Reloading Tank's in Epoch Server

tinytim365

New Member
Hello guys a few friends and I are playing on a private home server running the latest Epoch server files and 1.63 latest patch. We wanted to play around with some tanks so we added the T90 through the database and all works perfectly well. We were getting kicks for firing the Missle but I was able to fix that through the BE filters in createvehicle. The problem is that the ammo for the tank I can't get to stay in my inventory. The only weapon system that is on the Tank that I can actually get the ammo to stick in my inventory is the KORD. The PKT the HE rounds and the Missle rounds I have looked up the classnames for using the following links.

https://community.bistudio.com/wiki/ArmA_2:_Weapons

I also referenced this from the Arma Class Names site:

Class = T90
Name = T-90
Faction = RU
Side = EAST
Positions = 3
Info
The GPO Uralvagonzavod T-90 is a Russian main battle tank derived from the T-72 and is the most modern tank in the Russian Ground Forces.
The T-90s main armament is the 2A46M 125 mm smoothbore anti-tank gun. It also carries the PKT - 7.62 mm coaxial machine gun and the Kord - 12.7 mm anti-aircraft machine gun.
Weapon Class(1) = 2A46M
Weapon Class(2) = 2A46MRocket
Weapon Class(3) = PKT
Weapon Class(4) = KORD
Weapon Class(5) = SmokeLauncher
Magazine Class(1) = 23Rnd_125mmSABOT_T72
Magazine Class(2) = 22Rnd_125mmHE_T72
Magazine Class(3) = 5Rnd_AT11_T90
Magazine Class(4) = 250Rnd_762x54_PKT_T90
Magazine Class(5) = 150Rnd_127x108_KORD
Magazine Class(6) = SmokeLauncherMag

So my question is what am I doing wrong or what do I have to do to get these to stick in my inventory so that I can actually reload these weapon systems.
 
It sounds like the server is cleaning it out as part of the antihacks. if you are running it just as a lan, why not disable BE alltogether and also comment out the antihacks in the init?
 
I have the antihack commented out in the Antihacks and have corrected the BE filters accordingly. Could BE just be removing the item? Is there anything else that could be clearing the item?

UPDATE:

I have noticed that after I have added the item to the database and I go into the server and see that it's not there. I go back into the DB and the item is gone.
 
Last edited:
I have the antihack commented out in the Antihacks and have corrected the BE filters accordingly. Could BE just be removing the item? Is there anything else that could be clearing the item?

UPDATE:

I have noticed that after I have added the item to the database and I go into the server and see that it's not there. I go back into the DB and the item is gone.
test by disabling BE and see if it still deletes the items
 
Okay I have now disabled BE. Commented out the antihacks inside the init.sqf and the item is not being deleted in either my main inventory or my backpack inventory or in a tent inventory. However, the item still does not appear in my inventory. I also tried all the other class names that were not working before and that is still the case. The only one that I can get to work is the ammo for the KORD
 
Okay I have now disabled BE. Commented out the antihacks inside the init.sqf and the item is not being deleted in either my main inventory or my backpack inventory or in a tent inventory. However, the item still does not appear in my inventory. I also tried all the other class names that were not working before and that is still the case. The only one that I can get to work is the ammo for the KORD
ok this dosnt make sense you say "not being deleted in either my main inventory or my backpack inventory or in a tent inventory. However, the item still does not appear in my inventory." ?? i dont understand sorry? whats the difference between MY invetory and MAIN inventory?
 
What I am saying by my "Main" inventory is your primary inventory being [["Main"],["Secondary"]]. The item still showing up in the database and isn't being deleted however it's not actually there. Same goes with the Backpack and Tent. I have also tried it in a vehicle and still no dice. Does that clear it up?
 
ok so you cannot put the mag for the tank into you inventory because there is no model for that.
The easiest way is to solve this is to give another missile the option to reload the tank.

You could do this like this:
fn_selfaction:

Code:
if (_inVehicle && (_vehicle isKindOf "VEHICLE_CLASSNAME") && ("MAGAZINE_CLASSNAME" in _magazinesPlayer)) then {
   if (schwedes_player_giveVehicle_Ammo < 0) then {
     schwedes_player_giveVehicle_Ammo = _vehicle addAction ["Add AMMO to Vehicle_Name","scripts\addammo.sqf","",5,false,true];
   };
} else {
   _vehicle removeAction schwedes_player_giveVehicle_Ammo;
   schwedes_player_giveVehicle_Ammo = -1;
};

and this is the addammo.sqf:

Code:
private ["_ammoType","_obj","_ammo","_mag","_mags"];
_ammo = "MAGAZINE_CLASSNAME";
_ammoType = getText (configFile >> "cfgMagazines" >> "MAGAZINE_CLASSNAME" >> "displayName");
call r_player_removeActions2;

                    _obj = player;
                    _mags = getArray (configFile >> 'CfgWeapons' >> currentWeapon vehicle _obj >> 'magazines');
                    _mag = _mags select 0;
                    vehicle _obj addMagazine _mag;
                  
    player removeMagazine _ammo;

    cutText [format[(localize "str_epoch_player_127"),_ammoType], "PLAIN DOWN"];

This way you can reload it with anything you define as Tank Ammo ;)
 
ok so you cannot put the mag for the tank into you inventory because there is no model for that.
The easiest way is to solve this is to give another missile the option to reload the tank.

You could do this like this:
fn_selfaction:

Code:
if (_inVehicle && (_vehicle isKindOf "VEHICLE_CLASSNAME") && ("MAGAZINE_CLASSNAME" in _magazinesPlayer)) then {
   if (schwedes_player_giveVehicle_Ammo < 0) then {
     schwedes_player_giveVehicle_Ammo = _vehicle addAction ["Add AMMO to Vehicle_Name","scripts\addammo.sqf","",5,false,true];
   };
} else {
   _vehicle removeAction schwedes_player_giveVehicle_Ammo;
   schwedes_player_giveVehicle_Ammo = -1;
};

and this is the addammo.sqf:

Code:
private ["_ammoType","_obj","_ammo","_mag","_mags"];
_ammo = "MAGAZINE_CLASSNAME";
_ammoType = getText (configFile >> "cfgMagazines" >> "MAGAZINE_CLASSNAME" >> "displayName");
call r_player_removeActions2;

                    _obj = player;
                    _mags = getArray (configFile >> 'CfgWeapons' >> currentWeapon vehicle _obj >> 'magazines');
                    _mag = _mags select 0;
                    vehicle _obj addMagazine _mag;
                
    player removeMagazine _ammo;

    cutText [format[(localize "str_epoch_player_127"),_ammoType], "PLAIN DOWN"];
This way you can reload it with anything you define as Tank Ammo ;)

stol...i mean borrowed for endgame :p (same as the heli one we use yer?)
 
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