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#1 Posted at 2016-10-14 17:37        
     
Its time to make some second addon without time and knowledge how to.
So, let me show you what i know :
https://community.bistudio.com/wiki/allowFleeing

On forums oukey writed its the ONLY way so far, that could fix choppers staying in one place (fleeing) even under fire.

Issue which i describing is :
https://www.youtube.com/watch?v=qtgqqcyGxl8&index=24&list=PLbBKN48L5CjQsDYyoX3RH2v43qR_HBt1L

Now what i want to create;
- Addon working fully for EVERY aircraft (modded & vanilla).
- Auto activation on each mission start.
- Simpliest code, to work without any performance stress for game engine.

Now, how?

Apply "allowfleeing false" to group of classes "air" or whatever its named or?

Added 21 hours 19 minutes later:

my addon:
#include "BIS_AddonInfo.hpp"
class CfgPatches
{
class RTC
{
units[] = {};
weapons[] = {};
requiredAddons[] = {};
author[]= {"vlad_8011"};
};
};

class Extended_InitPost_EventHandlers {
class Air {
class nofleeing { init = "(_this select 0) allowFleeing 0;"; };
};
};


What class should i get for choppers? i cant find it on internet.

This post was edited by vlad_8011 (2016-10-15 15:04, 428 days ago)


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Posts: 1589
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Country: pf
Location: Tahiti
Occupation: too many Arma
Age: 57
In-game name: Kobayashi Maru

 
#2 Posted at 2016-10-16 04:27        
     
class air should work for any aircraft. I'm not familiar with CBA XEH.
I use some personal functions (sqf) called in config.cpp of my mods. Something like :
class CfgFunctions
{
	class MGI
	{
		//tag = "MGI";
		class MGI_TG_v2
		{
			class HUD_init
			 {
				postInit = 1;
				description = "Inmplements tactical and vital data to tactical glasses";
				file = "\MGI_TG_v2\Tactical_G_On_Out.sqf";
			};
		};
	};
};

PLEASE CONTACT ME ON BI FORUMS FOR ANY SCRIPT / MOD QUESTION. TKS

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#3 Posted at 2016-10-16 10:41        
     
So i could create init and inside of it :
init.sqf:
class CfgFunctions
{
class MGI
{
//tag = "NF";
class NoFleeing
{
class NF_init
{
postInit = 1;
description = "Disable fleeing to all air units";
file = "\NF\nofleeing.sqf";
};
};
};
};

And inside this sqf
nofleeing.sqf:
class CfgPatches
{
class NF
{
units[] = {};
weapons[] = {};
requiredAddons[] = {};
author[]= {"vlad_8011"};
};
};

class Nofleeing {
class Air {
class nofleeing { init = "(_this select 0) allowFleeing 0;"; };
};
};


Right?


Author Message


Posts: 1589
Rank:


Level: Member

Country: pf
Location: Tahiti
Occupation: too many Arma
Age: 57
In-game name: Kobayashi Maru

 
#4 Posted at 2016-10-16 18:52        
     
No, you must write this in a config.cpp for your addon. all cfg classes go here!

class CfgPatches
{
class NF
{
units[] = {};
weapons[] = {};
requiredAddons[] = {};
author[]= {"vlad_8011"};
};
};
class CfgFunctions
{
class NF
{
//tag = "NF";
class NoFleeing
{
class NF_init
{
postInit = 1;
description = "Disable fleeing to all air units";
file = "\NF\nofleeing.sqf";
};
};
};
};

Read this.
Pay attention for pathes and syntax.
nofleeing.sqf will be loaded at Arma start if your addon is enabled.

PLEASE CONTACT ME ON BI FORUMS FOR ANY SCRIPT / MOD QUESTION. TKS

Author Message


Posts: 29
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Country: pl
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#5 Posted at 2016-10-17 10:52        
     
Thanks i will fight with it today after 15.

Added 6 hours 14 minutes later:

Ech, i'm propably from other planet, so the addon wil not be finished ever.

This post was edited by vlad_8011 (2016-10-17 17:06, 426 days ago)






Tags: Choppers, Fleeing