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madbull

[R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)

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About the ACE2 class name in the logistics configuration :

I already did it and it will be released in the next version.

Here is the additionnal new config file with all suitable ACE2 objects and their right capacity/weight values.

You must save it in a file and include it just after the #include "config.sqf" in the "R3F_LOG\init.sqf" :

/**
* English and French comments
* Commentaires anglais et français
* 
* This file adds the ACE2 objects in the logistics config. If ACE2 is not present, the objects are not added.
* Ce fichier ajoute les objets d'ACE2 dans la configuration logistique. Si ACE2 n'est pas présent, les objets ne sont pas ajoutés.
* 
* Important note : All the classes names which inherits from the ones used in configuration variables will be also available.
* Note importante : Tous les noms de classes dérivant de celles utilisées dans les variables de configuration seront aussi valables.
* 
* File edited for ACE2 v1.0.10.327
* Fichier édité pour ACE2 v1.0.10.327
*/

// ACE2 est-il présent ?
if (true) then
{
/****** TOW WITH VEHICLE / REMORQUER AVEC VEHICULE ******/

/**
 * List of class names of (ground or air) vehicles which can tow towables objects.
 * Liste des noms de classes des véhicules terrestres pouvant remorquer des objets remorquables.
 */
R3F_LOG_CFG_remorqueurs = R3F_LOG_CFG_remorqueurs +
[
	"ACE_Ural_RU",
	"ACE_UralOpen_RU",
	"ACE_UralRepair_RU",
	"ACE_UralReammo_RU",
	"ACE_UralRefuel_RU",
	"ACE_Ural_ZU23_RU",
	"ACE_M113A3",
	"ACE_M113A3_Ambul",
	"ACE_Vulcan",
	"ACE_M2A2_D",
	"ACE_M6A1_D",
	"ACE_M2A2_W",
	"ACE_M6A1_W",
	"ACE_MTVRRepair",
	"ACE_MTVRReammo",
	"ACE_MTVRRefuel",
	"ACE_KamazRepair",
	"ACE_KamazReammo",
	"ACE_KamazRefuel",
	"ACE_UralRepair_CDF",
	"ACE_UralReammo_CDF",
	"ACE_UralRefuel_CDF",
	"ACE_UralRepair_INS",
	"ACE_UralReammo_INS",
	"ACE_UralRefuel_INS",
	"ACE_BMD_1_RU",
	"ACE_BMD_1_CDF",
	"ACE_BMD_1P_RU",
	"ACE_BMD_1P_RUS",
	"ACE_BRDM2_RU",
	"ACE_BRDM2_ATGM_RU",
	"ACE_BRDM2_SA9_CDF",
	"ACE_BRDM2_SA9_INS",
	"ACE_BRDM2_SA9_Gue",
	"ACE_BRDM2_HQ_RU",
	"ACE_Stryker_ICV_M2",
	"ACE_Stryker_ICV_M2_SLAT",
	"ACE_Stryker_ICV_MK19",
	"ACE_Stryker_ICV_MK19_SLAT",
	"ACE_Stryker_TOW",
	"ACE_Stryker_TOW_Slat",
	"ACE_Stryker_TOW_MG",
	"ACE_Stryker_TOW_MG_Slat",
	"ACE_Stryker_MGS",
	"ACE_Stryker_MGS_Slat",
	"ACE_Stryker_RV",
	"ACE_Stryker_RV_SLAT"
];

/**
 * List of class names of towables objects.
 * Liste des noms de classes des objets remorquables.
 */
R3F_LOG_CFG_objets_remorquables = R3F_LOG_CFG_objets_remorquables +
[
	// Aucun remorquable fourni par ACE2
];


/****** LIFT WITH VEHICLE / HELIPORTER AVEC VEHICULE ******/

/**
 * List of class names of air vehicles which can lift liftables objects.
 * Liste des noms de classes des véhicules aériens pouvant héliporter des objets héliportables.
 */
R3F_LOG_CFG_heliporteurs = R3F_LOG_CFG_heliporteurs +
[
	"ACE_Mi24_V_CDF",
	"ACE_Mi24_D_INS",
	"ACE_UH60M",
	"ACE_AH1W_AGM_W",
	"ACE_AH1W_AGM_D",
	"ACE_AH1Z_AGM_AGM_W",
	"ACE_AH1Z_AGM_D",
	"ACE_AH1Z_AGM_AGM_D"
];

/**
 * List of class names of liftables objects.
 * Liste des noms de classes des objets héliportables.
 */
R3F_LOG_CFG_objets_heliportables = R3F_LOG_CFG_objets_heliportables +
[
	"ACE_USBasicAmmunitionBox",
	"ACE_USLaunchersBox",
	"ACE_USOrdnanceBox",
	"ACE_USBasicWeaponsBox",
	"ACE_USSpecialWeaponsBox",
	"ACE_USVehicleBox",
	"ACE_RULaunchersBox",
	"ACE_RUOrdnanceBox",
	"ACE_RUBasicWeaponsBox",
	"ACE_RUSpecialWeaponsBox",
	"ACE_LocalBasicWeaponsBox",
	"ACE_CSW_Box_M2",
	"ACE_CSW_Box_Mk19",
	"ACE_CSW_Box_AGS30",
	"ACE_CSW_Box_KORD",
	"ACE_CSW_Box_DSHKM",
	"ACE_CSW_Box_KONKURS",
	"ACE_CSW_Box_Metis",
	"ACE_RopeBox",
	"ACE_HuntIRBox",
	"ACE_KnicklichtBox",
	"ACE_UAZ_MG_RU",
	"ACE_MTVRRepair",
	"ACE_MTVRReammo",
	"ACE_MTVRRefuel",
	"ACE_KamazRepair",
	"ACE_KamazReammo",
	"ACE_KamazRefuel",
	"ACE_UralRepair_CDF",
	"ACE_UralReammo_CDF",
	"ACE_UralRefuel_CDF",
	"ACE_UralRepair_INS",
	"ACE_UralReammo_INS",
	"ACE_UralRefuel_INS",
	"ACE_RuckBox",
	"ACE_RuckBox_West",
	"ACE_RuckBox_East",
	"ACE_RuckBox_Ind",
	"ACE_SandBox",
	"ace_sys_weapons_magicbox",
	"ACE_BandageBoxWest",
	"ACE_BandageBoxEast",
	"ACE_Offroad_SPG9_INS",
	"ACE_UAZ_SPG9_CDF",
	"ACE_Ural_RU",
	"ACE_UralOpen_RU",
	"ACE_UralRepair_RU",
	"ACE_UralReammo_RU",
	"ACE_UralRefuel_RU",
	"ACE_Ural_ZU23_RU",
	"ACE_ATV_Honda",
	"ACE_ATV_Honda_Desert",
	"ACE_HMMWV_GMV",
	"ACE_HMMWV_GMV_MK19"
];


/****** LOAD IN VEHICLE / CHARGER DANS LE VEHICULE ******/

/*
 * This section use a quantification of the volume and/or weight of the objets.
 * The arbitrary referencial used is : an ammo box of type USSpecialWeaponsBox "weights" 5 units.
 * 
 * Cette section utilise une quantification du volume et/ou poids des objets.
 * Le référentiel arbitraire utilisé est : une caisse de munition de type USSpecialWeaponsBox "pèse" 5 unités.
 * 
 * Note : the priority of a declaration of capacity to another corresponds to their order in the tables.
 *   For example : the "Truck" class is in the "Car" class (see http://community.bistudio.com/wiki/ArmA_2:_CfgVehicles).
 *   If "Truck" is declared with a capacity of 140 before "Car". And if "Car" is declared after "Truck" with a capacity of 40,
 *   Then all the sub-classes in "Truck" will have a capacity of 140. And all the sub-classes of "Car", excepted the ones
 *   in "Truck", will have a capacity of 40.
 * 
 * Note : la priorité d'une déclaration de capacité sur une autre correspond à leur ordre dans les tableaux.
 *   Par exemple : la classe "Truck" appartient à la classe "Car" (voir http://community.bistudio.com/wiki/ArmA_2:_CfgVehicles).
 *   Si "Truck" est déclaré avec une capacité de 140 avant "Car". Et que "Car" est déclaré après "Truck" avec une capacité de 40,
 *   Alors toutes les sous-classes appartenant à "Truck" auront une capacité de 140. Et toutes les sous-classes appartenant
 *   à "Car", exceptées celles de "Truck", auront une capacité de 40.
 */

/**
 * List of class names of (ground or air) vehicles which can transport transportables objects.
 * The second element of the arrays is the load capacity (in relation with the capacity cost of the objects).
 * 
 * Liste des noms de classes des véhicules (terrestres ou aériens) pouvant transporter des objets transportables.
 * Le deuxième élément des tableaux est la capacité de chargement (en relation avec le coût de capacité des objets).
 */
R3F_LOG_CFG_transporteurs = R3F_LOG_CFG_transporteurs +
[
	["ACE_UAZ_MG_RU", 10],
	["ACE_HC130_N", 150],
	["ACE_CSW_Box_M2", 6],
	["ACE_CSW_Box_Mk19", 6],
	["ACE_CSW_Box_AGS30", 6],
	["ACE_CSW_Box_KORD", 6],
	["ACE_CSW_Box_DSHKM", 6],
	["ACE_CSW_Box_KONKURS", 6],
	["ACE_CSW_Box_Metis", 6],
	["ACE_RopeBox", 23],
	["ACE_MTVRRepair", 20],
	["ACE_MTVRReammo", 20],
	["ACE_MTVRRefuel", 10],
	["ACE_KamazRepair", 20],
	["ACE_KamazReammo", 20],
	["ACE_KamazRefuel", 10],
	["ACE_UralRepair_CDF", 20],
	["ACE_UralReammo_CDF", 20],
	["ACE_UralRefuel_CDF", 10],
	["ACE_UralRepair_INS", 20],
	["ACE_UralReammo_INS", 20],
	["ACE_UralRefuel_INS", 10],
	["ACE_RuckBox", 23],
	["ACE_RuckBox_West", 23],
	["ACE_RuckBox_East", 6],
	["ACE_RuckBox_Ind", 6],
	["ACE_SandBox", 23],
	["ACE_BMD_1_RU", 10],
	["ACE_BMD_1_CDF", 10],
	["ACE_BMD_1P_RU", 10],
	["ACE_BMD_1P_RUS", 10],
	["ACE_BMP2_RU", 15],
	["ACE_BMP2D_RU", 15],
	["ACE_BRDM2_RU", 15],
	["ACE_BRDM2_ATGM_RU", 15],
	["ACE_BRDM2_SA9_CDF", 15],
	["ACE_BRDM2_SA9_INS", 15],
	["ACE_BRDM2_SA9_Gue", 15],
	["ACE_BRDM2_HQ_RU", 15],
	["ACE_Mi24_V_CDF", 40],
	["ACE_Mi24_D_INS", 40],
	["ACE_T72B_RU", 10],
	["ACE_T72B_INS", 10],
	["ACE_T72B_CDF", 10],
	["ACE_T72BA_RU", 10],
	["ACE_Offroad_SPG9_INS", 12],
	["ACE_UAZ_SPG9_CDF", 10],
	["ACE_Ural_RU", 40],
	["ACE_UralOpen_RU", 40],
	["ACE_UralRepair_RU", 20],
	["ACE_UralReammo_RU", 20],
	["ACE_UralRefuel_RU", 10],
	["ACE_Ural_ZU23_RU", 8],
	["ACE_ZSU_RU", 10],
	["ACE_ATV_Honda", 3],
	["ACE_ATV_Honda_Desert", 3],
	["ACE_HMMWV_GMV", 10],
	["ACE_HMMWV_GMV_MK19", 10],
	["ACE_M113A3", 10],
	["ACE_M113A3_Ambul", 10],
	["ACE_Vulcan", 10],
	["ACE_M1A1HC_DESERT", 10],
	["ACE_M2A2_D", 10],
	["ACE_M6A1_D", 10],
	["ACE_M2A2_W", 10],
	["ACE_M6A1_W", 10],
	["ACE_AH6", 12],
	["ACE_MH6", 12],
	["ACE_AH6_GAU19", 12],
	["ACE_Stryker_ICV_M2", 15],
	["ACE_Stryker_ICV_M2_SLAT", 15],
	["ACE_Stryker_ICV_MK19", 15],
	["ACE_Stryker_ICV_MK19_SLAT", 15],
	["ACE_Stryker_TOW", 15],
	["ACE_Stryker_TOW_Slat", 15],
	["ACE_Stryker_TOW_MG", 15],
	["ACE_Stryker_TOW_MG_Slat", 15],
	["ACE_Stryker_MGS", 15],
	["ACE_Stryker_MGS_Slat", 15],
	["ACE_Stryker_RV", 15],
	["ACE_Stryker_RV_SLAT", 15],
	["ACE_UH60M", 25],
	["ACE_AH1W_AGM_W", 5],
	["ACE_AH1W_AGM_D", 5],
	["ACE_AH1Z_AGM_AGM_W", 5],
	["ACE_AH1Z_AGM_D", 5],
	["ACE_AH1Z_AGM_AGM_D", 5]
];

/**
 * List of class names of transportables objects.
 * The second element of the arrays is the cost capacity (in relation with the capacity of the vehicles).
 * 
 * Liste des noms de classes des objets transportables.
 * Le deuxième élément des tableaux est le coût de capacité (en relation avec la capacité des véhicules).
 */
R3F_LOG_CFG_objets_transportables = R3F_LOG_CFG_objets_transportables +
[
	["ACE_USBasicAmmunitionBox", 3],
	["ACE_USLaunchersBox", 4],
	["ACE_USOrdnanceBox", 3],
	["ACE_USBasicWeaponsBox", 5],
	["ACE_USSpecialWeaponsBox", 6],
	["ACE_USVehicleBox", 18],
	["ACE_RULaunchersBox", 5],
	["ACE_RUOrdnanceBox", 5],
	["ACE_RUBasicWeaponsBox", 6],
	["ACE_RUSpecialWeaponsBox", 10],
	["ACE_LocalBasicWeaponsBox", 6],
	["ACE_UAZ_MG_RU", 80],
	["ACE_CSW_Box_M2", 8],
	["ACE_CSW_Box_Mk19", 8],
	["ACE_CSW_Box_AGS30", 8],
	["ACE_CSW_Box_KORD", 8],
	["ACE_CSW_Box_DSHKM", 8],
	["ACE_CSW_Box_KONKURS", 8],
	["ACE_CSW_Box_Metis", 8],
	["ACE_Konkurs", 5],
	["ACE_RopeBox", 27],
	["ACE_HuntIRBox", 4],
	["ACE_KnicklichtBox", 3],
	["ACE_MTVRRepair", 140],
	["ACE_MTVRReammo", 140],
	["ACE_MTVRRefuel", 140],
	["ACE_KamazRepair", 140],
	["ACE_KamazReammo", 140],
	["ACE_KamazRefuel", 140],
	["ACE_UralRepair_CDF", 140],
	["ACE_UralReammo_CDF", 140],
	["ACE_UralRefuel_CDF", 140],
	["ACE_UralRepair_INS", 140],
	["ACE_UralReammo_INS", 140],
	["ACE_UralRefuel_INS", 140],
	["ACE_RuckBox", 27],
	["ACE_RuckBox_West", 27],
	["ACE_RuckBox_East", 12],
	["ACE_RuckBox_Ind", 12],
	["ACE_SandBox", 27],
	["ace_sys_weapons_magicbox", 6],
	["ACE_BandageBoxWest", 4],
	["ACE_BandageBoxEast", 4],
	["ACE_Offroad_SPG9_INS", 80],
	["ACE_UAZ_SPG9_CDF", 80],
	["ACE_Ural_RU", 140],
	["ACE_UralOpen_RU", 140],
	["ACE_UralRepair_RU", 140],
	["ACE_UralReammo_RU", 140],
	["ACE_UralRefuel_RU", 140],
	["ACE_Ural_ZU23_RU", 140],
	["ACE_ATV_Honda", 27],
	["ACE_ATV_Honda_Desert", 27],
	["ACE_HMMWV_GMV", 90],
	["ACE_HMMWV_GMV_MK19", 100]
];


/****** MOVABLE-BY-PLAYER OBJECTS / OBJETS DEPLACABLES PAR LE JOUEUR ******/

/**
 * List of class names of objects moveables by player.
 * Liste des noms de classes des objets transportables par le joueur.
 */
R3F_LOG_CFG_objets_deplacables = R3F_LOG_CFG_objets_deplacables +
[
	"ACE_USBasicAmmunitionBox",
	"ACE_USLaunchersBox",
	"ACE_USOrdnanceBox",
	"ACE_USBasicWeaponsBox",
	"ACE_USSpecialWeaponsBox",
	"ACE_USVehicleBox",
	"ACE_RULaunchersBox",
	"ACE_RUOrdnanceBox",
	"ACE_RUBasicWeaponsBox",
	"ACE_RUSpecialWeaponsBox",
	"ACE_LocalBasicWeaponsBox",
	"ACE_CSW_Box_M2",
	"ACE_CSW_Box_Mk19",
	"ACE_CSW_Box_AGS30",
	"ACE_CSW_Box_KORD",
	"ACE_CSW_Box_DSHKM",
	"ACE_CSW_Box_KONKURS",
	"ACE_CSW_Box_Metis",
	"ACE_Konkurs",
	"ACE_RopeBox",
	"ACE_HuntIRBox",
	"ACE_KnicklichtBox",
	"ACE_RuckBox",
	"ACE_RuckBox_West",
	"ACE_RuckBox_East",
	"ACE_RuckBox_Ind",
	"ACE_SandBox",
	"ace_sys_weapons_magicbox",
	"ACE_BandageBoxWest",
	"ACE_BandageBoxEast"
];
};

I'll probably merge some class names by their parent (inheritance) ones.

But I need to study what is the best in a performance/pratical view : xxx isKindOf yyy OR typeOf xxx == yyy

BTW good job Cyborg112 ;)

Edited by madbull

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Hi, Madbull.

First of all I want to thank you for your great addition to A2 gameplay.

I've one question regarding supplying capability of Arty HQ. If I understand correctly - now it has unlimited amount of ammunition "inside" itself when placed. Is it possible to alter that? I mean - make the ammo quantity fixed with possibility to be rearmed by ammo truck when depleted.

I've searched for it through *.sqf files, but unfortunately I can't read comments wrote in French. No, I can read, but for sure can not understand :D

Edited by =SilveR=

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Hi =SilveR=,

Yes, the arty HQ supplies unlimited shells to any artillery piece 100m around it.

After thinking a bit about what is the best compromise (realism/intuitive/simple/...), I decided to do it like that.

If this solution sounds good to you : you can disable the HQ's ability to supply ammo and deal only with arma's ammo trucks.

To do so, delete these couple of lines at the end of the file R3F_ARTY\piece\piece_init.sqf :

// On ajoute une action de rechargement pour chaque type de munition compatible
{
_piece addAction [("<t color=""#aa0000"">" + (localize "STR_R3F_ARTY_action_recharger_piece") + getText (configFile >> "CfgMagazines" >> _x >> "displayName") + "</t>"), "R3F_ARTY_AND_LOG\R3F_ARTY\piece\recharger_piece.sqf", [_piece, _x], 0, false, true, "", "vehicle player == _target"];
} forEach ([typeOf _piece] call R3F_ARTY_FNCT_get_chargeurs_compatibles_piece);

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Thanks for the quick answer and your advice.

Yes, I saw these lines in piece_init.sqf. But, in fact, general idea was not to rearm each gun or mortar separately, but HQ. I've just thought maybe you have better idea and know how to implement feature like that.

So, nevertheless, it's OK. If it is impossible to do something as wanted, we'll do it as we can :)

Thank you once again!

Edited by =SilveR=

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i don't know why (i think it's because the last ACE update 30.4.10) it is possible now to use all sorts of ammo in the guns that came with the game. (smoke, WP ...)!!!!

HAVE FUN!!!!!

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It's probably because ACE now adds these new shell types.

This is not the ARTY BIS' ones but the ACE ones I guess.

The [R3F] Arty automatically search for all compatible shell types for a given gun.

I'll try it when I'll have free time.

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Hi,

For some reason I'm having trouble adding the cammonets to the list of moveable objects...

I've added the classnames here:

R3F_LOG_CFG_objets_transportables =

[

...

["Land_CamoNetB_EAST", 1],

["Land_CamoNetB_NATO", 1],

["Land_CamoNetVar_EAST", 1],

["Land_CamoNetVar_NATO", 1],

["Land_CamoNet_EAST", 1],

["Land_CamoNet_NATO", 1]

];

I don't get the option to load the nets ingame - have I placed the classnames the wrong place or... ?

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are you sure to be in the right place to load them ? some places around the object does not give de addaction

Madbull will answers you soon. ;)

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Hi Major Woody,

This is because ArmA 2 doesn't support "action's menu" on the cammonets. It's a special type of objects which can't have an "addAction".

This is not due to the [R3F] Arty & Log but to ArmA 2 itself.

To be convinced, try a simple addAction on a cammonet, then the options will never appear in the game.

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Madbull, is that class list you posted in Art & Log version 1.3 or do I need to patch it somehow?

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Assuming that you're talking about the list in this message,

It is not in the v1.3 and there is no released patch.

It'll come in the v1.4 which is still WIP on my personnal computer.

But you can copy/paste yourself the ACE items listed.

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Tnx for the reply Madbull - what a shame, cammonets are the most obvious items to load and carry at any vehicle...

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Awesome work Madbull, we are busy adding this to all our approved missions.

Just in case we are about to have to repeat the exercise, how long until 1.4 is likely to be released ?

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Just in case we are about to have to repeat the exercise, how long until 1.4 is likely to be released ?

There is no estimated release date since I'm very busied and I'm currently moving of town for my carreer.

So you can install the 1.3 ;)

Note that updating from any version is always very simple. I do my best to be backward compatible. You just have to copy/paste the folder in the mission. The description.ext, stringtable, init, are not changed.

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Madbull,

Good luck with the move,

I have now managed to get R3F working in Domination 2.10, installation hitch is usually multiple RSC Titles. If you cut and paste the text from the install instructions you will most likely end up in that position, with a double entry, so watch for that.

BTW

Not having any luck with getting the ACE gear to work confirm its a separate config list (config_ACE.sqf) called by the init file as follows:

#include "config.sqf"

#include "config_ACE.sqf"

I did add the "ACE_5t" truck to this list to try and get them working so if configuration is correct its just these trucks.

Edited by UGLY58

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Hi UGLY58,

I have now managed to get R3F working in Domination 2.10, installation hitch is usually multiple RSC Titles. If you cut and paste the text from the install instructions you will most likely end up in that position, with a double entry, so watch for that.

Yes. There is a notice about that in the installation manual.

Not having any luck with getting the ACE gear to work confirm its a separate config list (config_ACE.sqf) called by the init file as follows:

This feature will come in the next version. I have already released a "config_ACE.sqf" in this thread : http://forums.bistudio.com/showpost.php?p=1606028&postcount=302

So you can already do it. As you said, you just need to include the first default config file, then the ACE one.

Cheers.

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Madbull,

Thanks for the quick response.

Must be the ACE Five ton trucks that are the problem children, I added them to the tow list and the logistic list but with no joy. I will get back to you if I get them working.

thanks again

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I just tested it in our Rotation map and it rocks! We're building a new specialization in our gaming group that is going to be for artillery operators and observers, I think! :)

Only thing I would like is the adjustment in MILS and not in meters. This way the FO could call the adjustments by using the reticle in the binocs sights.

Other than this, perfect! :D

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@albertors :

Thanks. About the units, it depends of the country of the players I guess.

Maybe I'll do an option (in configuration) to choose between the units.

@spirit6 :

Very nice document.

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Great stuff madbull.

I've been using this couple of times but now I came across a problem:

I'm making a mission in Duala and I set the right longitude/latitude settings for Duala and when I tried hosting locally it worked just fine.

I was able to get the coordinates and then use mortar to bombard target.

But when transferred to dedicated server everyone who tried accessing HQ for fire solution got a white screen with the text "Computing" and it got stuck there.

I tried it also and I finally had to close arma with task manager.

Any ideas what is wrong? Should I change some other file as well beside the config.sqf?

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Sorry for this late response but I can't test it to help you at the moment.

Is Duala based on a grid with the origin (0, 0) at north-west ?

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Well, I used the reported height setting for Duala which is 10240. Apart from that I'm unsure what else. It does not give any error messages. It just freezes with "Computing"

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