HarryNutz Posted August 30, 2016 Report Share Posted August 30, 2016 Would like to know if there is a way to disable the rockets on Jets and the new Y-32 VTOL but still allow the gatling/machinegun... currently setup to kick if you use rockets, but of course that stinks because then players end up losing their vehicle in the process. Any help would be appreciated. Link to comment Share on other sites More sharing options...
He-Man Posted August 30, 2016 Report Share Posted August 30, 2016 Here the most imortant weapons / magazines to remove: Run the Script, after all Vehicles are on the Map! When a Vehicle is bought, it will get the Weapons back! You could run this script in a loop (not the best way) or add these lines to the vehicle spawn from Epoch. Spoiler _allvehicles = allmissionobjects "Landvehicle" + allmissionobjects "Air" + allmissionobjects "Ship" + allmissionobjects "Tank"; { if (!isnull _x) then { _x removeMagazinesTurret ["24Rnd_missiles",[-1]]; _x removemagazinesturret ["200Rnd_40mm_G_belt",[0]]; _x removeWeaponGlobal "missiles_DAR"; _x removeWeaponGlobal "gatling_30mm"; _x removeWeaponGlobal "gatling_20mm"; _x removeWeaponGlobal "missiles_DAGR"; _x removeWeaponGlobal "cannon_30mm_Plane_CAS_02_F"; _x removeWeaponGlobal "Missile_AA_03_Plane_CAS_02_F"; _x removeWeaponGlobal "Missile_AGM_01_Plane_CAS_02_F"; _x removeWeaponGlobal "Rocket_03_HE_Plane_CAS_02_F"; _x removeWeaponGlobal "Rocket_03_AP_Plane_CAS_02_F"; _x removeWeaponGlobal "Bomb_03_Plane_CAS_02_F"; _x removeWeaponGlobal "Bomb_04_Plane_CAS_01_F"; _x removeWeaponGlobal "Rocket_04_AP_Plane_CAS_01_F"; _x removeWeaponGlobal "Rocket_04_HE_Plane_CAS_01_F"; _x removeWeaponGlobal "Missile_AGM_02_Plane_CAS_01_F"; _x removeWeaponGlobal "Missile_AA_04_Plane_CAS_01_F"; _x removeWeaponGlobal "Gatling_30mm_Plane_CAS_01_F"; _x removeWeaponGlobal "GBU12BombLauncher_Plane_Fighter_03_F"; _x removeWeaponGlobal "missiles_ASRAAM"; _x removeWeaponGlobal "missiles_SCALPEL"; _x removeWeaponGlobal "Twin_Cannon_20mm"; _x removeWeaponGlobal "missiles_Zephyr"; _x removeWeaponGlobal "rockets_skyfire"; _x removeWeaponGlobal "gatling_30mm_vtol_02"; }; } forEach _allvehicles; Ghostrider-GRG 1 Link to comment Share on other sites More sharing options...
HarryNutz Posted August 30, 2016 Author Report Share Posted August 30, 2016 2 hours ago, He-Man said: Here the most imortant weapons / magazines to remove: Run the Script, after all Vehicles are on the Map! When a Vehicle is bought, it will get the Weapons back! You could run this script in a loop (not the best way) or add these lines to the vehicle spawn from Epoch. Reveal hidden contents _allvehicles = allmissionobjects "Landvehicle" + allmissionobjects "Air" + allmissionobjects "Ship" + allmissionobjects "Tank"; { if (!isnull _x) then { _x removeMagazinesTurret ["24Rnd_missiles",[-1]]; _x removemagazinesturret ["200Rnd_40mm_G_belt",[0]]; _x removeWeaponGlobal "missiles_DAR"; _x removeWeaponGlobal "gatling_30mm"; _x removeWeaponGlobal "gatling_20mm"; _x removeWeaponGlobal "missiles_DAGR"; _x removeWeaponGlobal "cannon_30mm_Plane_CAS_02_F"; _x removeWeaponGlobal "Missile_AA_03_Plane_CAS_02_F"; _x removeWeaponGlobal "Missile_AGM_01_Plane_CAS_02_F"; _x removeWeaponGlobal "Rocket_03_HE_Plane_CAS_02_F"; _x removeWeaponGlobal "Rocket_03_AP_Plane_CAS_02_F"; _x removeWeaponGlobal "Bomb_03_Plane_CAS_02_F"; _x removeWeaponGlobal "Bomb_04_Plane_CAS_01_F"; _x removeWeaponGlobal "Rocket_04_AP_Plane_CAS_01_F"; _x removeWeaponGlobal "Rocket_04_HE_Plane_CAS_01_F"; _x removeWeaponGlobal "Missile_AGM_02_Plane_CAS_01_F"; _x removeWeaponGlobal "Missile_AA_04_Plane_CAS_01_F"; _x removeWeaponGlobal "Gatling_30mm_Plane_CAS_01_F"; _x removeWeaponGlobal "GBU12BombLauncher_Plane_Fighter_03_F"; _x removeWeaponGlobal "missiles_ASRAAM"; _x removeWeaponGlobal "missiles_SCALPEL"; _x removeWeaponGlobal "Twin_Cannon_20mm"; _x removeWeaponGlobal "missiles_Zephyr"; _x removeWeaponGlobal "rockets_skyfire"; _x removeWeaponGlobal "gatling_30mm_vtol_02"; }; } forEach _allvehicles; Thanks for the reply He-Man. I noticed you have gatling, cannon and belt listed in there and only want the rockets disabled. Can you check my edit of your code to make sure it's ok since I am not really familiar with any of this... that's the head admins job lol. _allvehicles = allmissionobjects "Landvehicle" + allmissionobjects "Air" + allmissionobjects "Ship" + allmissionobjects "Tank"; { if (!isnull _x) then { _x removeMagazinesTurret ["24Rnd_missiles",[-1]]; _x removeWeaponGlobal "missiles_DAR"; _x removeWeaponGlobal "missiles_DAGR"; _x removeWeaponGlobal "Missile_AA_03_Plane_CAS_02_F"; _x removeWeaponGlobal "Missile_AGM_01_Plane_CAS_02_F"; _x removeWeaponGlobal "Rocket_03_HE_Plane_CAS_02_F"; _x removeWeaponGlobal "Rocket_03_AP_Plane_CAS_02_F"; _x removeWeaponGlobal "Bomb_03_Plane_CAS_02_F"; _x removeWeaponGlobal "Bomb_04_Plane_CAS_01_F"; _x removeWeaponGlobal "Rocket_04_AP_Plane_CAS_01_F"; _x removeWeaponGlobal "Rocket_04_HE_Plane_CAS_01_F"; _x removeWeaponGlobal "Missile_AGM_02_Plane_CAS_01_F"; _x removeWeaponGlobal "Missile_AA_04_Plane_CAS_01_F"; _x removeWeaponGlobal "GBU12BombLauncher_Plane_Fighter_03_F"; _x removeWeaponGlobal "missiles_ASRAAM"; _x removeWeaponGlobal "missiles_SCALPEL"; _x removeWeaponGlobal "missiles_Zephyr"; _x removeWeaponGlobal "rockets_skyfire"; }; } forEach _allvehicles; Link to comment Share on other sites More sharing options...
He-Man Posted August 30, 2016 Report Share Posted August 30, 2016 I have disabled all, what I think it is OP. 40mm belt and 30mm Gatling is very heavy! But no, I will not check it for you, sorry. Enable what you think and try it out on those Vehicles you want to spawn in. HarryNutz and Ghostrider-GRG 2 Link to comment Share on other sites More sharing options...
Sneer Posted August 31, 2016 Report Share Posted August 31, 2016 If you get this working could you maybe post what you used and where you put it? I'd like to use something like this too. Thanks HarryNutz 1 Link to comment Share on other sites More sharing options...
HarryNutz Posted August 31, 2016 Author Report Share Posted August 31, 2016 4 minutes ago, Sneer said: If you get this working could you maybe post what you used and where you put it? I'd like to use something like this too. Thanks Sure np... I believe our head admin will be working on this, this coming weekend... once done I will be sure to post back. Link to comment Share on other sites More sharing options...
klinGiii Posted August 31, 2016 Report Share Posted August 31, 2016 @SneerLike He-Man already said. You can add this to the Vehicle Spawn from Epoch. ( @epochhive\addons\epoch_server\compile\epoch_vehicle\EPOCH_spawn_vehicles.sqf ) Link to comment Share on other sites More sharing options...
Sneer Posted August 31, 2016 Report Share Posted August 31, 2016 1 minute ago, klinGiii said: Like He-Man already said. You can add this to the Vehicle Spawn from Epoch. ( @epochhive\addons\epoch_server\compile\epoch_vehicle\EPOCH_spawn_vehicles.sqf ) Ok great, thanks for clarifying. Link to comment Share on other sites More sharing options...
Sneer Posted August 31, 2016 Report Share Posted August 31, 2016 (edited) I appended it to EPOCH_spawn_vehicles.sqf but I get an error, would you know where I insert these lines? I figured it out. Yea! Edited August 31, 2016 by Sneer I figured it out Link to comment Share on other sites More sharing options...
He-Man Posted August 31, 2016 Report Share Posted August 31, 2016 I am making a Serversetting Config for it and make a pull request to vbawol. So it hopefully will be in the next build and I will also make it public for you here. I am testing it atm, so please wait a bit. Link to comment Share on other sites More sharing options...
He-Man Posted August 31, 2016 Report Share Posted August 31, 2016 Okay, finished and it works. Here the Changes: https://github.com/EpochModTeam/Epoch/pull/605/files Edit: Edited some variables. Please check again!!! Ghostrider-GRG 1 Link to comment Share on other sites More sharing options...
Sneer Posted August 31, 2016 Report Share Posted August 31, 2016 ok great, looking forward to it. Thanks Link to comment Share on other sites More sharing options...
Sneer Posted August 31, 2016 Report Share Posted August 31, 2016 1 hour ago, He-Man said: Okay, finished and it works. Here the Changes: https://github.com/EpochModTeam/Epoch/pull/605/files Edit: Edited some variables. Please check again!!! I made the changes, everything loads with no errors. However, I spawn an O_Plane_CAS_02_F using the admin menu and it still has all loaded armaments (Cannon_30mm, Missile_AA, etc.) I edit all of the files you listed, was there anything outside of that? Link to comment Share on other sites More sharing options...
He-Man Posted August 31, 2016 Report Share Posted August 31, 2016 Epoch AH or Infistar? Not sure, how the Admin Tool spawn the Vehicles. Could be, that it use an own script. Try Spawning two Vehicles - sell and purchase one back on trader and check again - Restart the Server and check the 2nd one Edit: I have checked it. Epoch AH and Infistar uses their own Vehicle Spawn scripts. So the changes only take effect on spawned / loaded Vehicles by Server Restart and Trader Link to comment Share on other sites More sharing options...
He-Man Posted August 31, 2016 Report Share Posted August 31, 2016 Now I have added Changes to server_securityfunctions.sqf. Can you please also add these changes and test again with the Admin tool? Link to comment Share on other sites More sharing options...
Sneer Posted August 31, 2016 Report Share Posted August 31, 2016 16 minutes ago, He-Man said: Epoch AH or Infistar? Not sure, how the Admin Tool spawn the Vehicles. Could be, that it use an own script. Try Spawning two Vehicles - sell and purchase one back on trader and check again - Restart the Server and check the 2nd one Edit: I have checked it. Epoch AH and Infistar uses their own Vehicle Spawn scripts. So the changes only take effect on spawned / loaded Vehicles by Server Restart and Trader Epoch AH I spawned, sold then purchased and it worked. I'll have to restart the server to check the second one. So the Admin tool is what is spawning it outside your changes. 4 minutes ago, He-Man said: Now I have added Changes to server_securityfunctions.sqf. Can you please also add these changes and test again with the Admin tool? I'll do that now. He-Man 1 Link to comment Share on other sites More sharing options...
Sneer Posted August 31, 2016 Report Share Posted August 31, 2016 40 minutes ago, He-Man said: Epoch AH or Infistar? Not sure, how the Admin Tool spawn the Vehicles. Could be, that it use an own script. Try Spawning two Vehicles - sell and purchase one back on trader and check again - Restart the Server and check the 2nd one Edit: I have checked it. Epoch AH and Infistar uses their own Vehicle Spawn scripts. So the changes only take effect on spawned / loaded Vehicles by Server Restart and Trader Epoch AH I spawned, sold then purchased and it worked. I'll have to restart the server to check the second one. So the Admin tool is what is spawning it outside your changes. 27 minutes ago, He-Man said: Now I have added Changes to server_securityfunctions.sqf. Can you please also add these changes and test again with the Admin tool? Ok so the restart dearmed the armed CAS, and the admin tool spawns the CAS with the changes you made. Looks good He-Man. This is something that has been long over due for me .. thanks for the changes and I really hope they make it to the build. :) Link to comment Share on other sites More sharing options...
Sneer Posted August 31, 2016 Report Share Posted August 31, 2016 Oh and thanks to the OP for bringing this up! Link to comment Share on other sites More sharing options...
He-Man Posted August 31, 2016 Report Share Posted August 31, 2016 Okay nice. I think he will put it in, because it is only a Setting. If somebody don't want it, just leave it blank or delete it completely. Ghostrider-GRG and vbawol 2 Link to comment Share on other sites More sharing options...
Sneer Posted August 31, 2016 Report Share Posted August 31, 2016 Should this work with CUPS? Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted September 2, 2016 Report Share Posted September 2, 2016 Seems to work without issues on a test server. We will run it on a public server over the weekend. Link to comment Share on other sites More sharing options...
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