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[Suggestion] New heli's on public?
Forum » Public Server » Public Server Discussion
Joined: 7th Jul 2016
Rank: Inactive Member
Likes 130
24th Oct 2017

As discussed on the public server for a couple of days ago, are there any possibility to whitelist more scout/CAS oriented helis in the framework, such that the Quartermaster can spawn if requested or in need for more fire power.

Would have been lovely to use some other helis then those that are allready available to be used.

*insert cas 9 liner here*



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Joined: 20th Jan 2013
Rank: Management
Likes 1628
24th Oct 2017

Cannot easily for the current missions.


"Jokes on them, I was only pretending to be retarded."

Joined: 9th Sep 2013
Rank: Public Player
Likes 902
24th Oct 2017

See I'm abit confused to answers we get for suggestions.

For instance your answer Bose. Why can't it easily done? Surely adding another helicopter to the base isn't hard, all it requires is someone to open the mission place one down, make sure the respawn script works, and make sure only certain pilots can use those helos.
That's what I expect all you'd have to do.

If there's more to it then what we all believe is a simple process then do you mind explaining how it's more complicated.


Joined: 20th Jan 2013
Rank: Management
Likes 1628
24th Oct 2017

Because stating that it's not easily done in the current missions should be a sufficient answer. Very few people are interested in a full form technical response, and I don't think it's a valuable use of our time. Most of the time when we give a full form technical answer, it's ignored anyway, because agenda comes first over fact. Conjecture before reality, etc.

The current vehicle restrict script can be found here:

https://github.com/jayman ... estrict/vehicles.sqf

A long time ago the system was created around a black-list system. That is, it checked on a vehicle by vehicle basis on whether or not the person getting in, should be able to get into that particular slot. As we were for a while continuing to add and remove vehicles to our missions, (and continue to do so) we decided that the better practice for this and to save our time, was to alter it to a generic white-list system.

By default no one has access to any vehicle, and then through a process of elimination of role capability, we find the particular class names the particular slot has access to, if it's a special case slot - if not, it's refined to only cargo space, with one exception. This means all vehicles spawned in via Editor, Script or Zeus are captured by the white-list system. In order to alter this to the original posts intent, it would require rewriting the restrict system with event handler overrides for Zeus placed objects, and to not be class name based.

Thus altering this system so Quartermasters can spawn them in and for them to be functional as ChanNy asked for, cannot easily be done for the current missions.


"Jokes on them, I was only pretending to be retarded."

Joined: 9th Sep 2013
Rank: Public Player
Likes 902
24th Oct 2017

But when it comes to editing the Vehicle.sqf surely it's just a case of adding the class name of which entity you wish to be whitelisted. 
If so, can't we just make a copy paste basically? 
Let's say we're adding another chopper we only want the BAF pilots to fly. Why can't we just get the classname for that entity and add it to the string for BAF pilots.

I'm guessing the "Pxxx" are the class ID's for the pilots and those you'd add to the function to state what helo's accept which classes. 

I.E in layman's terms 
if(str player == "P501" || str player == "P502")then{

P501 = Pilot / P502 = Crew Chief

then run 

player addEventHandler ["getInMan",{

and allow into these entity's only 

if(typeOf (_this select 2) == "UK3CB_BAF_Wildcat_AH1_CAS_8A" || typeOf (_this select 2) == "CUP_B_CH47F_GB" || typeOf (_this select 2) == "UK3CB_BAF_Merlin_HC3_32"|| typeOf (_this select 2) == "UK3CB_BAF_Merlin_HC3_CSAR"|| typeOf (_this select 2) == "RHS_CH_47F_light" || typeOf (_this select 2) == "CUP_B_C130J_GB" || typeOf (_this select 2) == "CUP_B_C130J_CARGO_GB")then{

And if you aren't those Special Cases upon entering selected slot of that classname then do the following 
with "Else" I'm guessing voiding all the above? Followed by the running of the lines below that.

}else{
hint "You are a BAF Pilot. You may only fly the following aircrafts: Wildcat, Merlin, Chinook, C130";
(_this select 0) action ["eject", (_this select 2)];
(_this select 0) action ["getout", (_this select 2)];


So adding a new type  of class to the script shouldn't be hard right? Followed by then going into the editor and places your entitys you wish to use and also updating the respawn script with it?


Joined: 10th Aug 2013
Rank: Management
Likes 700
24th Oct 2017

You should re-read bosenators post.

Actually even channys cause your missing what he is even asking
Joined: 20th Jan 2013
Rank: Management
Likes 1628
24th Oct 2017

The P strings refer to the variable names of particular role-sheet slots. If yes, we could get the class names before the mission of what the pilots would like in the mission, we could add into the script and upload the new mission to the server. It would allow the British pilot for example access to those vehicles.

This has one significant draw back, it does not support dynamic load-outs. We can only use predefined classes, and their default load-outs, as the respawn script does not use the new bis_fnc_initVehicle methodology. This is the same reason certain vehicles when they respawn change appearance, for example the radios on the land-rovers.

What was discussed on public though, was allowing anyone to control anything that's spawned in via QM - thus if it's the end of the night, converting to mechanised for a bit of cheeky fun would be doable. Your proposed solution doesn't solve this problem, neither does it allow for on the fly whitelisting of Zeus'd in vehicles.


"Jokes on them, I was only pretending to be retarded."

Joined: 29th Aug 2016
Rank: Member
Likes 91
24th Oct 2017

CAS/Scout Helicopters, eh? LITTLEBIRD IT IS

(Kidding)


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Ca Caw?

Joined: 9th Sep 2013
Rank: Public Player
Likes 902
24th Oct 2017

Right so. In regards to your part on the Mech at the end of the night; what you are saying is that because we haven't got a Mech class on the whitelist for let's say Kunduz, the QM can spawn it in with ease and anyone can use it without issue.
But if said mechanised vic was whitelisted and he spawn it would only be use-able by those P classes?

Correct me if I'm wrong but that's what you mean't right?



Last Edit: 24th Oct 2017 by TheLocalPub
Joined: 31st May 2013
Rank: Member
Likes 1275
24th Oct 2017

As I understand Forest ;

Because we have a whitelist system, that also means that Zeus spawned items are still affected by the restriction.

If we had a blacklist ,zeus spawned items would work, but it would be a huge overhead for management.

But I may be talking utter bollocks


Arma Pacis Fulcra - Armed Strength for Peace

Joined: 7th Jul 2016
Rank: Inactive Member
Likes 130
25th Oct 2017

sufficient enough response from @Jayman @Bosenator.
doe i agree with Forest that there must be a way to fix this, but then again this is only a suggestion, so i stand with managment when they say its a no go.


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Joined: 20th Jan 2013
Rank: Management
Likes 1628
25th Oct 2017

Rewrite is default open slots, unless otherwise specified with this in mind. It also allows for multiple different roles per seat, handy for the C-130 for example.


"Jokes on them, I was only pretending to be retarded."

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