target_practice 163 Posted December 16, 2015 I have a question regarding the ability to sync vehicles to sectors. Is it also possible to sync other objects such as infantry or static objects? And can synced objects be placed outside the area of the sector they are synced to? I've also recenlty noticed that fast travel removes nearby squad members from vehicles, is this intentional? Share this post Link to post Share on other sites
redeyex 11 Posted December 27, 2015 Hey Jezuro, I am modifing your mission with the RHS units. I am trying to put an gear box in the game that adds uniforms and equipment so my avatar can change in the appropriate clothes when driving tanks, heli's and jets. With some try and error I got one custom_gear box in the game. But I want to create one crate for each clothes set. That is not working for some reason. I am not getting errors but only one custom crate shows in the requesition list. Is there a limit to how many crates can be available? Thanks. Share this post Link to post Share on other sites
gobi42 15 Posted December 28, 2015 Hey Jezuro, I am modifing your mission with the RHS units. I am trying to put an gear box in the game that adds uniforms and equipment so my avatar can change in the appropriate clothes when driving tanks, heli's and jets. With some try and error I got one custom_gear box in the game. But I want to create one crate for each clothes set. That is not working for some reason. I am not getting errors but only one custom crate shows in the requesition list. Is there a limit to how many crates can be available? Thanks. Hey man probably the easiest way to do what you want is to add an item to the request tab in the map screen. In order to do this you simply need to add some lines of code to your description.ext This is an example i use for my star wars themed mission. By changeing the cost line of code you can make the box cost more or less. Unless i'm mistaken you can set it to 0 and it will be free. class CfgWLRequisitionPresets { class StarWars // --- class name used in the Init module { class WEST // --- assets available for BLUFOR { class Vehicles { class BH_Speederbike { cost = 50; requirements[]={}; }; }; }; class EAST // --- assets available for OPFOR { class Vehicles { class BH_Speederbike { cost = 50; requirements[]={}; }; }; }; }; }; here is more what yours would look like class Gear_custom { class myBox1 // --- can be anything, NOT an existing CfgVehicles classname though! { cost = 500; requirements[]={}; template = "Box_NATO_WpsSpecial_F"; // --- existing ammobox classname (its model will be spawned) displayName = "Test Box #1"; // --- name appearing in UI clear = 1; // --- set to 0 if you want to keep the gear contained in the template crate weapons[] = { {"arifle_MX_ACO_pointer_F", 1} // --- [classname, amount] }; magazines[] = { {"30Rnd_65x39_caseless_mag", 1} }; items[] = { {"FirstAidKit", 1} }; backpacks[] = { {"B_AssaultPack_rgr_Medic", 1} }; }; }; Once you get that put in save it and go into the editor in game and open your mission. Once your mission is open find the warlords init module. Open it and edit the asset line by adding the name of the highest class you made. (in my exp. it would look like this [""A3DefaultAll"",""StarWars""]) save it. Profit. :) Share this post Link to post Share on other sites
gobi42 15 Posted December 28, 2015 Having all sectors activated and accessible from the start would result in unplayable framerates. That's why the voting system was implemented in the first place. Sorry :( So i was thinking about this. I understand why it has to be this way. however i had an idea that might be able to change that, just not sure how possible it is. However, i'll never know if i don't share it. So you have it set up that you have to link your sectors so you can unlock them in some what of an order. What if you made them being active depend on that link. So every mission starts at the base, so on start up only the sectors connected directly to the base would activate. Once A sectors status changes, it would activate the next set of sectors, so on and so forth down the line until all selectors have activated for the first time. Any owned sectors then would have to be re-manned with units and what not from the team that caped the sector. Just throwing it out there, maybe it will give you and idea or something. Cheers man, keep up the great work, both on the game and this mod/mission. Share this post Link to post Share on other sites
redeyex 11 Posted December 29, 2015 Hi Gobi42, Thanks for the reply. I got it working just as you posted. What I didn't get to work is having more then one custom_gear box. I have succeeded to add one box for each side, see below. class CfgWLRequisitionPresets{ class CargoList { class WEST { class Gear_custom { class MyBox1 { cost = 25; requirements[]={}; template = "B_supplyCrate_F"; displayname = "Uniforms and gear"; clear = 1; items[] = { {"rhs_uniform_cu_ucp", 5}, {"rhsusf_iotv_ucp", 5}, {"rhsusf_cvc_green_helmet", 5}, {"U_B_PilotCoveralls", 2}, {"RHS_jetpilot_usaf",2}, {"rhsusf_ANPVS_15", 4}, {"U_B_HeliPilotCoveralls", 4}, {"V_TacVest_blk", 4}, {"rhsusf_hgu56p", 2}, {"rhsusf_hgu56p_mask", 2} }; Weapons[] = { {"rhs_weap_m4_carryhandle", 7}, {"rhsusf_weap_glock17g4", 11} }; Magazines[] = { {"rhsusf_mag_17Rnd_9x19_JHP", 33}, {"rhs_mag_30Rnd_556x45_Mk318_Stanag", 21} }; Backpacks[] = { {"ACE_NonSteerableParachute", 2} }; }; }; }; class EAST { class Gear_custom { class MyBoxE { cost = 25; requirements[]={}; template = "O_supplyCrate_F"; displayname = "Uniforms"; clear = 1; items[] = { {"rhs_uniform_vdv_flora", 5}, {"rhs_6sh46", 5}, {"rhs_tsh4", 5}, {"rhs_uniform_df15", 2}, {"rhs_zsh7a",2}, {"rhs_uniform_m88_patchless", 4}, {"rhs_vest_pistol_holster", 4}, {"rhs_zsh7a_mike", 4} }; Weapons[] = { {"rhs_weap_ak74m_folded", 7}, {"rhs_weap_pya", 9}, {"rhs_weap_makarov_pmm", 2} }; Magazines[] = { {"rhs_mag_9x19_17", 27}, {"rhs_30Rnd_545x39_AK", 21}, {"rhs_mag_9x18_12_57N181S", 6} }; Backpacks[] = { {"ACE_NonSteerableParachute", 2} }; }; }; }; };}; Now I got to try to divide the loadout in three boxes per side. Share this post Link to post Share on other sites
gobi42 15 Posted December 29, 2015 here you go 3 boxes, i got 3 to show up for the blufor side didn't check opfor tho, i'm sure it will work. You had a couple extra brackets in there and i think they were messing with things. class CfgWLRequisitionPresets { class CargoList // --- class name used in the Init module { class WEST // --- assets available for BLUFOR { class Gear_custom { class myBox1 // --- can be anything, NOT an existing CfgVehicles classname though! { requirements[]={}; template = "B_supplyCrate_F"; displayname = "Uniforms and gear"; clear = 1;// --- set to 0 if you want to keep the gear contained in the template crate weapons[] = { {"rhs_weap_m4_carryhandle", 7}, {"rhsusf_weap_glock17g4", 11} }; magazines[] = { {"rhsusf_mag_17Rnd_9x19_JHP", 33}, {"rhs_mag_30Rnd_556x45_Mk318_Stanag", 21} }; items[] = { {"rhs_uniform_cu_ucp", 5}, {"rhsusf_iotv_ucp", 5}, {"rhsusf_cvc_green_helmet", 5}, {"U_B_PilotCoveralls", 2}, {"RHS_jetpilot_usaf",2}, {"rhsusf_ANPVS_15", 4}, {"U_B_HeliPilotCoveralls", 4}, {"V_TacVest_blk", 4}, {"rhsusf_hgu56p", 2}, {"rhsusf_hgu56p_mask", 2} }; backpacks[] = { {"ACE_NonSteerableParachute", 2} }; }; class myBox2 // --- can be anything, NOT an existing CfgVehicles classname though! { requirements[]={}; template = "B_supplyCrate_F"; displayname = "Uniforms and gear"; clear = 1;// --- set to 0 if you want to keep the gear contained in the template crate weapons[] = { {"rhs_weap_m4_carryhandle", 7}, {"rhsusf_weap_glock17g4", 11} }; magazines[] = { {"rhsusf_mag_17Rnd_9x19_JHP", 33}, {"rhs_mag_30Rnd_556x45_Mk318_Stanag", 21} }; items[] = { {"rhs_uniform_cu_ucp", 5}, {"rhsusf_iotv_ucp", 5}, {"rhsusf_cvc_green_helmet", 5}, {"U_B_PilotCoveralls", 2}, {"RHS_jetpilot_usaf",2}, {"rhsusf_ANPVS_15", 4}, {"U_B_HeliPilotCoveralls", 4}, {"V_TacVest_blk", 4}, {"rhsusf_hgu56p", 2}, {"rhsusf_hgu56p_mask", 2} }; backpacks[] = { {"ACE_NonSteerableParachute", 2} }; }; class myBox3 // --- can be anything, NOT an existing CfgVehicles classname though! { requirements[]={}; template = "B_supplyCrate_F"; displayname = "Uniforms and gear"; clear = 1;// --- set to 0 if you want to keep the gear contained in the template crate weapons[] = { {"rhs_weap_m4_carryhandle", 7}, {"rhsusf_weap_glock17g4", 11} }; magazines[] = { {"rhsusf_mag_17Rnd_9x19_JHP", 33}, {"rhs_mag_30Rnd_556x45_Mk318_Stanag", 21} }; items[] = { {"rhs_uniform_cu_ucp", 5}, {"rhsusf_iotv_ucp", 5}, {"rhsusf_cvc_green_helmet", 5}, {"U_B_PilotCoveralls", 2}, {"RHS_jetpilot_usaf",2}, {"rhsusf_ANPVS_15", 4}, {"U_B_HeliPilotCoveralls", 4}, {"V_TacVest_blk", 4}, {"rhsusf_hgu56p", 2}, {"rhsusf_hgu56p_mask", 2} }; backpacks[] = { {"ACE_NonSteerableParachute", 2} }; }; }; }; class EAST // --- assets available for OPFOR { class MyBoxE { cost = 25; requirements[]={}; template = "O_supplyCrate_F"; displayname = "Uniforms"; clear = 1; Weapons[] = { {"rhs_weap_ak74m_folded", 7}, {"rhs_weap_pya", 9}, {"rhs_weap_makarov_pmm", 2} }; Magazines[] = { {"rhs_mag_9x19_17", 27}, {"rhs_30Rnd_545x39_AK", 21}, {"rhs_mag_9x18_12_57N181S", 6} }; items[] = { {"rhs_uniform_vdv_flora", 5}, {"rhs_6sh46", 5}, {"rhs_tsh4", 5}, {"rhs_uniform_df15", 2}, {"rhs_zsh7a",2}, {"rhs_uniform_m88_patchless", 4}, {"rhs_vest_pistol_holster", 4}, {"rhs_zsh7a_mike", 4} }; Backpacks[] = { {"ACE_NonSteerableParachute", 2} }; }; class MyBoxE1 { cost = 25; requirements[]={}; template = "O_supplyCrate_F"; displayname = "Uniforms"; clear = 1; Weapons[] = { {"rhs_weap_ak74m_folded", 7}, {"rhs_weap_pya", 9}, {"rhs_weap_makarov_pmm", 2} }; Magazines[] = { {"rhs_mag_9x19_17", 27}, {"rhs_30Rnd_545x39_AK", 21}, {"rhs_mag_9x18_12_57N181S", 6} }; items[] = { {"rhs_uniform_vdv_flora", 5}, {"rhs_6sh46", 5}, {"rhs_tsh4", 5}, {"rhs_uniform_df15", 2}, {"rhs_zsh7a",2}, {"rhs_uniform_m88_patchless", 4}, {"rhs_vest_pistol_holster", 4}, {"rhs_zsh7a_mike", 4} }; Backpacks[] = { {"ACE_NonSteerableParachute", 2} }; }; class MyBoxE2 { cost = 25; requirements[]={}; template = "O_supplyCrate_F"; displayname = "Uniforms"; clear = 1; Weapons[] = { {"rhs_weap_ak74m_folded", 7}, {"rhs_weap_pya", 9}, {"rhs_weap_makarov_pmm", 2} }; Magazines[] = { {"rhs_mag_9x19_17", 27}, {"rhs_30Rnd_545x39_AK", 21}, {"rhs_mag_9x18_12_57N181S", 6} }; items[] = { {"rhs_uniform_vdv_flora", 5}, {"rhs_6sh46", 5}, {"rhs_tsh4", 5}, {"rhs_uniform_df15", 2}, {"rhs_zsh7a",2}, {"rhs_uniform_m88_patchless", 4}, {"rhs_vest_pistol_holster", 4}, {"rhs_zsh7a_mike", 4} }; Backpacks[] = { {"ACE_NonSteerableParachute", 2} }; }; }; }; }; Share this post Link to post Share on other sites
spanishsurfer 58 Posted December 29, 2015 This mission kind of looks like CTI, very cool! Share this post Link to post Share on other sites
redeyex 11 Posted December 31, 2015 Thanks Gobi42 works like a charm. Share this post Link to post Share on other sites
gobi42 15 Posted January 1, 2016 Thanks Gobi42 works like a charm. np man glad i could help. Share this post Link to post Share on other sites
redeyex 11 Posted January 1, 2016 So my next question. I want to port this mission to use Iron front units. Unfortunaly the standard troopers all come with the rgo grenade but the iron front units cant throw them, they just drop them at their feet with the expected results :) So is it possible to customise the loadout of the infantry models just like with the custom_gear? Thanks Share this post Link to post Share on other sites
gobi42 15 Posted January 1, 2016 From what i get, no. I mean you could make a config file that creates a group with the loadout you want inside the arma 3 config. Then set that group to the side you want it be in the init module. It would be like using ericj Taliban fighters for independent, and PG's merc's for hire as opfor and rhs america troops for blufor. I could be totally wrong but... Is there a way to use a loadout script on the IND forces that are deployed by default on the sectors? As I mentioned on twitter, the only thing you can change is their faction, unfortunately. Share this post Link to post Share on other sites
treelor@gmail.com 0 Posted January 2, 2016 You could use CBA's XEH to override INDFOR's equipment. Share this post Link to post Share on other sites
kendar 65 Posted January 5, 2016 I recently get a problem with the RHS versions of the missions. Since the beginning, i've insane lag, and there's no ennemy in the indep sectors ? Tested before, with no problem at all, but got this problem since the last RHS update, any Clue ? Share this post Link to post Share on other sites
Jezuro 452 Posted January 6, 2016 I will take a look. Thanks. 1 Share this post Link to post Share on other sites
Sgt DeWolf 21 Posted January 21, 2016 I was looking for a team versus team mission for my group. Found Warlords and thought it might be exactly what I'm looking for. I'm having the same issue as Kendar with no independent AI spawning in the RHS missions. Been a couple weeks since the last post. Any progress or is this now a dead project? Share this post Link to post Share on other sites
Jezuro 452 Posted January 22, 2016 Not dead yet, although I've been short on time lately. RHS apparently renamed their classnames in the last update or someting, once I've downloaded the new version I'll know for sure. 1 Share this post Link to post Share on other sites
gobi42 15 Posted January 30, 2016 We understand, your probably working on that new terrain we are waiting to get our hands on. :-) Share this post Link to post Share on other sites
ArmaMan360 94 Posted February 3, 2016 A question about Solo play. Since I am sure save is disabled by default, will it effect saving in single player? how do I enable it? Share this post Link to post Share on other sites
dvdbrewster 12 Posted February 9, 2016 We understand, your probably working on that new terrain we are waiting to get our hands on. :-) Not dead yet, although I've been short on time lately. RHS apparently renamed their classnames in the last update or someting, once I've downloaded the new version I'll know for sure. :blink: I see the RHS is Broken. Just fyi those missions from Cherno/Australia, (other author) disable servers if u have them in MP files. LOL Took a few hours to figure out what happened. Still works without RHS , going to make missions Tanoa. Looking forward to it.(+ the fix !!) :blink: Share this post Link to post Share on other sites
Jezuro 452 Posted March 3, 2016 I've been finally able to figure out what went wrong after the last RHS update. I'm removing any DLC-related units from the dynamic unit arrays for obvious reasons. All RHS units had their own specific DLC config attributes added in the update, which resulted in their units being ignored by the system. It was a simple fix and will be released this week. In other news, I've been receiving reports about a strange bug regarding helicopters. Apparently, your subordinates would refuse to move after getting in any purchased helis. This was also identified and fixed and will make it into the update as well. Thank you all for your patience! 4 Share this post Link to post Share on other sites
dvdbrewster 12 Posted March 3, 2016 I've been finally able to figure out what went wrong after the last RHS update. I'm removing any DLC-related units from the dynamic unit arrays for obvious reasons. All RHS units had their own specific DLC config attributes added in the update, which resulted in their units being ignored by the system. It was a simple fix and will be released this week. In other news, I've been receiving reports about a strange bug regarding helicopters. Apparently, your subordinates would refuse to move after getting in any purchased helis. This was also identified and fixed and will make it into the update as well. Thank you all for your patience! :ph34r: Excellent ! :ph34r: Share this post Link to post Share on other sites
sonsalt6 105 Posted March 4, 2016 Updated mod v0.12 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
Jezuro 452 Posted March 4, 2016 UPDATE: Version 0.97 (Mar 4 2016) Changelog: Fixed: Secor garrison would not spawn when playing RHS version of the scenarios Fixed: AI subordinates would refuse to move after boarding a purchased helicopter 1 Share this post Link to post Share on other sites
dvdbrewster 12 Posted March 4, 2016 :ph34r: Excellent ! :ph34r: Its good to see this working again.!! Share this post Link to post Share on other sites
target_practice 163 Posted March 6, 2016 I've encountered another bug, presumably due to the removal of object states. When placing raised aircraft in a mission and syncing them to a WL sector, when they are spawned by the sector they do not inherit their flying state and simply fall to the ground. I assume it is a result of Eden because I never had this issue before. Share this post Link to post Share on other sites