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Rydygier

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Posts posted by Rydygier


  1. OK. Tommorow will think about these features. Should be possible. Choosing set of taunts by side/faction/class should be easy, just give me these taunts. :)

    Great video. First time saw true knights fighting with my script. Especially this fighting woman is a gem for me. :) There was times long ago, when I, hard to believe, really liked Xena-like TV series and such, so it is simply - the more fighting woman models, the more I'll be happy (if you someday will want to add some models - consider that as my vote about its kind :) ). Also because of Rincewinder - I have some ideas for storyline based on dangerous and deadly sword&sorcery woman.


  2. I think, that these missinig addons are beacuse of opfor groups - AE Vityaz MVD. And this will be only my problem, I realized, that used ACE from A2 vanilla, not from OA, which I haven't. Still not know, what this have with triggers. Anyway trigger, that not working for you should work. Can't test it, cause for me all triggers in this mission and added to this mission are dead. :(


  3. I have some strange news, but first... Used all listed addons, still there was error about missing:

    "rh_aks_cfg",

    "msv_bags",

    "rus_camo_des"

    I guess, these are another addons. If I may to share own experience - if you prepare mission, that need so many addons, then probably very few people will be interested (only a few will download all needed addons only for one mission), unless this is mission just for a couple of friends. However was able to open this in editor.

    Now... Trigger is set properly. Units is BLUFOR.

    Any other triggers are working for you? These with hints? For me - none of them. First time I saw something like that - all triggers seems to be broken somehow. I set up juliet radio trigger with hint - nothing, radio option didn't appear. Then tried to remove some objects to see what happens - no change. Eventually removed all objects from map manually - nothing new. Only when I used "clear" button, then set up a unit, and then trigger - it works at should. Not quite understand that. My only theory is, that is something wrong with mission.sqm file. It was edited somehow?

    Will try to investigate this issue further.


  4. I think, that get stuck in Desperate Line (playing with ASR and CO SLX, I know, using AI addons is always risky in this kind of campaigns)...

    All opfor is killed (checked several times whole village), my group has active WAIT waypoint at Kolchoz entrance, and warpig just does nothing about 200 meters behind... Opened this mission in editor, and think, that group is stuck waiting, because is synchronized with warpig, so wait for LAV, do not know yet, why warpig is not moving.


  5. Open this demo in editor:

    ArtySimD2

    And see, how trigger is set up there. Condition here is Juliet Radio Channel, so use 0-0-0 key combination to fulfill trigger's condition and stop shelling. Next salvo will be last (or current, if pending). Tested, and works... If there still will be troubles, send me yours mission, and I'll look, what is wrong. In yours case, I guess, condition will be presence of player (his group) within trigger's radius or vice versa?


  6. :) Currently this will stop only, when central unit disappear from map. Wait a minute, I'll build in some switch for turn off...

    ---------- Post added at 18:57 ---------- Previous post was at 18:44 ----------

    Try this:

    ArtySimD

    There is implemented a global variable: ArtySim_Stop. It is set as "false" at the beginning. To make script exit set this variable as true, for example by the trigger with any needed condition and such act field:

    ArtySim_Stop = true;

    If you do, current salvo will be last one. To re-enable shelling you should re-init whole script, eg by another trigger, where in act field put same code, as for unit, for example:

    nul = [unit0,[unit0,unit1,unit2],200,100,85,0,true,true,9,2,"ARTY_Sh_81_HE",3,2] execVM "ArtySim.sqf"

    , but, as you see, instead of "this" should be a name of same or any else unit (object).


  7. Nope. you have a very recent version of ACE2

    About this I do not forgot :) , but forgot to tell you, that I fail to find ACE for OA on these DVDs (bad looking, or it simply isn't there), not a problem, somehow I can live without ACE despite this is great project, and lately they give me a bigger transfer limit, so I can even try to dowload this, when will need it...


  8. Thank you so much!!

    :) Just enjoy. Not need, to thank me. I'm glad, that could help. Scripting is a pleasure for me.

    BTW improved further this script:

    ArtySimC

    Thought, that sometimes someone may want to protect more, than one unit, and not always protected unit should be a center of shelling area, so now init looks eg:

    nul = [this,[this,unit1,unit2],200,100,85,0,true,true,9,2,"ARTY_Sh_81_HE",3,2] execVM "ArtySim.sqf"

    Where:

    1. Unit (object), that will be a center point of set shelling area;

    2. Array of objects (units usually), that should be protected - if protected units are many, area is not so big, and these units will spread out across shelling area, there technically may be no good position for explosion at all, then sheling will be stopped (stuck in search loop), what may be not so realistic, just need to be careful when set up these parameters. In this example three units, all members of group of unit, that was set as center, should be protected from too close explosions. To keep things as before, put here only same unit, that is chosen as center point;

    3. horizontal dimension of rectangle area (area lenght);

    4. as above, vertical (area width);

    5. Minimal distance of impact from center to avoid damage (or not);

    6. Initial angle of area;

    7. If area should follow center object (true) or stay, where was initially set (false);

    8. If area should change its angle according to current central object direction (true/false);

    9. Minimal time interval between shells;

    10. Range of additional randomized interval - so here minimum gap will be 9 seconds, maximum 11 (9 + random 2);

    11. Classname of used ammunition (can be classname of any object, so you can prepare shelling even with cows or tanks);

    12. Number of shells for each shelling (set to 1 to keep shelling in old manner);

    13. Range of randomized interval in each salvo (set to 0 if you set 1 shell per salvo).

    getting really messy & taking ages to find anything I can't remember by name....

    :) Same here!


  9. Sadly haven't much knowledge about MP but anyway if you put this in one unit, this unit will be center, if for more - each of them will be surrounded by shelling same way. So yes, one unit only. I hope, that there will be no problems with "locality" in MP. Also here is enhanced version:

    ArtySimB

    Two new parameters:

    nul = [this,200,100,85,0,true,true,9,2,"ARTY_Sh_81_HE",1,0] execVM "ArtySim.sqf"

    11. Number of shells for each shelling (set to 1 to keep shelling in old manner);

    12. Range of randomized interval in each salvo (set to 0 if you set 1 shell per salvo);

    This give you an option, that shelling will be not so uniform, but rather there will be dropped each time a quick salvos of shells (barrage of the whole battery will look like this).


  10. Probably you gave me, and I just forgot cause all this intense scripting lately. Must look for it on my HDD. :)

    Anyway...

    @KrisSerbia

    Prepared configurable script packed into mini demo:

    ArtySim

    To use in own mission, just put into mission folder all files from demo, obviously except for mission.sqm.

    To launch all this, open unit's (object's) whose postion should be a center of a shelling area, window in editor and paste in init field same code, as you can see in player's init field in demo:

    nul = [this,200,100,85,0,true,true,9,2,"ARTY_Sh_81_HE"] execVM "ArtySim.sqf"

    Now, if you want to change something, here is each parameter explanation:

    1. Unit (object), that will be a center point of set shelling area;

    2. horizontal dimension of rectangle area (area lenght);

    3. as above, vertical (area width);

    4. Minimal distance of impact from center to avoid damage (or not :) );

    5. Initial angle of area;

    6. If area should follow center object (true) or stay, where was initially set (false);

    7. If area should change its angle according to current central object direction (true/false);

    8. Minimal time interval between shells;

    9. Range of additional randomized interval - so here minimum gap will be 9 seconds, maximum 11 (9 + random 2);

    10. Classname of used ammunition (can be classname of any object, so you can prepare shelling even with cows or tanks :) ),

    I hope, that this is bug-free - tested and works...

    PS. As you requested 200X100 area, so from center to lower or upper edge is only 50 meters, and minimal safe distance is about 80 meters, so in this configuration shells will fall always somewhere on the sides, never exactly on the front or rear, if "follow" and "change angle" are true.


  11. Today finished a new version, so for these few, that use this, here you go:

    Nice_Boat's TDS 2.03

    What's new:

    - for performance tuning removed content from custom addons (if someone needs it, give me a word, will try to prepare special version);

    - added hopefully all OA content;

    - some code tweaks for better performance;

    - now "towards enemy system" is turned off by default because is highly unreliable, especially in heavy scripted mission (see below explanation);

    - For OA 1.60 (and above) users: crew will not abandon immobilized vehicle so easily;

    - NT_Damage is now be default equal 1.5, not 1. It is for bigger chance for "one penetration - one kill" - every successful penetration means now bigger recalculated damage.

    There are two versions now - "a" and "b". Difference is only one, but important. In "a" version main hit code is called form EH, while in "b" is spawned from EH. Because of specificity of sqf and EHs handling "a" version should be fully reliable even in heavy scripted mission, while "b" version suffers sometimes huge exec delays (so in heavy scripted missions often tanks seems tu be indestructible, and indeed they are :) or effect of hit is applied with big delay, even a minute or so). So what for "b" version? Well. I highly recommend "a", but its reliability have a cost - in massive tank battles, especially with rapid fire weapons, may occur some lags (just because code called (not spawned) from EH is calculated immediatelly, may overload CPU sometimes). "B" is more lag-free. With light scripting and not so intense tank battle both versions should perform equally good. As for "TES" - it can't be called, must be spawned, so regardless of version will be unreliable in heavy scripted missions (it is anyway rather unreliable :/ ).

    As always I'm grateful for any bug hunting, ideas and opinions.


  12. every 10 minutes it fires 5 artillery shells(2 minutes 1 artillery shell)

    I think, that in fact this can be understood in both ways, still english isn't my language. :)

    I think it's better instead 'cause with your way you'll have an area of 125x125 or less...With mine you could have an area of 250x250 and it's more random...

    Can't agree... Max dispersion in my way is 125 in both directions, east-west and north-south, what gives 250X250 square, what was demanded. (random 250) - (random 250) gives results from -250 to 250, means total lenght 500, so square is 500X500. As for more or less randomnes... See the pics (5000 positions picked and marked with both methods, plus blue square 250X250):

    1. My way:

    rnd2.jpg

    2. Yours way:

    rnd1.jpg

    3. For better illustration of "gaussian effect" generated with such code:

    _pos = position tr1;
    
    for "_j" from 1 to 5000 do
    {
    _px = (position tr1) select 0;
    _py = (position tr1) select 1;
    
    _rd1 = (random 50) + (random 50) + (random 50) + (random 50) + (random 50);
    _rd2 = (random 50) + (random 50) + (random 50) + (random 50) + (random 50);
    
    _dx = _rd1 - _rd2;
    
    _rd1 = (random 50) + (random 50) + (random 50) + (random 50) + (random 50);
    _rd2 = (random 50) + (random 50) + (random 50) + (random 50) + (random 50);
    
    _dy = _rd1 - _rd2;
    
    _px = _px + _dx;
    _py = _py + _dy;
    
    _i = "mark" + str (random 1000);
    _i = createMarker [_i,[_px,_py]];
    _i setMarkerColor "ColorRed";
    _i setMarkerShape "ICON";
    _i setMarkerSize [0.25,0.25];
    _i setMarkerType "DOT";
    };
    
    
    _i = "mark" + str (random 1000);
    _i = createMarker [_i,position tr1];
    _i setMarkerColor "ColorBlue";
    _i setMarkerShape "RECTANGLE";
    _i setMarkerSize [125,125];
    _i setMarkerBrush "Border";

    rnd3.jpg

    as you can see in third method maximal dispersion is same, as in second, but due to "G effect" nearly all are inside 250X250 square, as for method 1. Fascinating, isn't? :) And useful too, but there are better methods to achieve true Gaussian distribution.


  13. I think it's better in this way :)

    _pos = position Center;
    _pX = _pos select 0;
    _pY = _pos Select 1;
    
    while {not (isNull Center)} do
    {
       for "_i" from 1 to 5 do
       {
           private ["_dX","_dY","_tX","_tY"];
           _dX = (random 250) - (random 250);
           _dY = (random 250) - (random 250);
    
           _tX = _pX + _dX;
           _tY = _pY + _dY;
           _bum = "ARTY_Sh_81_HE" createVehicle [_tX, _tY, 10];
           sleep 120;
       };
       sleep 600;
    };
    

    But this way there will be 10 minutes of shelling by one shell per 2 minutes, then 10 minutes of pasue and again shelling, again pause... Unless this is, what was needed. I understood, that is needed just one shell per 2 minutes, so 5 shells per 10 minutes, endless. In fact simplier will be then:

    _pos = position Center;
    _pX = _pos select 0;
    _pY = _pos Select 1;
    
    while {not (isNull Center)} do
    {
    sleep 120;
    _dX = (random 250) - 125;
    _dY = (random 250) - 125;
    
    _pX = _pX + _dX;
    _py = _pY + _dY;
    _bum = "ARTY_Sh_81_HE" createVehicle [_pX,_pY,-5]
    }  

    ("for to do" was only remain after another version, used by me, where was quick series of shells from time to time);

    Also

    (random 250) - (random 250)

    is not exactly same as

     (random 250) - 125

    First method does not provide a uniform random distribution across 250 meter square, because where random number is picked twice and both are added, there is involved some quasi-gaussian distribution, I think. I can be mistaken here. Of course not always this matters, and sometimes we need exactly gaussian-like distribution...

    EDIT: if needed also this "whistle" sound of falling shells:

    _pos = position Center;
    _pX = _pos select 0;
    _pY = _pos Select 1;
    
    while {not (isNull Center)} do
    {
    
    sleep 120;
    _dX = (random 250) - 125;
    _dY = (random 250) - 125;
    
    _pX = _pX + _dX;
    _py = _pY + _dY;
    _bum = "ARTY_Sh_81_HE" createVehicle [_pX,_pY,100];
    _bum say3D "whistle";
    _bum setVelocity [0,0,-300];
    }   

    Where "whistle" is name of sound defined in description.ext, but this is more complicated. And not sure, if 100 meters and 300 of velocity is enough.


  14. If you are using OA stuff without RHQ config, then HAC will not work properly. RHQ is telling HAC, what kind of unit (infantry, armored, AT, static and so on) is unit of given class. Without this knowledge HAC can't make a decision, what to do with given unit and has hardcoded arrays only for A2 vanilla units. Other must be added via RHQ in init config. RHQ are big, so I strongly recommend to use init.sqf for init config (exactly as in HAC complex demo, still unit's init field will work too, but will be flooded by code). To add RHQ for OA units just paste RHQ arrays for OA into init.sqf, can be located in any place maybe except after last line for script version (null = [] execVM "RydHQInit.sqf"), but then also should work fine.

    So eg init.sqf inside your's mission folder may look like here:

     RHQ_Recon = ["US_Delta_Force_AR_EP1","US_Delta_Force_MG_EP1","US_Delta_Force_Marksman_EP1","US_Delta_Force_Medic_EP1","US_Delta_Force_EP1","US_Delta_Force_Assault_EP1","US_Delta_Force_M14_EP1","US_Delta_Force_Night_EP1","US_Delta_Force_SD_EP1","US_Delta_Force_TL_EP1","TK_Soldier_Sniper_EP1","TK_Soldier_SniperH_EP1","TK_Soldier_Sniper_Night_EP1","TK_Soldier_Spotter_EP1","TK_Special_Forces_MG_EP1","TK_Special_Forces_EP1","TK_Special_Forces_TL_EP1","TK_INS_Soldier_Sniper_EP1"];
    RHQ_Snipers = ["US_Soldier_Sniper_EP1","US_Soldier_SniperH_EP1","US_Soldier_Sniper_NV_EP1","US_Soldier_Spotter_EP1","BAF_Soldier_SniperN_MTP","BAF_Soldier_SniperH_MTP","BAF_Soldier_Sniper_MTP","BAF_Soldier_spotter_MTP","BAF_Soldier_spotterN_MTP","BAF_Soldier_SniperN_W","BAF_Soldier_SniperH_W","BAF_Soldier_Sniper_W","BAF_Soldier_spotter_W","BAF_Soldier_spotterN_W","TK_Soldier_Sniper_EP1","TK_Soldier_SniperH_EP1","TK_Soldier_Sniper_Night_EP1","TK_INS_Soldier_Sniper_EP1","Soldier_Sniper_PMC","Soldier_Sniper_KSVK_PMC","GER_Soldier_Scout_EP1"];
    RHQ_ATInf = ["US_Soldier_AT_EP1","US_Soldier_HAT_EP1","BAF_Soldier_AT_MTP","BAF_Soldier_HAT_MTP","BAF_Soldier_AT_DDPM","BAF_Soldier_HAT_DDPM","BAF_Soldier_AT_W","BAF_Soldier_HAT_W","TK_Soldier_HAT_EP1","TK_Soldier_LAT_EP1","TK_Soldier_AT_EP1","TK_INS_Soldier_AT_EP1","Soldier_AT_PMC"];
    RHQ_AAInf = ["US_Soldier_AA_EP1","BAF_Soldier_AA_MTP","BAF_Soldier_AA_DDPM","BAF_Soldier_AA_W","TK_Soldier_AA_EP1","TK_INS_Soldier_AA_EP1","Soldier_AA_PMC"];
    RHQ_Inf = ["US_Soldier_AA_EP1","US_Soldier_AT_EP1","US_Soldier_AAT_EP1","US_Soldier_HAT_EP1","US_Soldier_AHAT_EP1","US_Soldier_AR_EP1","US_Soldier_AAR_EP1","US_Soldier_Crew_EP1","US_Soldier_Engineer_EP1","US_Soldier_GL_EP1","US_Soldier_MG_EP1","US_Soldier_AMG_EP1","US_Soldier_Marksman_EP1","US_Soldier_Medic_EP1","US_Soldier_Officer_EP1","US_Soldier_Pilot_EP1","US_Pilot_Light_EP1","US_Soldier_EP1","US_Soldier_LAT_EP1","US_Soldier_B_EP1","US_Soldier_Sniper_EP1","US_Soldier_SniperH_EP1","US_Soldier_Sniper_NV_EP1","US_Soldier_Light_EP1","US_Soldier_Spotter_EP1","US_Soldier_SL_EP1","US_Soldier_TL_EP1","BAF_Soldier_AA_MTP","BAF_Soldier_AAA_MTP","BAF_Soldier_AAT_MTP","BAF_Soldier_AHAT_MTP","BAF_Soldier_AAR_MTP","BAF_Soldier_AMG_MTP","BAF_Soldier_AT_MTP","BAF_Soldier_HAT_MTP","BAF_Soldier_AR_MTP","BAF_crewman_MTP","BAF_Soldier_EN_MTP","BAF_Soldier_GL_MTP","BAF_Soldier_FAC_MTP","BAF_Soldier_MG_MTP","BAF_Soldier_scout_MTP","BAF_Soldier_Marksman_MTP","BAF_Soldier_Medic_MTP","BAF_Soldier_Officer_MTP","BAF_Pilot_MTP","BAF_Soldier_MTP","BAF_ASoldier_MTP","BAF_Soldier_L_MTP","BAF_Soldier_N_MTP","BAF_Soldier_SL_MTP","BAF_Soldier_SniperN_MTP","BAF_Soldier_SniperH_MTP","BAF_Soldier_Sniper_MTP","BAF_Soldier_spotter_MTP","BAF_Soldier_spotterN_MTP","BAF_Soldier_TL_MTP","BAF_Soldier_AA_DDPM","BAF_Soldier_AAA_DDPM","BAF_Soldier_AAT_DDPM","BAF_Soldier_AHAT_DDPM","BAF_Soldier_AAR_DDPM","BAF_Soldier_AMG_DDPM","BAF_Soldier_AT_DDPM","BAF_Soldier_HAT_DDPM","BAF_Soldier_AR_DDPM","BAF_crewman_DDPM","BAF_Soldier_EN_DDPM","BAF_Soldier_GL_DDPM","BAF_Soldier_FAC_DDPM","BAF_Soldier_MG_DDPM","BAF_Soldier_scout_DDPM","BAF_Soldier_Marksman_DDPM","BAF_Soldier_Medic_DDPM","BAF_Soldier_Officer_DDPM","BAF_Pilot_DDPM","BAF_Soldier_DDPM","BAF_ASoldier_DDPM","BAF_Soldier_L_DDPM","BAF_Soldier_N_DDPM","BAF_Soldier_SL_DDPM","BAF_Soldier_TL_DDPM","BAF_Soldier_AA_W","BAF_Soldier_AAA_W","BAF_Soldier_AAT_W","BAF_Soldier_AHAT_W","BAF_Soldier_AAR_W","BAF_Soldier_AMG_W","BAF_Soldier_AT_W","BAF_Soldier_HAT_W","BAF_Soldier_AR_W","BAF_crewman_W","BAF_Soldier_EN_W","BAF_Soldier_GL_W","BAF_Soldier_FAC_W","BAF_Soldier_MG_W","BAF_Soldier_scout_W","BAF_Soldier_Marksman_W","BAF_Soldier_Medic_W","BAF_Soldier_Officer_W","BAF_Pilot_W","BAF_Soldier_W","BAF_ASoldier_W","BAF_Soldier_L_W","BAF_Soldier_N_W","BAF_Soldier_SL_W","BAF_Soldier_SniperN_W","BAF_Soldier_SniperH_W","BAF_Soldier_Sniper_W","BAF_Soldier_spotter_W","BAF_Soldier_spotterN_W","BAF_Soldier_TL_W","TK_Soldier_AA_EP1","TK_Soldier_AAT_EP1","TK_Soldier_AMG_EP1","TK_Soldier_HAT_EP1","TK_Soldier_AR_EP1","TK_Aziz_EP1","TK_Commander_EP1","TK_Soldier_Crew_EP1","TK_Soldier_Engineer_EP1","TK_Soldier_GL_EP1","TK_Soldier_MG_EP1","TK_Soldier_Medic_EP1","TK_Soldier_Officer_EP1","TK_Soldier_Pilot_EP1","TK_Soldier_EP1","TK_Soldier_B_EP1","TK_Soldier_LAT_EP1","TK_Soldier_AT_EP1","TK_Soldier_Sniper_EP1","TK_Soldier_SniperH_EP1","TK_Soldier_Sniper_Night_EP1","TK_Soldier_Night_1_EP1","TK_Soldier_Night_2_EP1","TK_Soldier_TWS_EP1","TK_Soldier_Spotter_EP1","TK_Soldier_SL_EP1","TK_Special_Forces_MG_EP1","TK_Special_Forces_EP1","TK_Special_Forces_TL_EP1","TK_INS_Soldier_AA_EP1","TK_INS_Soldier_AR_EP1","TK_INS_Bonesetter_EP1","TK_INS_Soldier_MG_EP1","TK_INS_Soldier_2_EP1","TK_INS_Soldier_EP1","TK_INS_Soldier_4_EP1","TK_INS_Soldier_3_EP1","TK_INS_Soldier_AAT_EP1","TK_INS_Soldier_Sniper_EP1","TK_INS_Soldier_TL_EP1","TK_INS_Warlord_EP1","TK_INS_Soldier_AT_EP1","GER_Soldier_MG_EP1","GER_Soldier_Medic_EP1","GER_Soldier_EP1","GER_Soldier_Scout_EP1","GER_Soldier_TL_EP1","Soldier_Bodyguard_AA12_PMC","Soldier_Bodyguard_M4_PMC""Soldier_Sniper_PMC","Soldier_Medic_PMC","Soldier_MG_PMC","Soldier_MG_PKM_PMC","Soldier_AT_PMC","Soldier_Engineer_PMC","Soldier_GL_M16A2_PMC","Soldier_M4A3_PMC","Soldier_PMC","Soldier_GL_PMC","Soldier_Crew_PMC","Soldier_Pilot_PMC","Soldier_Sniper_KSVK_PMC","Soldier_AA_PMC","Soldier_TL_PMC","Ry_PMC","Dixon_PMC","Poet_PMC","Reynolds_PMC","Tanny_PMC"];
    RHQ_Art = ["M1129_MC_EP1","MLRS_DES_EP1","M252_US_EP1","M119_US_EP1","GRAD_TK_EP1","MAZ_543_SCUD_TK_EP1","2b14_82mm_TK_EP1","D30_TK_EP1","2b14_82mm_TK_INS_EP1"];
    RHQ_HArmor = ["M1A1_US_DES_EP1","M1A2_US_TUSK_MG_EP1","T72_TK_EP1","T55_TK_EP1"];
    RHQ_LArmor = ["M1130_CV_EP1","M6_EP1","M2A2_EP1","M2A3_EP1","M1126_ICV_M2_EP1","M1126_ICV_mk19_EP1","M1135_ATGMV_EP1","M1128_MGS_EP1","BAF_FV510_D","BAF_FV510_W","BMP2_TK_EP1","BMP2_HQ_TK_EP1","BRDM2_TK_EP1","BRDM2_ATGM_TK_EP1","BTR60_TK_EP1","M113_TK_EP1","T34_TK_EP1","ZSU_TK_EP1"];
    RHQ_LarmorAT = ["M1135_ATGMV_EP1","M1128_MGS_EP1","BMP2_TK_EP1"];
    RHQ_Cars = ["ATV_US_EP1","HMMWV_DES_EP1","HMMWV_MK19_DES_EP1","HMMWV_TOW_DES_EP1","HMMWV_M998_crows_M2_DES_EP1","HMMWV_M998_crows_MK19_DES_EP1","HMMWV_M1151_M2_DES_EP1","HMMWV_M998A2_SOV_DES_EP1","HMMWV_Terminal_EP1","HMMWV_M1035_DES_EP1","HMMWV_Avenger_DES_EP1","M1030_US_DES_EP1","MTVR_DES_EP1","BAF_ATV_D","BAF_Jackal2_GMG_D","BAF_Jackal2_L2A1_D","BAF_Offroad_D","BAF_ATV_W","BAF_Jackal2_GMG_W","BAF_Jackal2_L2A1_W","BAF_Offroad_W","LandRover_MG_TK_EP1","LandRover_SPG9_TK_EP1","TT650_TK_EP1","SUV_TK_EP1","UAZ_Unarmed_TK_EP1","UAZ_AGS30_TK_EP1","UAZ_MG_TK_EP1","Ural_ZU23_TK_EP1","V3S_TK_EP1","V3S_Open_TK_EP1","BTR40_TK_INS_EP1","BTR40_MG_TK_INS_EP1","LandRover_MG_TK_INS_EP1","LandRover_SPG9_TK_INS_EP1","Old_bike_TK_INS_EP1","SUV_PMC","ArmoredSUV_PMC"];
    RHQ_Air = ["A10_US_EP1","AH64D_EP1","AH6J_EP1","AH6X_EP1","C130J_US_EP1","CH_47F_EP1","MH6J_EP1","MQ9PredatorB_US_EP1","UH60M_EP1","BAF_Apache_AH1_D","CH_47F_BAF","BAF_Merlin_HC3_D","AW159_Lynx_BAF","An2_TK_EP1","L39_TK_EP1","Mi24_D_TK_EP1","Mi17_TK_EP1","Su25_TK_EP1","UH1H_TK_EP1","Ka137_PMC","Ka137_MG_PMC","Ka60_PMC","Ka60_GL_PMC"];
    RHQ_NCAir = ["AH6X_EP1","MH6J_EP1","Ka137_PMC"];
    RHQ_RAir = ["AH6J_EP1","AH6X_EP1","MQ9PredatorB_US_EP1","Ka137_PMC","Ka137_MG_PMC"];
    RHQ_Static = ["M252_US_EP1","M119_US_EP1","M2StaticMG_US_EP1","M2HD_mini_TriPod_US_EP1","MK19_TriPod_US_EP1","TOW_TriPod_US_EP1","BAF_GMG_Tripod_D","BAF_GPMG_Minitripod_D","BAF_L2A1_Minitripod_D","BAF_L2A1_Tripod_D","BAF_GMG_Tripod_W","BAF_GPMG_Minitripod_W","BAF_L2A1_Minitripod_W","BAF_L2A1_Tripod_W","Igla_AA_pod_TK_EP1","AGS_TK_EP1","D30_TK_EP1","KORD_high_TK_EP1","KORD_TK_EP1","Metis_TK_EP1","2b14_82mm_TK_EP1","ZU23_TK_EP1","AGS_TK_INS_EP1","D30_TK_INS_EP1","DSHKM_TK_INS_EP1","DSHkM_Mini_TriPod_TK_INS_EP1","2b14_82mm_TK_INS_EP1","SPG9_TK_INS_EP1","ZU23_TK_INS_EP1"];
    RHQ_StaticAA = ["Stinger_Pod_US_EP1","Igla_AA_pod_TK_EP1","ZU23_TK_EP1","ZU23_TK_INS_EP1"];
    RHQ_StaticAT = ["TOW_TriPod_US_EP1","Metis_TK_EP1","SPG9_TK_INS_EP1"];
    RHQ_Support = ["HMMWV_Ambulance_DES_EP1","MtvrReammo_DES_EP1","MtvrRefuel_DES_EP1","MtvrRepair_DES_EP1","MtvrSupply_DES_EP1","M1133_MEV_EP1","MtvrSalvage_DES_EP1","UH60M_MEV_EP1","M113Ambul_TK_EP1","UralSupply_TK_EP1","UralSalvage_TK_EP1","UralReammo_TK_EP1","UralRefuel_TK_EP1","UralRepair_TK_EP1"];
    RHQ_Med = ["HMMWV_Ambulance_DES_EP1","M1133_MEV_EP1","UH60M_MEV_EP1","M113Ambul_TK_EP1"];
    RHQ_Ammo = ["MtvrReammo_DES_EP1","UralReammo_TK_EP1"];
    RHQ_Fuel = ["MtvrRefuel_DES_EP1","UralRefuel_TK_EP1"];
    RHQ_Rep = ["MtvrRepair_DES_EP1","UralRepair_TK_EP1"];
    RHQ_Cargo = ["M1126_ICV_M2_EP1","M1126_ICV_mk19_EP1","M6_EP1","M2A2_EP1","M2A3_EP1","BAF_Offroad_D","BAF_Offroad_W","BAF_FV510_D","BAF_FV510_W","BTR60_TK_EP1","M113_TK_EP1","BMP2_TK_EP1","V3S_TK_EP1","V3S_Open_TK_EP1","SUV_TK_EP1","UAZ_Unarmed_TK_EP1","BTR40_TK_INS_EP1","CH_47F_EP1","UH60M_EP1","CH_47F_BAF","BAF_Merlin_HC3_D","ArmoredSUV_PMC","Ka60_PMC","Ka60_GL_PMC"];
    RHQ_NCCargo = ["MH6J_EP1","HMMWV_DES_EP1","MTVR_DES_EP1","SUV_TK_EP1","UAZ_Unarmed_TK_EP1","V3S_TK_EP1","V3S_Open_TK_EP1","SUV_PMC"];
    RHQ_Crew = ["US_Soldier_Crew_EP1","US_Soldier_Pilot_EP1","US_Pilot_Light_EP1","BAF_crewman_MTP","BAF_Pilot_MTP","BAF_crewman_DDPM","BAF_Pilot_DDPM","BAF_crewman_W","BAF_Pilot_W","TK_Soldier_Crew_EP1","TK_Soldier_Pilot_EP1","Soldier_Crew_PMC","Soldier_Pilot_PMC"];
    
    RydHQ_Debug = true;
    
    RydHQ_CargoFind = 100;
    
    //below use only for HAC script version
    
    nul = [] execVM "RydHQInit.sqf";

    This is simply config with debug and cargo turned on plus RHQ for OA, BAF and PMC units (thanks to kelzekyr) for one Leader.

    I guess, that lack of RHQ was a cause of your problem with ignored enemy. Try with above config or with vanilla A2 units only.

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