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Sgt DeWolf

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Everything posted by Sgt DeWolf

  1. Sgt DeWolf

    [MP] =BTC= Hearts and Minds

    IEDs are generated on the map and random objects are spawned on top of them (barrels, sacks, pallets, etc). btc_type_pallet AI do not see these objects and drive into them, disabling their vehicles and sometimes killing themselves. Would it be possible to disable the simulation on these objects so that they are visible but can be driven through?
  2. Sgt DeWolf

    [MP] =BTC= Hearts and Minds

    I was able to incorporate the BIS_fnc_endMission command into the end_mission.sqf to get the desired effect.
  3. Sgt DeWolf

    [MP] =BTC= Hearts and Minds

    Last month I had a question about the possibility of ending the mission with the destruction of the hideouts. I commented out the line as per your instructions. Now when the hideouts are destroyed, a dialog box appears stating that the mission is won but the mission keeps running. Is it possible to tie the destruction of the hideouts to a BIS_fnc_endMissionServer or whatever is needed to end the mission and send players to the lobby?
  4. Sgt DeWolf

    [MP] =BTC= Hearts and Minds

    Ran a mission and destroyed all the hideouts. Though that would have completed the mission but I'm then directed to eliminate more enemies? Feels anti-climatic. What edit(s) in the PBO files would I need to make to have the mission complete on the destruction of all hideouts? I
  5. Sgt DeWolf

    [MP] =BTC= Hearts and Minds

    I was self hosting the mission. Will test on a dedicated server. Thank you for your quick response.
  6. Sgt DeWolf

    [MP] =BTC= Hearts and Minds

    Testing version 1.17.7 There's no ACE interaction point on the data terminal for the hacking side mission. When completing other side missions, there's no 'mission successful' message. It just drops back to 'Destroy All Hideouts'. Is there a debug or watch command to see the current reputation points? Just to know if proper credit is given for completing side missions. No wounded civilian spawning in the 'Medical Emergency' side mission. Went to the map marker, nothing there. Checked with Zeus. Using ACE 3.12.1 / CBA 3.5.0.171204
  7. Sgt DeWolf

    [MP] =BTC= Hearts and Minds

    I downloaded your latest 1.17.2 version. Only change I made was adding a case to the core\def\mission.sqf https://pastebin.com/tdkTrxTn Ran a fresh mission, no save loaded. Only parameters I changed from default: Enemy Type set to 147, Add Armed Vehicles to Hideout set to On, Add Armed Vehicles to Side Mission set to On. Self hosting the mission on my own system. Still seeing infantry and vehicles that are not supposed to be there based on the case in the mission.sqf Could you take a second look? There's definitely something not working right.
  8. Sgt DeWolf

    [MP] =BTC= Hearts and Minds

    I have the save game parameter set to off. I log in as admin on a dedicated server running the mission, and delete the database using the ACE interaction menu. Still seeing the AA infantry and the vehicles that are supposed to have been removed using the code listed in my previous post.
  9. Sgt DeWolf

    [MP] =BTC= Hearts and Minds

    Having an issue trying to remove AA infantry, missile armed BMPs and ZU23 AA vehicles. I'm using faction "147 -RHS_AFRF Red Hammer Studios: Russia (MSV) (Side: EAST)" The parameter in the param.hpp pertaining to AA is set to: class btc_p_AA { title = " Anti-Air Infantry:"; values[]={0,1}; texts[]={"Off","On"}; default = 0; }; Problem is that infantry are still spawning in with Strela launchers, so I added this into the core\def\mission.sqf: case "RHS_FACTION_MSV" : { btc_type_motorized_armed = btc_type_motorized_armed - ["RHS_GAZ66_ZU23_MSV","RHS_URAL_ZU23_MSV_01","RHS_BMP1_MSV","RHS_BMP1D_MSV","RHS_BMP1K_MSV","RHS_BMP1P_MSV","RHS_BMP2E_MSV","RHS_BMP2_MSV","RHS_BMP2D_MSV","RHS_BMP2K_MSV","RHS_OB_681_2"]; btc_type_units = btc_type_units - ["RHS_MSV_AA","RHS_MSV_EMR_AA"]; }; }; They are STILL spawning in. Syntax correct? Any ideas? https://pastebin.com/CvV83yrg One other minor question: I know you gain 100 reputation for destroying a cache and 200 for destroying a hideout. How many points are gained for completing a side mission?
  10. Sgt DeWolf

    [MP] =BTC= Hearts and Minds

    I'm running an older, heavily modified version of your Hearts and Mind mission. I'm having issues with IEDs. Sometimes they just explode when walking toward them (7-8 meters). Sometimes I can walk up to them but there is no ACE interaction to defuse them and they then explode when walking away. They are not showing up on the new mine detection window. The unit I'm using is RHS_USMC_Marpat_WD_Explosives (It's an EOD tech). Unit has the ACE VHM3 detector equipped in the pistol slot, defusal kit and vanilla mine detector in his backpack. ACE_ModuleExplosives is set to: Required Specialist - Disabled / Punish Non Specialist - Disabled / Explode on Defusal - Enabled. Have you made any changes to IEDs in your mission recently? Update: Switched the unit from RHS_USMC_Marpat_WD_Explosives to the vanilla B_Soldier_Exp_F. No change. Still no interaction point on IED using the ACE interaction menu. Update: Tried your latest version of Hearts and Minds. Still has the same issues but I think I know what it is. The IEDs cannot be accessed by the ACE interaction menu because they are obscured by the junk that spawns on top of them and/or they are spawning in the ground. I was able to defuse a couple of them that were sticking out and slightly visible. None of the IEDs are being revealed by the mine detector, even the ones that can be accessed by ACE interaction. I'm going to turn off IEDs in the mission parameters for now. I hope something can be done in the future to fix this issue. IEDs add to the complexity and enjoyment of the mission. Thanks.
  11. Sgt DeWolf

    [MP] =BTC= Hearts and Minds

    I think there are some issues with the new 64bit version like the ghost AI appearing.It's not an issue with the mission pbo. I gave up trying to use a saved game, always corrupted in some way. I just restart the mission fresh every time.
  12. Sgt DeWolf

    [MP] =BTC= Hearts and Minds

    Been running an edited version of Hearts and Minds for a couple weeks now. Only criticism I have is the IEDs that spawn inside of buildings. Very difficult to detect and impossible to disarm. One could argue that it's realistic, but I feel it can ruins the flow of the mission. The IEDs that spawn on the road are more than sufficient for adding an element of danger. Would it be possible to edit any files within the pbo to remove the IEDs placed in buildings?
  13. Sgt DeWolf

    [MP] =BTC= Hearts and Minds

    What edits would I need to make to scale down the number of enemy combatants? There's usually only 4 or 5 players on the server at any given time and having to fight off 30+ insurgents can be a little overwhelming.
  14. Sgt DeWolf

    [MP] =BTC= Hearts and Minds

    Got a couple small issues. Requested missions of the convoy variety can bug out. I looked at the RPT file and it's a 'Road not found' error. This was in the northwestern part of the Altis map. Also, wounded civilian missions have an issue where the civilian dies within a few minutes of requesting the mission (ACE medical set to advanced on the server). Also, I'm using my own towing mod. I'd like to remove the 'hook' and 'unhook' ACE interaction options. Would it be possible for me to edit one of the files within the PBO without breaking the mission? Thanks for keeping this mission alive.
  15. Sgt DeWolf

    [MP][CTI-COOP] Liberation (beta)

    There's a bug where certain added vehicles don't show in Zeus or the tracking system, can't be recycled and disappear when the server restarts. I've spent hours trying to figure out why, could never find the problem. This is what is happening to you mlkike. If anyone ever finds a fix, please share.
  16. I'm looking for a script or a means of forcing OPFOR to attack empty NATO vehicles. Doesn't make sense that they won't attack a vehicle unless it's occupied.
  17. Sgt DeWolf

    [MP] =BTC= Hearts and Minds

    After running a Liberation server for the last year. I've been looking for a replacement mission. Hearts and Minds seems to be a possible replacement. After some testing, I don't think the AI skill parameters are working properly. I've bumped up all skills to .7, but the AI take forever to spot players and their aim is very poor. At a skill of .7 aimingAccuracy the AI should be deadly but they are not. Are you sure these parameters are working?
  18. Sgt DeWolf

    [MP][CTI-COOP] Liberation (beta)

    Are you running ACE? I noticed that ace_hearing.pbo was breaking the sound in vehicles slider in Liberation.
  19. Sgt DeWolf

    The all new: Ask a moderator about the forum & rules

    How do I clear my notifications? In the old forums it was possible to delete them. Doesn't seem to be an option with this new system.
  20. Sgt DeWolf

    [MP][CTI-COOP] Liberation (beta)

    I'm running into a problem that I've had in the past. After adding in some mods, certain vehicles can't be recycled, don't show up on the map, can't be repaired and disappear on server restart. I've tried moving them from the classnames_extension.sqf to classnames.sqf to no avail. Anyone know of a fix for this? I'm about to throw in the towel, so frustratiing.
  21. Sgt DeWolf

    [MP][CTI-COOP] Liberation (beta)

    Don't run the LHD mod on your server would be the easiest way.
  22. Sgt DeWolf

    [MP][CTI-COOP] Liberation (beta)

    I found that respawning after initially loading in as commander, I was able to get into Zeus. Bohemia issue I suppose. The 'extra' AI spawning in is from additional scripts packed into the mission. Thanks for the link yxman. Exactly what I was looking for.
  23. Sgt DeWolf

    [MP][CTI-COOP] Liberation (beta)

    Anyone have a clean working Tanoa conversion? I've looked at a few on the Steam workshop but they are filled with bugs. The one referenced in this forum by Dexius, Zeus is broken when mission is run from a dedicated server. I've deconstructed the pbo, can't figure out why it's not working.
  24. Sgt DeWolf

    [MP][CTI-COOP] Liberation (beta)

    Edit the first line in the gameplay_constants.sqf file. Example: GRLIB_save_key = "GREUH_LIBERATION_SAVEGAME"; GRLIB_save_key = "GREUH_LIBERATION_SAVEGAME_001"; GRLIB_save_key = "GREUH_LIBERATION_SAVEGAME_002";
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