Author: KiTooN
Author Website: http://clan-gos.fr/

Requirements: No addons required

Version: 1.00
Signed: Yes, serverkey included

Short description: Simple and lightweight system allowing the players to quickly and intuitively board vehicles, completely bypassing the Action Menu.

Date: 2016-10-08 05:02


Comments: (0)
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G.O.S Quick Mount

by
G.O.S KiTooN


Description:
G.O.S Quick Mount is a simple but very useful scripted system allowing the players to intuitively and quickly mount vehicles, and while not perfect, it allows further improvements to to accomodate any groups. A lot of players in our community (and around the whole Armaverse) make mistakes because of the confused Action Menu while trying to get in vehicles (wrong seat is selected, charges are set, inventories are open, etc..). Also, sometimes our helos lost precious time waiting for players to embark, while in real life, its a quick and easy process. To avoid this, we developed a simple one-key system dedicated to get in and get out of vehicles, which completely bypasses the Action Menu, although the usual get in actions are preserved in case of malfunctions. All you have to do now is hold a key, walk up to the white line and that's it, you're in !


Installation:
To install the G.O.S Quick Mount you should use modfolders to keep it seperate from the official game content to prevent issues.
With Arma 3 you can use different ways to set up your modfolders to use custom content you have downloaded.
Please visit the Arma 3 Mod install instructions page for more information about using custom mods and addons in Arma 3.


Included files:
GOS_QM_EntryPoints.pbo
GOS_QM.pbo


Usage:
Technical Description:
The system is based around a HOLD key, assigned to Get Out (Common keys, default - V). Once held, the player points at the vehicle he wants to get into, and the system shows which seats are available and where to advance himself to start getting in. Once in, to dismount, press V again, or to eject, press Vx2.
The system uses the script command action to mount vehicles. The entry points are based on the memory points of the selected vehicles, and verify if the selected seat is empty, the vehicle is not enemy. If the base memory points are overlapping, the player will always get in first as Driver/Pilot, Gunner, Commander and finally Cargo.
In case the get in points are cannot be reached (too high, too low, inside the vehicle), config values are available for each type seat.

How To Use:
All you have to do is make sure your Get Out key is assigned. Remember, if you choose to let it on V, you need to reassign Get Over key to something else (like Vx2).
Once ingame, press and hold your Get Out, get close to a vehicle and point at it to see the available seats. Once a seat chosen, walk to the vertical line to initiate boarding.
To get out press the key again (engine native get out function) or Vx2 if you assigned an Eject key. Once out, you can use the system again. That's it ! No useless scrolling, no waiting at the door of the vehicle, everything is quick and painless.
The HOLD key avoids any accidental boarding while moving around the vehicle.

Modding:
Any vehicle can have it's own get in points in case you are not satisfied with the default memory points. All you have to do is find a relative position to the vehicle (use modelToWorldVisual), then use the following parameters :
class CfgVehicles {
	class MyVehicle {
		GOS_QM_DriverCustom[] = {[0,1,2],[1,2,3]}; // Allows multiple entry points
		GOS_QM_CargoCustom[] = {[0,1,2],[1,2,3]}; // Allows multiple entry points
		class Turrets {
			class MainTurret {
				GOS_QM_GunnerCustom[] = {1,2,3}; // Allows a single entry point per turret
				GOS_QM_CommanderCustom[] = {2,3,4}; // if the turret has subsequent turrets, this point is used
			};
		};
	};
};
GOS_QM_DriverCustom : Entry points for driver/pilot. Must be in the vehicle root class.
GOS_QM_CargoCustom : Entry points for cargo. Must be in the vehicle root class.
GOS_QM_GunnerCustom : A single entry point for the turret. Must be in the turret class. Only a single point is allowed for performance reasons.
GOS_QM_CommanderCustom : A single entry point for the subsequent turrets of the selected turret. Only a single point is allowed for all subsequent turrets, for performance reasons.

If possible, when using custom entry points, disable the preciseGetInOut parameter for better visual integration.

Script variables:
GOS_QM_DetectDis : At which distance the system starts detecting a vehicle is pointed, and drawing the get in points. Default, 30 meters.
GOS_QM_Height : At which height from the get in point will the icon be drawn. Default, 1.6 meters.
GOS_QM_MountDis : At which distance from the entry point the player is considered to be close enough to start boarding. Default, 0.65 meters.
GOS_QM_OVERRIDE : Set this variable to FALSE to shutdown all scripts from the GOS_QM.
GOS_QM_getInPoints : Shows all current available entry points. Do not modify this variable.


License / Disclaimer:
You can freely modify, delete, or add to any part of this addon without the need to notify me, as long as you mention the original author, G.O.S KiTooN in the credits.
Feel free to add the config values for default vehicles in case you find any inappropriate entry points for BIS content.
Feel free to publish and share this mod anywhere you like.


Changelog:
v1.00


Forum topic:
- BI forums




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Tags: Action Menu,   Boarding,   Embark,   Getin