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  • Hearts & Minds Dev Thread

    Ok here is the appropriate place for this thread...

    From hedgehog on Discord:
    Arma 3 classname collection for building restricted arsenal:
    1. Open Virtual Arsenal from menu
    2. Put a rifle of your choice so that magazines that are compatible with it can be loaded into your inventory
    3. Put on a large backpack
    4. Put desired magazines into the backpack. One should suffice.
    5. Press EXPORT... which is like COPY... to copy the code to clipboard.
    6. ALT+TAB out to windows and open a text editor like notepad and CTRL+V to paste the code
    7. Clean by removing uneccesary code only leaving the magazine classnames in quotations separated by commas.

    Looks like this: "classname1", "classname2", "classname3" Also can look liek this if it helps: "classname1", "classname2", "classname3" Post this on the forums to save them some time
    |TG189| Unkl
    ArmA 3 Admin
    189th Infantry Brigade Member
    SUBMIT A RIBBON NOMINATION OR CONTACT AN ARMA ADMIN
    "Tactics in action can not exist if there is no action." - Scout

  • #2
    LOL, Anywho,

    Here is the current ACE settings for the H&M to date:

    Code:
    // ACE Advanced Ballistics
    ace_advanced_ballistics_ammoTemperatureEnabled = true;
    ace_advanced_ballistics_barrelLengthInfluenceEnabl ed = true;
    force ace_advanced_ballistics_bulletTraceEnabled = false;
    force ace_advanced_ballistics_enabled = true;
    ace_advanced_ballistics_muzzleVelocityVariationEna bled = true;
    ace_advanced_ballistics_simulationInterval = 0.05;
    
    // ACE Advanced Fatigue
    ace_advanced_fatigue_enabled = true;
    ace_advanced_fatigue_enableStaminaBar = true;
    ace_advanced_fatigue_loadFactor = 1;
    ace_advanced_fatigue_performanceFactor = 1;
    ace_advanced_fatigue_recoveryFactor = 1;
    ace_advanced_fatigue_swayFactor = 1;
    ace_advanced_fatigue_terrainGradientFactor = 1;
    
    // ACE Advanced Throwing
    ace_advanced_throwing_enabled = true;
    ace_advanced_throwing_enablePickUp = true;
    ace_advanced_throwing_enablePickUpAttached = true;
    ace_advanced_throwing_showMouseControls = true;
    ace_advanced_throwing_showThrowArc = true;
    
    // ACE Arsenal
    force ace_arsenal_allowDefaultLoadouts = true;
    force ace_arsenal_allowSharedLoadouts = false;
    ace_arsenal_camInverted = false;
    force ace_arsenal_enableIdentityTabs = false;
    force ace_arsenal_enableModIcons = true;
    ace_arsenal_EnableRPTLog = false;
    ace_arsenal_fontHeight = 4.5;
    
    // ACE Captives
    ace_captives_allowHandcuffOwnSide = true;
    ace_captives_allowSurrender = true;
    force ace_captives_requireSurrender = 1;
    force ace_captives_requireSurrenderAi = false;
    
    // ACE Common
    ace_common_allowFadeMusic = true;
    ace_common_checkPBOsAction = 0;
    ace_common_checkPBOsCheckAll = false;
    ace_common_checkPBOsWhitelist = "[]";
    ace_common_displayTextColor = [0,0,0,0.1];
    ace_common_displayTextFontColor = [1,1,1,1];
    ace_common_settingFeedbackIcons = 1;
    ace_common_settingProgressBarLocation = 0;
    ace_noradio_enabled = true;
    ace_parachute_hideAltimeter = true;
    
    // ACE Cook off
    ace_cookoff_ammoCookoffDuration = 1;
    ace_cookoff_enable = true;
    ace_cookoff_enableAmmobox = true;
    ace_cookoff_enableAmmoCookoff = true;
    ace_cookoff_probabilityCoef = 1;
    
    // ACE Explosives
    force ace_explosives_explodeOnDefuse = true;
    force ace_explosives_punishNonSpecialists = true;
    force ace_explosives_requireSpecialist = false;
    
    // ACE Fragmentation Simulation
    ace_frag_enabled = true;
    ace_frag_maxTrack = 10;
    ace_frag_maxTrackPerFrame = 10;
    force ace_frag_reflectionsEnabled = true;
    ace_frag_spallEnabled = false;
    
    // ACE Goggles
    force ace_goggles_effects = 0;
    ace_goggles_showInThirdPerson = false;
    
    // ACE Hearing
    force ace_hearing_autoAddEarplugsToUnits = true;
    force ace_hearing_disableEarRinging = false;
    ace_hearing_earplugsVolume = 0.5;
    force ace_hearing_enableCombatDeafness = true;
    force ace_hearing_enabledForZeusUnits = true;
    ace_hearing_unconsciousnessVolume = 0.4;
    
    // ACE Interaction
    force ace_interaction_disableNegativeRating = true;
    ace_interaction_enableMagazinePassing = true;
    force ace_interaction_enableTeamManagement = false;
    
    // ACE Interaction Menu
    ace_gestures_showOnInteractionMenu = 2;
    ace_interact_menu_actionOnKeyRelease = true;
    ace_interact_menu_addBuildingActions = false;
    ace_interact_menu_alwaysUseCursorInteraction = false;
    ace_interact_menu_alwaysUseCursorSelfInteraction = false;
    ace_interact_menu_colorShadowMax = [0,0,0,1];
    ace_interact_menu_colorShadowMin = [0,0,0,0.25];
    ace_interact_menu_colorTextMax = [1,1,1,1];
    ace_interact_menu_colorTextMin = [1,1,1,0.25];
    ace_interact_menu_cursorKeepCentered = false;
    ace_interact_menu_menuAnimationSpeed = 0;
    ace_interact_menu_menuBackground = 0;
    ace_interact_menu_selectorColor = [1,0,0];
    ace_interact_menu_shadowSetting = 2;
    ace_interact_menu_textSize = 2;
    ace_interact_menu_useListMenu = false;
    
    // ACE Logistics
    force ace_cargo_enable = true;
    force ace_cargo_paradropTimeCoefficent = 2.5;
    force ace_rearm_level = 0;
    force ace_rearm_supply = 0;
    force ace_refuel_hoseLength = 12;
    force ace_refuel_rate = 4.01071;
    force ace_repair_addSpareParts = true;
    ace_repair_autoShutOffEngineWhenStartingRepair = false;
    force ace_repair_consumeItem_toolKit = 0;
    force ace_repair_displayTextOnRepair = true;
    force ace_repair_engineerSetting_fullRepair = 1;
    force ace_repair_engineerSetting_repair = 1;
    force ace_repair_engineerSetting_wheel = 0;
    force ace_repair_fullRepairLocation = 3;
    force ace_repair_repairDamageThreshold = 0.6;
    force ace_repair_repairDamageThreshold_engineer = 0.4;
    force ace_repair_wheelRepairRequiredItems = 0;
    
    // ACE Magazine Repack
    force ace_magazinerepack_timePerAmmo = 1.5;
    force ace_magazinerepack_timePerBeltLink = 8;
    force ace_magazinerepack_timePerMagazine = 2;
    
    // ACE Map
    force ace_map_BFT_Enabled = false;
    force ace_map_BFT_HideAiGroups = false;
    ace_map_BFT_Interval = 1;
    force ace_map_BFT_ShowPlayerNames = false;
    ace_map_DefaultChannel = -1;
    ace_map_mapGlow = true;
    force ace_map_mapIllumination = false;
    ace_map_mapLimitZoom = false;
    ace_map_mapShake = true;
    ace_map_mapShowCursorCoordinates = false;
    force ace_markers_moveRestriction = -1;
    
    // ACE Map Gestures
    force ace_map_gestures_defaultColor = [1,0.88,0,0.7];
    force ace_map_gestures_defaultLeadColor = [1,0.88,0,0.95];
    force ace_map_gestures_enabled = true;
    force ace_map_gestures_interval = 0.03;
    force ace_map_gestures_maxRange = 7;
    force ace_map_gestures_nameTextColor = [0.2,0.2,0.2,0.3];
    
    // ACE Map Tools
    force ace_maptools_drawStraightLines = true;
    force ace_maptools_rotateModifierKey = 1;
    
    // ACE Medical
    ace_medical_ai_enabledFor = 2;
    ace_medical_AIDamageThreshold = 1;
    ace_medical_allowLitterCreation = true;
    ace_medical_allowUnconsciousAnimationOnTreatment = false;
    force ace_medical_amountOfReviveLives = 3;
    ace_medical_bleedingCoefficient = 1;
    ace_medical_blood_enabledFor = 2;
    ace_medical_consumeItem_PAK = 0;
    ace_medical_consumeItem_SurgicalKit = 0;
    ace_medical_delayUnconCaptive = 3;
    ace_medical_enableAdvancedWounds = false;
    ace_medical_enableFor = 0;
    force ace_medical_enableOverdosing = false;
    force ace_medical_enableRevive = 1;
    ace_medical_enableScreams = true;
    force ace_medical_enableUnconsciousnessAI = 1;
    ace_medical_enableVehicleCrashes = true;
    ace_medical_healHitPointAfterAdvBandage = false;
    force ace_medical_increaseTrainingInLocations = true;
    ace_medical_keepLocalSettingsSynced = true;
    force ace_medical_level = 0;
    force ace_medical_litterCleanUpDelay = 311.924;
    force ace_medical_litterSimulationDetail = 1;
    force ace_medical_maxReviveTime = 360;
    force ace_medical_medicSetting = 0;
    force ace_medical_medicSetting_basicEpi = 0;
    ace_medical_medicSetting_PAK = 1;
    ace_medical_medicSetting_SurgicalKit = 1;
    force ace_medical_menu_allow = 1;
    ace_medical_menu_maxRange = 3;
    ace_medical_menu_openAfterTreatment = true;
    force ace_medical_menu_useMenu = 1;
    ace_medical_menuTypeStyle = 0;
    ace_medical_moveUnitsFromGroupOnUnconscious = false;
    ace_medical_painCoefficient = 1;
    ace_medical_painEffectType = 0;
    ace_medical_painIsOnlySuppressed = true;
    force ace_medical_playerDamageThreshold = 1;
    force ace_medical_preventInstaDeath = true;
    ace_medical_remoteControlledAI = true;
    ace_medical_useCondition_PAK = 0;
    ace_medical_useCondition_SurgicalKit = 0;
    ace_medical_useLocation_basicEpi = 0;
    ace_medical_useLocation_PAK = 3;
    ace_medical_useLocation_SurgicalKit = 2;
    
    // ACE Mk6 Mortar
    force ace_mk6mortar_airResistanceEnabled = true;
    ace_mk6mortar_allowCompass = true;
    ace_mk6mortar_allowComputerRangefinder = true;
    ace_mk6mortar_useAmmoHandling = false;
    
    // ACE Name Tags
    ace_nametags_defaultNametagColor = [0.77,0.51,0.08,1];
    ace_nametags_playerNamesMaxAlpha = 0.8;
    ace_nametags_playerNamesViewDistance = 5;
    ace_nametags_showCursorTagForVehicles = false;
    ace_nametags_showNamesForAI = false;
    force ace_nametags_showPlayerNames = 3;
    force ace_nametags_showPlayerRanks = false;
    ace_nametags_showSoundWaves = 1;
    ace_nametags_showVehicleCrewInfo = true;
    force ace_nametags_tagSize = 1;
    
    // ACE Nightvision
    force ace_nightvision_aimDownSightsBlur = 0.681819;
    force ace_nightvision_disableNVGsWithSights = false;
    force ace_nightvision_effectScaling = 0.40107;
    force ace_nightvision_fogScaling = 0.213905;
    force ace_nightvision_noiseScaling = 0.307487;
    ace_nightvision_shutterEffects = true;
    
    // ACE Overheating
    ace_overheating_displayTextOnJam = true;
    ace_overheating_enabled = true;
    ace_overheating_overheatingDispersion = true;
    ace_overheating_showParticleEffects = true;
    ace_overheating_showParticleEffectsForEveryone = false;
    ace_overheating_unJamFailChance = 0.1;
    ace_overheating_unJamOnreload = false;
    
    // ACE Pointing
    force ace_finger_enabled = true;
    ace_finger_indicatorColor = [0.83,0.68,0.21,0.75];
    ace_finger_indicatorForSelf = true;
    ace_finger_maxRange = 4;
    
    // ACE Pylons
    ace_pylons_enabledForZeus = true;
    ace_pylons_enabledFromAmmoTrucks = true;
    ace_pylons_rearmNewPylons = false;
    ace_pylons_requireEngineer = false;
    ace_pylons_requireToolkit = true;
    ace_pylons_searchDistance = 15;
    ace_pylons_timePerPylon = 5;
    
    // ACE Quick Mount
    ace_quickmount_distance = 3;
    ace_quickmount_enabled = false;
    ace_quickmount_priority = 0;
    ace_quickmount_speed = 18;
    
    // ACE Respawn
    force ace_respawn_removeDeadBodiesDisconnected = true;
    force ace_respawn_savePreDeathGear = true;
    
    // ACE Scopes
    ace_scopes_correctZeroing = true;
    force ace_scopes_deduceBarometricPressureFromTerrainAlti tude = true;
    force ace_scopes_defaultZeroRange = 300;
    ace_scopes_enabled = true;
    ace_scopes_forceUseOfAdjustmentTurrets = false;
    ace_scopes_overwriteZeroRange = false;
    ace_scopes_simplifiedZeroing = false;
    ace_scopes_useLegacyUI = false;
    ace_scopes_zeroReferenceBarometricPressure = 1013.25;
    ace_scopes_zeroReferenceHumidity = 0;
    ace_scopes_zeroReferenceTemperature = 15;
    
    // ACE Spectator
    ace_spectator_enableAI = false;
    ace_spectator_restrictModes = 0;
    ace_spectator_restrictVisions = 0;
    
    // ACE Switch Units
    ace_switchunits_enableSafeZone = true;
    ace_switchunits_enableSwitchUnits = false;
    ace_switchunits_safeZoneRadius = 100;
    ace_switchunits_switchToCivilian = false;
    ace_switchunits_switchToEast = false;
    ace_switchunits_switchToIndependent = false;
    ace_switchunits_switchToWest = false;
    
    // ACE Tagging
    ace_tagging_quickTag = 1;
    
    // ACE Uncategorized
    force ace_gforces_enabledFor = 1;
    ace_hitreactions_minDamageToTrigger = 0.1;
    ace_inventory_inventoryDisplaySize = 0;
    ace_laser_dispersionCount = 2;
    ace_microdagr_mapDataAvailable = 2;
    ace_optionsmenu_showNewsOnMainMenu = true;
    ace_overpressure_distanceCoefficient = 1;
    
    // ACE User Interface
    ace_ui_allowSelectiveUI = true;
    ace_ui_ammoCount = false;
    ace_ui_ammoType = true;
    ace_ui_commandMenu = true;
    ace_ui_firingMode = true;
    force ace_ui_groupBar = true;
    ace_ui_gunnerAmmoCount = true;
    ace_ui_gunnerAmmoType = true;
    ace_ui_gunnerFiringMode = true;
    ace_ui_gunnerLaunchableCount = true;
    ace_ui_gunnerLaunchableName = true;
    ace_ui_gunnerMagCount = true;
    ace_ui_gunnerWeaponLowerInfoBackground = true;
    ace_ui_gunnerWeaponName = true;
    ace_ui_gunnerWeaponNameBackground = true;
    ace_ui_gunnerZeroing = true;
    ace_ui_magCount = true;
    ace_ui_soldierVehicleWeaponInfo = true;
    ace_ui_staminaBar = true;
    ace_ui_stance = true;
    ace_ui_throwableCount = true;
    ace_ui_throwableName = true;
    ace_ui_vehicleAltitude = true;
    ace_ui_vehicleCompass = true;
    ace_ui_vehicleDamage = true;
    ace_ui_vehicleFuelBar = true;
    ace_ui_vehicleInfoBackground = true;
    ace_ui_vehicleName = true;
    ace_ui_vehicleNameBackground = true;
    ace_ui_vehicleRadar = true;
    ace_ui_vehicleSpeed = true;
    ace_ui_weaponLowerInfoBackground = true;
    ace_ui_weaponName = true;
    ace_ui_weaponNameBackground = true;
    ace_ui_zeroing = true;
    
    // ACE Vehicle Lock
    ace_vehiclelock_defaultLockpickStrength = 10;
    force ace_vehiclelock_lockVehicleInventory = true;
    ace_vehiclelock_vehicleStartingLockState = -1;
    
    // ACE View Distance Limiter
    force ace_viewdistance_enabled = false;
    force ace_viewdistance_limitViewDistance = 7034.09;
    force ace_viewdistance_objectViewDistanceCoeff = 0;
    force ace_viewdistance_viewDistanceAirVehicle = 11;
    force ace_viewdistance_viewDistanceLandVehicle = 9;
    force ace_viewdistance_viewDistanceOnFoot = 9;
    
    // ACE Weapons
    ace_common_persistentLaserEnabled = false;
    ace_laserpointer_enabled = true;
    ace_reload_displayText = true;
    ace_weaponselect_displayText = true;
    
    // ACE Weather
    force ace_weather_enabled = true;
    force ace_weather_updateInterval = 60;
    force ace_weather_windSimulation = true;
    
    // ACE Wind Deflection
    force ace_winddeflection_enabled = true;
    force ace_winddeflection_simulationInterval = 0.05;
    force ace_winddeflection_vehicleEnabled = true;
    
    // ACE Zeus
    force ace_zeus_autoAddObjects = true;
    force ace_zeus_radioOrdnance = false;
    force ace_zeus_remoteWind = false;
    ace_zeus_revealMines = 0;
    force ace_zeus_zeusAscension = false;
    force ace_zeus_zeusBird = false;
    Last edited by Unkl; 09-09-2018, 08:26 AM.
    |TG189| Unkl
    ArmA 3 Admin
    189th Infantry Brigade Member
    SUBMIT A RIBBON NOMINATION OR CONTACT AN ARMA ADMIN
    "Tactics in action can not exist if there is no action." - Scout

    Comment


    • #3
      Updated Mission for Altis again this morning with some vital updates.

      Fixed
      - arsenal has compass, watch & 200rnd belts for 249 Long
      - medical box for ACE Fully Heal At Base is no longer able to be moved through ACE Drag/Carry
      - Wreck lift via helicopter is fixed (class names added to relevant scripts for substituted vehicles)
      - some terrain objects have been occluded for landing zones ect....
      - the vehicles have been updated as per Scout's configuration
      - the only transport truck was edited to allow transportation of the FOB Materials
      - the SquadUI should be B's latest

      Notes
      - FOB is permanent - not going to be able to dismantle it
      - almost all ACE mission settings will override client settings
      - moved Chinook landing zone

      |TG189| Unkl
      ArmA 3 Admin
      189th Infantry Brigade Member
      SUBMIT A RIBBON NOMINATION OR CONTACT AN ARMA ADMIN
      "Tactics in action can not exist if there is no action." - Scout

      Comment


      • #4
        Probably not the place for this but i found a few more no ammo weapons in the arsenal
        M240 has no ammo boxes
        MK14 EBR Mod 1 No ammo type (doesn't use the same as the RHS M14?)
        M1911 no ammo

        Comment


        • #5
          weapon: M4A1 PIP
          weapon name: "rhs_weap_m4a1"
          ammo types:
          Code:
          "rhs_mag_30Rnd_556x45_M855A1_Stanag", "rhs_mag_30Rnd_556x45_M855A1_Stanag_Tracer_Red", "rhs_mag_30Rnd_556x45_M855_Stanag", "rhs_mag_30Rnd_556x45_M855_Stanag_Tracer_Red", "rhs_mag_30Rnd_556x45_Mk318_Stanag", "rhs_mag_30Rnd_556x45_Mk262_Stanag", "rhs_mag_30Rnd_556x45_M200_Stanag", "rhs_mag_30Rnd_556x45_M855A1_PMAG", "rhs_mag_30Rnd_556x45_M855A1_PMAG_Tracer_Red", "rhs_mag_30Rnd_556x45_M855_PMAG", "rhs_mag_30Rnd_556x45_M855_PMAG_Tracer_Red", "rhs_mag_30Rnd_556x45_Mk318_PMAG", "rhs_mag_30Rnd_556x45_Mk262_PMAG", "rhs_mag_30Rnd_556x45_M855A1_PMAG_Tan", "rhs_mag_30Rnd_556x45_M855A1_PMAG_Tan_Tracer_Red", "rhs_mag_30Rnd_556x45_M855_PMAG_Tan", "rhs_mag_30Rnd_556x45_M855_PMAG_Tan_Tracer_Red", "rhs_mag_30Rnd_556x45_Mk318_PMAG_Tan", "rhs_mag_30Rnd_556x45_Mk262_PMAG_Tan", "rhs_mag_100Rnd_556x45_M855A1_cmag", "rhs_mag_100Rnd_556x45_M855A1_cmag_mixed", "rhs_mag_100Rnd_556x45_M855_cmag", "rhs_mag_100Rnd_556x45_M855_cmag_mixed", "rhs_mag_100Rnd_556x45_Mk318_cmag", "rhs_mag_100Rnd_556x45_Mk262_cmag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Green", "30Rnd_556x45_Stanag_Tracer_Yellow"
          is this formatting correct?
          if weapons are tested and take the exact same ammos, should they be grouped together or posted separately?
          how should cosmetic only weapon variants be listed?
          what weapons would be best to get done first? the us armed forces from rhs?
          Last edited by sporkife; 09-01-2018, 05:59 PM. Reason: additional question added
          "It's called a randomizer, and it's fitted to the guidance systems and operates under a very complex scientific principle called pot luck."

          Comment


          • #6
            Quick note: Humvees had gear in them already but over the capacity of the trunk. The issue this causes is when a launcher is picked up from the truck by accident nothing can be put back inside the truck. So people are stuck with whatever they accidentally pick up from the trunk without the ability to put them back inside.

            It is difficult to fine tune the amount of stuff in the inventory of vehicles. I hope that this one keeps the inventory of vehicles not full but close to it at least so that things that were taken out can be put back inside the trunk.

            Comment


            • #7
              Unkl i can work on the vehicle inventory stuff tomorrow when I get home from work in the morning. Is the newest mission pbo file in the devtest file or can I pull it directly from the server mission files without upsetting the apple cart? copy and paste the pbo from server mission file?

              Comment


              • #8
                Originally posted by hedgehog View Post

                It is difficult to fine tune the amount of stuff in the inventory of vehicles. I hope that this one keeps the inventory of vehicles not full but close to it at least so that things that were taken out can be put back inside the trunk.
                I think basic items should be in every vehicle up to about half capacity (AR, rifle and GL ammunition, Medical) and the rest should be left for players to dump what they need into it ingame (specialized ammo, AT, more basics, etc) I guess it wouldnt hurt to have a disposable AT in each also.

                but then again werent we also seeing a consideration somewhere for a vehicle spawner instead of having them all around?
                Xorilliz's ArmA 3 TG Twitch - Current ArmA Pathfinder

                sigpic

                Comment


                • #9
                  Xorilliz agreed about the inventory. Belts, mags, frags (smoke/HE),bandages, morphine/epi, blood, 2 x AT4 (HEAT & HEDP).

                  Comment


                  • #10
                    At about midnight eastern time we restarted ACE hearts and minds due to it becoming unplayeable. We had hideout intel markers for a hideout that was already destroyed, the cache narrowed down to five building but were unable to locate it, and several air assets destroyed and unable to be fixed. The huey was destroyed while it was being refueled and this also bugged out the fuel truck, it couldn't be moved and the nozzle couldn't be interacted with.

                    As far as not being able to find the cache, we've run into this issue before and DMZ Scout was able to find the cache while logged into zues but infantry on the ground was unable to find it even after the specific building was market and rechecked several times, even with ace interaction open to try and find the interaction point for the container.

                    Edit because I forgot to mention that I've noticed that the start time set in the mission parameters does not seem to effect the actual start time of the mission.
                    Last edited by splatteredRed; 09-02-2018, 01:03 AM.

                    Comment


                    • #11
                      I noticed the MP5s were removed, can we get them added back? Or at least an alternative, smaller caliber weapon for the pilots/support personnel?

                      Current ARMA Development Project: No Current Project

                      "An infantryman needs a leader to be the standard against which he can judge all soldiers."

                      Friend of |TG| Chief

                      Comment


                      • #12
                        Originally posted by sporkife View Post
                        weapon: M4A1 PIP
                        weapon name: "rhs_weap_m4a1"
                        ammo types:
                        Code:
                        "rhs_mag_30Rnd_556x45_M855A1_Stanag", "rhs_mag_30Rnd_556x45_M855A1_Stanag_Tracer_Red", "rhs_mag_30Rnd_556x45_M855_Stanag", "rhs_mag_30Rnd_556x45_M855_Stanag_Tracer_Red", "rhs_mag_30Rnd_556x45_Mk318_Stanag", "rhs_mag_30Rnd_556x45_Mk262_Stanag", "rhs_mag_30Rnd_556x45_M200_Stanag", "rhs_mag_30Rnd_556x45_M855A1_PMAG", "rhs_mag_30Rnd_556x45_M855A1_PMAG_Tracer_Red", "rhs_mag_30Rnd_556x45_M855_PMAG", "rhs_mag_30Rnd_556x45_M855_PMAG_Tracer_Red", "rhs_mag_30Rnd_556x45_Mk318_PMAG", "rhs_mag_30Rnd_556x45_Mk262_PMAG", "rhs_mag_30Rnd_556x45_M855A1_PMAG_Tan", "rhs_mag_30Rnd_556x45_M855A1_PMAG_Tan_Tracer_Red", "rhs_mag_30Rnd_556x45_M855_PMAG_Tan", "rhs_mag_30Rnd_556x45_M855_PMAG_Tan_Tracer_Red", "rhs_mag_30Rnd_556x45_Mk318_PMAG_Tan", "rhs_mag_30Rnd_556x45_Mk262_PMAG_Tan", "rhs_mag_100Rnd_556x45_M855A1_cmag", "rhs_mag_100Rnd_556x45_M855A1_cmag_mixed", "rhs_mag_100Rnd_556x45_M855_cmag", "rhs_mag_100Rnd_556x45_M855_cmag_mixed", "rhs_mag_100Rnd_556x45_Mk318_cmag", "rhs_mag_100Rnd_556x45_Mk262_cmag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Green", "30Rnd_556x45_Stanag_Tracer_Yellow"
                        is this formatting correct?
                        if weapons are tested and take the exact same ammos, should they be grouped together or posted separately?
                        how should cosmetic only weapon variants be listed?
                        what weapons would be best to get done first? the us armed forces from rhs?
                        Yes this is exactly what is helpful! Thank you very much!.
                        |TG189| Unkl
                        ArmA 3 Admin
                        189th Infantry Brigade Member
                        SUBMIT A RIBBON NOMINATION OR CONTACT AN ARMA ADMIN
                        "Tactics in action can not exist if there is no action." - Scout

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                        • #13
                          After putting up a couple of FOBs around the map, I found something sticking out as missing. We have the ability to spawn in fuel and ammo assets for vehicles but we don't have any repair assets we can take out without depleting main base resources. Is there anything that could be added to the logistics point that acts as a vehicle repair asset?

                          Aside from that, a lot of people have been talking about the air asset choices, specifically about the lack of blackhawks, though of course that will be a moot point if the dev team is leaning toward a vehicle spawning system anyway.

                          Comment


                          • #14
                            Mission Updated

                            Fixed
                            - removed vehicle wreck system (some bits still there) & replaced with custom vehicle respawn script (vehicles will respawn after 5 min with custom gear placed from editor)
                            - fixed missing ammobox items again (map, radio, ect...) and as per POST 4 and POST 5

                            Added
                            - empty plastic inventory container to list of available logistic items so new boxes can be packed to take forward

                            Removed
                            - removed some vehicles since they are less likely to be needed (probability to spawn set to 0 for now)
                            |TG189| Unkl
                            ArmA 3 Admin
                            189th Infantry Brigade Member
                            SUBMIT A RIBBON NOMINATION OR CONTACT AN ARMA ADMIN
                            "Tactics in action can not exist if there is no action." - Scout

                            Comment


                            • #15
                              Last Planned Update For A While

                              - removed 10 vehicles from base, but added on the ability to spawn vehicles from the Logistics Crate.These vehicles will NOT be slingloadable the same way!!! They will only use the vanilla sling load options.
                              - this change will reduce the number of vehicles and improve performance
                              - it will also allow for variation of play
                              |TG189| Unkl
                              ArmA 3 Admin
                              189th Infantry Brigade Member
                              SUBMIT A RIBBON NOMINATION OR CONTACT AN ARMA ADMIN
                              "Tactics in action can not exist if there is no action." - Scout

                              Comment

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