Confirming BluePhoenix175's Admin Tools works as well as Muddr's Fixed Refuel Scripts
Also, I've put my own spin on auto refuel available here: http://opendayz.net/threads/customizing-auto-refuel-help-needed.9016/
I'm not going to lie to you, I was in way over my head just getting done what I got done. I'm not also entirely sure about how to go about helping you out. the "Land_Fuel_tank_big" bit could be whats causing the problem? I'm not entirely sure but you could try changing what you posted to...
I'm also interested in a fix for this, it's more or less a problem I'm also having... if I find something I'll post it here for you. If you don't mind could you post your files relevant to the crash sites so I could compare them against mine?
I know this is old and you've probably got it figured out by now, but if you're looking to remove the killer's name from the message entirely then find this (right under the bit you posted)
diag_log _loc_message;
[nil, nil, rspawn, [_killer, _message], { (_this select 0) globalChat...
For air vehicles it gives a popup saying you must turn your engine off to refuel. I didn't bother putting it in for land vehicles since it doesn't really effect anything (aside from immersion I guess?)
Edit: Added it for both, because why not?
right, well what I was pointing out was right under it there are the groups it chooses from. in that list of groups there is a helicrash group (which i believe one of the previous posters had altered showing an interest in using it). I was trying to point out that the line doesn't have that...
So I was looking through the fnc_carepkgs.sqf and I noticed that this line _vehicleloottype = ["Residential","Industrial","Military","Farm","Supermarket","Hospital"] call BIS_fnc_selectRandom;
doesn't include HeliCrash. That would cause the HeliCrash loot table to never be chosen to spawn...
Unfortunately the bit you gave me didn't make the refuel option appear either. Thanks for your time though, and if you can come up with anything else then it would be greatly appreciated.
If it's only checked to be a heli in the first one, wouldn't the second line also include bicycles? I'm not sure what problems that causes but since they were originally excluded I had assumed something had to be done about them.
That's kinda what caused some confusion for me I guess?
Edit...
At the cost of looking like a retard (which I was originally trying to avoid) I've come up with something that I think should do what I wanted it to do. However it seems I broke something because the refuel option doesn't come up any longer. Given the nature of the problem I think I probably did...
just a thought, would it be possible to just change the eject feature itself to fast rope you out if you are under x height? if so would it also be possible to cause it to HALO jump you over y height?
so like
height < x = rope
height > x but < y = normal eject
height > y = HALO
For anyone interested, here is my altered version of Auto refuel. It currently features;
-Different (and easily changeable) refuel rates for air and land vehicles
-Different (and easily changeable) refuel distances for air and land vehicles
-Requires engines to be off to refuel
-Calls you a...
It's a good thing my server doesn't get any traffic, otherwise there would be some pissed off people due to all these updates I'm pushing through. Unfortunately this means I can't actually test if the fast rope works yet... but as far as deploying it and cutting it goes; in the clear!
Oh, and another thing I just ran into
_rope = _x addaction ["Deploy rope","addons\fastrope\BTC_addAction.sqf",[[],BTC_deploy_rope],7,true,false,"","player == driver _target && format [""%1"",_target getVariable ""BTC_rope""] != ""1"" && ((getPos _target) select 2) < BTC_fast_rope_h && speed...
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