marchiemike 0 Posted August 25, 2023 On 8/20/2023 at 9:58 PM, Vdauphin said: Hello, That is a long list, you need to separate them by unit, (divers?), (boats?), motorized, static mg and gl. Then do something like this: case "UK3CB_TKM_O" : { btc_type_units = btc_type_units - ["Blabla","moreBlabla"]; btc_type_motorized = btc_type_motorized - ["UK3CB_TKM_O_MTLB_ZU23","UK3CB_TKM_O_V3S_Zu23","UK3CB_TKM_O_Ural_Zu23"] btc_type_mg = btc_type_mg - ["UK3CB_TKM_O_Igla_AA_pod"]; btc_type_gl = btc_type_gl - ["UK3CB_TKM_O_Igla_AA_pod"]; }; Don't have the time to sort all of them sorry Thanks!! I got the idea. How would I know which type is which? Like how can I find out "UK3CB_TKM_O_D30",which type these belongs? Is there a way in Eden that will show which type a unit belongs? many thank sagain Share this post Link to post Share on other sites
marchiemike 0 Posted August 25, 2023 On 8/20/2023 at 9:58 PM, Vdauphin said: H&M is fully persistent so you can't, but most of the time people deploy FOB and enable redeploy to base from FOB option So at the end of an operation they just join the closer FOB to come back home when no pilot is available You can suicide yourself with abort in A3 menu Cheers Does it mean I will always spawn in the same location where I disconnected? And the only work around is to suicide then Abort ? Share this post Link to post Share on other sites
Vdauphin 298 Posted August 25, 2023 Hello, 6 hours ago, marchiemike said: How would I know which type is which? Well if you decide to remove them you should already know their type, you should be able to differentiate them between unit, motorized vehicles... 6 hours ago, marchiemike said: Like how can I find out "UK3CB_TKM_O_D30",which type these belongs? I don't know what is this but you should be able to search in the eden editor and spawn to see if it is a unit or vehicles... 6 hours ago, marchiemike said: Does it mean I will always spawn in the same location where I disconnected? On 11/30/2022 at 8:02 PM, Vdauphin said: Slot persistence: Now all slots available on mission start screen persist between player disconnection. This means each time a player disconnects, load out, position and medical status is saved and restored the next time this slot is occupied by the same or another player. This behavior is similar to the vehicle as they stay in place when players leave them. A mission setting allows to have for each player a different save for each slot. 6 hours ago, marchiemike said: And the only work around is to suicide then Abort ? No, just ask a pilot to pick you up. This basically allow people to play long term operation and make pilot not pointless Cheers Share this post Link to post Share on other sites
marchiemike 0 Posted September 29, 2023 Quote Well if you decide to remove them you should already know their type, you should be able to differentiate them between unit, motorized vehicles... I would like to remove some civilian units and vehicles. I have entered their classnames as shown below but an error occurs. can you please have a look of what ive done wrong here? many thanks switch (_p_en) do { /*case "Myfactionexemple" : { btc_type_units = btc_type_units - ["Blabla","moreBlabla"]; btc_type_divers = btc_type_divers + ["Blabla","moreBlabla"]; btc_type_crewmen = "Blabla"; btc_type_boats = btc_type_boats; btc_type_motorized = btc_type_motorized; btc_type_mg = btc_type_mg; btc_type_gl = btc_type_gl; };*/ case "OPF_G_F" : { btc_type_motorized = btc_type_motorized + ["I_Truck_02_transport_F", "I_Truck_02_covered_F"]; btc_type_motorized_armed = btc_type_motorized_armed + ["I_Heli_light_03_F"]; }; case "IND_C_F" : { btc_type_motorized = btc_type_motorized + ["I_G_Offroad_01_repair_F", "I_G_Offroad_01_F", "I_G_Quadbike_01_F", "I_G_Van_01_fuel_F", "I_Truck_02_transport_F", "I_Truck_02_covered_F"]; btc_type_motorized_armed = btc_type_motorized_armed + ["I_Heli_light_03_F", "I_G_Offroad_01_F"]; btc_type_units = btc_type_units - ["I_C_Soldier_Camo_F"]; }; case "UK3CB_CHC_C" : { btc_civ_type_units = btc_civ_type_units - ["UK3CB_CHC_C_CAN", "UK3CB_CHC_C_SPY", "UK3CB_CHC_C_PROF", "UK3CB_CHC_C_BODYG", "UK3CB_CHC_C_COACH", "UK3CB_CHC_C_DOC", "UK3CB_CHC_C_FUNC", "UK3CB_CHC_C_PILOT", "UK3CB_CHC_C_POLITIC", "UK3CB_CHC_C_PRIEST"]; btc_civ_type_veh = btc_civ_type_veh - ["UK3CB_CHC_C_Ikarus"; "UK3CB_CHC_C_Landcruiser"; "UK3CB_CHC_C_Octavia"; "UK3CB_CHC_C_Pickup"; "UK3CB_CHC_C_Sedan"; "UK3CB_CHC_C_Skoda"; "UK3CB_CHC_C_S1203"; "UK3CB_CHC_C_SUV"; "UK3CB_CHC_C_SUV_Armoured"; "UK3CB_CHC_C_Gaz24"; "UK3CB_CHC_C_Antonov_AN2"; "UK3CB_CHC_C_DC3"; "UK3CB_CHC_C_Mi8AMT"; "UK3CB_CHC_C_Golf"]; }; }; Share this post Link to post Share on other sites
Vdauphin 298 Posted September 29, 2023 Hello, You use ; instead of , for btc_civ_type_veh Cheers Share this post Link to post Share on other sites
marchiemike 0 Posted September 30, 2023 Thanks very much! my bad. no errors now, but the classnames that I have included in the array to be removed is still appearing in the game. any idea why? Share this post Link to post Share on other sites
Vdauphin 298 Posted September 30, 2023 9 hours ago, marchiemike said: Thanks very much! my bad. no errors now, but the classnames that I have included in the array to be removed is still appearing in the game. any idea why? The switch is for enemy faction (_p_en) not civilian faction Move your statement thing out of the switch scope Cheers Share this post Link to post Share on other sites
Flame_Sq111 0 Posted October 3, 2023 Good Afternoon Vdauphin First of all, thanks for your job with that amazing dinamic mission. I would like to know if there is any way to have permanent units (OPFOR in my case). What i want to do is to manually put some "red" units inside of the city range, but i need them to stay there no matter if i get in and out. And basically now these units despawn when i get out of the zone. Share this post Link to post Share on other sites
Vdauphin 298 Posted October 3, 2023 Hello, Thank you! No sadly there is no way to avoid this Cheers Share this post Link to post Share on other sites
marchiemike 0 Posted October 4, 2023 Quote On 9/30/2023 at 9:22 PM, Vdauphin said: The switch is for enemy faction (_p_en) not civilian faction Move your statement thing out of the switch scope Cheers Hello, Thank you, Im not very good at coding🤣 . When you said move out the thing out of the switch scope. Here's what I did. Is this correct? I tried it with this but still some of the civilians that is on the list still spawned in. switch (_p_en) do { /*case "Myfactionexemple" : { btc_type_units = btc_type_units - ["Blabla","moreBlabla"]; btc_type_divers = btc_type_divers + ["Blabla","moreBlabla"]; btc_type_crewmen = "Blabla"; btc_type_boats = btc_type_boats; btc_type_motorized = btc_type_motorized; btc_type_mg = btc_type_mg; btc_type_gl = btc_type_gl; };*/ case "OPF_G_F" : { btc_type_motorized = btc_type_motorized + ["I_Truck_02_transport_F", "I_Truck_02_covered_F"]; btc_type_motorized_armed = btc_type_motorized_armed + ["I_Heli_light_03_F"]; }; case "IND_C_F" : { btc_type_motorized = btc_type_motorized + ["I_G_Offroad_01_repair_F", "I_G_Offroad_01_F", "I_G_Quadbike_01_F", "I_G_Van_01_fuel_F", "I_Truck_02_transport_F", "I_Truck_02_covered_F"]; btc_type_motorized_armed = btc_type_motorized_armed + ["I_Heli_light_03_F", "I_G_Offroad_01_F"]; btc_type_units = btc_type_units - ["I_C_Soldier_Camo_F"]; }; }; case "UK3CB_CHC_C" : { btc_type_units = btc_type_units - ["UK3CB_CHC_C_CAN","UK3CB_CHC_C_SPY","UK3CB_CHC_C_PROF","UK3CB_CHC_C_BODYG","UK3CB_CHC_C_COACH","UK3CB_CHC_C_DOC","UK3CB_CHC_C_FUNC","UK3CB_CHC_C_PILOT","UK3CB_CHC_C_POLITIC","UK3CB_CHC_C_PRIEST"]; btc_type_motorized = btc_type_motorized - ["UK3CB_CHC_C_Ikarus","UK3CB_CHC_C_Landcruiser","UK3CB_CHC_C_Octavia","UK3CB_CHC_C_Pickup","UK3CB_CHC_C_Sedan","UK3CB_CHC_C_Skoda","UK3CB_CHC_C_S1203","UK3CB_CHC_C_SUV","UK3CB_CHC_C_SUV_Armoured","UK3CB_CHC_C_Gaz24","UK3CB_CHC_C_Antonov_AN2","UK3CB_CHC_C_DC3","UK3CB_CHC_C_Mi8AMT","UK3CB_CHC_C_Golf"]; }; Share this post Link to post Share on other sites
Vdauphin 298 Posted October 4, 2023 You nearly get it switch (_p_en) do { /*case "Myfactionexemple" : { btc_type_units = btc_type_units - ["Blabla","moreBlabla"]; btc_type_divers = btc_type_divers + ["Blabla","moreBlabla"]; btc_type_crewmen = "Blabla"; btc_type_boats = btc_type_boats; btc_type_motorized = btc_type_motorized; btc_type_mg = btc_type_mg; btc_type_gl = btc_type_gl; };*/ case "OPF_G_F" : { btc_type_motorized = btc_type_motorized + ["I_Truck_02_transport_F", "I_Truck_02_covered_F"]; btc_type_motorized_armed = btc_type_motorized_armed + ["I_Heli_light_03_F"]; }; case "IND_C_F" : { btc_type_motorized = btc_type_motorized + ["I_G_Offroad_01_repair_F", "I_G_Offroad_01_F", "I_G_Quadbike_01_F", "I_G_Van_01_fuel_F", "I_Truck_02_transport_F", "I_Truck_02_covered_F"]; btc_type_motorized_armed = btc_type_motorized_armed + ["I_Heli_light_03_F", "I_G_Offroad_01_F"]; btc_type_units = btc_type_units - ["I_C_Soldier_Camo_F"]; }; }; btc_type_units = btc_type_units - ["UK3CB_CHC_C_CAN","UK3CB_CHC_C_SPY","UK3CB_CHC_C_PROF","UK3CB_CHC_C_BODYG","UK3CB_CHC_C_COACH","UK3CB_CHC_C_DOC","UK3CB_CHC_C_FUNC","UK3CB_CHC_C_PILOT","UK3CB_CHC_C_POLITIC","UK3CB_CHC_C_PRIEST"]; btc_type_motorized = btc_type_motorized - ["UK3CB_CHC_C_Ikarus","UK3CB_CHC_C_Landcruiser","UK3CB_CHC_C_Octavia","UK3CB_CHC_C_Pickup","UK3CB_CHC_C_Sedan","UK3CB_CHC_C_Skoda","UK3CB_CHC_C_S1203","UK3CB_CHC_C_SUV","UK3CB_CHC_C_SUV_Armoured","UK3CB_CHC_C_Gaz24","UK3CB_CHC_C_Antonov_AN2","UK3CB_CHC_C_DC3","UK3CB_CHC_C_Mi8AMT","UK3CB_CHC_C_Golf"]; Share this post Link to post Share on other sites
Defender82Ger 0 Posted October 21, 2023 Hello everyone, I have a problem with the mission on the map kardazak: https://steamcommunity.com/sharedfiles/filedetails/?id=2994796909 When starting there is the error message: core\fnc\hideout\create.sqf..., line80 ...c_setPlayerTrigger; [{(this is select 0) |#|findEmptyPositionReady (_this select 1)... Error Type Any, expected Numer All hideouts spawn on a point outside the map very close to each other. Nearby you can also see a pungt in the debug with the name <null> ID >null> -empty Can someone give me a workaround or help with the problem? Share this post Link to post Share on other sites
Vdauphin 298 Posted October 21, 2023 7 hours ago, Defender82Ger said: I have a problem with the mission on the map kardazak: Hello, Sorry to here that, may be check tips here: http://vdauphin.github.io/HeartsAndMinds/Change-MAP-of-Hearts-and-Minds Cheers Share this post Link to post Share on other sites
HCLI-ARNO 0 Posted October 31, 2023 (edited) Hello everyone,I have a problem with the map on the map of Seattle(https://steamcommunity.com/sharedfiles/filedetails/?id=1865395754) I follow the guide of the "Change Map"(http://vdauphin.github.io/HeartsAndMinds/Change-MAP-of-Hearts-and-Minds)wannna to put the mission in the map of the "Seattle" but when i try to host the mission,SERVER side problem is stuck at "Reading mission ..." PLAYER side problem is stuck at"receiving xxxx" but player could choice a role. I want to know is that i doing wrong at change map or something elsse? Thanks for you work! Edited November 1, 2023 by HCLI-ARNO add some explan word Share this post Link to post Share on other sites
Vdauphin 298 Posted November 1, 2023 17 hours ago, HCLI-ARNO said: Hello everyone,I have a problem with the map on the map of Seattle(https://steamcommunity.com/sharedfiles/filedetails/?id=1865395754) I follow the guide of the "Change Map"(http://vdauphin.github.io/HeartsAndMinds/Change-MAP-of-Hearts-and-Minds)wannna to put the mission in the map of the "Seattle" but when i try to host the mission,SERVER side problem is stuck at "Reading mission ..." PLAYER side problem is stuck at"receiving xxxx" but player could choice a role. I want to know is that i doing wrong at change map or something elsse? Thanks for you work! Hello, Hard to tell from here. If you follow the guide then it must be an issue from your server or your edition Try to enable debug mode in H&M mission parameters and start the mission in multiplayer as hosted and check if your mission is loading fine If you see circle and when you go inside cities you see civilian or enemy the mission should be work, then join the Arma 3 discord server for more help on server configuration Cheers Share this post Link to post Share on other sites
Vdauphin 298 Posted November 8, 2023 Hello! The Hearts and Minds mission 1.23.5 hotfix is here! Now H&M requires CBA and ACE3 only. Changelog : Mission.sqm/Param.hpp not changed. FIX: Static not removed when side mission checkpoint cancelled (@Vdauphin). FIX: Fuel source interaction appear twice (@Vdauphin). FIX: Vehicle loaded in vehicle disappear after server save and restart (@Vdauphin). Have fun!!! 2 Share this post Link to post Share on other sites
ArcticFox737 0 Posted November 14, 2023 Good afternoon, While updating some of our community Hearts and Minds ports to version 1.23.5, myself and another one of our community devs noticed when loading Hearts and Minds in the editor it seems to hang up and stop loading frequently. Although it will load sometimes it seems to more commonly than not crash on the loading screen. Looking at the debug logs it seems that after selecting the hideout positions the mission stops loading. I have made numerous Hears and Minds ports and this is the first time I have come across this type of problem. I am wondering if anyone else is having this type of issue or if it's a known issue with the newest version. Cheers Share this post Link to post Share on other sites
gaske 12 Posted December 1, 2023 Hello! Its possible to give NVG to enemy AI using the missions files? Share this post Link to post Share on other sites
Vdauphin 298 Posted December 2, 2023 Hello, On 12/1/2023 at 4:54 PM, gaske said: Its possible to give NVG to enemy AI using the missions files? Just add NVG when AI spawn: https://github.com/Vdauphin/HeartsAndMinds/blob/master/%3DBTC%3Dco%4030_Hearts_and_Minds.Altis/core/fnc/delay/createUnit.sqf#L43 Cheers 1 Share this post Link to post Share on other sites
gaske 12 Posted December 5, 2023 On 12/2/2023 at 6:01 PM, Vdauphin said: Hello, Just add NVG when AI spawn: https://github.com/Vdauphin/HeartsAndMinds/blob/master/%3DBTC%3Dco%4030_Hearts_and_Minds.Altis/core/fnc/delay/createUnit.sqf#L43 Cheers Thank you i'm trying to add a "rhs 1PN138" but i really cannot find out HOW to do it its too complex for me Share this post Link to post Share on other sites
Vdauphin 298 Posted December 5, 2023 Hello, 13 hours ago, gaske said: Thank you i'm trying to add a "rhs 1PN138" but i really cannot find out HOW to do it its too complex for me Just use faction using NVG then? Cheers Share this post Link to post Share on other sites
gaske 12 Posted December 5, 2023 4 hours ago, Vdauphin said: Hello, Just use faction using NVG then? Cheers I'll keep trying until I figure out how to make the script work Thanks again! Share this post Link to post Share on other sites
eric963 23 Posted December 10, 2023 In our current mission we setup a FOB on the other side of the map (SOG) and we are having one small issue with it. Sometimes when we start the server up the doors on the FOB will be locked. Is there anything we can do to prevent this? Thanks!! Share this post Link to post Share on other sites
Vdauphin 298 Posted December 11, 2023 19 hours ago, eric963 said: In our current mission we setup a FOB on the other side of the map (SOG) and we are having one small issue with it. Sometimes when we start the server up the doors on the FOB will be locked. Is there anything we can do to prevent this? Hello, You should move your FOB away from the city or exclude the city from the H&M system (http://vdauphin.github.io/HeartsAndMinds/Prevent-AI-from-spawning-near-the-base) When reputation is low, civilians lock doors, because you are in range of a city, FOB doors get locked Cheers Share this post Link to post Share on other sites
Bad_Dad 4 Posted January 24 Hey, @Vdauphin My Arma unit loves the Hearts and minds mission system.... Had an idea for another side mission that i feel would be awesome for H&MBribe the tribal leader... Where you have to go to a village or other location and give a tribal leader an item in exchange for intel or better reputation Can you maybe walk me onto the process of adding a side mission to the system... ie what files would need to be edited / added in order to add a side mission? Share this post Link to post Share on other sites