Vdauphin 298 Posted December 25, 2018 Hello, I wish to all a Merry Christmas! 15 hours ago, TonyStarkBR said: Image of the test: https://imgur.com/a/DxUyR5b I went to the city once, disassembled an IED, moved to another city, went back to the city and had another IED armed. This is strange, I never saw this behavior during testing and playing. This can't happen because when an ied is disarmed it is an objNull so: /core/fnc/ied/checkLoop.sqf#L50 set the current wreck as disable. Or this behavior has changed... I will check. 15 hours ago, TonyStarkBR said: I'm using version 19.1.1 This version number doesn't exist (#versioning). Watch out, the release number is used by Hearts and Minds to load the correct version of the data base and ensure data base compatibility across released. Also, prefer github issues Have fun! 1 Share this post Link to post Share on other sites
TonyStarkBR 10 Posted December 25, 2018 16 hours ago, TonyStarkBR said: I'm using version 19.1.1 *1.19.1 sorry Share this post Link to post Share on other sites
Big Duke Six 0 Posted December 31, 2018 On 1/6/2015 at 9:58 AM, giallustio said: On 1/6/2015 at 7:08 AM, Friedrich_Werner said: 2) How can I add more Civies to a town? 2) All the units are persistent and they are spawned at the beggining of the mission in every location. If a location is a big city probably it will have more civs, if it's a small village it will have very few. You should look into fnc\city\activate.sqf. G'day, I'm also running a H&M Takistan server and would like to spawn more enemies/civs particularly in the northern side of the map "Rasman" etc . Also haven't been able to get AI to spawn in buildings. I have taken a look through the activate.sqf but I'm not exactly sure which line of code I need to change. I have also increased the spawn city radius in params to the recommended size for the map. Any help on this is appreciated. Share this post Link to post Share on other sites
Vdauphin 298 Posted January 1, 2019 Hello, 20 hours ago, Big Duke Six said: spawn more enemies/civs particularly You can tweak enemies spawn with mission parameters : /core/def/param.hpp#L68 20 hours ago, Big Duke Six said: Also haven't been able to get AI to spawn in buildings. Also in mission parameters: /core/def/param.hpp#L86 Cheers! Share this post Link to post Share on other sites
aptncy 3 Posted January 2, 2019 Hi! Recently I've been having an issue where, upon loading a persistent save, the same vehicles are spawned repeatedly on top of one another. Here is an example screenshot. I've made slight modifications to core/fnc/log/createVehicle.sqf and core/fnc/int/add_actions.sqf - but these changes shouldn't cause something like this. Share this post Link to post Share on other sites
Vdauphin 298 Posted January 2, 2019 Hello, Could you send the RPT server side ? Did you follow Add-vehicle-or-boat-to-H&M-system ? You can also use Github issue Cheers Share this post Link to post Share on other sites
otarius-big 16 Posted January 2, 2019 other version headless client for spawned AI. will it work on this mission? https://steamcommunity.com/sharedfiles/filedetails/?id=510031102 Share this post Link to post Share on other sites
Vdauphin 298 Posted January 2, 2019 Hello, 3 minutes ago, otarius-big said: it will help spawned ai in mission? No, for headless see wiki: InGame-documentation#headless--database Cheers! Share this post Link to post Share on other sites
aptncy 3 Posted January 2, 2019 The issue appears to be resolved, possibly a bad piece of code on my end. I will let you know if the issue persists - through github next time. Share this post Link to post Share on other sites
TonyStarkBR 10 Posted January 5, 2019 On 02/01/2019 at 3:18 AM, aptncy said: Hi! Recently I've been having an issue where, upon loading a persistent save, the same vehicles are spawned repeatedly on top of one another. Here is an example screenshot. I've made slight modifications to core/fnc/log/createVehicle.sqf and core/fnc/int/add_actions.sqf - but these changes shouldn't cause something like this. How did you see solver? It happened to me, it only solved when I just add 1 btc_veh and I removed all the others in the editor, I currently create a vehicle in the logistics box. Share this post Link to post Share on other sites
TonyStarkBR 10 Posted January 5, 2019 How to add vehicles in the garage? It only shows a limited amount of vehicles in the garage. Share this post Link to post Share on other sites
aptncy 3 Posted January 5, 2019 1 hour ago, TonyStarkBR said: How did you see solver? It happened to me, it only solved when I just add 1 btc_veh and I removed all the others in the editor, I currently create a vehicle in the logistics box. Mine was due to a bad piece of code when I modified one of the configs. I've encountered this issue before, and usually just re-loading the save fixes it. On your end, it sounds like you need to add the vehicles that you're placing down to the mission.sqf. If you don't know how to do that, you can learn how to here. 1 Share this post Link to post Share on other sites
TonyStarkBR 10 Posted January 6, 2019 On 05/01/2019 at 4:19 PM, TonyStarkBR said: How to add vehicles in the garage? It only shows a limited amount of vehicles in the garage. Without suggestion? Share this post Link to post Share on other sites
Vdauphin 298 Posted January 6, 2019 Hello, On 05/01/2019 at 8:19 PM, TonyStarkBR said: How to add vehicles in the garage? The BIS Garage show all vehicle available . What is missing? May be it is a mod issue? Cheers. 1 Share this post Link to post Share on other sites
TonyStarkBR 10 Posted January 6, 2019 3 minutes ago, Vdauphin said: Hello, The BIS Garage show all vehicle available . What is missing? May be it is a mod issue? Cheers. RHS mod, exemple: M1025A2 (M2/Snorkel): rhsusf_m1025_w_s_m2. I search again... Share this post Link to post Share on other sites
Vdauphin 298 Posted January 7, 2019 Hello, 18 hours ago, TonyStarkBR said: RHS mod, exemple: M1025A2 (M2/Snorkel): rhsusf_m1025_w_s_m2. I search again... ? Cheers 1 Share this post Link to post Share on other sites
TonyStarkBR 10 Posted January 8, 2019 On 07/01/2019 at 3:22 PM, Vdauphin said: Hello, ? Cheers no no, "M2/Snorkel". I'll search again calmly. Share this post Link to post Share on other sites
Vdauphin 298 Posted January 8, 2019 22 minutes ago, TonyStarkBR said: no no, "M2/Snorkel". Just use the right menu to unhide the Snorkel ... 1 Share this post Link to post Share on other sites
GhostSniper 28 Posted January 29, 2019 Sorry for English, it is not my official language, but I would like to know you guys: The mission is saved information in a database, and I would like to access this information in this database to generate data on a web page, would you know how to access this data in this database file? Share this post Link to post Share on other sites
B.Miller 13 Posted January 31, 2019 On 1/2/2019 at 9:19 PM, otarius-big said: other version headless client for spawned AI. will it work on this mission? https://steamcommunity.com/sharedfiles/filedetails/?id=510031102 Use ACEX for HC support. IIRC only one HC can be used with HaM. Share this post Link to post Share on other sites
Vdauphin 298 Posted February 1, 2019 Hello, On 1/31/2019 at 11:38 AM, B.Miller said: Use ACEX for HC support. Don't use any other mod, script to add HC support (http://vdauphin.github.io/HeartsAndMinds/InGame-documentation#headless--database). This mission automatically uses one Headless client when available. See you! Share this post Link to post Share on other sites
IAmABlueJay 1 Posted February 1, 2019 I used to edit this mission 3 years ago, now that it is updated I don't know how to change the enemy types. I am trying to convert the enemies into OPTRE_INS units, but I couldn't figure out how to do it. I would like to manually type it in, but if I have to use a preset that is okay. I would like to know how to do both. Any suggestions? Share this post Link to post Share on other sites
Vdauphin 298 Posted February 1, 2019 Hello and wellcome back! 34 minutes ago, IAmABlueJay said: I don't know how to change the enemy types. Just the mission parameter under << Faction options >> the Enemy type: 162 -OPTRE Article 2 Studios: Insurrectionists (Side: EAST), I guess 34 minutes ago, IAmABlueJay said: I would like to know how to do both. Here is where you can tweak preset : https://github.com/Vdauphin/HeartsAndMinds/blob/master/%3DBTC%3Dco%4030_Hearts_and_Minds.Altis/core/def/mission.sqf#L499-L510 Bye bye Share this post Link to post Share on other sites
IAmABlueJay 1 Posted February 1, 2019 1 hour ago, Vdauphin said: Hello and wellcome back! Just the mission parameter under << Faction options >> the Enemy type: 162 -OPTRE Article 2 Studios: Insurrectionists (Side: EAST), I guess Here is where you can tweak preset : https://github.com/Vdauphin/HeartsAndMinds/blob/master/%3DBTC%3Dco%4030_Hearts_and_Minds.Altis/core/def/mission.sqf#L499-L510 Bye bye So is there anyway to do it without having to change the mission parameters? I want this to start with OPTRE with no configuration required, meaning no interaction with mission parameters. Share this post Link to post Share on other sites
Vdauphin 298 Posted February 1, 2019 1 hour ago, IAmABlueJay said: So is there anyway to do it without having to change the mission parameters? Just put 162 in this line https://github.com/Vdauphin/HeartsAndMinds/blob/master/%3DBTC%3Dco%4030_Hearts_and_Minds.Altis/core/def/param.hpp#L42 This mean you want to load the faction 162, so OPTRE Article 2 Studios: Insurrectionists (Side: EAST), as default on mission start Or you can do it by config.cfg but it is a little more complex from my point of view Share this post Link to post Share on other sites