HWK REAL FUEL – CORE
Sample mission id here https://steamcommunity.com/sharedfiles/filedetails/?id=3150420770
version for cover RHS units: https://steamcommunity.com/sharedfiles/filedetails/?id=2957409405
version for cover USAF units: https://steamcommunity.com/sharedfiles/filedetails/?id=2957464893
version for cover PSZ units: https://steamcommunity.com/sharedfiles/filedetails/?id=3076653001
Pack of fuel canisters and barrels for refuel and fuel transfer, also is possibile to drag barrel and pick kanisters, part of this is palete for transport 4 barrels, is possibile to load and unload barrels on it, and whole palete can be slingloaded by heli. Also added standard version of fuel crate but with fuel cargo capability – amount of one barrel is 250 liters so on one crate is 1000l – (I don’t understand why moders and even BIS not setting correcly fuelcapacity and consumption on real levels, it should be 1/1).
– Refill of canisters and barels work in range 3m from fuel source, if source have cargo fuel or fuel in tank it can be transfered to canister or barrel from it.
– During refill or refuel canister and barel animate cover and level of liquide inside up/down,
– Empty barrels and canisters stay with open covers,
– Option for checking of canister/barel level,
– Added posibility of use oryginal arma’s vehinveh cargo areas in vehicles to store cargo,
– Change order to use drill function (cargo fuel first)
– Added config entries for ACE
– manage vehicle in vehicle feature for load/unload crates and barrels if vehicle have it in config
– added replaced real values of fuela capacity for most types of vehicles in RHS and USAF.
– added cargo conatiner possibile to load cargo and be slingloaded or cargo loaded
tip: for pickup canisters you must have free hands ! (so no weapons in hands is allowed).
Added load/unload ability of vehicles and physX objects for all vanilla vehicles (for special transport container and transport palette too)
if your vehicle is Vahicle transport compatibile just use in his init line (if you place it in editor) command:
[this] remoteExec [‘HWK_fnc_manage_cargo’, 0, true];
or add in init eventhandler of your addon:
init = "[(_this#0)] remoteExec [‘HWK_fnc_manage_cargo’, 0, true]";
(This working for sure when using vanilla vaehicle transport function)
for add for example special objects in special places you can use additional config entries (for modders – look for vehice transport and eventhandlers classes of V-100 tank when REALFUEL addon is active – loaded in config)
or
testing this feature but mainly works:
You can define in any vehicle cargo your own custom area to load cans fuels or crates (if they fit in it) – You must declare in that vehicle box coordinates like this:
in init field in editor or added by script:
( quad class)
this setvariable ["cargoarea",[[-2.9,-1.1,-1.15],[2.9,1.05,1.2],[-5,0,-1.3],3,0,0,"",[],false],true];[this] remoteExec [‘HWK_fnc_manage_cargoX’, 0, true];
where[0.46,0.91,-0.55],[-0.45,0.27,0.1],[0,-1.5,-0.5],2,0.1,0.05]mean:
[0.46,0.91,-0.55] point 1 (back/left/bottom) corner
[-0.45,0.27,0.1] point 2 (front/right/up) corner
[0,-1.5,-0.5] point 3 of load/unload
2 area of activation load/unload action around point 3
0.1 x spacing between cargo
0.05 y spacing between cargo
optional values:
"otocvez" selection of loaded cargo attached to if for example cargo is loaded on tank turret
["HWK_MetalBarrel"] types of cargo possibile to load on vehicle (used for tanks for load only fuel barrels)
center/non center of cargo possibile to load on vehicle (used for helis to load crates in midle of cargo deck)
example of list file (cargo_offeset.sqf):
_cargo_areas_config = [
["rhsusf_m1a2sep1tuskid_usarmy",[[-0.63,-2.5,-0.2],[0.75,-2.07,0.3],[0,-4.5,-1.9],2,"otocvez",[],false]],
["rhsusf_m1a2sep1d_usarmy",[[-0.63,-2.5,-0.2],[0.75,-2.07,0.3],[0,-4,-1.9],2,"otocvez",[],false]],
["rhs_t90am_tv",[[-0.973,-4.332,-0.802],[0.863,-3.709,-0.178],[0,-4.5,-1.8],2,0.13,0,"",["HWK_MetalBarrel"],false]],
["rhs_t90sab_tv",[[-0.973,-4.332,-0.802],[0.863,-3.709,-0.178],[0,-4.5,-1.8],2,0.13,0,"",["HWK_MetalBarrel"],false]],
];
visualisation of those cargo areas is visible on screens as yelow balls (on screens are generated all 8 corners of box not only those 2 needed to define area, the same definition is used in vehicle transport system.
known problems:
– adjusting cargo in vehicles not always work correctly but more and more valid 🙂
– sometimes on MP unload of cargo by BI function cause crash to desktop (??!)
Revisions:
Old revisions of this mod are available below. Click the link to download.