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ElectroEsper

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Posts posted by ElectroEsper


  1. Having a bit of an issue here.

     

    For the record, only using this mod and nothing else.

     

    Zombies are not reacting to gunfire, only line of sight or to being shot at.

    Tried to spawn them thru both a script and the spawner, and no difference.

    Also tried by script in a last ditch attempts to give them terminator level spotting and hearing, yet nothing new, still not triggered by audible gunshot.

     

    Any clue?

     

    Using the workshop version.

     

    Thanks.

     

     


  2. Got an issue here and I wonder if it is something reported or not (search gives no result on my end).

    Trying to use the MCLOS and SACLOS (mainly the 9m120) with the Mi-24, and they just don't track where the gunner looks at.
    Not sure if I'm missing something on their use, but they just go and fly straight ahead.

    Thanks in advance.

     

    Edit : Did more investigation, seems to not be related to RHS, looking into which of my mods does it :/ 
    Edit2 : Seems to related to using it as Zeus take control... For some reason...


  3. Any chance of configuring to these standards?

    Allowing A.L.I.V.E. Compatibility would be a major breakthrough, I think people would be raving over this, and I have a little project in mind for it/

     

    The Zombie hive mind!

    And I though things couldn't get worst xD

     

    In the mean time I'll see if I can get HETMAN to control those flesh eating maniacs :P


  4. Let's say that it is quite an annoying issue... We had two crashes today. Every time the server crash for being Out of Memory which is something that never happened before.

     

    All see in before the server dies is this :

    2015/12/13, 18:37:52 Small mapped regions: 24, size 106496 B
    
    2015/12/13, 18:37:52 VM busy 4178153472 B (reserved 177917952 B, committed 4000235520 B, mapped 43843584 B), free 116682752 B
    
    2015/12/13, 18:37:52 Longest free VM region: 4165632 B
    
    2015/12/13, 18:37:52 Process page file used 3726 MB (3907805184 B)
    
    2015/12/13, 18:37:52 Process working set 3464 MB (3632349184 B)
    
    2015/12/13, 18:37:52 Page file free 9089 MB (9530925056 B)
    
    2015/12/13, 18:37:52 Physical memory free 3517 MB (3688329216 B)
    
    2015/12/13, 18:37:52 Virtual memory free 127 MB (133992448 B)
    
    2015/12/13, 18:37:52 Virtual memory total 4095 MB (4294836224 B)
    

  5. Ok, went and tried many variation of grouping, vehicles, init.sqf cfg, with/without BB and etc.

     

    HETMAN still ignores the transport helicopters (tried Vanilla ones, RHS ones, and from other packs, empty, crewed, empty but crewed by script), and instead it sends the infantry on a 6Km+ walk... And the helicopter by themselves even...

     

    Is this intended? (Highly doubt it)

    Any leads?

     

     

    Edit : As I wrote this, some helicopter got used... Tho it is highly inconsistent as some helicopter with the same "setup" of grouping and such were sent empty to the field for the pilot to dismount on arrival  :huh:

     

    Edit 2: Ok, got get HETMAN make use of those helicopter (somehow),

    -If I set the helicopter solo in his own group, it's never transporting anyone, and receive Air Attack orders (HETMAN seems to use it as a combat helicopter/ When it doesn't, the pilot dismount of arrival).

    -If the helicopter his part of the group, its transporting its unit, but the pilot dismount with the infantry (?!?!?!)

    -If the helicopter is empty, the infantry ignores it and go for a 6Km walk... (Note that there is no other empty vehicles beside those helicopter for about 10Km away)

    Edit: 3:

    -If the helicopter is crewed by default (not empty one crewed by script) then it is being use as it should.

     

    I think that the problem seems to be linked to the fact that I crew my helicopters using scripts (by crewed I mean the pilot). Not sure if it is the reason, but this looks like a lead at least.

     

    I'm gonna stop now, the game keeps contradicting my words every time...  :wacko:

    I think I'm getting Arma'ed big time...  <_<


  6. Would the potential lack of LZ make so it do not use those? I'm using FSF's N'Ziwasogo, so lots of Jungle and urban.

    The thing is that the infantry has helicopter part of its group, so no need to find one, more surprising, when they are sent in defensive mission, every group is scrambled to the task.

    Yet in attack only the attack helicopters.

    Then here is a new question. Is it better to have helicopter being independent groups from the infantry?


  7. No change in results. Could it be that crewed vehicle cannot receive an event-handler?

     

    I even tested on having "Tank" as the isKindOf check reference, nothing came-up. Could it have something to do with the crew bailing out before it explodes?

     

    Ok, I can make work with what you wrote, the problem seemed to be:

    }forEach allunits + vehicles;   
    

    When I seperate the script in "allunits" and "vehicles" part, independant of each others, it works great.

     

    Thanks for the help :)

     

    Updated losesTrackerRU.sqf

    if (!isServer) exitWith {};
    
    
    
    
    
    {
    //_unit = _this select 0;
    
    if (isPlayer _x) exitWith {}; //Checks if dead unit was a player; if it was then the script exits.
    
    
    if (_x isKindOf "Man") then {  //Checks if the dead unit was infantry;
        _x addEventHandler ["killed", {
        infantryLosesRU = infantryLosesRU + 1; //Add +1 loses to the counter.
    	publicVariable "infantryLosesRU"; //Broadcast the updated variable.
    	//publicVariableServer "infantryLosesRU"; 
    	hint format ["%1",infantryLosesRU];
    	}];
    	};
    	
    }forEach allunits;
    
    {
    if ( getText ( configFile >> "CfgVehicles" >> typeOf _x >> "vehicleClass" ) isEqualTo  "rhs_vehclass_apc") then { //Make sure that the dead unit was a APC; if it was then it checks TRUE.
        _x addEventHandler ["killed", {
    	apcLosesRU = apcLosesRU + 1;
    	publicVariable "apcLosesRU";
    	//publicVariableServer "apcLosesRU";
    	_vehicleType = typeOf (_this select 0);  //Checks what type of vehicle was killed and create a string;
        apcLosesListRU pushBack _vehicleType; //Add the unit to the vehicle loses array as a string.
    	publicVariable "apcLosesListRU";
    	//publicVariableServer "apcLosesListRU";
    	}];
    	};
    if ( getText ( configFile >> "CfgVehicles" >> typeOf _x >> "vehicleClass" ) isEqualTo  "rhs_vehclass_ifv" ) then { 
        _x addEventHandler ["killed", {
    	ifvLosesRU = ifvLosesRU + 1;
    	publicVariable "ifvLosesRU";
    	//publicVariableServer "ifvLosesRU";
    	_vehicleType = typeOf (_this select 0); 
        ifvLosesListRU pushBack _vehicleType; 
    	publicVariable "ifvLosesListRU";
    	//publicVariableServer "ifvLosesListRU";
    	}];
    	};
    if ( getText ( configFile >> "CfgVehicles" >> typeOf _x >> "vehicleClass" ) isEqualTo  "rhs_vehclass_car") then { 
        _x addEventHandler ["killed", {
    	carLosesRU = carLosesRU + 1;
    	publicVariable "carLosesRU";
    	//publicVariableServer "carLosesRU";
    	_vehicleType = typeOf (_this select 0); 
        carLosesListRU pushBack _vehicleType;
    	publicVariable "carLosesListRU";
    	//publicVariableServer "carLosesListRU";
    	}];
    	};
    if (( getText ( configFile >> "CfgVehicles" >> typeOf _x >> "vehicleClass" ) isEqualTo "rhs_vehclass_truck") && (!(_x isKindOf "RHS_BM21_MSV_01"))) then { //Since I want to consider the BM-21 as an artillery but is considered by the game as rhs_vehclass_truck, I have to create a double check to make sure it counted.
        _x addEventHandler ["killed", {
    	truckLosesRU = truckLosesRU + 1;
    	publicVariable "truckLosesRU";
    	//publicVariableServer "truckLosesRU";
    	_vehicleType = typeOf (_this select 0); 
        truckLosesListRU pushBack _vehicleType; 
    	publicVariable "truckLosesListRU";
    	//publicVariableServer "truckLosesListRU";
    	}];
    	};
    if ( getText ( configFile >> "CfgVehicles" >> typeOf _x >> "vehicleClass" ) isEqualTo  "rhs_vehclass_tank") then { 
        _x addEventHandler ["killed", {
    	tankLosesRU = tankLosesRU + 1;
    	publicVariable "tankLosesRU";
    	//publicVariableServer "tankLosesRU";
    	_vehicleType = typeOf (_this select 0 );
        tankLosesListRU pushBack _vehicleType;
    	publicVariable "tankLosesListRU";
    	//publicVariableServer "tankLosesListRU";
    	}];
    	};
    if (( getText ( configFile >> "CfgVehicles" >> typeOf _x >> "vehicleClass" ) isEqualTo  "rhs_vehclass_artillery") or (_x isKindOf "RHS_BM21_MSV_01")) then { //Since I want to consider the BM-21 as an artillery, I have to create a double check to make sure it is counted.
        _x addEventHandler ["killed", {
    	artilleryLosesRU = artilleryLosesRU + 1;
    	publicVariable "artilleryLosesRU";
    	//publicVariableServer "artilleryLosesRU";
    	_vehicleType = typeOf (_this select 0); 
        artilleryLosesListRU pushBack _vehicleType;
    	publicVariable "artilleryLosesListRU";
    	//publicVariableServer "artilleryLosesListRU";
    	}];
    	};
    if ( getText ( configFile >> "CfgVehicles" >> typeOf _x >> "vehicleClass" ) isEqualTo  "Static") then { 
        _x addEventHandler ["killed", {
    	staticLosesRU = staticLosesRU + 1;
    	publicVariable "staticLosesRU";
    	//publicVariableServer "staticLosesRU";
    	_vehicleType = typeOf (_this select 0); 
        staticLosesListRU pushBack _vehicleType;
    	publicVariable "staticLosesListRU";
    	//publicVariableServer "staticLosesListRU";
    	}];
    	};
    if ( getText ( configFile >> "CfgVehicles" >> typeOf _x >> "vehicleClass" ) isEqualTo  "rhs_vehclass_aircraft") then { 
        _x addEventHandler ["killed", {
    	planeLosesRU = planeLosesRU + 1;
    	publicVariable "planeLosesRU";
    	//publicVariableServer "planeLosesRU";
    	_vehicleType = typeOf (_this select 0); 
        planeLosesListRU pushBack _vehicleType;
    	publicVariable "planeLosesListRU";
    	//publicVariableServer "planeLosesListRU";
    	}];
    	};
    if ( getText ( configFile >> "CfgVehicles" >> typeOf _x >> "vehicleClass" ) isEqualTo  "rhs_vehclass_helicopter") then { 
        _x addEventHandler ["killed", {
    	helicopterLosesRU = helicopterLosesRU + 1;
    	publicVariable "helicopterLosesRU";
    	//publicVariableServer "helicopterLosesRU";
    	_vehicleType = typeOf (_this select 0); 
        helicopterLosesListRU pushBack _vehicleType;
    	publicVariable "helicopterLosesListRU";
    	//publicVariableServer "helicopterLosesListRU";
    	}];
    	};
    if ( getText ( configFile >> "CfgVehicles" >> typeOf _x >> "vehicleClass" ) isEqualTo  "rhs_vehclass_aa") then { 
        _x addEventHandler ["killed", {
    	aaaLosesRU = aaaLosesRU + 1;
    	publicVariable "aaaLosesRU";
    	//publicVariableServer "aaaLosesRU";
    	_vehicleType = typeOf (_this select 0); 
        aaaLosesListRU pushBack _vehicleType;
    	publicVariable "aaaLosesListRU";
    	//publicVariableServer "aaaLosesListRU";
    	}];
    	};
    }forEach vehicles;   
    

    Results in full glory :P

     8:48:31 "////////////////////////////////STARTS////////////////////////////////"
     8:48:31 "Lost 0 APCs"
     8:48:31 "Lost APCs List : []"
     8:48:31 "Lost 1 IFVs"
     8:48:31 "Lost IFVs List : ["rhs_bmp1p_msv"]"
     8:48:31 "Lost 0 Cars"
     8:48:31 "Lost Cars List : []"
     8:48:31 "Lost 0 Trucks"
     8:48:31 "Lost Trucks List : []"
     8:48:31 "Lost 1 Tanks"
     8:48:31 "Lost Tanks List : ["rhs_t72bb_tv"]"
     8:48:31 "Lost 1 SPGs/MRLS"
     8:48:31 "Lost SPGs/MRLS List : ["RHS_BM21_VMF_01"]"
     8:48:31 "Lost 24 Men"
     8:48:31 "Lost 0 Static Emplacements"
     8:48:31 "Lost Static Emplacements List : []"
     8:48:31 "Lost 0 Planes"
     8:48:31 "Lost Planes List : []"
     8:48:31 "Lost 0 Helicopters"
     8:48:31 "Lost Helicopters List : []"
     8:48:31 "Lost 1 Armored Anti-Airs"
     8:48:31 "Lost Armored Anti-Airs List : ["rhs_zsu234_aa"]"
     8:48:31 "////////////////////////////////FINISHES//////////////////////////////"
    

    Thanks again!


  8. Hi, 

    ok, simply said, I'm working on a "Casualty Counters".

     

    Without further due, here is the scripts that make it.

     

    Init.sqf

    apcLosesRU = 0; // rhs_vehclass_apc
    apcLosesListRU = [];
    ifvLosesRU = 0; // rhs_vehclass_ifv
    ifvLosesListRU = [];
    carLosesRU = 0; // rhs_vehclass_car
    carLosesListRU = [];
    truckLosesRU = 0; // rhs_vehclass_truck - RHS_BM21_MSV_01
    truckLosesListRU = [];
    tankLosesRU = 0; // rhs_vehclass_tank
    tankLosesListRU = [];
    artilleryLosesRU = 0; // rhs_vehclass_artillery + RHS_BM21_MSV_01
    artilleryLosesListRU = [];
    infantryLosesRU = 0; // man (east)
    staticLosesRU = 0; // StaticWeapon (east)
    staticLosesListRU = [];
    planeLosesRU = 0; // rhs_vehclass_aircraft
    planeLosesListRU = [];
    helicopterLosesRU = 0; // rhs_vehclass_helicopter
    helicopterLosesListRU = [];
    aaaLosesRU = 0; // rhs_vehclass_aa
    aaaLosesListRU = [];
    
    sleep 0.1;
    nul = [] execVM "losesCounter\losesTrackerRU.sqf";
    nul = [10] execVM "losesCounter\losesTrackerRU_Updates.sqf"; 

     losesTrackerRU.sqf

    if (!isServer) exitWith {};
    
    //category
    
    
    
    {
    //_unit = _this select 0;
    
    if (isPlayer _x) exitWith {}; //Checks if dead unit was a player; if it was then the script exits.
    
    
    if (_x isKindOf "Man") then {  //Checks if the dead unit was infantry;
        _x addEventHandler ["killed", {
        infantryLosesRU = infantryLosesRU + 1; //Add +1 loses to the counter.
    	publicVariable "infantryLosesRU"; //Broadcast the updated variable.
    	//publicVariableServer "infantryLosesRU"; 
    	hint format ["%1",infantryLosesRU];
    	}];
    	};
    if (_x isKindOf "rhs_vehclass_apc") then { //Make sure that the dead unit was a APC; if it was then it checks TRUE.
        _x addEventHandler ["killed", {
    	apcLosesRU = apcLosesRU + 1;
    	publicVariable "apcLosesRU";
    	//publicVariableServer "apcLosesRU";
    	_vehicleType = typeOf _x; //Checks what type of vehicle was killed and create a string;
        apcLosesListRU pushBack _vehicleType; //Add the unit to the vehicle loses array as a string.
    	publicVariable "apcLosesListRU";
    	//publicVariableServer "apcLosesListRU";
    	}];
    	};
    if (_x isKindOf "rhs_vehclass_ifv") then { 
        _x addEventHandler ["killed", {
    	ifvLosesRU = ifvLosesRU + 1;
    	publicVariable "ifvLosesRU";
    	//publicVariableServer "ifvLosesRU";
    	_vehicleType = typeOf _x; 
        ifvLosesListRU pushBack _vehicleType; 
    	publicVariable "ifvLosesListRU";
    	//publicVariableServer "ifvLosesListRU";
    	}];
    	};
    if (_x isKindOf "rhs_vehclass_car") then { 
        _x addEventHandler ["killed", {
    	carLosesRU = carLosesRU + 1;
    	publicVariable "carLosesRU";
    	//publicVariableServer "carLosesRU";
    	_vehicleType = typeOf _x;
        carLosesListRU pushBack _vehicleType;
    	publicVariable "carLosesListRU";
    	//publicVariableServer "carLosesListRU";
    	}];
    	};
    if ((_x isKindOf "rhs_vehclass_truck") && (!(_x isKindOf "RHS_BM21_MSV_01"))) then { //Since I want to consider the BM-21 as an artillery but is considered by the game as rhs_vehclass_truck, I have to create a double check to make sure it counted.
        _x addEventHandler ["killed", {
    	truckLosesRU = truckLosesRU + 1;
    	publicVariable "truckLosesRU";
    	//publicVariableServer "truckLosesRU";
    	_vehicleType = typeOf _x; 
        truckLosesListRU pushBack _vehicleType; 
    	publicVariable "truckLosesListRU";
    	//publicVariableServer "truckLosesListRU";
    	}];
    	};
    if (_x isKindOf "rhs_vehclass_tank") then { 
        _x addEventHandler ["killed", {
    	tankLosesRU = tankLosesRU + 1;
    	publicVariable "tankLosesRU";
    	//publicVariableServer "tankLosesRU";
    	_vehicleType = typeOf _x;
        tankLosesListRU pushBack _vehicleType;
    	publicVariable "tankLosesListRU";
    	//publicVariableServer "tankLosesListRU";
    	}];
    	};
    if ((_x isKindOf "rhs_vehclass_artillery") or (_x isKindOf "RHS_BM21_MSV_01")) then { //Since I want to consider the BM-21 as an artillery, I have to create a double check to make sure it is counted.
        _x addEventHandler ["killed", {
    	artilleryLosesRU = artilleryLosesRU + 1;
    	publicVariable "artilleryLosesRU";
    	//publicVariableServer "artilleryLosesRU";
    	_vehicleType = typeOf _x;
        artilleryLosesListRU pushBack _vehicleType;
    	publicVariable "artilleryLosesListRU";
    	//publicVariableServer "artilleryLosesListRU";
    	}];
    	};
    if (_x isKindOf "Static") then { 
        _x addEventHandler ["killed", {
    	staticLosesRU = staticLosesRU + 1;
    	publicVariable "staticLosesRU";
    	//publicVariableServer "staticLosesRU";
    	_vehicleType = typeOf _x;
        staticLosesListRU pushBack _vehicleType;
    	publicVariable "staticLosesListRU";
    	//publicVariableServer "staticLosesListRU";
    	}];
    	};
    if (_x isKindOf "rhs_vehclass_aircraft") then { 
        _x addEventHandler ["killed", {
    	planeLosesRU = planeLosesRU + 1;
    	publicVariable "planeLosesRU";
    	//publicVariableServer "planeLosesRU";
    	_vehicleType = typeOf _x;
        planeLosesListRU pushBack _vehicleType;
    	publicVariable "planeLosesListRU";
    	//publicVariableServer "planeLosesListRU";
    	}];
    	};
    if (_x isKindOf "rhs_vehclass_helicopter") then { 
        _x addEventHandler ["killed", {
    	helicopterLosesRU = helicopterLosesRU + 1;
    	publicVariable "helicopterLosesRU";
    	//publicVariableServer "helicopterLosesRU";
    	_vehicleType = typeOf _x;
        helicopterLosesListRU pushBack _vehicleType;
    	publicVariable "helicopterLosesListRU";
    	//publicVariableServer "helicopterLosesListRU";
    	}];
    	};
    if (_x isKindOf "rhs_vehclass_aa") then { 
        _x addEventHandler ["killed", {
    	aaaLosesRU = aaaLosesRU + 1;
    	publicVariable "aaaLosesRU";
    	//publicVariableServer "aaaLosesRU";
    	_vehicleType = typeOf _x;
        aaaLosesListRU pushBack _vehicleType;
    	publicVariable "aaaLosesListRU";
    	//publicVariableServer "aaaLosesListRU";
    	}];
    	};
    
    
    	
    }forEach allunits + vehicles;   
    

    losesTrackerRU_Updates.sqf

    
    
    _timer = _this select 0; //In seconds
    while{true} do {
    
    _apcLosesRU = missionNamespace getVariable "apcLosesRU";
    _apcLosesListRU = missionNamespace getVariable "apcLosesListRU";
    _ifvLosesRU = missionNamespace getVariable "ifvLosesRU";
    _ifvLosesListRU = missionNamespace getVariable "ifvLosesListRU";
    _carLosesRU = missionNamespace getVariable "carLosesRU";
    _carLosesListRU = missionNamespace getVariable "carLosesListRU";
    _truckLosesRU = missionNamespace getVariable "truckLosesRU";
    _truckLosesListRU = missionNamespace getVariable "truckLosesListRU";
    _tankLosesRU = missionNamespace getVariable "tankLosesRU";
    _tankLosesListRU = missionNamespace getVariable "tankLosesListRU";
    _artilleryLosesRU = missionNamespace getVariable "artilleryLosesRU";
    _artilleryLosesListRU = missionNamespace getVariable "artilleryLosesListRU";
    _infantryLosesRU = missionNamespace getVariable "infantryLosesRU";
    _staticLosesRU = missionNamespace getVariable "staticLosesRU";
    _staticLosesListRU = missionNamespace getVariable "staticLosesListRU";
    _planeLosesRU = missionNamespace getVariable "planeLosesRU";
    _planeLosesListRU = missionNamespace getVariable "planeLosesListRU";
    _helicopterLosesRU = missionNamespace getVariable "helicopterLosesRU";
    _helicopterLosesListRU = missionNamespace getVariable "helicopterLosesListRU";
    _aaaLosesRU = missionNamespace getVariable "aaaLosesRU";
    _aaaLosesListRU = missionNamespace getVariable "aaaLosesListRU";
    
    //paste the variables to .rpt (client-side)
    
    diag_log "////////////////////////////////STARTS////////////////////////////////";
    diag_log format ["Lost %1 APCs",_apcLosesRU];
    diag_log format ["Lost APCs List : %1",_apcLosesListRU];
    diag_log format ["Lost %1 IFVs", _ifvLosesRU];
    diag_log format ["Lost IFVs List : %1",_ifvLosesListRU];
    diag_log format ["Lost %1 Cars", _carLosesRU];
    diag_log format ["Lost Cars List : %1",_carLosesListRU];
    diag_log format ["Lost %1 Trucks", _truckLosesRU];
    diag_log format ["Lost Trucks List : %1",_truckLosesListRU];
    diag_log format ["Lost %1 Tanks", _tankLosesRU];
    diag_log format ["Lost Tanks List : %1",_tankLosesListRU];
    diag_log format ["Lost %1 SPGs/MRLS", _artilleryLosesRU];
    diag_log format ["Lost SPGs/MRLS List : %1",_artilleryLosesListRU];
    diag_log format ["Lost %1 Men", _infantryLosesRU];
    diag_log format ["Lost %1 Static Emplacements", _staticLosesRU];
    diag_log format ["Lost Static Emplacements List : %1",_staticLosesListRU];
    diag_log format ["Lost %1 Planes", _planeLosesRU];
    diag_log format ["Lost Planes List : %1",_planeLosesListRU];
    diag_log format ["Lost %1 Helicopters", _helicopterLosesRU];
    diag_log format ["Lost Helicopters List : %1",_helicopterLosesListRU];
    diag_log format ["Lost %1 Armored Anti-Airs", _aaaLosesRU];
    diag_log format ["Lost Armored Anti-Airs List : %1",_aaaLosesListRU];
    diag_log "////////////////////////////////FINISHES//////////////////////////////";
    
    sleep _timer;
    };
    

    So, what do not work, is that Vehicles are not pickup when they get killed/destroyed.

     

    Results in .rpt

    21:01:11 "////////////////////////////////STARTS////////////////////////////////"
    21:01:11 "Lost 0 APCs"
    21:01:11 "Lost APCs List : []"
    21:01:11 "Lost 0 IFVs"
    21:01:11 "Lost IFVs List : []"
    21:01:11 "Lost 0 Cars"
    21:01:11 "Lost Cars List : []"
    21:01:11 "Lost 0 Trucks"
    21:01:11 "Lost Trucks List : []"
    21:01:11 "Lost 0 Tanks"
    21:01:11 "Lost Tanks List : []"
    21:01:11 "Lost 0 SPGs/MRLS"
    21:01:11 "Lost SPGs/MRLS List : []"
    21:01:11 "Lost 14 Men"
    21:01:11 "Lost 0 Static Emplacements"
    21:01:11 "Lost Static Emplacements List : []"
    21:01:11 "Lost 0 Planes"
    21:01:11 "Lost Planes List : []"
    21:01:11 "Lost 0 Helicopters"
    21:01:11 "Lost Helicopters List : []"
    21:01:11 "Lost 0 Armored Anti-Airs"
    21:01:11 "Lost Armored Anti-Airs List : []"
    21:01:11 "////////////////////////////////FINISHES//////////////////////////////"
    

    So, the loses detection works just great for infantry.

    However it do not pick-up the vehicles.

     

    Any clue?

     

    Thanks in advance!

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