giallustio 770 Posted March 8, 2015 Before the final _group and change allunits to units _group Share this post Link to post Share on other sites
jandrews 116 Posted March 9, 2015 Before the final _group and change allunits to units _group thanks Share this post Link to post Share on other sites
serialtasted 10 Posted March 9, 2015 thanks I used your code to change the enemy loadout. You have a problem in the team side, east = opfor, west = bluefor. I'm using this wepons mod: http://forums.bistudio.com/showthread.php?160599-NATO-SF-and-Russian-Spetsnaz-WEAPONS-for-A3 { private "_unit"; _unit = _x; if (side _unit != west) then { _unit removeWeapon (primaryWeapon _unit); _unit removeMagazines "30Rnd_556x45_Stanag"; _unit removeMagazines "30Rnd_556x45_Stanag_Tracer_Red"; _unit removeMagazines "30Rnd_556x45_Stanag_Tracer_Green"; _unit removeMagazines "30Rnd_556x45_Stanag_Tracer_Yellow"; _unit removeMagazines "200Rnd_65x39_cased_Box"; _unit removeMagazines "200Rnd_65x39_cased_Box_Tracer"; _unit removeMagazines "1Rnd_Smoke_Grenade_shell"; _unit removeMagazines "1Rnd_SmokeRed_Grenade_shell"; _unit removeMagazines "1Rnd_SmokeGreen_Grenade_shell"; _unit removeMagazines "1Rnd_SmokeYellow_Grenade_shell"; _unit removeMagazines "1Rnd_SmokePurple_Grenade_shell"; _unit removeMagazines "1Rnd_SmokeBlue_Grenade_shell"; _unit removeMagazines "1Rnd_SmokeOrange_Grenade_shell"; _unit removeMagazines "1Rnd_HE_Grenade_shell"; _unit removeMagazines "Chemlight_green"; _unit removeMagazines "Chemlight_red"; _unit removeMagazines "Chemlight_yellow"; _unit removeMagazines "Chemlight_blue"; _rNumber = ceil random 7; switch (_rNumber) do { case 1: { _unit addWeapon "arifle_mas_akms_a"; _unit addMagazines ["30Rnd_mas_762x39_mag", 13]; _unit addMagazines ["HandGrenade", 4]; }; case 2:{ _unit addWeapon "arifle_mas_ak74_gl_h"; _unit addMagazines ["30Rnd_mas_545x39_mag", 8]; _unit addMagazines ["1Rnd_HE_Grenade_shell", 4]; _unit addMagazines ["1Rnd_Smoke_Grenade_shell", 1]; _unit addMagazines ["UGL_FlareWhite_F", 2]; }; case 3: { _unit addWeapon "srifle_mas_svd_h"; _unit addMagazines ["10Rnd_mas_762x54_mag", 11]; }; case 4: { _unit addWeapon "LMG_mas_rpk_F_a"; _unit addMagazines ["30Rnd_mas_545x39_mag", 9]; }; case 5: { _unit addWeapon "LMG_mas_pkm_F_h"; _unit addMagazines ["100Rnd_mas_762x54_mag", 6]; _unit addMagazines ["HandGrenade", 4]; }; case 6: { _unit addWeapon "srifle_mas_m91_l"; _unit addMagazines ["10Rnd_mas_762x54_mag", 11]; }; case 7: { _unit addWeapon "arifle_mas_ak74"; _unit addMagazines ["30Rnd_mas_545x39_mag", 12]; _unit addMagazines ["HandGrenade", 6]; }; default { _unit addWeapon "arifle_mas_ak74"; _unit addMagazines ["30Rnd_mas_545x39_mag", 12]; _unit addMagazines ["HandGrenade", 6]; }; }; _unit addPrimaryWeaponItem "acc_flashlight"; _unit assignItem "acc_flashlight"; _unit enableGunLights "AUTO"; }; } foreach units _group; I've placed before _group, as Giallustio said and it works perfectly on units being created in towns and hideouts. There's a problem in the units placed in convoys, they're not getting their weapons changed. I assume those units are being created somewhere else. Share this post Link to post Share on other sites
giallustio 770 Posted March 9, 2015 patrol_create.sqf Share this post Link to post Share on other sites
SOVIETRAT 1 Posted March 11, 2015 Hello Giallustio, thank you for your constant tips and great mision! My squad and I are trying to make Alive function with Hearts and Minds, is there a way to make that work? Thanks! Share this post Link to post Share on other sites
giallustio 770 Posted March 11, 2015 serialtasted is working on it AFAIK, he didn't post a link yet though Share this post Link to post Share on other sites
serialtasted 10 Posted March 12, 2015 It's almost done, I've been stress testing with my clan. We are going to play it on friday, so I think after that it will be ready to go. :) Share this post Link to post Share on other sites
SOVIETRAT 1 Posted March 12, 2015 That's great news, will it be avilable to public? Or would you be willing to share it with our unit? Thanks. Share this post Link to post Share on other sites
texmar 21 Posted March 15, 2015 I was reading thru the thread, I saw mention of a possible Takistan Hearts and minds? any links to download? or how would i go by to transfer your mission on to this map? Thank you. Share this post Link to post Share on other sites
ice_age0815 37 Posted March 15, 2015 it is not to bad to transfer this map to some other map Share this post Link to post Share on other sites
texmar 21 Posted March 16, 2015 That is good to know but, how? download the map and transfer the scripts is the easier said than done. any help? Share this post Link to post Share on other sites
giallustio 770 Posted March 16, 2015 Just de-pbo the mission, change altis to takistan, open it in editor and adjust the fob position. Done. Share this post Link to post Share on other sites
texmar 21 Posted March 17, 2015 Thank you, I'll test it out tonight. How are we suppose disarm the IEDs? Engineer can not get close enough, it always detonates. Share this post Link to post Share on other sites
sarakgaming 15 Posted March 18, 2015 Hello, no update of the mission since November 10 has been made ? Share this post Link to post Share on other sites
giallustio 770 Posted March 18, 2015 I'm pretty busy with others projects (Chessab, EI and few others no announced yet) and i've a very little free time at the moment. Does you have any bug to report? I didn't get much Share this post Link to post Share on other sites
sarakgaming 15 Posted March 18, 2015 Hello, We have a problem when we arrive in villages in vehicle. Vehicle passengers are out of sync and game crash. Share this post Link to post Share on other sites
giallustio 770 Posted March 18, 2015 I'd like to be a wizard or something like that, but i'm not, so you should tell me some more details and maybe the rpt Share this post Link to post Share on other sites
NTF_Rouge 1 Posted March 19, 2015 Excellent mission mode! I do hope you continue to develop H&M. We are a small band of old gamers from A2 Insurgency, and have recently discovered this masterpiece which is both addictive and suited for smaller teams. The problem is that we usually play in groups of 2-4 on our private server, and the enemy has a tendency to mow us down with fire supremacy. Is it possible to tweak the enemies aiming accuracy/patrol group size? And where exactly can a editing noob (like me) do that? Share this post Link to post Share on other sites
giallustio 770 Posted March 19, 2015 I wrote something about it few pages back. If you can't find it I'll re-write it for you. I'm often not at home in this period and it could be hard on the phone Share this post Link to post Share on other sites
NTF_Rouge 1 Posted March 19, 2015 I wrote something about it few pages back. If you can't find it I'll re-write it for you. I'm often not at home in this period and it could be hard on the phone Sorry, unable to find enemy shooting accuracy covered spesifically in this topic, so I will be happy if you point your finger to the file & neccessary tweaking. (We run the TADST dedi server, I tried for good measure to adjust enemy accuracy there - in vain, obviously. Thank you in advance. #heartsandmindsaddict :) Share this post Link to post Share on other sites
giallustio 770 Posted March 20, 2015 You wrote "patrol group size" too. For aiming you could use a mod (ASR for example) or edit the missions directly. Open the mil\create_group.sqf and add something like: {_x setSkill 0.01} foreach units _group; Share this post Link to post Share on other sites
texmar 21 Posted March 20, 2015 Thank you for your help earlier, transfer to takistan, seems to be working fine. How would I add additional opfor? And add different civilians? I have a couple of mods, but not sure how to change it. Share this post Link to post Share on other sites
giallustio 770 Posted March 20, 2015 You need to re-define them in the define_mod.sqf Copy them the enemy definition from define.sqf and change the classnames Share this post Link to post Share on other sites
NTF_Rouge 1 Posted March 20, 2015 You wrote "patrol group size" too. For aiming you could use a mod (ASR for example) or edit the missions directly.Open the mil\create_group.sqf and add something like: {_x setSkill 0.01} foreach units _group; Excellent, thank you. You have saved lives (!) :) I do hope you continue to develop this concept of game play. The story line is highly relevant for a MILSIM community, and a development from A2 Insurgency. You have a lot of options in the mission parameters already, adding enemy skills/accuracy is my suggestion. :) Also kudos for being present in the forums, helping and assisting other players, it serves you credit. Share this post Link to post Share on other sites
giallustio 770 Posted March 20, 2015 I've several points on my to-do list, but i'm struggling with time. I'm creating a map too and it takes a lot of time, it's my first priority at the moment Share this post Link to post Share on other sites