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14 GoodAbout brokk
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If I understood the System correctly, the multiplier doesn't change the amount of ammo per box, but the spawn rate (about 1 per 80 min unchanged...) so, how often do those boxes spawn?
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Hoi, I've been asking a few pages ago about a problem with the passive income in a ported version of the mission. Hoping to have found the solution, I wanted to share it: If one would change the support vehicles in the classnames_extension and overwrite the original values, the last two entries should be copied from the original file (the vehicle ammoboxes). It seems the last two entries don't show in the building menu and without those values the income system doesn't work (passive income for every town, ammoboxes yield 10 ammo).
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Jupp, usually because of the random number being added (it varies between abaout 70-100 i would think). As far as I understood, the "military tag" is the Marker itself (one for bigtown/capture...) with their corresponding names. I didn't get to "liberate" a military sector without having passive income disabled, am going to do that and see what happens. Thanks for the answer!
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hoi, I've been trying to port this great mission to Takistan and Chernarus with a CUP and RHS "total conversion". So far nearly everything seems to be working like a charm, just the passive Income Option is geiving me some headache. I tried porting via 2d and 3d Editor, both with Problems of their own, but no matter what i do, the passive Income seems to be activated for all sectors (tested with capture, factory and tower) instead of just military ones. To clarify: capturing a town (capture point) usually results in about 90 Ammo being added... Switching to active Income resulted in the expected behaviour (at least 'till now), Ammoboxes are not spawend in "capture" Sectors. I'm going to do some more testing to isolate the Problem, but wanted to ask if some of the other people porting ran into a similar problem or if someone got an idea for a solution! Thanks in advance!
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Think I ran into the same problem, solution for me was to put the "ghost_spot" over land somewhere with enough place surrounding it. Seems like its some sort of Spawnpoint for the building System. Btw, awesome mission and the new classnames_extension is just perfect! Thanks for this Gem!
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iirc getting those pesky mortar bag out of the arsenal is not too trivial: there is no way to blacklist items, so one would have to whitelist everything. not modfriendly though... a thing that came to my mind: i do like the "do not leave vehicles behind feature" (the script, that kills an abandoned enemy vehicle). but for me the probability is to high for militia vehicles: if i play vanilla, its only the armed offroad and by killing its crew the whole car goes boom... tried to change it by creating another "if" layer changing the probability for militia vehicles. did not get to test it properly, but at least it doesn't show any script errors. would this be somewhat intresting to consider? also, as i didn't state before: great one, i really do enjoy your mission, kudos!
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if you want to change the default settings without having to alter the mission file itself: class Missions { class Mission_1 { template = "greuh_liberation.Altis"; difficulty = "regular"; class Params { DayDuration = 4; Fatigue = 2; Revive = 2; Introduction = 0; DeploymentCinematic = 0; Unitcap = 0.75; PassiveIncome = 1; }; }; }; something like that should be at the end of your server.cfg (or TADST_config.cfg, if you use TADST for example) did not test the code, but i think it should work. hope, this helps!
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