Fearmonger
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Posts posted by Fearmonger
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Hello,
Is there a way to save vehicles that have AI in them so that when you restart your server the AI are still in that vehicle? If I set the vehicle as a BTC_VEH_x the vehicle is still there after a restart but the AI are just standing next to it.
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Hello,
Is there a way to increase the detection range for IEDs?
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Hello,
At the following line there is a "Land_WoodenBox_F" that can be spawned from the logistics box. Can it be setup to spawn with a custom inventory and if so how?
Thank you for your time.
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Hello,
Firewill has a leaflet bomb in his mod. Would there be a way that those could be used in place of the AR-2 Drone?
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4 hours ago, Vdauphin said:Hello,
Check with only cba and ace
Cheers
Thank you, I've figured out it was an issue with the "Ace Logistics Rearm Amount" setting.
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1 hour ago, Vdauphin said:I've attempted to do as it says in the guide but I don't get the rearm option.
https://ibb.co/mhHcrY4 -
When I spawn ammo from the logistics box, I'm not getting the option to rearm vehicles. Does this feature need to be enabled in settings? I can use the pickup ability to walk it to a vehicle but the rearm option never shows. I've also confirmed it's the correct type of ammo for that vehicle.
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8 hours ago, Vdauphin said:Yes see this https://github.com/Vdauphin/HeartsAndMinds/discussions/1092#discussioncomment-696028
Have fun!!
Got it thank you very much for the help!!!
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1 hour ago, Vdauphin said:Thank you, can you have more then one logistic box?
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Is there a way to limit the type of Static weapons and Ammo boxes that can be spawned from the Logistic box?
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Is there a way to add statics weapons to the mission to make up for some enemy factions that don't currently have them? I would like to have a chance for a mortar to be spawned but my enemy faction doesn't have one.
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4 hours ago, Vdauphin said:Thank you very much!! How could I set all static weapons to spawn with no ammo in them? Would like the players to have to load them.
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Is there a way I can remove some of the items from the (Logistics -> Require Objects) menu? Also is there a way that I could lock access to that menu, maybe a setvariable that I can set to false?
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Is there a way to change the enemy camp composition or give it a couple of different composition choices so that the camps could be more random?
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17 minutes ago, hcpookie said:I just confirmed that you need to ensure the coordinates are accurate. You can use the in-game GPS or use a hint to "getpos" a position. Those coordinates above on Tanoa end up in the ocean near 0,0. For example new "Tanouka" the coordinates would be: 8963,10307. I think this can be shortened to 089,103.
You are correct once I switched it up to a 10 digit gird all was good. Thank you very much for all your help!!
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5 minutes ago, hcpookie said:no, it will report that sometimes. It should normally report real map coordinates unless they are "out of bounds". I will review the inputs
I was wondering if it was reporting one location but flying towards another. So I followed it with the camera for awhile and it sure looked like it was going towards the 0,0 location. But to be honest, I didn't follow it completely, it was about halfway there and I just stopped.
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40 minutes ago, hcpookie said:Fixed! Thanks for pointing this out.
Thank you very much the errors are now gone. But the splash location for the scud is now showing in the lower corner at 0,0,0 location. Do I have my cords in the command wrong?
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I'm using a trigger to launch a SCUD at a grid location and it launches just fine. But once it's in the air, I get the errors linked below. I've also put my "on activation" command below. Is this error from something that I'm doing wrong?
_launch = [gun1, "HE", 1, [074,096,0]] spawn pook_ARTY_FNC_SCUDMISSION;
[MP] =BTC= Hearts and Minds
in ARMA 3 - USER MISSIONS
Posted
Ok, thank you.