Difference between revisions of "Aircraft Master Arm Module"
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NOTE: Teamswitching to different pilots does not work with the module in the editor. You need to be the Player and not a Playable unit. | NOTE: Teamswitching to different pilots does not work with the module in the editor. You need to be the Player and not a Playable unit. | ||
+ | |||
+ | ==== Scripting ==== | ||
+ | |||
+ | Alternatively to setting the module attributes, following variables can be set on objects to make them recognizable by the system: | ||
+ | * Fuel - <code>vehicle setVariable ["vn_master_arm_supplyFuel", true];</code> | ||
+ | * Ammo - <code>vehicle setVariable ["vn_master_arm_supplyAmmo", true];</code> | ||
+ | * Repair - <code>vehicle setVariable ["vn_master_arm_supplyRepair", true];</code> | ||
+ | |||
+ | Setting the variable to `true` forces the object to be recognized as that supply type, setting it to `false` will force it to be not recognized as that supply type, even if it's an ammo/fuel/repair truck etc. This has `local` effect. | ||
[[Category: Modules]] | [[Category: Modules]] |
Latest revision as of 17:13, 4 May 2023
Contents
Aircraft Master Arm Module
This page will guide you through adding the Aircraft Master Arm module to your mission.
This module allows players to rearm, repair, and refuel their aircraft during the mission at specific locations defined my the module.
Eden Editor
To add the module to your mission all you need to do is place the module Aircraft Master Arm into your mission.
Then in the attributes for the module you can alter the following options,
- Ammo Vehicles
- Enter the class names of objects or vehicles which will be seen by the module as objects which a player can use to rearm their aircraft.
- Vehicles and objects with a TransportAmmo defined in their config are automatically seen by the module.
- Fuel Vehicles
- Enter the class names of objects or vehicles which will be seen by the module as objects which a player can use to refuel their aircraft.
- Vehicles and objects with a TransportFuel defined in their config are automatically seen by the module.
- Repair Vehicles
- Enter the class names of objects or vehicles which will be seen by the module as objects which a player can use to repair their aircraft.
- Vehicles and objects with a TransportRepair defined in their config are automatically seen by the module.
Objects synchronized to the module will be used as object's that players must be near for the "Master Arm" action to be available.
Multiple modules can be placed within the same mission, their attributes will be merged at mission start.
Configuration Files
This module does not use any configuration files
During Gameplay
Players can access the Master Arm menu through the scroll wheel action menu.
The action will only be available if players meet the following conditions,
- The players is currently driving/piloting the vehicle.
- The vehicle is an aircraft.
- The vehicle is moving below 5 km/h
- The player is within 25 meters of an object which is synchronized to the module.
When opening the Master Arm menu the vehicle's engine will be turned off.
Players can alter the following through the option on the left,
- Components
- This allows players to enable/disable components on the aircraft.
- Camouflage
- This allows players to change the color and livery of their aircraft.
- Loadout
- This allows players to change the weapons and pylons on their aircraft.
Along the bottom of the menu players can select buttons to rearm, refuel, and repair their aircraft.
NOTE: Teamswitching to different pilots does not work with the module in the editor. You need to be the Player and not a Playable unit.
Scripting
Alternatively to setting the module attributes, following variables can be set on objects to make them recognizable by the system:
- Fuel -
vehicle setVariable ["vn_master_arm_supplyFuel", true];
- Ammo -
vehicle setVariable ["vn_master_arm_supplyAmmo", true];
- Repair -
vehicle setVariable ["vn_master_arm_supplyRepair", true];
Setting the variable to `true` forces the object to be recognized as that supply type, setting it to `false` will force it to be not recognized as that supply type, even if it's an ammo/fuel/repair truck etc. This has `local` effect.