Pikey Posted April 14, 2017 Posted April 14, 2017 Warehousing at airbases is missing quite a few things, but there is a lot of work that's gone into it. I think it could be used more if a few features were added. The critical one I keep bumping into is setting the initial values of stock. You can only set a maximum value, and the initial value is ALWAYS the same as the maximum...ie it begins the game fully stocked. If you set there to be 4 planes of one type, you start with 4/4. You can never start a mission with 0/4. Why is this a problem? Well a lot of dynamic campaigns want resource systems and they generally start with "capturing warehouses" or airbases/FARPS. If you ever want an empty warehouse to begin with you can't. That means if you want to have Mirages at the captured airbases, you get them, and resupplying that warehouse doesn't mean anything. Now one brilliant feature of the current warehouse system is that if you dynamically spawn an aircraft at an airbase, it uses the RM (Resource manager) to draw from the pool. If the plane type isn't in stock, the plane will not be spawned. Likewise, also if you Group:destroy() a plane group, it goes BACK into the pool. Same if planes despawn (well used to, but even if you despawn them in scripting they go back into the WH if they are on the ground.) Same rules for a client using one. if its not there, no plane and go to F12 view. The long workaround for this is to spawn a bunch of planes to deplete the number, then telport them to the sea. That gives you your depleted WH. So the request is that we can set the maximum amount of the item AND the initial amount as two seperate numbers. Whilst we are at it, a function to return the WH contents would be handy ;) 1 ___________________________________________________________________________ SIMPLE SCENERY SAVING * SIMPLE GROUP SAVING * SIMPLE STATIC SAVING *
Buzzles Posted April 14, 2017 Posted April 14, 2017 This is a good idea. Could further add some more triggered events for when a warehouse gets emptied, replenished or maybe reaches a certain % level. Can then use those to drive further mission events or objectives. Will help give more value to the helicopter (and future transport planes) cargo missions as well, especially for larger multiplayer/mixed aircraft missions. Fancy trying Star Citizen? Click here!
AegisFX Posted April 15, 2017 Posted April 15, 2017 I strongly support expanded warehouse function. I'm surprised it doesn't really get much public discussion from the devs because it's that important. Owned: Ryzen 3900x, MSI AMD 470x mobo, 32gb 3200MHz ram, Gtx 1660 Ti, 970 Evo Plus 500GB, MsFFB2, TIR5, TMWH+18c Stick, MFG Crosswinds, Buttkicker/SSA, WinWing F-18C . Next is VR for simpit Art Of The Kill:
Northstar98 Posted April 17, 2017 Posted April 17, 2017 +1 Good idea! Plus with having initial and maximum values you could even have a logistics component to missions e.g. protect/destroy a convoy carrying munitions in order to allow restocking or to prevent the enemy from restocking Modules I own: F-14A/B, F-4E, Mi-24P, AJS 37, AV-8B N/A, F-5E-3, MiG-21bis, F-16CM, F/A-18C, Supercarrier, Mi-8MTV2, UH-1H, Mirage 2000C, FC3, MiG-15bis, Ka-50, A-10C (+ A-10C II), P-47D, P-51D, C-101, Yak-52, WWII Assets, CA, NS430, Hawk. Terrains I own: South Atlantic, Syria, The Channel, SoH/PG, Marianas. System: GIGABYTE B650 AORUS ELITE AX, AMD Ryzen 5 7600, Corsair Vengeance DDR5-5200 32 GB, NVIDIA GeForce RTX 4070S FE, Western Digital Black SN850X 1 TB (DCS dedicated) & 2 TB NVMe SSDs, Corsair RM850X 850 W, NZXT H7 Flow, MSI G274CV. Peripherals: VKB Gunfighter Mk.II w. MCG Pro, MFG Crosswind V3 Graphite, Logitech Extreme 3D Pro.
lemoen Posted April 18, 2017 Posted April 18, 2017 What would be even better is to be able to control warehouse variables directly from a script e.g. # Let's assume python airbase = findAirbase('Mozdok') airbase.warehouse.Jetfuel = 100 if (fueldump1.destroyed == True): airbase.warehouse.Jetfuel -= 50 You get the idea. It would be grand if we could change the stock levels and other attributes on the fly.
Pikey Posted April 25, 2017 Author Posted April 25, 2017 Yes please! I'm currently still trying to deplete a warehouse manually, the effort is insane. If you despawn an aircraft whilst on the ground it goes back into inventory. Teleport is not literal, its 'destroyed' (removed) and recreated in scripting. So imagine if I want 4 F15 slots, but I want them empty at the start and the warehouse system to begin its supply...I have to do this: 1)Spawn 4 F15's 2)Destroy them with an explosion...because there is no setLife, only getLife. 3)Destroy them with a script to remove the wreckage immediately. 4) Hope player didn't notice.... :D What would be even better is to be able to control warehouse variables directly from a script e.g. # Let's assume python airbase = findAirbase('Mozdok') airbase.warehouse.Jetfuel = 100 if (fueldump1.destroyed == True): airbase.warehouse.Jetfuel -= 50 You get the idea. It would be grand if we could change the stock levels and other attributes on the fly. ___________________________________________________________________________ SIMPLE SCENERY SAVING * SIMPLE GROUP SAVING * SIMPLE STATIC SAVING *
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