Jump to content
giallustio

[MP] =BTC= Hearts and Minds

Recommended Posts

On 4/20/2020 at 1:44 AM, Z-Nine said:

Hey guys. Thanks for the mission. It's always been a favorite of mine and my friends. We are having issues with ACE and not sure who's end it's on. We are getting an error that says ace_medical_gui.pbo is outdated. Is this something that can be fixed? We tried a lot of methods to try to get it working.

Z-nine I posted to Vdauphin instead of yourself - did you resolve this problem and if so how, please.

Share this post


Link to post
Share on other sites

hello,

i want to include the "Simple bomb defuse" script from M1ke_SK

can someone tell my how i can put it in the mission so that all randomly spawned IEDs can be defuse with this system

 

Nik

Share this post


Link to post
Share on other sites

hello, 

how can i port the hearts and minds to another map? already searched for videos, or topics... found nothing about it. ty
 

Share this post


Link to post
Share on other sites

 

i'm feeling stupid, it's so easy xD. Thank you so much for your quick answer! your work is fantastic 😉

Share this post


Link to post
Share on other sites

Is there any reason the mission uses homemade init_player.sqf (run on client from init.sqf) instead of initPlayerLocal.sqf, and all the functions are compiled using script instead of description.ext etc?

Share this post


Link to post
Share on other sites

Hello,

21 minutes ago, Spatsiba said:

s there any reason the mission uses homemade init_player.sqf (run on client from init.sqf)

No real reason. I think it has been design like that to keep stuff separate if admin have their own initPlayerLocal.sqf

 

18 minutes ago, Spatsiba said:

all the functions are compiled using script instead of description.ext

The main idea here is to be sure function working only server side are not executed client side

Cheers

  • Thanks 1

Share this post


Link to post
Share on other sites

Hello!

 

The Hearts and Minds mission 1.20.4 hotfix is here!

Now H&M requires CBA and ACE3 only. But there is also a RHSUS version!

 

Changelog :

  • Mission.sqm/Param.hpp not changed.
  • FIX: Use tow instead of lift for boat (@Vdauphin).
  • FIX: Prevent mount FOB when carrying object (@Vdauphin).
  • FIX: Prevent redeploy when carrying object (@mrNo0b).
  • FIX: Lift wreck flip (@Vdauphin).
  • FIX: Prevent civilian to stand up if in vehicle after ordering civilian to get down (@mrNo0b).
  • FIX: Prevent using vehicles while carrying objects (@mrNo0b).
  • FIX: FOB respawn position can be empty (@Vdauphin).
  • FIX: Impossible to remove spawned "Land_PortableLight_double_F" (@mrNo0b).
  • FIX: Avoid reputation up while checking civilian medical status (@Vdauphin).
  • FIX: Remove persistence of objects created by chemical leak side mission (@Vdauphin).
  • FIX: Static weapon assembled by player not saved (@Vdauphin).
  • FIX: ACE Crew Served Weapons (CSW) not saved (@Vdauphin).
  • FIX: Undefined variable for fake info cache (@Vdauphin).
  • FIX: Skip side mission mines if no safe position found (@Vdauphin).
  • FIX: Documentation reputation misspelled (@Vdauphin).

Have fun!!!

  • Thanks 2

Share this post


Link to post
Share on other sites

Hello, I need help please, I carried your mission on the map of Kujari, but impossible to prevent the AI (civilian, enemy) enter the base that I created. Is it because of the card? I even did as mentioned

 

/ * // if you want a safe area if

(_position distance getMarkerPos "YOUR_MARKER_AREA" <500) exitWith {};

* /

 

But nothing works, I also named an ellipse like that YOUR_MARKER_ARE A.

 

https://imgur.com/OqnA6aF  https://imgur.com/VZAZPrX

 

Sorry for my english translation, google

 

 

Share this post


Link to post
Share on other sites
Posted (edited)

Hello,

On 5/18/2020 at 11:19 PM, Korda said:

I carried your mission on the map of Kujari, but impossible to prevent the AI (civilian, enemy) enter the base that I created.

Here http://vdauphin.github.io/HeartsAndMinds/Prevent-AI-from-spawning-near-the-base is advise how to put your marker. Also, you should avoid road crossing your base because AI use road to travel around the map. Prefer put base at road ending.

Cheers

Edited by Vdauphin
Missing link
  • Thanks 1

Share this post


Link to post
Share on other sites
1 hour ago, Vdauphin said:

Hello,

Here is advise how to put your marker. Also, you should avoid road crossing your base because AI use road to travel around the map. Prefer put base at road ending.

Cheers

 

Thank you for your quick response and for the enemies who are also in the base despite the marker that delimits a distance (safe)? how can i do to avoid this? thank you in advance

Share this post


Link to post
Share on other sites
15 minutes ago, Korda said:

 

Thank you for your quick response and for the enemies who are also in the base despite the marker that delimits a distance (safe)? how can i do to avoid this? thank you in advance

 

Did you first uncomment the script (remove the /* and */)?

Additionally, the newer safe area scripting looks like

Quote

        //if you want a safe area
        if ((getMarkerPos "safe_zone") inArea [_position, 500, 500, 0, false]) exitWith {};

 

Where the area defined needs to overlap the zone(s) nearby to prevent the area from being created as a legal zone for AI to spawn. So for your base, check the distance from the center of the marker you're using for your safe zone to the nearby villages/towns/cities/airports that are going to create zones for AI to spawn. You can use the debug tool in parameters to see where zones are populating on the map.

  • Thanks 1

Share this post


Link to post
Share on other sites
12 hours ago, Vdauphin said:

Hello,

Here is advise how to put your marker. Also, you should avoid road crossing your base because AI use road to travel around the map. Prefer put base at road ending.

Cheers

 

11 hours ago, Robert Tyburne said:

 

Did you first uncomment the script (remove the /* and */)?

Additionally, the newer safe area scripting looks like

 

Where the area defined needs to overlap the zone(s) nearby to prevent the area from being created as a legal zone for AI to spawn. So for your base, check the distance from the center of the marker you're using for your safe zone to the nearby villages/towns/cities/airports that are going to create zones for AI to spawn. You can use the debug tool in parameters to see where zones are populating on the map.

 

Thank you very much for your explanations, it works now thanks to you!

Share this post


Link to post
Share on other sites

Hello, I still have a new problem, I receive this message after modifying the slots (I deleted the basic ones and I added some). Since the error message remains in the middle of the screen, what should I do? Sorry for English (google translation)  https://imgur.com/mMhD55l

Share this post


Link to post
Share on other sites

Hello,

1 hour ago, Georgians said:

how to more enemy occupied towns than friendly? 

You can increase the number of enemies here: https://github.com/Vdauphin/HeartsAndMinds/blob/master/%3DBTC%3Dco%4030_Hearts_and_Minds.Altis/core/def/param.hpp#L80-L84

add 150% or 200% as you need.

Also this https://github.com/Vdauphin/HeartsAndMinds/blob/master/%3DBTC%3Dco%4030_Hearts_and_Minds.Altis/core/def/param.hpp#L74-L79

Cheers

Share this post


Link to post
Share on other sites

Over a year and a half later and I'm having a hard time not using Hearts and Minds as a starting point for all my mission needs.

 

I'm going to be starting a new one in the next few weeks, and one of the things I'd like to do is manually set up the hideouts in preselected spots. The random location generation has been great, but this campaign I'd like to assume direct control.

 

Placing stuff down in the editor is easy enough, but what I need help with is telling the mission that the places I have made are the hideouts to be destroyed. Which to be more specific, since an ammo box is the hideout destroy objective, is there a way to assign that variable manually to an object and disable the hideout generation scripting?

Share this post


Link to post
Share on other sites

Hello,

2 hours ago, Robert Tyburne said:

is there a way to assign that variable manually to an object and disable the hideout generation scripting? 

Just set the number of hideout to zero in mission parameter?

Cheers

Share this post


Link to post
Share on other sites
4 hours ago, Vdauphin said:

Hello,

Just set the number of hideout to zero in mission parameter?

Cheers

 

I'll test that out to see what happens.

 

The other question remains on how to get the framework to see my hideouts as the objective hideouts.

Share this post


Link to post
Share on other sites
8 hours ago, Robert Tyburne said:

The other question remains on how to get the framework to see my hideouts as the objective hideouts.

Hello,

Well, this only depend on your SQF skill.

The simpler would be to pass the correct array here: https://github.com/Vdauphin/HeartsAndMinds/blob/master/%3DBTC%3Dco%4030_Hearts_and_Minds.Altis/core/init_server.sqf#L14

Cheers

Share this post


Link to post
Share on other sites

more side missions plzzz but without DLC and player automatically arrested if him kill 1-3 civilians for 3-5 minutes or more

Share this post


Link to post
Share on other sites

Hello!

 

The Hearts and Minds mission 1.20.5 hotfix is here!

Now H&M requires CBA and ACE3 only. But there is also a RHSUS version!

 

Changelog :

  • Mission.sqm/Param.hpp not changed.
  • FIX: Can't refuel source truck (@Vdauphin).
  • FIX: Respawn in altitude (@Vdauphin).
  • FIX: Drone fire even dead for 5s (@Vdauphin).
  • FIX: Supply vehicle property not persistent (@Vdauphin).
  • FIX: Missing crew for UAV loaded from database and created at logistic point (@Vdauphin).
  • FIX: Avoid the use of drone for rescue pilot side mission (@Vdauphin).

Have fun!!!

  • Like 1

Share this post


Link to post
Share on other sites

When adding custom locations I've noticed that civilians don't spawn properly and I can't see the custom locations in debug, is this normal?

Quote

btc_custom_loc = [
//EXAMPLE: [[13132.8,3315.07,0.00128174],"NameVillage","Mountain 1",800,800,true]
[[4198.53,10719.2,0],"NameVillage","Nagara Outskirts",300,300,true],
[[6027.02,10491.7],"NameCity","Rasman Southern",200,200,true],
[[5748.26,9867.07],"NameCity","Barikak",250,250,true],
[[5579.32,9340.3],"NameVillage","Dashtak",120,120,true],
[[5635.24,8909.88],"NameVillage","Bastam Mosque",150,150,true],
[[6819.79,8892.13],"NameVillage","Mualimeen",120,120,true],
[[10456,10834.1],"NameCity","Zavarak Outskirts",350,350,true],
[[12219.9,11172.5],"NameCity","Karachinar Outskirts",250,250,true],
[[6982.48,6185.55],"NameVillage","Resafa",450,450,true],
[[7061.27,1010.92],"NameVillage","Southern Oil Storage",150,150,true],
[[9866.32,4310.73],"NameVillage","Khar Bid",170,170,true],
[[8033.53,3110.57],"NameVillage","Patukh",250,250,true],
[[10132.5,2348.85],"NameCity","Chardarakht West",350,350,true],
[[11068.1,2478.76],"NameVillage","Chardarakht East",200,200,true],
[[9246.78,1851.19],"NameVillage","Jaza East",160,160,true]
[[8749.71,1846.04],"NameVillage","Jaza West",160,160,true],
[[8159.24,2085.9],"Airport","Southern Airport",170,170,true],
[[6919.8,3911.76],"Hill","Hill 1",100,100,true],
[[3739.94,2742.84],"Hill","Hill 2",100,100,true],
[[2776.32,884.378],"NameLocal","North of FOB",100,100,false],
[[120.775,2787.81],"NameVillage","Chaman West",150,150,true]
[[699.71,9979.93],"Hill","Hill 3",150,150,true],
[[6837.76,12279.9],"NameLocal","Rasman North",150,150,false],
[[3272.25,8171.72],"NameLocal","Gospandi Outskirts",180,180,true],
[[10958.9,3811.89],"Hill","Hill 4",220,220,true],
[[7002.18,11529.9],"NameCity","Rasman Outskirts",290,290,true]
];

 

 

Share this post


Link to post
Share on other sites

Hello,

 

13 minutes ago, Ellman said:

I can't see the custom locations in debug, is this normal?

You must see them in debug

 

You forget a comma here:

[[9246.78,1851.19],"NameVillage","Jaza East",160,160,true]

 

Cheers

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×