Arma 3
Drongos DYEL (carrying, logistics and interaction)
246 Comments
Sir Comrade Klimik 22 hours ago 
Human, but a lot of the time there is nobody in the driver seat even while the ship moves, so its technically an empty moving vehicle. By using the ACE speed limiter then swapping seats while holding W, the ship maintains speed and heading even when nobody is in the driver seat.
Drongo  [author] 22 hours ago 
Is it crewed by humans or AI?
Sir Comrade Klimik 1 Oct @ 2:27am 
The ship is a moving vehicle with the decks made walkable through the use of attachtorelative on CUP 10x10 platforms. It is not a static object like the CUP LHD or vanilla ships.
Drongo  [author] 1 Oct @ 2:01am 
From memory, when a player picks up an object it is made local to the player with setOwner. When it is placed on an object, it is set local to where that object is local. I don't know why JIP would have an effect. Are the ships objects or vehicles?
Sir Comrade Klimik 30 Sep @ 4:47pm 
Hello Drongo, please help! I am using this mod to attach sling-loadable crates to the rear helicopter deck of the movable arleigh burke destroyer from the HAFM navy mod. I am having an issue with crates snapping to the sea floor when players join in progress. The crates are attached to the ship using attachtorelative in the editor and they work fine until after somebody moves them. After moving a crate with DYEL keybinds and placing it back on the deck, if a player joins the mission in progress, the crate will snap to the sea floor. Crates that have not been interacted with using DYEL are fine and maintain their position. Are there any known workarounds or reasons why this would occur?
Volske 24 Apr @ 4:43am 
picked up a loot crate full of gear in antistasi and it turned into a shovel... great.
Drongo  [author] 21 Mar @ 2:11pm 
It should work with any mission.
KingCharlesc 21 Mar @ 2:01pm 
Does this work on antistasi?
Munger 23 Oct, 2024 @ 11:55am 
Fantastic - thanks for implementing this change Drongo!
Drongo  [author] 23 Oct, 2024 @ 2:09am 
Small update:
v0.3
Changed: Player now switches back to rifle or handgun after dropping something
Fixed: Script error with throwing grenades
Munger 22 Oct, 2024 @ 1:20pm 
Great, thank you!
Drongo  [author] 21 Oct, 2024 @ 3:02am 
That's a good idea, I'll implement that next update.
Munger 19 Oct, 2024 @ 12:56pm 
Hi Drongo. Really great mod.

I noticed that whenever I pick up an object I automatically holster my weapon, but when I drop the object I don't automatically unholster my weapon. Instead I have to press one of the weapon selection keys such as 1, 2 etc. This is a minor annoyance. Would it be possible to automatically unholster primary weapon after an object is dropped?
Drongo  [author] 1 Oct, 2024 @ 1:52pm 
Forgot to add this to the readme:

The range at which things can be picked up can be changed with:

missionNamespace setVariable["dyelRange",2,TRUE];

Change 2 to the desired value.
秋风之墩·Official 1 Oct, 2024 @ 6:45am 
Praise Drongo!
Drongo  [author] 29 Sep, 2024 @ 1:53am 
Small update, minor bugfixes.
Drongo  [author] 28 Sep, 2024 @ 4:03pm 
@秋风之墩
You mean the range that objects can be picked up? I can add that in the next update.
秋风之墩·Official 26 Sep, 2024 @ 4:13am 
Hello author, I am your fan, can you give the player and the vehicle interaction range to set adjustable parameters, thank you very much
Ramiro_Ryan 13 Sep, 2024 @ 5:29am 
Thank you. Yes, I tried both things. Currently, I can set a mass of 5000 in the init of the fortifications and it works (we have the maximum at 1000). The problem is that the creators of this trench mod didn’t assign any weight to their trenches, the value is 1. And since they are not objects that I place from the editor, the only thing I could do is edit the trench mod by changing the mass value. As for editing the blacklist, I even tried it from debugging, and the curious thing is that they appear in the blacklist, but I can still lift them. It’s as if something is missing to execute that change. I used this called from initServer:
waitUntil {!isNil "dyelBlacklist"};
dyelBlacklist = dyelBlacklist + ["..."]
10 Sep, 2024 @ 4:08pm 
Ryan, a simple workaround would be _this setMass 100000; in any objects init, to prevent carrying of that object
Drongo  [author] 10 Sep, 2024 @ 2:06pm 
Thanks for the report, I'll add those to the blacklist. For manually adding stuff by script, you'll need to add a delay until the mod starts, which is usually a few seconds after a mission starts.
Ramiro_Ryan 10 Sep, 2024 @ 7:48am 
Players can pick up trenches and the H barrier tower. When someone runs to a trench and tries to deploy the bipod (Shift + C), they pick up the trench, And it’s not just a 1-meter trench; when they lift it, a 30-meter wall appears (the part that’s underground).

A few days ago, one player picked up the tower.“I think they were just doing it on purpose and then saying, ‘Oh, I’m bugged… what can I do?’”. Because let’s be honest, who runs and presses C inside the barrier tower H? For what? Why?
but I have to do something to stop this.

This is happening with the GRAD trenches mod and that tower. I tried to add them to the dyelBlacklist calling it from initServer, but it didn’t work.

Here are the variable names:
GRAD_envelope_short
GRAD_envelope_giant
GRAD_envelope_long
GRAD_envelope_vehicle
ACE_envelope_big
ACE_envelope_small
Land_HBarrier_01_big_tower_green_F
Land_HBarrierTower_F
50°02'05.1"N 19°10'33.0"E 11 Aug, 2024 @ 3:43am 
thumbnail pic go hard
DanBotX34 14 May, 2024 @ 12:45pm 
Update to the last message, it seems that if you use an object that exists on a server before you joined (at least in this case for me) then it will have a problem with the turning/tilting and just overall snapping objects; a new version of the prop seemed to fix it.

Again, not sure if that's just a server related issue or a consistent thing, but that at least fixed it for me :D

sorry for wasting anyone's time ;-;
DanBotX34 14 May, 2024 @ 12:28pm 
Hi there, Not sure if this is me being dumb or what ;-;

Having an issue with drongos where the object I'm attempting to attach to a vehicle will end up snapping to the default rotating and not snapping properly in reference to where I had it placed.

I noticed this isn't a consistent issue, as I remember having this happen once or twice before but then randomly fixing itself, I'm not sure as to what's causing or nor how it ends up fixing.

Most likely a setting somewhere for Drongos that's causing this but I'm not sure, and most of them are server side, but the issue doesn't happen to everyone at the same time so idk if it would be that.

Anyways, hopefully someone knows what to do :D

All the best :)
Epik Berm 20 Apr, 2024 @ 8:26pm 
yes i see that sir but im saying i had to look through all of my other mods to find out which of the 230 mods i play with was causing that to happen and i was lucky enough to be willing enough to go through like 147 menus to try and find it

im just saying being that a lot of people use ACE i would just keep it unbound or something, but that's just me; or maybe have a disable-able popup say like "Drongo's grenade thrower activated!!" cuz I had no idea what it was

thank u sir i appreciate all of the work you do please keep it up
Drongo  [author] 20 Apr, 2024 @ 3:47pm 
IT LITERALLY SAYS THE KEYBIND IN THE DESCRIPTION OF THE MOD, ASK YOUR MUM TO REBIND IT IF YOU CAN'T FIGURE IT OUT, thanks.
Epik Berm 20 Apr, 2024 @ 11:36am 
PLEASE REMOVE THE GRENADE ARC THING'S DEFAULT BINDING IT TOOK ME FOREVER TO FIGURE OUT WHAT IT WAS AND WHERE IT WAS FROM, thanks.
JPAB97S | Kiosk 9 Apr, 2024 @ 3:55pm 
Ah, my big brain moment was just waiting for me to ask the question to finally figure it out. For anyone else wondering, make inventory clickable has to be enabled in CBA settings, and then just double click on the drones in the inventory and use throw keybind.
JPAB97S | Kiosk 9 Apr, 2024 @ 3:52pm 
I am sorry to bother, but I cant for the life of me figure out how to deploy the RC-40 from Reaction Forces by hand. A little help? Thanks! :steamhappy:
SpooNNNeedle 30 Mar, 2024 @ 7:51pm 
My only suggestion/major feedback is the grenade arc function... by default it is bound to shift+z, but this keybind is probably the most annoying part of the entire mod. Without binding the key to something different, you will activate the feature when running and hitting the deck, while piloting most air vehicles, and it minorly conflicts with a couple of other mods on the workshop as well. Given its niche use it would make sense to have it set to something else by default.
SpooNNNeedle 30 Mar, 2024 @ 7:50pm 
I'm curious, why transport the turrets and other objects visibly within a vehicle instead of hiding them?

To me it would seem more intuitive to have the objects visibly hidden and then having the player retrieve them via your menu-- this way you could maybe even alter the script so you could load the turrets and things into those larger cargo huron crates!

Regardless still, DYEL is probably my favorite logi mod on the entire workshop. Greate ease-of-use and having most features immediately available without having to set your own parameters in a mission file is a huge plus :)
Drongo  [author] 29 Mar, 2024 @ 2:17pm 
Which options?
shiva chirr 29 Mar, 2024 @ 12:42pm 
@drongo as a heads up the options are missing weridly in eden editor.
Drongo  [author] 28 Mar, 2024 @ 8:44pm 
Small update:
v0.28
Added: Reaction Forces drones can be deployed by hand
Fixed: Some CBA settings that should have been global
Chuv 28 Mar, 2024 @ 6:52am 
how to disable drag and drop for a specific object
smash10 22 Feb, 2024 @ 8:52pm 
it wont let me pick up crates
Rowdied 3 Feb, 2024 @ 12:44am 
Though CBA probably best. As it is now, you can only change options once the mission starts.
Drongo  [author] 2 Feb, 2024 @ 3:19pm 
You mean through a module?
Rowdied 1 Feb, 2024 @ 12:15pm 
Any chance to have some options changeable in the editor such as blacklist, whitelist objects and weight limits?
techyhalo 26 Jan, 2024 @ 7:54pm 
man I wish the Taru worked like the flat bed
The World 15 Dec, 2023 @ 2:50pm 
Does this mod have an interrogation feature? I mean it allows us to arrest NPCs, shouldn't we therefore have the ability to gain intel from them?
Iroquois Pliskin 26 Nov, 2023 @ 3:04am 
Is there any RP Server with this Mod installed? Thanks
Drongo  [author] 11 Nov, 2023 @ 5:58pm 
It should work with any mission.
Funtai 0____0 11 Nov, 2023 @ 5:14pm 
Does this work with antistasi?
Drongo  [author] 4 Nov, 2023 @ 1:35am 
Double click on the shovel in the inventory to equip it, then open the DYEL menu. Select the "Dig" option. Digging is limited by the capabilities of the setTerrainHeight command. Only the DYEL shovel works at this time.

You can see all my mods by clicking on my workshop.
srž. Poker [LE1] 4 Nov, 2023 @ 12:42am 
Where I can see all Drongo's list of mods?
srž. Poker [LE1] 4 Nov, 2023 @ 12:38am 
How the digging works?
Drongo  [author] 1 Nov, 2023 @ 2:08pm 
@Dude
It used to work, I'll fix it next update.

@飞龙岩山
Sure, the mod is APL-SA license.
飞龙岩山 1 Nov, 2023 @ 9:02am 
Can I translate this mod into Chinese?