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Feature Requests #738
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Suggestion for suicide car bombs: |
Any work on suicide car bomb should take care of this: #347 (comment) |
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Hi, the big shower is too easy to flip if a vehicle knock on it. Would you make it solid? |
Already tried but nothing :/ |
Set the shower to "enableSimulation false" might help, but the animation would be disabled then. enableSimulation usage on wiki pages: |
Another question: Has all objects genetation (including vehicles, buildings, items and may be units) |
This was the first thing I tried
From database #448 (comment) The issue could still happen if 1 meter away the terrain change of shape. Create an issue if you have more intel Cheers |
Suggestion: Support for AI toons |
Hello, for now you could use Zeus |
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To fix the big shower flipping problem add this code to the black tarp under the shower: |
Thanks for this suggestion, sadly the animation is affected :/ |
I did it and the animation was not affected, make sure you have |
Wrecks and bodies decay. Bodies are removed after 5 in-game days |
Considering giving a look into this as a role-playing aspect of the game, possibility to display on a computer screen:
Ideally looking to have tasks with map displayed on a large screen for briefing. |
Splitting starting base and load-out configurations apart of the main mission.sqm so it is not overwritten when updating the version. Good work on this new iteration. Can't way to test it. |
Was about to add this to feature request for a while but never did: |
Hey My unit want to use a customized arsenal that we made and right now, we have to go into the core modules and disable it manually everytime we change maps. edit: |
Parameter Option for Sidemissions: max distance from Base & Fobs |
Could there be a way to have each version of Hearts and Minds to have their own parameters/database so we can run 2 versions in parallel on one server? |
I admit I am not a huge fan of unlimited resources. My bad. |
And obviously fitting with my request for an allied faction with UN side, an allied faction with Oplitas, that, regarding its strength would lead to grant them access to helicopters and planes, for example. |
Sidemissions like: "Heal Civilian" or "Roadside Assistance/Repair Civ car" or "Deliver Idap supplies" could be spawned in the same town when an Interpreter talks to a Civilian as a potential result instead of Intel of Hostiles. |
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Would it be possible to improve the spawning for Hideouts? On Tanoa I've noticed that about half of the Hideouts spawn on the beach. |
Hey! I would like to suggest that side missions can be created for specific towns. eg. I want to do some things in Katkoula to bump my reputation. |
Suggestion: Add ability for players to remove the rubbish themselves whiteout needing the vanilla vehicle, here is a code I am using on the OnPlayerRespawn.sqf so they can remove it after the IED is removed, the action also goes faster if it has a entrenching tool equipped, we should also get points with the civilians for that, its also a problem when there is rubbish in the middle of the road complicating logistics and causing accidents with civilian cars hitting those things. [
player, // Object the action is attached to
"Remove Rubbish", // Title of the action
"\a3\missions_f_oldman\data\img\holdactions\holdAction_box_ca.paa", // Idle icon shown on screen
"\a3\missions_f_oldman\data\img\holdactions\holdAction_box_ca.paa", // Progress icon shown on screen
"((getModelInfo cursorObject select 1) in btc_model_ieds) and {_this distance cursorObject < 3} and isSimpleObject cursorObject", // Condition for the action to be shown
"_caller distance cursorObject < 3", // Condition for the action to progress
{
if ("ACE_EntrenchingTool" in (Items player)) then {_duration = 5};
}, // Code executed when action starts
{}, // Code executed on every progress tick
{
_minDistance = 3;
_vehicle = player;
private _ieds = allSimpleObjects [] - allSimpleObjects btc_type_blacklist;
_ieds = (_ieds inAreaArray [getPosWorld _vehicle, 50, 50]) select {
!("ace_drop" in ((getModelInfo _x) select 0))
};
if (_ieds isEqualTo []) exitWith {};
_ieds = _ieds apply {[_x distance _vehicle, _x]};
_ieds sort true;
(_ieds select 0) params ["_distance", "_ied"];
(0 boundingBoxReal _ied) params ["_p1", "_p2"];
private _maxWidth = abs ((_p2 select 0) - (_p1 select 0));
private _maxLength = abs ((_p2 select 1) - (_p1 select 1));
if (
_distance < (_minDistance + (_maxWidth max _maxLength) / 2) &&
{allMines inAreaArray [getPosWorld _ied, 2.5, 2.5] isEqualTo []}
) then {
private _pos = getPosATL _ied;
_ied call CBA_fnc_deleteEntity;
[btc_rep_bonus_IEDCleanUp, player] remoteExecCall ["btc_fnc_rep_change", 2];
["btc_ied_deleted", [_pos, player]] call CBA_fnc_serverEvent;
} else {systemChat "Remove the IED first!"};
}, // Code executed on completion
{}, // Code executed on interrupted
[], // Arguments passed to the scripts as _this select 3
12, // Action duration [s]
10, // Priority
false, // Remove on completion
false // Show in unconscious state
] call BIS_fnc_holdActionAdd; |
In line 328 of core\def\mission.sqf at btc_type_tags_sentences we could add our own sentences but it will return a empty string because is not localized, that can be easily fixed by adding a check to see if is a empty string from the localization, if it is then just use the full string. private _SelectedSetences = (selectRandom btc_type_tags_sentences);
private _sentences = ((localize _SelectedSetences ) splitString " ");
If (count _sentences == 0) then {_sentences=_SelectedSetences splitString " "}; |
How'd this go? |
A few suggestions:
|
Add the ability to teleport to FOBs from your spawn. |
Suggestion to add an option to customize Hideout radius spawns in certains Locations Example: set to when a Hideout spawns in a NameLocal location it spawns without random positioning but right on the marker position Having the ability to change just one of them would help making custom markers to place Hideouts inside Military bases on the map, making it more realistic that the Enemy faction would use that base instead of placing it's hideout 50m outside the main base entrance, i usually use either BorderCrossing or Invisible Location to set up positions in empty areas of a map, this would help a-lot why do this to only one (or more) of them? so when a hideout spawns in a city it doesn't spawn in the middle of the road (most maps Location marker) |
You can create the trigger yourself and use following settings:
|
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Reputation gain when IED is destroyed with Demolition blocks, without being defused. |
That or either a controlled explosion without causing civ_hd/killed, building damaged/destroyed, player killed, my unit almost never defuses IED's apart from the side quest ones, we just prepare a controlled explosion by shooting at it and making sure there are no civs nearby |
I agree, though defusing IEDs should be more rewarding than destroying them at first. Better reputation gain for defusing. A small gain for destroying them. |
How are you applying this? I tried it in the editor as a multiplayer host, and it works. However, when hosted on a dedicated server via FASTER, the addAction doesn’t show. |
This is the exclusive thread for feature requests.
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