Vdauphin 298 Posted March 18, 2019 Hello, 16 hours ago, madpat3 said: for i put this in the vehicle's init-line: this addItemCargoGlobal ["ACE_key_west",1]; ["Land_CanisterFuel_F", this] call ace_cargo_fnc_loadItem; The init-line isn't save and I don't think it is a good idea, there is no option in ACE to add key on player? Or add Canister in vehicle? 16 hours ago, madpat3 said: i think i have to put it in the "respawn-script", but where and how? You can your init line here (at least after the `createVehicle`) btc_fnc_log_createVehicle This function is called each time a vehicle is repaired or loaded from database (replace the `this` by `_veh`) Cheers Share this post Link to post Share on other sites
madpat3 29 Posted March 18, 2019 3 hours ago, Vdauphin said: ... there is no option in ACE to add key on player? Or add Canister in vehicle? not that i knew of. only if a vehicle is locked up by module and the player is syncronized with it. then the player is automaticaly equipped with the key. and for the vehicle, you can only add spare wheels and spare tracks with the checkboxes in attributes. 4 hours ago, Vdauphin said: ... btc_fnc_log_createVehicle This function is called each time a vehicle is repaired or loaded from database (replace the `this` by `_veh`) Cheers excellent! this works just fine! thank you for the help. (info: we need the car keys, because we play with Vcom and to prevent the ai from mounting vehicles, we lock them up. and we play with a fuel consumption script, so we need to watch our fuel level as well). Share this post Link to post Share on other sites
Vdauphin 298 Posted March 18, 2019 Hello, 2 hours ago, madpat3 said: excellent! this works just fine! thank you for the help. Think a little dipper and this isn't a good solution. Because at each database load you will add a new key or canister. So after one save and server restart you will have 2 key and 2 canisters Then add those lines just when you repair a vehicle here : /core/fnc/log/server_repair_wreck.sqf#L49 Just after the `call btc_fnc_log_createVehicle;` Cheers Share this post Link to post Share on other sites
SSV8TE 0 Posted March 23, 2019 Good morning, loving the mission so far. Query that i have, running RHS tanoa latest release, and have no interrogator slot, officer, engineers, Combat life savers, missile specialists and rifleman's. Not one slot i can jump into allows me to talk to civilians, not sure im doing something wrong or there is meant to be a role called interpreter? Thanks again, its been awesome so far Share this post Link to post Share on other sites
Vdauphin 298 Posted March 23, 2019 10 hours ago, SSV8TE said: Good morning, loving the mission so far. Hello and welcome 10 hours ago, SSV8TE said: Query that i have, running RHS tanoa latest release, and have no interrogator slot, officer, engineers, Combat life savers, missile specialists and rifleman's. It is working from my side. You should take a look to your rpt (https://community.bistudio.com/wiki/Crash_Files#Arma_3) Cheers Share this post Link to post Share on other sites
SSV8TE 0 Posted March 23, 2019 2 hours ago, Vdauphin said: Hello and welcome It is working from my side. You should take a look to your rpt (https://community.bistudio.com/wiki/Crash_Files#Arma_3) Cheers Sorry, i just realised my question was worded badly. The Officer, engineers, combat life savers, rifleman's, missile specialists, sharpshooter. all those role select slots are there and available to use, there is just no role for the interpreter. Only the interpreter slot is missing. Hope that clears it it up better. What should i be looking for in the RPT file? Cheers Share this post Link to post Share on other sites
Vdauphin 298 Posted March 23, 2019 13 minutes ago, SSV8TE said: Hope that clears it it up better. Sound like you deleted then, just add a new guy and add in the init: this setVariable ["interpreter",true] Cheers Share this post Link to post Share on other sites
KokayneKrayzie 2 Posted March 24, 2019 Im still having issues with caches and hideouts not being able to be destroyed. Any suggestions/fixes? Share this post Link to post Share on other sites
Robert Tyburne 4 Posted March 24, 2019 Love the mission, but have been running into difficulty with keeping custom player gear when editing in eden. I customize the player units in the editor, but when it comes to playing the mission they are forced back into using standard 2035 NATO gear. I've gone through the documentation and did a search through this topic, but have been unable to find a solution. I'm assuming that I need to edit part of a .sqf somewhere? Share this post Link to post Share on other sites
Vdauphin 298 Posted March 24, 2019 Hello, 11 minutes ago, Robert Tyburne said: I'm assuming that I need to edit part of a .sqf somewhere? Just comment this line then 🙂 /core/init_player.sqf#L22 Cheers Share this post Link to post Share on other sites
Robert Tyburne 4 Posted March 24, 2019 3 minutes ago, Vdauphin said: Hello, Just comment this line then 🙂 Cheers Huh? I don't follow. Do you know what file that needs editing? Share this post Link to post Share on other sites
Vdauphin 298 Posted March 24, 2019 Hello, 9 hours ago, KokayneKrayzie said: Im still having issues with caches and hideouts not being able to be destroyed. Any suggestions/fixes? May be check your rpt for errors Basically this could happen if you change locality to the caches and hideouts by using script or mod You should debug it by your self by running the mission in debug mode and remove each script or mod you are using one by one Cheers Share this post Link to post Share on other sites
Vdauphin 298 Posted March 24, 2019 2 minutes ago, Robert Tyburne said: Huh? I don't follow. Do you know what file that needs editing? Forget to paste the link : https://github.com/Vdauphin/HeartsAndMinds/blob/master/%3DBTC%3Dco%4030_Hearts_and_Minds.Altis/core/init_player.sqf#L22 Sorry! Share this post Link to post Share on other sites
Robert Tyburne 4 Posted March 24, 2019 10 minutes ago, Vdauphin said: Forget to paste the link : https://github.com/Vdauphin/HeartsAndMinds/blob/master/%3DBTC%3Dco%4030_Hearts_and_Minds.Altis/core/init_player.sqf#L22 Sorry! No worries. Thanks, solved my issue! Share this post Link to post Share on other sites
Robert Tyburne 4 Posted March 24, 2019 Much appreciated the help with the loadout bit. Got another question for you, which is how to edit the objective/task texts. I found the create.sqf and can see the "STR_BTC_HAM_MISSION_X_X" strings in there, but I'm afraid I'm having a hard time finding where these actually reside to edit them. There's text behind comments in these lines in the create.sqf that would seem to indicate these are what to edit, but nothing occurs when I do. Share this post Link to post Share on other sites
otarius-big 16 Posted March 24, 2019 How to change or replace re-deplay menu from box to flag or other object or change Fob to deployable vehicle? and i want change arsenal box with only mod weapons. i need not vanila weapons in arsenal Share this post Link to post Share on other sites
Vdauphin 298 Posted March 24, 2019 Hello, All string are in a stringtable here: /stringtable.xml 4 hours ago, Robert Tyburne said: but I'm afraid I'm having a hard time finding where these actually reside to edit them. Cheers Share this post Link to post Share on other sites
Vdauphin 298 Posted March 24, 2019 Hello, 4 hours ago, otarius-big said: How to change or replace re-deplay menu from box to flag Just remove the name btc_create_object_point from the actual box and give the exact same name to your flag in editor 4 hours ago, otarius-big said: change Fob to deployable vehicle? Just put the FOB inside a vehicle Or may be, I am not sure if it works, change /core/def/mission.sqf#L252 to the thing you want 4 hours ago, otarius-big said: i need not vanila weapons in arsenal Remove those weapon then here: /define_mod.sqf#L9-L36 6 hours ago, Robert Tyburne said: I customize the player units in the editor, You could also directly use /define_mod.sqf#L38-L58 to put correct weapons, uniform or helmet on you Cheers Share this post Link to post Share on other sites
Robert Tyburne 4 Posted March 25, 2019 Always obliged for your help @Vdauphin. Got another problem for you. I've ported the mission to another map, and I've come across the error. The map in question is from The Unsung Vietnam War Mod. You are of course not responsible for other mods, but I figured I'd run it by you. Quote 'safePositionAnchor/' is not a class ('type' accessed) That pops up upon starting up the mission. Any ideas? Share this post Link to post Share on other sites
Vdauphin 298 Posted March 25, 2019 Hello, no problem 🙂 9 hours ago, Robert Tyburne said: Any ideas? I don't know at all. This looks more like something link to the map not the mission Good luck! Share this post Link to post Share on other sites
appetency 2 Posted March 29, 2019 Does killing hostile units actually have an effect on the insurgency? Or does it come down to destroying Hideouts and Caches? Share this post Link to post Share on other sites
Vdauphin 298 Posted March 29, 2019 Hello, 1 minute ago, appetency said: Does killing hostile units actually have an effect on the insurgency? Killing hostile increase slightly your reputation /core/def/mission.sqf#L527 3 minutes ago, appetency said: Or does it come down to destroying Hideouts and Caches? In comparison destroy hideouts or caches increase a lot more /core/def/mission.sqf#L526 But higher reputation will make civilian more friendly to you (InGame-documentation#reputation) And destroying hideout will reduce the power of insurgents. Basically they will no more capture new town (InGame-documentation#hideout) Cheers 1 Share this post Link to post Share on other sites
Robert Tyburne 4 Posted April 1, 2019 Don't suppose anyone had any luck more recently with Leskovets? Searching through the thread it looked like @JD Wang and @otarius-big both were lamenting GOS maps back in June. I'm not having the same issue as Otarius, where things just go to a black screen. Rather it's appearing as though the framework is having a hard time fetching city names, the error coming up with the create_hideout.sqf at line 59, which looks like this is where the meat of setting up the city position markers where hideouts will spawn (go figure in the create_hideout.sqf). The _city variable keeps coming back as undefined, which is odd since I can see the city names when I flip to debug, just none of the usual markers. I did try to do a btc_custom_loc array, but that didn't seem to do anything. Quote Example of what I had for one location in the array: [[14833.6,2350.12,0],"NameCity","Barzia",500,500,true], Am I doing the custom location incorrectly, or is this map just not configured correctly? I did note as well an earlier potential solution to another G.O.S. map from you @Vdauphin, suggesting to edit core\fnc\city\init.sqf to increase the size of cities in order to ensure civilians aren't spawning in a clump. Could something like that also be causing an issue for city locations that's keeping the markers for the hideouts to spawn? Share this post Link to post Share on other sites
Vdauphin 298 Posted April 1, 2019 Hello, 6 hours ago, Robert Tyburne said: Am I doing the custom location incorrectly, or is this map just not configured correctly? May it is just the btc_hideout_safezone check the last tips here: Change-MAP-of-Hearts-and-Minds#Tips Cheers Share this post Link to post Share on other sites