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Rebuild Henroth's aircraft customization for RHS aircraft #19

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Blind-Firepower opened this issue Jun 10, 2015 · 4 comments
Open

Rebuild Henroth's aircraft customization for RHS aircraft #19

Blind-Firepower opened this issue Jun 10, 2015 · 4 comments

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@Blind-Firepower
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Difficult? If you can get me to the right place, I can do the legwork.

@luggage66
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Addons\Henroth_AirLoadout\Set_WeaponLoadouts.sqf looks promising.

@Blind-Firepower
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Ugh, that looks painful but necessary... if we're going to incorporate this. I'll need some time to generate motivation to tackle that monster.

@Blind-Firepower
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Spent some time on this today, and apparently I'd have to find the weapons files somewhere to get the weapon names applicable to each hardpoint on each vehicle. While that isn't impossible, I also discovered that once Henroth's scripts are 'on' in the mod, if a vehicle isn't defined, it can't be rearmed at all. That means all of the vehicles have to be done before any can be introduced.

Moreover, reloads are free (at least that's how it's working right now on the vehicles that are defined, not sure that was the intent).

Finally, my impression from his FAQ is that the available loadouts are constrained somewhat by the graphical limitations of the models -- i.e. it's not a free-for-all, and some combos are buggy.

So, all in all, this one is going to be a PITA, and none of it will work until all of it is finished. I was really hoping I could piecemeal an aircraft here or there that we wanted to make customizable, and leave the rest be -- not so much. The reload cost thing would need to be fixed in the code as well. I'm not sure that the gain is worth the pain. Thoughts?

@luggage66
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The weapon names and default loadouts should from from the "configs". The
configs are in config.bin files inside the RHS pbos. There is a config
viewer in-game (in the debug menu and in the editor) that might be able to
view it, but It's clunky.

As for all-or none.. we can't just do one vehicle at a time?

On Tue, Jun 16, 2015 at 12:58 PM, Blind-Firepower [email protected]
wrote:

Spent some time on this today, and apparently I'd have to find the weapons
files somewhere to get the weapon names applicable to each hardpoint on
each vehicle. While that isn't impossible, I also discovered that once
Henroth's scripts are 'on' in the mod, if a vehicle isn't defined, it can't
be rearmed at all. That means all of the vehicles have to be done before
any can be introduced.

Moreover, reloads are free (at least that's how it's working right now on
the vehicles that are defined, not sure that was the intent).

Finally, my impression from his FAQ is that the available loadouts are
constrained somewhat by the graphical limitations of the models -- i.e.
it's not a free-for-all, and some combos are buggy.

So, all in all, this one is going to be a PITA, and none of it will work
until all of it is finished. I was really hoping I could piecemeal an
aircraft here or there that we wanted to make customizable, and leave the
rest be -- not so much. The reload cost thing would need to be fixed in the
code as well. I'm not sure that the gain is worth the pain. Thoughts?


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