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Axebeard

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About Axebeard

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  1. Axebeard

    [MP] =BTC= Hearts and Minds

    Seems to have worked so far. Another thing just cropped up (of course), I blacklisted UAZs with grenade launchers for RHS Nationalist Troops (GUER) and they still keep spawning. They show in the editor as Nationalist Troops > Car, UAZ-3151 (AGS-30) and added these lines to the Mission file, the classname is "rhsgref_nat_uaz_ags". case "rhsgref_faction_nationalist" : { btc_type_mg = btc_type_mg - ["rhsgref_nat_AGS30_TriPod"]; btc_type_gl = btc_type_gl - ["rhsgref_nat_AGS30_TriPod"]; btc_type_motorized = btc_type_motorized - ["rhsgref_nat_uaz_ags"]; btc_type_motorized_armed = btc_type_motorized_armed - ["rhsgref_nat_uaz_ags"]; btc_type_boats = btc_type_boats - ["I_SDV_01_F"]; Thanks for all the help!
  2. Axebeard

    [MP] =BTC= Hearts and Minds

    We're running the Tanoa version with tweaks and want to have enemies on boats, but not divers or submarines. We're using RHS Nationalist Troops as the enemy, and they don't have those units, but I can't find where underwater units are added so I can Blacklist them.
  3. Axebeard

    [MP] =BTC= Hearts and Minds

    RHS Eastern Militia won't spawn at all for us, but Chdkz Insurgents work just fine. Very weird.
  4. Axebeard

    [MP] =BTC= Hearts and Minds

    That event handler really wasn't working out either way as far as I could tell, either way got a new bug for you. Project OPFOR units are crashing my server when H&M spawns them in. They seem to work fine on Dynamic Recon Ops, haven't tested with other missions, and when placed via Zeus they work, but for some reason we started getting crashes every time we approached a spot where enemies spawn in. The errors are regarding missing bones. Also, when testing with RHS factions, we are sometimes not getting any enemy units to spawn. Civilians work fine, but no militia.
  5. Axebeard

    [MP] =BTC= Hearts and Minds

    There are definitely some things that could be added to this (like making sure an Interperter is the one getting this info), but for testing purposes I'm trying something like this in the init_server: The idea is if you can capture a guerilla alive, they give a definite hint. In this case it spawns a paper on the ground with the hint on it. ["ace_captiveStatusChanged", { params ["_unit", "_state"]; if ((side _unit) == "GUER")) then { if (_state) then { systemChat format ["%1 was handcuffed.", name _unit]; _intelpos = getPosATL _unit; _intelpaper = "Leaflet_05_Old_F" createVehicle _intelpos; _intelpaper addAction [ "Intel", { [] spawn btc_fnc_info_hideout; [5] remoteExec ["btc_fnc_show_hint", 0]; deleteVehicle _intelpaper; }, [], 1.5, true, true, "", "true", // _target, _this, _originalTarget 5, false, "", "" ]; } else { systemChat format ["%1 was released.", name _unit]; }; }; }] call CBA_fnc_addEventHandler;
  6. Axebeard

    [MP] =BTC= Hearts and Minds

    That seems easy enough, thanks.
  7. Axebeard

    [MP] =BTC= Hearts and Minds

    That's not what I meant. I know we can Search and Interrogate, I'm talking about a script that would guarantee we get Intel on a Hideout specifically.
  8. Axebeard

    [MP] =BTC= Hearts and Minds

    I'm looking at adding some more "immersion" to our H&M mission and I was wondering if there's a script we could use to automatically give intel on a Hideout? Planning to integrate an interrogation system to use on the enemy militia.
  9. Axebeard

    [MP] =BTC= Hearts and Minds

    I must've skimmed over that, my bad!
  10. Axebeard

    [MP] =BTC= Hearts and Minds

    I'm still not seeing the respawn time. I see how to set new vehicles to become recoverable wrecks when they're destroyed, but I'd like to extend the time between the btc_helo crashing and when it respawns.
  11. Axebeard

    [MP] =BTC= Hearts and Minds

    Thanks, it appears to work fine - haven't encountered any bombers yet though, fortunately. Does btc_rep_malus_building_damaged/destroyed apply to fences and signage or just houses? Also, where can I set the respawn time on the main helo?
  12. Axebeard

    [MP] =BTC= Hearts and Minds

    I also just noticed there's an allah akbar sound for the suicide bombers, but it doesn't trigger on my server.
  13. Axebeard

    [MP] =BTC= Hearts and Minds

    Is there a way to restrict uniforms and other stuff? I can get items to not appear easily enough, but I tried this and the uniforms and helmets are still showing up: private _weapons = []; private _magazines = []; private _items = ["MineDetector","ACE_RangeTable_82mm","ACE_adenosine","ACE_atropine","ACE_Banana","ACE_Can_Franta","ACE_Can_RedGull","ACE_Can_Spirit","ACE_Canteen","ACE_Canteen_Empty","ACE_Canteen_Half","ACE_Fortify","ACE_Humanitarian_Ration","ACE_MRE_BeefStew","ACE_MRE_ChickenTikkaMasala","ACE_MRE_ChickenHerbDumplings","ACE_MRE_CreamChickenSoup","ACE_MRE_CreamTomatoSoup","ACE_MRE_LambCurry","ACE_MRE_MeatballsPasta","ACE_MRE_SteakVegetables","ACE_rope12","ACE_rope15","ACE_rope18","ACE_rope27","ACE_rope36","ACE_surgicalKit","optic_Nightstalker","NVGogglesB_blk_F","NVGogglesB_grn_F","NVGogglesB_gry_F"]; private _backpacks = []; private _helmets = ["H_HelmetSpecO_blk","H_HelmetSpecO_ghex_F","H_HelmetSpecO_ocamo","H_HelmetO_ViperSP_ghex_F","H_HelmetO_ViperSP_hex_F","H_HelmetB_TI_tna_F","H_HelmetO_ghex_F","H_HelmetO_ocamo","H_HelmetO_oucamo","H_HelmetLeaderO_oucamo","H_HelmetLeaderO_ocamo","H_HelmetLeaderO_ghex_F"]; private _uniforms = ["U_O_V_Soldier_Viper_F","U_O_V_Soldier_Viper_hex_F","U_O_CombatUniform_ocamo","U_O_CombatUniform_oucamo","U_O_T_Soldier_F","U_O_FullGhillie_ard","U_O_T_FullGhillie_tna_F","U_O_FullGhillie_lsh","U_O_FullGhillie_sard","U_O_T_Sniper_F","U_O_GhillieSuit","U_O_T_Officer_F","U_O_PilotCoveralls"];
  14. My last unit and now my new unit absolutely HATE this stupid idle timer for our small milsim groups. What's the current news on how to disable it? I'm really surprised there isn't more uproar about it because it's one of those "features" that I'm sure 99% of server owners never asked for. It's been a huge headache and has disrupted the way we operate.
  15. Axebeard

    [MP] =BTC= Hearts and Minds

    You have the right definition of require, but in the context of ordering supplies, it should be in verb form. "Require object" makes it sound like you need an object to use the interface or something. It's just bad English in the way it's presented. I'll leave it alone from this point lol, it did take us a minute to figure out what the intention was.
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