(isNull(_object)) exitWith {
diag_log format["Sk>
12:06:04   Error position: <_object)) exitWith {
diag_log format["Sk>
12:06:04   Error Undefined variable in expression: _object

12:06:04 File z\addons\dayz_server\compile\server_updateObject.sqf, line 8

 

Anyone else getting this?

 

Edit: had to remove the force save in detachcargo for it not to throw errors.  Just a heads up for anyone having the same issue : )

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  • 2 weeks later...

Edit: I am a moron, and in my defence I am pretty wasted right now.  I didnt change BTC_Cannot_Lift ..

 

Works great!

 

 

Ignore this:

I have this working, but it still allows lifting of locked vehicles..  I am using it in conjunction with mf-tow.  The locked vehicles tuff just aint happening:

 

private ["_vehicle","_status"];
_vehicle = _this select 0;
_status = _this select 1;

if (local _vehicle) then {
    if(_status) then {
        _vehicle setVehicleLock "LOCKED";
        _vehicle setVariable ["MF_Tow_Cannot_Tow",true,true];
        _vehicle setVariable ["R3F_LOG_disabled",true,true];
    } else {
        _vehicle setVehicleLock "UNLOCKED";
        _vehicle setVariable ["MF_Tow_Cannot_Tow",false,true];
        _vehicle setVariable ["R3F_LOG_disabled",false,true];
    };
};

 

Will this work?

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  • 4 weeks later...
  • 2 weeks later...

Download this BTC-Script see very bottom!

 

Add to the very bottom of init.sqf

[] execVM "=BTC=_Logistic\=BTC=_Logistic_Init.sqf";

Add to the very bottom of description.ext

#include "=BTC=_Logistic\=BTC=_Lift\=BTC=_Hud.h"

Add this too in your description.ext

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 = "";
                        };
                };  
        };
};

Have fun

=BTC=_Logistic.zip

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  • 2 weeks later...

Hi,

 

I've gotten it to work perfectly on our Epoch Overwatch Origins server but I do have two questions....

 

First, what value determines how far off the ground a truck is before it detaches from the chute?  It's a little high for my taste and I'd like to lower the altitude a bit.

 

Second, If I have a truck lifted and lower the heli to the ground, the truck sinks into the ground.  Is that expected behavior?  Is it possible for the truck to stop lowering once it touches the ground?  Releasing just above the ground works perfectly.

 

Thanks,

Bob 

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Hi,

I've gotten it to work perfectly on our Epoch Overwatch Origins server but I do have two questions....

First, what value determines how far off the ground a truck is before it detaches from the chute? It's a little high for my taste and I'd like to lower the altitude a bit.

Second, If I have a truck lifted and lower the heli to the ground, the truck sinks into the ground. Is that expected behavior? Is it possible for the truck to stop lowering once it touches the ground? Releasing just above the ground works perfectly.

Thanks,

Bob

I'm not sure you can adjust it because I have tested a few things and get the same result. I think it is calculated by the server by height and location. I did however change chute types and this seemed to help. And yes since the object doesn't update in the air it doesn't have a relitive position so it will go into the ground. Normal behavior ;)
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One more question... it looks like the vehicle doesn't get damaged at all if dropped from under 50 ft.  Where is the parameter that tells it to apply damage, and is the amount of damage proportional to height?  It'd  really be interesting if when the vehicle is dropped from, say 45-50 ft, it gets totally destroyed.  And the closer to ground level when released, the less the damage.  The only thing that may not work right is when dropped from a chute since it releases from the chute pretty high. Unless it checks whether the vehicle is released from a chute or heli (no damage if chute), then the vehicle is likely to sustain a lot of damage on every parachute drop.

 

Bob

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  • 4 weeks later...

Thanks freakystyle for upload. I have 2 questions:

 

Anybody found the way how to fix:

 

1. randomly dropping vehicles? I was using R3F before and replaced it with this one. But sometimes vehicles are dropped without any action from pilot side. Mostly it is not possible to lift vehicle again because it drops after several seconds again and again and it is really buthurt.

 

2. parachute is not spawning and attached to vehicle so there is about 50% chance that it will be dropped from 100m without parachute. Ofcourse I tried more than 50m (100m, 200m even higher) and still sometimes vehicles are dropped without chute.

 

Thanks for any advice

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  • 5 months later...

Thanks freakystyle for upload. I have 2 questions:

 

Anybody found the way how to fix:

 

1. randomly dropping vehicles? I was using R3F before and replaced it with this one. But sometimes vehicles are dropped without any action from pilot side. Mostly it is not possible to lift vehicle again because it drops after several seconds again and again and it is really buthurt.

 

2. parachute is not spawning and attached to vehicle so there is about 50% chance that it will be dropped from 100m without parachute. Ofcourse I tried more than 50m (100m, 200m even higher) and still sometimes vehicles are dropped without chute.

 

Thanks for any advice

hi i have the same problem there is a solution for it ????

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  • 4 weeks later...

Hmmm, first problem I solved by disabling dropping when player is inside cargo. It seems there is something wrong with checking of cargo crew and script things that there is player inside vehicle. So disable it and replace it with locking lifted vehicles.

 

I did it and have no problems with dropping vehicles now.

 

 

Second - it seems there is some relation to speed, when you fly fast, there is higher probability that parachute will not open. So solution can be to allow dropping only if speed is very low. I think it is game bug, the same like when you drop from heli when you change the seat (gunner<->cargo). Also never happened to me at low heli speed. There you can add condition to display drop option only if vehicle speed < for example 5

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  • 1 year later...

I found a working tow version with cargo if anyone is interested. It was buried in an ancient harddrive from years ago. Its cool but i still prefer mf-tow and plm as alternatives. Follow the same instructions as op

https://www.dropbox.com/home?preview=%3DBTC%3D_LogisticTow.pbo bad link

https://www.dropbox.com/s/sb46792i28gw37j/%3DBTC%3D_LogisticTow.pbo?dl=0

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  • 1 year later...
  • 4 weeks later...

tested and working on epoch 1.0.6.2 for easier classes use this too

 

BTC_Tow_TowAllowPlanes = ["F35B","MV22"];
BTC_Tow_TowAllowHeavyHelicopters = ["BAF_Merlin_HC3_D","CH53_DZE","CH_47F_EP1"];
BTC_Tow_TowAllowMilitaryHelicopters = ["AH1Z","BAF_Apache_AH1_D","Mi171Sh_rockets_CZ_EP1","AH64D,Mi24_D","Mi24_D_TK_EP1","Mi24_V","Mi24_P","AW159_Lynx_BAF","Ka60_GL_PMC","Ka52"];
BTC_Tow_TowAllowCivilHelicopters = ["Mi17_Civilian_DZ"];
BTC_Tow_TowAllowSmallHelicopters = ["AH6J_EP1","MH6J_EP1","AH6X_DZ"];

BTC_get_liftable_array =
{
    private ["_vehicleClass","_array","_chopper","towClass"];
    _chopper = _this select 0;
	_vehicleClass = typeOf _chopper;
	_towClass = "";
	if (_vehicleClass in BTC_Tow_TowAllowSmallHelicopters) then { _towClass = "SmallHelicopters"; };
	if (_vehicleClass in BTC_Tow_TowAllowCivilHelicopters) then { _towClass = "CivilHelicopters"; };
	if (_vehicleClass in BTC_Tow_TowAllowMilitaryHelicopters) then { _towClass = "MilitaryHelicopters"; };
	if (_vehicleClass in BTC_Tow_TowAllowHeavyHelicopters) then { _towClass = "HeavyHelicopters"; };
	if (_vehicleClass in BTC_Tow_TowAllowPlanes) then { _towClass = "Planes"; };
	_array   = [];
	switch (_towClass) do
	{
		case "SmallHelicopters":	{_array = ["Motorcycle"];};
		case "CivilHelicopters":	{_array = ["Motorcycle","Car","Truck"];};
		case "MilitaryHelicopters":	{_array = ["Motorcycle","Car","Truck","Wheeled_APC"];};
		case "HeavyHelicopters":	{_array = ["Motorcycle","Car","Truck","Wheeled_APC","Tank"];};
		case "Planes":				{_array = ["LandVehicle","Plane","Ship"];};
	};
	_array
};

just as an example it does not include all vehicle classes

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  • 1 month later...

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