Feature #14336

Logistics Order Form

Added by wolffy.au almost 5 years ago. Updated over 2 years ago.

Status:Feedback Start date:10/11/2010
Priority:Normal Due date:
Assignee:- % Done:

90%

Category:-
Target version:Multi-Session Operations - MSO v4.6 Estimated time:4.00 hours
Component:Logistics Reproduced by another DH user:No
Close Reason: I am using some Mods:Yes
Affected Version:

Description

I had this idea whereby you make an order for a bunch of logistics equipment, and up to 3 supply trucks spawn and deliver the items to your location. The will not advance if enemy is detected in the area in front of them and when they arrive, the slowly unload the items in the area around them.

The bit I'm not sure how to code is the creation of a UI whereby all logistics items can have a quantity selected and an "order" placed for a specified volume amount. These items will be "packed" into up to 3 supply trucks and ordered to your location. Players will need to escort them, or they will stop or be destroyed.

MSO_Prelim_Container_Load_Idea.Takistan.rar - stripped MSOv43 using the R3F and custom load script. (2.3 MB) VRCRaptor, 04/14/2012 12:25

History

Updated by Rommel almost 5 years ago

  • Due date set to 10/20/2010
  • Status changed from New to Assigned
  • Assignee set to Rommel
  • Estimated time set to 4.00

Updated by rye almost 5 years ago

"Order Form" and "Re-supply Form" in my notice board idea too.

Updated by Rommel almost 5 years ago

  • Due date deleted (10/20/2010)

Stupid... fucking... email

Updated by wolffy.au almost 5 years ago

  • Priority changed from Low to High
  • Target version set to MSO v3.2b

As the highest voted feature, moving to high priority.

Updated by wolffy.au almost 5 years ago

  • Target version changed from MSO v3.2b to MSO v3.3

Moved for v3.3

Updated by rye almost 5 years ago

Try to get around to this Rommel and link it in with medevac ideas like apache escort, chinook to pick-up and drop-off containers of equipment and an ammo depot.

Updated by wolffy.au over 4 years ago

  • Target version changed from MSO v3.3 to MSO v3.4
  • Reproduced by another DH user set to No
  • I am using some Mods set to No

Updated by rockfakey over 4 years ago

This is a brilliant idea and something me and the lads have been discussing over numerous MSO operations. A quartermaster where you can fill out your requesition forms for order supplies. A finite amount that can be ordered which is replensihed over a long duration. Supply points which are spent and replensihed at the end of a week / several days. Items having a different supply point value - both equipment / weapons and ammunition. This will certainly make people think twice about destoyed ammo boxes in vehicles etc... As it is we scavange what we can from enemy because we try to spend as long away from the base as possible. Love MSO by the way guys - brilliant work just what the community needed.

Updated by rye over 4 years ago

Yeah we thought of that a while ago, like an "armoury" that unlocks weapons for certain missions/roles/player id's which is controlled by the admin/gamemaster. We were also thinking of a ammo depot. Really good ideas, keep it up.

Updated by wolffy.au over 4 years ago

  • Project changed from Multi-Session Operations to MSO Logistics and Support

Updated by Tupolov over 4 years ago

  • Assignee deleted (Rommel)
  • Target version changed from MSO v3.4 to MSO v4.6

Updated by Tupolov about 4 years ago

  • Target version changed from MSO v4.6 to MSO v5.0

Updated by Tupolov about 4 years ago

  • Priority changed from High to Normal

Updated by Tupolov over 3 years ago

  • Assignee set to wolffy.au
  • Component set to Logistics

Updated by Tupolov over 3 years ago

  • Target version changed from MSO v5.0 to MSO v4.6

Updated by wobbleyheadedbob over 3 years ago

wolffy.au wrote:

The bit I'm not sure how to code is the creation of a UI whereby all logistics items can have a quantity selected and an "order" placed for a specified volume amount. These items will be "packed" into up to 3 supply trucks and ordered to your location. Players will need to escort them, or they will stop or be destroyed.

Perhaps instead of trying to get the quantity explicitly supplied we could use a system similar to the Warfare unit 'ordering' interface, where you have a pool of options on the left and an empty container on the right, clicking an item from the pool adds it to the container. Whe the user is done everything in the container is passed to the "requestSupplies" method as an array.

Dialogues are a serious weak-point for me in Arma, but happy to get stuck in with someone on this.

Updated by wolffy.au over 3 years ago

I'll definitely help you WHB. Bit short on time at moment with RL, but I will be back - I always do! And then we can work on it together.

Updated by wobbleyheadedbob over 3 years ago

Sweet, sounds good. I'll start exploring some of the other requirements as well.

Updated by VRCRaptor over 3 years ago

I hope that this will help with getting a working supply chain/cache started... I have modded the current taki map as an example. There is a cScripts folder where I have placed the scripts needed and use the init_custom.sqf to exec. Also you will find that I pre load the crates with custom weapons and such that also make it to the container intact. questions... let me know. I have several other ideas that may help with this as well.

Using ACE Mods...

Updated by friznit about 3 years ago

Bumping this one, as the current vehicle.sqf and resupply.sqf do not work as intended with PDB (spawning stuff after xx sleep timer doesn't work if you shut the server down mid sleep - the server doesn't know the script is running and creates the vehicles at mission start normally).

Two approaches - fix or change.

Possibe fix: create a vehicle state variable that is saved to PDB and tied to mission time (which is already saved to PDB) - Spt Radio does something similar. Benefit is it doesn't use sleeps so much.

Change: get rid of magic respawns altogether and go with a logistics system. Such as:

A. Mission starts with XXXX points of logistics. Player picks from list of available kit to be dropped/flown/convoyed in on demand. Points refreshed periodically (or not). Little bit warfare, but relatively easy to implement. Current number of log points can be saved to PDB and we don't need to bother about destroyed vehicles at all (other than ensuring they're removed).

OR

B. Set amount of kit at start (as now). Log points are accrued by successfully escorting periodic convoy/C130/Chinook to player base. When XXX points are accrued, any destroyed kit is respawned (harder to implement cos it still means saving veh state to PDB).

I prefer A. To begind with, a rudimentary log order form we could start with a simple Warfare style price list of standard kit/ammo crates and have them flown/convoyed in from map edge to base location.

Updated by Tupolov almost 3 years ago

  • Assignee changed from wolffy.au to Tupolov

Have added Tup_Logistics module to 4.5.

You can order any item via UI.

Currently orders are delivered via para drop.

Expected updates are:

1. Option to deliver via airlift, convoy or paradrop for non-aircraft items
2. GPS guided paradrop for smaller items
3. Param for delay (i.e. vehicles take x time to deliver)
4. No orders within x time of last order?
5. Convoys are marked on map for entrance point
6. Items are "packed" into convoy vehicles (pref using Raptors R3F script)

Updated by Tupolov almost 3 years ago

  • % Done changed from 0 to 50

Updated by friznit over 2 years ago

  • % Done changed from 50 to 90

Couple of tweaks and refinements needed otherwise pretty much there!

Updated by razool over 2 years ago

  • I am using some Mods changed from No to Yes

I had some issues related to not running R3F, so I modified it a bit using https://dev-heaven.net/docs/ace/files/sys_cargo/fnc_loadCargo-sqf.html and everything runs great. Could you add an option somewhere to choose between ACE or R3F cargo modules?

Updated by highhead over 2 years ago

  • Status changed from Assigned to Feedback
  • Assignee deleted (Tupolov)

Hi Razool!

Could be a (bit) more specific, so i can get this resolved more quickly:

- Which issues occured?
- How (or better said "where") did you fix it?
- How should the switch work?

Thanks mate!

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