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#1 Posted at 2013-10-09 23:15        
     
Virtual Vehicle Spawner
Version: 0.3
By Tonic

GUI Look:


Description:
Virtual Vehicle Spawner (VVS) is what the title says. It is similar to Virtual Ammobox System (VAS) but this allows you to spawn in vehicles with a simple to use GUI menu. VVS is something that a lot of Armory missions could benefit from and possibly other missions. This was requested by quite a bit of people and after chucking what I did 3 weeks ago I did this in 4 hours.

Notes:
First initial release so no localization support & limited configurability.

Off record notes:
Please supply feedback on this, I wanted to add more customization options for vehicles like setting skins/textures, removing doors on things like offroad and some more but I sort of made this in less then 4-5 hours just to test Multi-column listboxes. The GUI it's self is subjected to change in the future if people show interest in having those types of features.

Installation:
OK! we all know the drill! Place the following in your description.ext:

#include "VVS\menu.h"

And:
class CfgFunctions
{
	#include "VVS\Functions.h"
};

If you already have class CfgFunctions in your description.ext then just place: #include "VVS\Functions.h" within the {}

The final part before having VVS installed in your mission is a bit more tricky then what VAS was, VVS requires two things for a vehicle depot and that is a AI/NPC/Object placed on the map and with that a marker (I use markers to spawn vehicles) placed near him and facing the direction you want the vehicle to spawn in, as an example my marker is called VVS_all_1 so my addAction will look this:

[php]this addAction["Virtual Vehicle Spawner",VVS_fnc_openVVS,["VVS_all_1","All"]];[/php]

Two things to note:
["VVS_all_1","All"]
VVS_all_1 is my marker that I placed on the map that my vehicle will spawn on.
All is a filter type I am using, All lists all vehicles.

Supported filters:
All
Car
Air
Ship
Submarine (This is SDV's, will later be merged into Ship).
Armored

You can create as many VVS vendors / spawn points as you want and each one giving out a set of vehicle types. The rest (optional) configuration options are available in the configuration.sqf file, please read the notes and sorry for the lack of real configuration and customization with vehicles but I just really wanted to fool with Multi-column list boxes and hear peoples feedback! If you are confused with the installation it is highly recommended to open the example mission provided in the editor and see how I setup my vehicle depots!

Change log:
v0.3:
Changed: Updated GUI resources for new patch.

v0.2:
Added: Support for Autonomous vehicles and 'Support' Vehicles i.e Hemt Ammo
Fixed: Some vehicles such as helicopters shouldn't explode when being spawned.

Credits & Thanks:
None at the minute

Download Mirror(s):
Virtual Vehicle Spawner v0.3

This post was edited by Foxhound (2015-09-18 17:28, 796 days ago)


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#2 Posted at 2013-10-10 14:58        
     
Thanks for posting the release here :-)
News is up on the frontpage and you can find our mirror here:



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#3 Posted at 2013-11-06 13:38        
     
UPDATE: v0.2

Change log:
Added: Support for Autonomous vehicles and 'Support' Vehicles i.e Hemt Ammo
Fixed: Some vehicles such as helicopters shouldn't explode when being spawned.

Download:
Virtual Vehicle Spawner v0.2


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#4 Posted at 2013-11-07 09:02        
     
Thanks for releasing the update here 8-)
News is up on the frontpage and you can find our updated mirror here:



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#5 Posted at 2014-01-24 09:50        
     
UPDATE: v0.3

Change log:
Changed: Updated GUI resources for new patch.

Download:
Virtual Vehicle Spawner v0.3


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#6 Posted at 2014-01-24 10:22        
     
Thanks mate :-)
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#7 Posted at 2015-03-03 00:29        
     
hey man i've been using your vvs scripts for a while now. but just recently i've been getting an error. The error reads "Can not inculde VVS\menu.h" now i checked and it's in the mission folder everything is there. I'm using pbo project to build it.
respawn="BASE";
respawnDelay=10;
disabledAI=1; //changed from 1 to 0
disableChannels[] = {}; // {0} to disable global
joinUnassigned = 0;
enableItemsDropping = 0;
weaponPool = 0;
saving = 0;
corpseRemovalMinTime = 5*60;
corpseRemovalMaxTime = 15*60;
wreckRemovalMinTime = 5*60;
wreckRemovalMaxTime = 10*60;
author="Gobi"; 
onLoadMission = "Death Squad Gaming";
onLoadName = "Mercs playground";
class Header
{
	gameType=Sandbox; 
	minPlayers=1; 
	maxPlayers=32; 
};



#include "VVS\menu.h"

class CfgFunctions
{
	#include "VVS\Functions.h"
};
#include "brs\defines.hpp"
#include "brs\dialogs.hpp"
the above code is my description.ext file, pbo project finishes with no errors but arma 3 throws the aboe error when ever i place the mission in the mpmission folder.


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#8 Posted at 2015-06-22 13:39        
     
Hi! I liked it! mount it fashion RHS, please!


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#9 Posted at 2015-09-18 17:02        
     
Hello,

Virtual Vehicle Spawner-0.4.zip

Now it's fully compaitable with RHS (due to cfgVehicleClasses in 0.3.9.1 version of rhs).
You can run it with or without RHS mods.

RHS vehicle classes attached to next VVS vehicle spawn classes:

CAR:
- vanilla Car;
- rhs_vehclass_car;
- rhs_vehclass_truck;

AIR:
- vanilla Air;
- rhs_vehclass_aircraft;
- rhs_vehclass_helicopter;

SHIP:
- vanilla Ship;

SUBMARINE:
- vanilla Submarine;

ARMORED:
- vanilla Armored;
- rhs_vehclass_tank;
- rhs_vehclass_apc;
- rhs_vehclass_ifv;
- rhs_vehclass_artillery.

AUTONOMUS:
- vanilla Autonomous;
- rhs_vehclass_aa.

SUPPORT:
- vanilla SUPPORT;
- rhs_vehclass_targeting;
- rhs_vehclass_launcher;
- rhs_vehclass_radar;

Best regards,
[TF]def

This post was edited by def (2015-09-19 00:34, 796 days ago)


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#10 Posted at 2015-09-19 09:39        
     
Thanks for posting the updated version here :-)
News is up on the frontpage and you can find our updated mirror here:



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#11 Posted at 2015-09-19 21:38        
     
0.4.1: minor update

- Updated BuildCFG function: now it's pretty simple to add support of your own vehicle class / vehicles from mods;
- Updated example map (now it's ready for multiplayer);
- Submarines at now is a subclass of ships;

To add custom vehicle class (vehicle should be in cfgVehicles anyway) now it's enough to edit only two strings:
1) first of all add your class to the end of allowed vehicle classes array at the end of string 63.
2) now add your class to one of the subclasses array at string 77 (for cars) or 80 (for ships) or 83 (air) or 86 (armored) or 89 (autonomous) or 92 (support).
3) done.

This post was edited by def (2015-09-20 02:41, 795 days ago)


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#12 Posted at 2015-09-20 19:43        
     
Thanks again for the update :-)
News is up on the frontpage and you can find our updated mirror here:



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#13 Posted at 2016-01-06 09:16        
     
When i execute it, i get: picture picturething not found and all my icons are black! Any suggestions?! Thanks!

P.S.: The VVS is working, but i've got that error and black icons (not white)!


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#14 Posted at 2016-11-22 17:32        
     
Sorry for my English

It may be even easier to do, but to Me it is better.
You can add your picture!

fn_cfgInfo.sqf
Vanil + RHS


if ((_picture == "pictureThing" && _vehicleClass == "Support") || ((_picture == "picturestaticobject" || _picture ==  "picturething") && _vehicleClass == "rhs_vehclass_radar")) then 
{
	_picture = "support_no_images.paa";
	diag_log format["_picture: %1", _picture];
};

This solves the problem with
picture picturething not found and picturestaticobject


or add blacklist BIS Forum
["B_Slingload_01_Ammo_F","B_Slingload_01_Base_F","B_Slingload_01_Cargo_F","B_Slingload_01_Fuel_F","B_Slingload_01_Repair_F","Pod_Heli_Transport_04_base_F","Slingload_base_F","B_Slingload_01_Medevac_F"];
+ add RHS (already own)