the m 17 Posted March 28, 2017 Thanks This mission has the best tech support ever :D 1 Share this post Link to post Share on other sites
lordprimate 159 Posted March 29, 2017 hey first off this is a bang up mission i like it.. I was wondering however, is it possible to make a "vanilla" version with out RHS dependencies. I tried to just delete the rhs vehicles. but i immediately got an error about missing rhs vehicles. I think a version with out the rhs requirement would be tits up. Please if possible, and thank you for even the slightest consideration. Your mission covers so many levels of awesome, i just wish There were more "just ACE3" missions. If you can Please. Share this post Link to post Share on other sites
Vdauphin 298 Posted March 29, 2017 3 hours ago, lordprimate said: hey first off this is a bang up mission i like it.. I was wondering however, is it possible to make a "vanilla" version with out RHS dependencies. I tried to just delete the rhs vehicles. but i immediately got an error about missing rhs vehicles. I think a version with out the rhs requirement would be tits up. Please if possible, and thank you for even the slightest consideration. Your mission covers so many levels of awesome, i just wish There were more "just ACE3" missions. If you can Please. Hello, Check,this: https://github.com/Vdauphin/HeartsAndMinds/wiki/5:-Mods-dependency Best regards Share this post Link to post Share on other sites
azrink 14 Posted March 29, 2017 Hi Vdauphin I wish to increase the CQB element in the H&M mission. I mean increase AI probability in town and inside a building. Can you show me how to do it? Thank You Azrin Share this post Link to post Share on other sites
lordprimate 159 Posted March 29, 2017 12 hours ago, Vdauphin said: Hello, Check,this: https://github.com/Vdauphin/HeartsAndMinds/wiki/5:-Mods-dependency Best regards Thanks, i had first did exactly that but i didnt know there was gear inside of the vehicles. Thanks again. mission is up on my server running with just ace3! @azrink it looks like in the link Vdauphin linked ther is info on how to do that . Share this post Link to post Share on other sites
azrink 14 Posted March 30, 2017 On 9/30/2016 at 0:59 AM, Vdauphin said: Hello, I did it in my repo in /core/fnc/city/activate.sqf (L70) you can add [_city,_radius,(random _ratio),0.2] call btc_fnc_mil_create_group; has much as you want (this will spawn one unit in a house) Actually, the H&M create patrol or man in house randomly. In /core/fnc/mil/create_group.sqf you can check probability for man in house spawn (30%) and patrol spawn. bye! Hi Vdauphin Please Ignore my above post Vdauphin. I Found my old post that is related to my above question. Aside Thanks @lordprimate for the suggestion. Best Regards Azrin Share this post Link to post Share on other sites
kMaN175 34 Posted March 31, 2017 (edited) I loaded up the Tanoa version and the only vehicle or helo to respawn when destroyed was the Chinook. All of these vehicles & helos are listed in the core/def/missions.sqf //Vehs btc_vehicles = [btc_veh_1,btc_veh_2,btc_veh_3,btc_veh_4,btc_veh_5,btc_veh_6,btc_veh_7,btc_veh_8,btc_veh_9,btc_veh_10,btc_veh_11,btc_veh_12,btc_veh_13,btc_veh_14,btc_veh_15]; btc_helo = [btc_helo_1]; Is the Chinook the only vehicle that is supposed the respawn? Edited March 31, 2017 by kman_(kya) Provide more detail Share this post Link to post Share on other sites
Vdauphin 298 Posted March 31, 2017 1 hour ago, kman_(kya) said: I loaded up the Tanoa version and the only vehicle or helo to respawn when destroyed was the Chinook. All of these vehicles & helos are listed in the core/def/missions.sqf //Vehs btc_vehicles = [btc_veh_1,btc_veh_2,btc_veh_3,btc_veh_4,btc_veh_5,btc_veh_6,btc_veh_7,btc_veh_8,btc_veh_9,btc_veh_10,btc_veh_11,btc_veh_12,btc_veh_13,btc_veh_14,btc_veh_15]; btc_helo = [btc_helo_1]; Is the Chinook the only vehicle that is supposed the respawn? Hello, https://github.com/Vdauphin/HeartsAndMinds/blob/master_stable/%3DBTC%3Dco%4030_Hearts_and_Minds.Altis/core/doc.sqf#L20-L25 Bye! 1 Share this post Link to post Share on other sites
kMaN175 34 Posted March 31, 2017 4 hours ago, Vdauphin said: Hello, https://github.com/Vdauphin/HeartsAndMinds/blob/master_stable/%3DBTC%3Dco%4030_Hearts_and_Minds.Altis/core/doc.sqf#L20-L25 Bye! Oh sorry Vdauphin! I'm a complete mong!! That explains a lot and I should have read that. On that same topic, if I understand correctly, if you want a wreck to respawn then it needs to be named btc_veh or btc_helo? If I wanted to add planes, could I add btc_plane under btc_helo in the core/def/missions.sqf, like; //Vehs Btc_vehicles = [btc_veh_1];btc_helo = [btc_helo_1]; btc_plane = [btc_plane_1]; Share this post Link to post Share on other sites
Vdauphin 298 Posted March 31, 2017 2 hours ago, kman_(kya) said: Oh sorry Vdauphin! I'm a complete mong!! That explains a lot and I should have read that. On that same topic, if I understand correctly, if you want a wreck to respawn then it needs to be named btc_veh or btc_helo? If I wanted to add planes, could I add btc_plane under btc_helo in the core/def/missions.sqf, like; //Vehs Btc_vehicles = [btc_veh_1];btc_helo = [btc_helo_1]; btc_plane = [btc_plane_1]; https://github.com/Vdauphin/HeartsAndMinds/wiki/4:-Add-respawn-to-vehicle-or-boat See you soon! 1 Share this post Link to post Share on other sites
the m 17 Posted April 2, 2017 Is there anyone else who has the issue that the vehicle damage and ammo is not loaded? It happens since the last ace and Arma update Share this post Link to post Share on other sites
DieselJC 196 Posted April 3, 2017 Question about de-activating an area..I already did the safe zone but IEDs still spawn inside the base area. I moved the base area to Garmsar on Takistan I took a screenshot of the circle. it has this in the middle of it. loc_3 Garmsar NameCityCapital - [true] - [false] So I need to know how to get this de-activated. I thought I asked this awhile back last year but cant find the post I made. Any help would be great. Diesel Share this post Link to post Share on other sites
Vdauphin 298 Posted April 3, 2017 49 minutes ago, diesel tech jc said: Question about de-activating an area..I already did the safe zone but IEDs still spawn inside the base area. I moved the base area to Garmsar on Takistan I took a screenshot of the circle. it has this in the middle of it. loc_3 Garmsar NameCityCapital - [true] - [false] So I need to know how to get this de-activated. I thought I asked this awhile back last year but cant find the post I made. Any help would be great. Diesel Hello, https://github.com/Vdauphin/HeartsAndMinds/wiki/2:-Prevent-AI-from-spawning-near-the-base See you soon! Share this post Link to post Share on other sites
DieselJC 196 Posted April 3, 2017 1 minute ago, Vdauphin said: Hello, https://github.com/Vdauphin/HeartsAndMinds/wiki/2:-Prevent-AI-from-spawning-near-the-base See you soon! As I mentioned above I already followed that and it still spawns IEDs inside the base..what I need to do is totally de-activate that sector. Diesel Share this post Link to post Share on other sites
Vdauphin 298 Posted April 3, 2017 12 minutes ago, diesel tech jc said: As I mentioned above I already followed that and it still spawns IEDs inside the base..what I need to do is totally de-activate that sector. Diesel I added a picture. As you can see the marker FULLY disable all Kavala. Increase the radius should help as explained in the wiki. Good luck! Share this post Link to post Share on other sites
DieselJC 196 Posted April 3, 2017 34 minutes ago, Vdauphin said: I added a picture. As you can see the marker FULLY disable all Kavala. Increase the radius should help as explained in the wiki. Good luck! Thanks I'll give that a try...much appreciated. Diesel Edited..Got it working thanks..appreciate the quick reply! Share this post Link to post Share on other sites
breech99 47 Posted April 3, 2017 36 minutes ago, Vdauphin said: I added a picture. As you can see the marker FULLY disable all Kavala. Increase the radius should help as explained in the wiki. Good luck! On Tanoa, when using airbase at (aeroport de tanoa) and 600 radius is set, the nearest town Lifou activation still places IED on base but not AI. Share this post Link to post Share on other sites
kMaN175 34 Posted April 3, 2017 44 minutes ago, breech99 said: On Tanoa, when using airbase at (aeroport de tanoa) and 600 radius is set, the nearest town Lifou activation still places IED on base but not AI. I followed this for a different airport on Tanoa, https://github.com/Vdauphin/HeartsAndMinds/wiki/2:-Prevent-AI-from-spawning-near-the-base, and it worked. I created a marker in the editor, noted it size, ie - 500 x 500, named it and then when you modify core/fnc/city/init.sqf, insert the marker name, put the size of the area, in this case 500, and remove the "/* and */ as in the provided link. Share this post Link to post Share on other sites
breech99 47 Posted April 3, 2017 I see what's happening. Make sure your marker radius is large enough to reach out and overlap the epicenter of the town you want to black out. Then it works. Share this post Link to post Share on other sites
eric963 23 Posted April 3, 2017 Destroyed vehicle markers, should they persist between missions like the cache and hideout markers do?My guys have their vehicles destroyed a lot and we never can recover them all during the current session. When we load the mission the next time we play the destroyed vehicles markers do not appear where the wrecks are. ThanksEric Share this post Link to post Share on other sites
DieselJC 196 Posted April 4, 2017 I'd like to change the FOB Container...as it is it can be lifted by helo but I'd like to change it to a Huron Cargo Container so I can use a script I have that will load it onto the back of a Hemmt. I looked and couldnt find where the classname for the Blue Cargo container is. Diesel Share this post Link to post Share on other sites
Vdauphin 298 Posted April 4, 2017 1 hour ago, diesel tech jc said: I'd like to change the FOB Container...as it is it can be lifted by helo but I'd like to change it to a Huron Cargo Container so I can use a script I have that will load it onto the back of a Hemmt. I looked and couldnt find where the classname for the Blue Cargo container is. Diesel Hello, https://github.com/Vdauphin/HeartsAndMinds/blob/master_stable/%3DBTC%3Dco%4030_Hearts_and_Minds.Altis/core/def/mission.sqf#L210 Bye. 1 Share this post Link to post Share on other sites
DieselJC 196 Posted April 4, 2017 9 hours ago, Vdauphin said: Hello, https://github.com/Vdauphin/HeartsAndMinds/blob/master_stable/%3DBTC%3Dco%4030_Hearts_and_Minds.Altis/core/def/mission.sqf#L210 Bye. Thanks..much appreciated! Diesel Share this post Link to post Share on other sites
breech99 47 Posted April 4, 2017 Hearts and Minds Altis version - the respawn seems to be not reading the respawn code and players can't respawn. respawn_west marker is present. Hearts and Minds Tanoa version is just fine. Respawn and markers working fine. I think you forgot to add in description respawnTemplatesWest[] = {"Counter"}; Share this post Link to post Share on other sites