Vdauphin 298 Posted September 17, 2017 Hello, 5 hours ago, JD Wang said: Quick question, is there an easy way to turn off the cargo system and just use the standard ACE cargo? https://github.com/Vdauphin/HeartsAndMinds/blob/master_stable/%3DBTC%3Dco%4030_Hearts_and_Minds.Altis/core/def/mission.sqf#L69 But don't complain because your cargo is NOT persistent between game save :/ 5 hours ago, JD Wang said: Main reason I ask is because we often use the 3CB addon pack and they have a logistics system for their vehicles which uses ACE and it seems like the Hearts and Minds version overwrites it so we end up with gear missing out of our cargos. So you would prefer instead to add your 3CB class name to this array https://github.com/Vdauphin/HeartsAndMinds/blob/master_stable/%3DBTC%3Dco%4030_Hearts_and_Minds.Altis/core/def/mission.sqf#L396-L416 and the corresponding cargo size you like. 5 hours ago, JD Wang said: If that can't be done then is there a way I can stop the spare wheels from being removed from cargo? Load the spare wheels available in the Logisitic point ? This is not a pain since the H&M cargo system is persistent. Have a good game! 1 Share this post Link to post Share on other sites
Blackc0bra212 0 Posted September 18, 2017 I can't "lift" the wrecks with the Chinook? Also the supply crates and fobs?! I'm not able to activate the sling loading or get the "rope" button in the scroll menu. Did I something wrong? Another question: how can I fully rearm vehicles? If they are out of Ammo and I refill them via the Ammo truck, there is only one or two magazines loaded. The magazines via the logistics point are also not working, I can load them only in the vehicle but can't rearm it. Share this post Link to post Share on other sites
Vdauphin 298 Posted September 19, 2017 10 hours ago, Blackc0bra212 said: I can't "lift" the wrecks with the Chinook? Also the supply crates and fobs?! I'm not able to activate the sling loading or get the "rope" button in the scroll menu. Did I something wrong? Hello, Take a look here : https://github.com/Vdauphin/HeartsAndMinds/wiki/InGame-documentation#sling-loading This documentation is also available in the game on your map. 10 hours ago, Blackc0bra212 said: Another question: how can I fully rearm vehicles? If they are out of Ammo and I refill them via the Ammo truck, there is only one or two magazines loaded. The magazines via the logistics point are also not working, I can load them only in the vehicle but can't rearm it. Take a look here also https://github.com/Vdauphin/HeartsAndMinds/wiki/InGame-documentation#rearm Or to those pictures explaining how to rearm https://github.com/Vdauphin/HeartsAndMinds/wiki/Guide-to-rearming Have fun! Share this post Link to post Share on other sites
JD Wang 352 Posted September 21, 2017 We're also having an issue using the 3CB Merlin where we can slingload vehicles just fine, but not wrecks. Is there somewhere I have to define the lifting chopper? Also is there any way to have enemy spawning and garrisoning buildings? Would be great to have a reason to search and clear buildings. Share this post Link to post Share on other sites
Vdauphin 298 Posted September 21, 2017 4 hours ago, JD Wang said: We're also having an issue using the 3CB Merlin where we can slingload vehicles just fine, but not wrecks. Is there somewhere I have to define the lifting chopper? Hello, It is not a preconfigured helicopter. So the H&M use an automatic method to allow the lift based on "slingLoadMaxCargoMass". If the helicopter is correctly configured, depending on the max mass, you will be allow to sling load car, truck or tank etc... Here is the code : https://github.com/Vdauphin/HeartsAndMinds/blob/master_stable/%3DBTC%3Dco%4030_Hearts_and_Minds.Altis/core/def/mission.sqf#L443-L478 So here you can preconfigure your chopper with the correct class name. 4 hours ago, JD Wang said: Also is there any way to have enemy spawning and garrisoning buildings? Would be great to have a reason to search and clear buildings. To be honest the main issue of this is simple : enemy spawning in building just move out because you are coming ... On 12/03/2017 at 8:48 PM, Vdauphin said: Add after this line : https://github.com/Vdauphin/HeartsAndMinds/blob/master_stable/%3DBTC%3Dco%4030_Hearts_and_Minds.Altis/core/fnc/city/activate.sqf#L71 This NEW line: for "_i" from 1 to 3 do {[_city,_radius,(random _ratio),0.2] call btc_fnc_mil_create_group;}; The parameter 0.2 define the behavior "In house" for the function. 3 is the number of enemy inside a house. You can twick it has you like. See you soon! 1 Share this post Link to post Share on other sites
JD Wang 352 Posted September 21, 2017 Thanks as always for your help I had already changed lines 460 and 462 to the classnames for the 2 different merlins we're using, but in testing they still could not lift a vehicle once it's a wreck. When the vehicle is NOT wreck though they lift fine. Initially I thought it was because we use duda's advanced slingloading on our server so I turned that off but still no luck. Share this post Link to post Share on other sites
Vdauphin 298 Posted September 21, 2017 2 hours ago, JD Wang said: Thanks as always for your help I had already changed lines 460 and 462 to the classnames for the 2 different merlins we're using, but in testing they still could not lift a vehicle once it's a wreck. When the vehicle is NOT wreck though they lift fine. Initially I thought it was because we use duda's advanced slingloading on our server so I turned that off but still no luck. Hello, you welcome! I took a fresh H&M and just added the Merlin, here is the result : :/ Don't see any issue ... Try to send RPT, calss name of your merlin and the class name of the vehicle. Also a screenshot of the HUD could help us to understand the issue. Good luck! 1 Share this post Link to post Share on other sites
JD Wang 352 Posted September 21, 2017 Wow ok, thanks, I'll have a look and see what I've got wrong. Share this post Link to post Share on other sites
Sgt DeWolf 21 Posted September 28, 2017 I'm running an older, heavily modified version of your Hearts and Mind mission. I'm having issues with IEDs. Sometimes they just explode when walking toward them (7-8 meters). Sometimes I can walk up to them but there is no ACE interaction to defuse them and they then explode when walking away. They are not showing up on the new mine detection window. The unit I'm using is RHS_USMC_Marpat_WD_Explosives (It's an EOD tech). Unit has the ACE VHM3 detector equipped in the pistol slot, defusal kit and vanilla mine detector in his backpack. ACE_ModuleExplosives is set to: Required Specialist - Disabled / Punish Non Specialist - Disabled / Explode on Defusal - Enabled. Have you made any changes to IEDs in your mission recently? Update: Switched the unit from RHS_USMC_Marpat_WD_Explosives to the vanilla B_Soldier_Exp_F. No change. Still no interaction point on IED using the ACE interaction menu. Update: Tried your latest version of Hearts and Minds. Still has the same issues but I think I know what it is. The IEDs cannot be accessed by the ACE interaction menu because they are obscured by the junk that spawns on top of them and/or they are spawning in the ground. I was able to defuse a couple of them that were sticking out and slightly visible. None of the IEDs are being revealed by the mine detector, even the ones that can be accessed by ACE interaction. I'm going to turn off IEDs in the mission parameters for now. I hope something can be done in the future to fix this issue. IEDs add to the complexity and enjoyment of the mission. Thanks. Share this post Link to post Share on other sites
Vdauphin 298 Posted September 29, 2017 20 hours ago, Sgt DeWolf said: I'm running an older, heavily modified version of your Hearts and Mind mission. I'm having issues with IEDs. Sometimes they just explode when walking toward them (7-8 meters). Sometimes I can walk up to them but there is no ACE interaction to defuse them and they then explode when walking away. They are not showing up on the new mine detection window. The unit I'm using is RHS_USMC_Marpat_WD_Explosives (It's an EOD tech). Unit has the ACE VHM3 detector equipped in the pistol slot, defusal kit and vanilla mine detector in his backpack. ACE_ModuleExplosives is set to: Required Specialist - Disabled / Punish Non Specialist - Disabled / Explode on Defusal - Enabled. Have you made any changes to IEDs in your mission recently? Update: Switched the unit from RHS_USMC_Marpat_WD_Explosives to the vanilla B_Soldier_Exp_F. No change. Still no interaction point on IED using the ACE interaction menu. Update: Tried your latest version of Hearts and Minds. Still has the same issues but I think I know what it is. The IEDs cannot be accessed by the ACE interaction menu because they are obscured by the junk that spawns on top of them and/or they are spawning in the ground. I was able to defuse a couple of them that were sticking out and slightly visible. None of the IEDs are being revealed by the mine detector, even the ones that can be accessed by ACE interaction. I'm going to turn off IEDs in the mission parameters for now. I hope something can be done in the future to fix this issue. IEDs add to the complexity and enjoyment of the mission. Thanks. Hello, Actually, the H&M IED system need some practice. It took also to me sometimes to be a perfect explosive spcecialist. Take a look to this comment. You will find some usefull tricks. 21 hours ago, Sgt DeWolf said: They are not showing up on the new mine detection window. Also, the IED detection provided by ACE3 and I don't think the vanilla stuff works. You need to ask ACE3 for those details. By default you need to be an engineer with a difusal kit and an ACE VHM3 detector ON. Have fun! Share this post Link to post Share on other sites
breech99 47 Posted September 29, 2017 24 minutes ago, Vdauphin said: Hello, Actually, the H&M IED system need some practice. It took also to me sometimes to be a perfect explosive spcecialist. Take a look to this comment. You will find some usefull tricks. Also, the IED detection provided by ACE3 and I don't think the vanilla stuff works. You need to ask ACE3 for those details. By default you need to be an engineer with a difusal kit and an ACE VHM3 detector ON. Have fun! I've seen the vanilla detector work, but not quite how it's supposed too with ACE. When selecting one of the ] straight bracket keys to bring up the mine detector, while using ACE, it no longer gives you an audio beeps and no fuzzy blips before spotting, but does put a circle when looking and pressing T. (I've lost the bleeps, I've lost the sweeps and I've lost the creeps) Not the greatest but it works. The ACE detector I do love, it's more engaging and fun, but watch out. IEDs have splattered my ass across the pavement sometimes when trying to get closer, even while crawling. Share this post Link to post Share on other sites
yxman 90 Posted October 2, 2017 Hey Vdauphin, i wonder if its possible to assign multiple interpreter, since i'm playing this mission only with my gf and we're both playing medic (for less hassle) so far i understand only thing to change is in units init field: "this setVariable [""interpreter"",true]"; or is there a way to let all soldiers do medical stuff like ephi or even better disable/enable interpreter function for all units? Share this post Link to post Share on other sites
doctorbutts 15 Posted October 2, 2017 You should be able to assign as many interpreters as you want by adding that to the init line of a unit. On 9/29/2017 at 1:53 PM, breech99 said: I've seen the vanilla detector work, but not quite how it's supposed too with ACE. I can get it to work in single player testing, but on our server it doesn't work. I don't know if its an ace server config thing or what. In difficulty settings, running ACE in single player, I've tested all three for detectedmines. Limited/Show will show triangle and on detector map. Hide will not show triangles but will still show it on the mine detector map. However, on the server I play on, the mine detector doesn't show anything on the map at all- so I'm not sure its as simple as changing detectedmines in the server.cfg. I heard a long time ago that ACE mod sets the mine detection distance on the mine detector to zero, but I never found a config option anywhere to change that. Share this post Link to post Share on other sites
CrackHeaddY 0 Posted October 5, 2017 Hello I have some problems, we set the Mission for the Map Abramia and Placed the FOB. Now our Problem, No CIV Spawn, No Virtual Armobox- Spawining with MX and we want to set the Advanced Medic System but it doesn`t work. Every time coming this Message on Server '/Params/btc_p_med_level.values': '2' encountered instead of ']' Pls Help Share this post Link to post Share on other sites
Vdauphin 298 Posted October 5, 2017 5 hours ago, CrackHeaddY said: Hello I have some problems, we set the Mission for the Map Abramia and Placed the FOB. Now our Problem, No CIV Spawn, No Virtual Armobox- Spawining with MX and we want to set the Advanced Medic System but it doesn`t work. Every time coming this Message on Server '/Params/btc_p_med_level.values': '2' encountered instead of ']' Pls Help Hello and welcome! Looks like you did a classic syntaxe error. try to get .rtp from server and client (https://community.bistudio.com/wiki/Crash_Files#Arma_3) and take a look to errors you have. You should recognize line you change and where the error occure. If you post it with all change you made I could help you. If is still not working just download the mission again and follow this https://github.com/Vdauphin/HeartsAndMinds/wiki/Change-MAP-of-Hearts-and-Minds Good luck! Share this post Link to post Share on other sites
Sgt DeWolf 21 Posted October 6, 2017 Having an issue trying to remove AA infantry, missile armed BMPs and ZU23 AA vehicles. I'm using faction "147 -RHS_AFRF Red Hammer Studios: Russia (MSV) (Side: EAST)" The parameter in the param.hpp pertaining to AA is set to: class btc_p_AA { title = " Anti-Air Infantry:"; values[]={0,1}; texts[]={"Off","On"}; default = 0; }; Problem is that infantry are still spawning in with Strela launchers, so I added this into the core\def\mission.sqf: case "RHS_FACTION_MSV" : { btc_type_motorized_armed = btc_type_motorized_armed - ["RHS_GAZ66_ZU23_MSV","RHS_URAL_ZU23_MSV_01","RHS_BMP1_MSV","RHS_BMP1D_MSV","RHS_BMP1K_MSV","RHS_BMP1P_MSV","RHS_BMP2E_MSV","RHS_BMP2_MSV","RHS_BMP2D_MSV","RHS_BMP2K_MSV","RHS_OB_681_2"]; btc_type_units = btc_type_units - ["RHS_MSV_AA","RHS_MSV_EMR_AA"]; }; }; They are STILL spawning in. Syntax correct? Any ideas? https://pastebin.com/CvV83yrg One other minor question: I know you gain 100 reputation for destroying a cache and 200 for destroying a hideout. How many points are gained for completing a side mission? Share this post Link to post Share on other sites
Vdauphin 298 Posted October 7, 2017 3 hours ago, Sgt DeWolf said: Having an issue trying to remove AA infantry, missile armed BMPs and ZU23 AA vehicles. I'm using faction "147 -RHS_AFRF Red Hammer Studios: Russia (MSV) (Side: EAST)" The parameter in the param.hpp pertaining to AA is set to: class btc_p_AA { title = " Anti-Air Infantry:"; values[]={0,1}; texts[]={"Off","On"}; default = 0; }; Problem is that infantry are still spawning in with Strela launchers, so I added this into the core\def\mission.sqf: case "RHS_FACTION_MSV" : { btc_type_motorized_armed = btc_type_motorized_armed - ["RHS_GAZ66_ZU23_MSV","RHS_URAL_ZU23_MSV_01","RHS_BMP1_MSV","RHS_BMP1D_MSV","RHS_BMP1K_MSV","RHS_BMP1P_MSV","RHS_BMP2E_MSV","RHS_BMP2_MSV","RHS_BMP2D_MSV","RHS_BMP2K_MSV","RHS_OB_681_2"]; btc_type_units = btc_type_units - ["RHS_MSV_AA","RHS_MSV_EMR_AA"]; }; }; They are STILL spawning in. Syntax correct? Any ideas? https://pastebin.com/CvV83yrg Hello!! Thanks for this accurate feedback. The AA filter should be improve, still searching a more accurate one (https://github.com/Vdauphin/HeartsAndMinds/blob/master_stable/%3DBTC%3Dco%4030_Hearts_and_Minds.Altis/core/fnc/mil/class.sqf#L62). I tested your code and it works. Basically, they still spawn because the H&M save in each city all enemy class and position. So now, you need to kill all of them or delet you database :/ 3 hours ago, Sgt DeWolf said: One other minor question: I know you gain 100 reputation for destroying a cache and 200 for destroying a hideout. How many points are gained for completing a side mission? It depends on the side mission completed. Take a look in each side mission file end (30 call btc_fnc_rep_change;) to have the correct number here : https://github.com/Vdauphin/HeartsAndMinds/tree/master_stable/%3DBTC%3Dco%4030_Hearts_and_Minds.Altis/core/fnc/side See you!!! Share this post Link to post Share on other sites
Sgt DeWolf 21 Posted October 7, 2017 I have the save game parameter set to off. I log in as admin on a dedicated server running the mission, and delete the database using the ACE interaction menu. Still seeing the AA infantry and the vehicles that are supposed to have been removed using the code listed in my previous post. Share this post Link to post Share on other sites
Vdauphin 298 Posted October 7, 2017 19 hours ago, Sgt DeWolf said: I have the save game parameter set to off. I log in as admin on a dedicated server running the mission, and delete the database using the ACE interaction menu. Still seeing the AA infantry and the vehicles that are supposed to have been removed using the code listed in my previous post. Sorry to hear that buy by using your code and the appropriate mission parameter ("147 - ") it works perfectly. I have no idea why is not on your dedicate server. Share this post Link to post Share on other sites
Vdauphin 298 Posted October 7, 2017 Hello ! The H&M 1.17.2 hotfix is here ! With also a quick Tanoa version ! Changelog : - Mission.sqm CHANGED. - Param.hpp unchanged. - FIX: RHS vehicles are underground since RHS 0.4.3 update. - FIX: Clients see different colours for same car. - FIX: Can't lift due to ACE fastrope. - FIX: Wreck vehicle malus is apply at each DB loading. - FIX: Object flipping when touching the ground. - FIX: Civilian suicider not killed due to pavement. Have fun!!! Share this post Link to post Share on other sites
Sgt DeWolf 21 Posted October 9, 2017 I downloaded your latest 1.17.2 version. Only change I made was adding a case to the core\def\mission.sqf https://pastebin.com/tdkTrxTn Ran a fresh mission, no save loaded. Only parameters I changed from default: Enemy Type set to 147, Add Armed Vehicles to Hideout set to On, Add Armed Vehicles to Side Mission set to On. Self hosting the mission on my own system. Still seeing infantry and vehicles that are not supposed to be there based on the case in the mission.sqf Could you take a second look? There's definitely something not working right. Share this post Link to post Share on other sites
Vdauphin 298 Posted October 9, 2017 30 minutes ago, Sgt DeWolf said: I downloaded your latest 1.17.2 version. Only change I made was adding a case to the core\def\mission.sqf https://pastebin.com/tdkTrxTn Ran a fresh mission, no save loaded. Only parameters I changed from default: Enemy Type set to 147, Add Armed Vehicles to Hideout set to On, Add Armed Vehicles to Side Mission set to On. Self hosting the mission on my own system. Still seeing infantry and vehicles that are not supposed to be there based on the case in the mission.sqf Could you take a second look? There's definitely something not working right. Hello, Send me the .pbo. I will take a look. Bye! Share this post Link to post Share on other sites
texmar 21 Posted October 9, 2017 Hello Vdauphin, Two questions for you. 1. The Redeployment feature, you can fast travel to the FOBs but, can you travel back to your Logistic point/Camp? 2. Is there any way to search for a vehicle on the map that isn't destroyed or a wreck? Someone drove off in a humvee and now we can't find it. Thank you again. Share this post Link to post Share on other sites
-NW-Sherman 0 Posted October 10, 2017 Hello, I love your mission, I want to add to my mission the Korean People's Army for RHS. Could you please give me some guidance? Thanks in advance.. Share this post Link to post Share on other sites
texmar 21 Posted October 10, 2017 2 hours ago, -NW-Sherman said: Hello, I love your mission, I want to add to my mission the Korean People's Army for RHS. Could you please give me some guidance? Thanks in advance.. Do you want to change your Unit or the enemy's to KPA? Share this post Link to post Share on other sites