HeartsAndMinds
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Feature Requests
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Suggestion for suicide car bombs: Spawn a suicider, then order him to get in a vehicle. This method is functionable to suiciders spawned by Achilles mod and ACE3 mod, so I wonder if it's implementable in a mission.
Any work on suicide car bomb should take care of this: https://github.com/Vdauphin/HeartsAndMinds/issues/347#issuecomment-328270613
[Question] Is there any condition for FOB deploy action to be shown? I'm using unchanged master_daily branch and there's no FOB deploy action no matter where I put the blue container.
Nop that a bug!
This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions.
Hi, the big shower is too easy to flip if a vehicle knock on it. Would you make it solid?
Already tried but nothing :/ I was thinking to use solid barrier around but I prefer let admin customize it
Set the shower to "enableSimulation false" might help, but the animation would be disabled then.
enableSimulation usage on wiki pages: https://community.bistudio.com/wiki/enableSimulation https://community.bistudio.com/wiki/enableSimulationGlobal
Another question: Has all objects genetation (including vehicles, buildings, items and may be units) already moved to "align to ground surface"? I've recently noticed some chemical warfare items (like the container wreck and the big tent) and enemy's heavy ground vehicles (like tanks or BTRs) are generated half-undergrounded (sometimes vehicles may bounce) in very steep areas.
Set the shower to "enableSimulation false" might help, but the animation would be disabled then.
This was the first thing I tried
enemy's heavy ground vehicles (like tanks or BTRs)
Yes (https://github.com/Vdauphin/HeartsAndMinds/blob/master/=BTC=co@30_Hearts_and_Minds.Altis/core/fnc/mil/createVehicle.sqf#L48)
(like the container wreck and the big tent)
Yes (https://github.com/Vdauphin/HeartsAndMinds/blob/master/%3DBTC%3Dco%4030_Hearts_and_Minds.Altis/core/fnc/common/create_composition.sqf#L44)
From database https://github.com/Vdauphin/HeartsAndMinds/pull/448#issuecomment-352109721
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! Havent found any way for AI soldiers in the missions. We would love to have at least some basic support for AIs, because we usually play as a very small group, which isnt exactly easy to handle in H&Ms. Even just basic support for AI would be great! Would also enable being able to play solo. thx for considering. Keep up the great work!
Hello, for now you could use Zeus Have fun!
Any plans on re-adding the interpreter role or has another role taken that position?
The interpreter role never gone ... (?) Look here: https://github.com/Vdauphin/HeartsAndMinds/blob/master/%3DBTC%3Dco%4030_Hearts_and_Minds.Altis/mission.sqm#L1034
The interpreter role never gone ... (?) Look here: https://github.com/Vdauphin/HeartsAndMinds/blob/master/%3DBTC%3Dco%4030_Hearts_and_Minds.Altis/mission.sqm#L1034
Appreciate it.
To fix the big shower flipping problem add this code to the black tarp under the shower:
btc_bigShower attachTo [this];
add this code to the init field
Thanks for this suggestion, sadly the animation is affected :/ But it is definitely a good work around
I did it and the animation was not affected, make sure you have enable simulation
on for the shower, also disable damage for tarp
now the shower has no clipping so you can't hit it but it still works
Continuous spray without attachTo
:
Bubble spray with
attachTo
:
But it is a good work around.
- Is it possible to add option to redeploy from FOB to base and other fobs? (See https://github.com/Vdauphin/HeartsAndMinds/pull/894) I added this feature but for some reason its impossible to redeploy to some fobs, screen goes black and then player remain at the same place instead of teleporting (Fixed in #841)
- Is it possible to spawn empty civilian vehicles at towns when players enter?
- Is it possible to add markers to base vehicles so players will be able to see them on map? I used scripts to add markers and civ veh spawn, but maybe there are better ways to do it
- also I changed the fob structure to
Land_Cargo_House_V4_F
because its not realistic to spawn huge 2 store building from single shipping container, btc_fob_mat I set toB_Slingload_01_Medevac_F
Is it possible to add option to redeploy from FOB to base and other fobs? I added this feature but for some reason its impossible to redeploy to some fobs, screen goes black and then player remain at the same place instead of teleporting
With a first look I don't see why. I am working on something more standard: https://github.com/Vdauphin/HeartsAndMinds/pull/825
Is it possible to spawn empty civilian vehicles at towns when players enter?
You could add civilian vehicles class name here: https://github.com/Vdauphin/HeartsAndMinds/blob/master/%3DBTC%3Dco%4030_Hearts_and_Minds.Altis/core/def/mission.sqf#L299 But remember those objects spawn as super simple objects for performance reason
Is it possible to add markers to base vehicles so players will be able to see them on map? No, generally I dislike this but optional is okay, pull request is welcome...
Didn't wanted to open new issue as I am not that good sqf programmer so maybe I didn't understood this line: https://github.com/Vdauphin/HeartsAndMinds/blob/a332b7c7b9480e921a521ad2b4984b384f6a082e/%3DBTC%3Dco%4030_Hearts_and_Minds.Altis/core/fnc/fob/redeploy.sqf#L60 is it possible that it can return <null>
as _pos?
I have issue with some fobs redeploy not working, and I think I managed to fix it by changing this line to: selectRandom _positions;
This line search for positions not on roof (_x select 2 < 1
).
is it possible that it can return
as _pos?
I don't think so but may be if your FOB have only position on roof, I will check tomorrow with your Land_Cargo_House_V4_F
Your discussion makes me come up with a question: How to decontaminate a heli? Use a truck to tow it?
How to decontaminate a heli?
You need to destroy it and repair the wreck if it is not a helo. This could be done if the big shower is bigger...
Use a truck to tow it?
You can't tow heli
Suggestions:
- Add
ACE_SelfActions
to Officer that will allow selecting specific side mission type and random. - Add "traitor" civilian that will give Intel that will be very accurate but when players will go to the marker it will spawn waves of enemies that will block all exits, ambush area should be in towns or areas with cover, not open fields, maybe show notification/set objective to players saying "Survive!"
- or add chance that side mission will be ambush instead, so when players go to kill general for example they will get in ambush and side mission objective will change to "Survive" (and maybe play some epic music when it happens)
- Add side missions score for future use(?)
- Vote day/night and remove fog (if its possible)
- Spawn sniper + spotter enemy teams (high skill and accuracy), Ghillie suits and anti material rifles, they should only crawl to be harder to spot Edit:
- AI use flashlight to see in the dark and when in combat may shoot flare to see players
This could be an engine limitation, but it would be cool if we could use the flatbed HEMTT to bring wrecks back to base. I know you can load a hunter on the back, but pretty sure you can't load a wreck. (thanks BI) Maybe instead of using the ViV function you could do an attachTo?
Although I suppose with all the different models from all the different mods people use it would be difficult to script
it would be cool if we could use the flatbed HEMTT to bring wrecks back to base.
This is quite easy.
You can modify mission.sqf to make heli towable by truck.
In case you need to add tow function to non-towable and non-tower vehicles, you can modify this: veh_init.sqf.
Cheers.
I think NZF-JDWang want to use the flatbed HEMTT to attach the wrecks/objects on the flatbed itself instead of towing it, I think we need this feature Edit: I have advanced tow and sling loading mods installed so maybe this is why I cant see this feature
@GoldJohnKing Thanks but @mrNo0b was correct, I know how to set up the towing etc, but I was hoping there could be some way to load wrecks onto the flatbed.
I don't want to tow it, I want to put it on the bed of the truck and drive back to base like that.