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Posts posted by giallustio
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I forgot to say that at the moment there isn't a check for the fob name, be carefull and do not give a name already assigned![Is this related to ^^^, am getting ErrorMessage: File C:\Users\Andrews\Documents\Arma 3\missions\=BTC=co@22_Hearts_and_Minds.Altis\fnc\fob\dlg.hpp, line 33: /btc_fob_create/controls.btc_fob_dlg_name: Undefined base class 'btc_dlg_RscEdit'
};
class btc_fob_dlg_name : btc_dlg_RscEdit
{
idc = 777;
text = "";
x = 0.35025 * safezoneW + safezoneX;
y = 0.45 * safezoneH + safezoneY;
w = 0.3 * safezoneW;
h = 0.025 * safezoneH;
};
Did you update the define.h too?
You can find all the information about the FOB in your diary.
...to create a FOB approach the red box at the logistic point and require a blu container.Move it where you want to deploy a new FOB and interact with it to set it up. Keep in mind that you can not deploy a FOB close to the main base (2.500m) and the terrain needs to be flat.
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It's pretty hard to keep all the version updated, I'll try in the next version, but you can do it easily importing the old mission.sqm and add a nato flag to use the re-deploy feature. Tell me if you have some troubles and I'll give you the one I use with my friends on Takistan. (I'm using few more mods than just RHS and I should clean it a bit. This is the reason I didn't include it in the download)
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Check the read me for the version, I forgot to update the web page!
I forgot to say that at the moment there isn't a check for the fob name, be carefull and do not give a name already assigned!
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Updated to version 1.02
- added fobs
- added sling loading
- improved towing system
- fixed unload from cargo
- small fixes here and there
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It takes a lot of times to stop the car, I don't know if it's intentional or not but it's too much i think. The model is "rhsusf_m1025_d_s"
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You could check for near roads and if the array is empty you are off roads
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I noticed some problems with the hmmvw and its brakes, has this already been reported?
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I played on Takistan today too, the main problem is that the config of the city are pretty different. The radius on Altis is about 1500, even more. On Takistan this value is very low and you could have some problem with the caching system, like IED spawning behind you and things like that, so it's better to rise this value as you did. Interesting the idea of a 0 value for the reputation, i'm gonna add it. What bonuses did you set?
I've just to fix few things for the new features before the release! Big news is fobs creation and re-deploy on them!
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Well, it seems that when you sling load an object, that object will become local to your client. If you set the mass after you create the rope, you don't need to broadcast the command. I need to test it a bit more by the way
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Just disable the simulation by default and give the possibility to turn it on if you need it, i think it's the best solution and it won't affect performance if you don't want it
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or alternatively you could just do this :)
Yeah but you don't have the sling load simulation.
@ Tankbuster
Exactly what i was suggesting ;)
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Of course, it's engine side ;)
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Probably the best way is to give the mission maker the possibility to re-activate the simultaion of a destroyed object
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Same for me...The last thing I didn't try is: create a dummy above the wreck, attach the wreck to the dummy and try to lift
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Sorry if this has been already asked, but there will be any armed hmmvw in the next release?
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Vehicles do not respawn because you have to repair them to the logistic point. The Gost Hawk should respawn, i'll look into it!
@tmortensen
Noticed! I'll check it, thank you!
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"Also, for the Interaction keys that you have to set. We tried using our default for AGM which is Left Windows key for Interact and Left CTRL & Left Windows key for Self-Interact. I've noticed that it seems not to like having more than 1 key to press. When I pressed both Left CTRL & Left Windows key is bought up the Interact option and not Self-Interact like I wanted."
Probably i should work on it a bit, personally i use two single keys: T self interaction and space as user action 2.
The AH-9 will be liftable with the new update!
@ JAndrews1
What do you mean with "I did notice the vehicle despawn issue"? Could you elaborate it a bit?
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Is there a way to view your 'reputation' to see what the locals think of you?
Not at the moment, I don't know if i'll make it readable, I'll think about that
Is there a way to make civs get out of vehicles? So far if we come across a civ in a vehicle they just try to run you over, I've tried using the Stop or Get down order but neither seems to work. Not sure if this is maybe linked to the reputation system.
Not at the moment but in the roadmap!
When you have located a hideout and need to destroy it, what exactly needs to be destroyed to mark it as complete. I've had trouble knowing what exactly to blow up.
Place a satchel near the flag
Also, how do you tow the vehicles? Whenever I try and Hook something it just says 'you need to interact with a vehicle to tow it' or something similar. On that, I have noticed that the Pawnee does not respawn and does not seem to be able to be towed at all.
Use "Hook" on the vehicle you want to tow, then the action "Tow" on the "tower" vehicle.
One possible 'bug' I've noticed is that the parameter to change the change of finding intel on a body doesn't seem to work. When playing I noticed that even though we had it set to 90% when only got intel from 1 body after searching about 15 or so. I even set it to 100% to test and still got none after searching the same amount of bodies.
I just realized that i set it in the wrong way...90 it's very hard to find in your version, i'll change it in the next, silly me :P
Thank you for your kind words!
Saturday I'll have a test session, I would like to implement a FOB building system with a "move to FOB" feature, I'll try to release a new version sunday or monday!
Please tell me if the documentation inside the mission isn't clear enough!
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You can't lift a dead object or am i wrong?
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I implemented the new lift, just don't have time to test...
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Next update will be focused on the sling loading...I need to figure out how it works but i think i'm gonna add my lift script and just add the ropes. It could take some times
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Is there anywhere a documentation about the sling loading?
Can we set what can lift what or not?
Can we lift any object?
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There are random patrols that move around, from locations to locations. I didn't test it on takistan but probably you set the base very close to one location.
Units decide randomly if patrol, hold position or get inside house
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Do you have a rpt? (Client and server) Version 1.01? Mods?
[MP] =BTC= Hearts and Minds
in ARMA 3 - USER MISSIONS
Posted
No prob for me!