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Feature Requests #738

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Vdauphin opened this issue Aug 1, 2019 · 117 comments
Open

Feature Requests #738

Vdauphin opened this issue Aug 1, 2019 · 117 comments

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@Vdauphin
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Vdauphin commented Aug 1, 2019

This is the exclusive thread for feature requests.

Before reporting

  • Any and all requests should be done here.
  • Before posting a new one, please make sure to check the previous entries on the thread and make a quick search; please don't reiterate requests that had already been either accepted for inclusion or disregarded.
  • Accepted feature requests may be moved to a separate issue by moderators for further discussion.
@GoldJohnKing
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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.

@Vdauphin
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Any work on suicide car bomb should take care of this: #347 (comment)

@GoldJohnKing

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Vdauphin added a commit that referenced this issue Aug 20, 2019
@Vdauphin

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@stale

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@GoldJohnKing
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Hi, the big shower is too easy to flip if a vehicle knock on it. Would you make it solid?

@Vdauphin
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Already tried but nothing :/
I was thinking to use solid barrier around but I prefer let admin customize it

@GoldJohnKing
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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

@GoldJohnKing
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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.

@Vdauphin
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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 #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

@CurePindal
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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!

@Vdauphin
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Vdauphin commented Dec 5, 2019

Hello, for now you could use Zeus
Have fun!

@Sir-Stone

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@Vdauphin

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@Sir-Stone

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@mrNo0b
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mrNo0b commented Apr 13, 2020

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

@Vdauphin
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Thanks for this suggestion, sadly the animation is affected :/
But it is definitely a good work around

@mrNo0b
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mrNo0b commented Apr 14, 2020

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

@STyx2909
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Wrecks and bodies decay.

Bodies are removed after 5 in-game days
Wrecks are removed after 10 in-game days

@STyx2909
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Considering giving a look into this as a role-playing aspect of the game, possibility to display on a computer screen:

  • strength of oplitas (weak, average, strong);
  • intel level, based upon number of data have been gathered;
  • population reputation;
  • number of tickets (when shared)

Ideally looking to have tasks with map displayed on a large screen for briefing.

@STyx2909
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STyx2909 commented Feb 4, 2023

Splitting starting base and load-out configurations apart of the main mission.sqm so it is not overwritten when updating the version.
Certainly hard or impossible to do, but would be appreciated.
I can of course, copy and paste it into the new mission file, but it would avoid accidentally deleting it.

Good work on this new iteration. Can't way to test it.

@STyx2909
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STyx2909 commented Feb 5, 2023

Was about to add this to feature request for a while but never did:
An "easy" way to be able, by commenting code, to have a barebone version of Hearts and Minds mechanics. I mean here, the possibility to use specific towing, slinging, ViV, logistic MODs as far as it only concerns players side of course.

@OverlordZorn
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OverlordZorn commented Feb 17, 2023

Hey
would it be possible to add a "disable arsenal" option to btc_p_arsenal_Type?

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:
seems like -1 will already have the desired effect.

@OverlordZorn
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Parameter Option for Sidemissions: max distance from Base & Fobs

@STyx2909
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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?
The best would be to save db into a specific directory so anyone willing to move on their campaign to a new verdion just have to move saved files into it.

@STyx2909
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STyx2909 commented Mar 4, 2023

I admit I am not a huge fan of unlimited resources. My bad.
So, anything that could increase gameplay in that field by using Arma 3 cost features would be much appreciated.

@STyx2909
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STyx2909 commented Mar 4, 2023

More options to tune the Hoplitas:

* planes yes/no

* helicopters yes/no
  Keeping it to the generic list of vehicles from Arma, knowing CARS does regroup a lot of different wheeled stuff.

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.

@OverlordZorn
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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.

@OverlordZorn

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@cmbtnt
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cmbtnt commented Jul 9, 2023

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.

@Darkseth93
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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.

@RoqueTHEGAMER
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RoqueTHEGAMER commented Apr 3, 2024

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;

@RoqueTHEGAMER
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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.
here is a exemple for initArea.sqf in line 67

private _SelectedSetences = (selectRandom btc_type_tags_sentences);
private _sentences = ((localize _SelectedSetences ) splitString " ");
If (count _sentences == 0) then {_sentences=_SelectedSetences splitString " "};

@TheLocalPub
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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;

How'd this go?
Does it work fine without issues, multiplayer compatible with JIPs also?

@TheLocalPub
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A few suggestions:

  • An option in the parameters for unlimited respawn.
  • An option in the parameters to disable ticket deduction upon vehicle respawning (Potentially expand this to disable, decrease, or increase ticket lose from a vehicle based on it's type, i,e helicopters or tanks would cost more tickets.)
  • Place a trigger or marker at spawn in the example mission that when players enter the area or are within X radius of the an object, they get full ACE healed using ace_medical_fnc_treatmentAdvanced_fullHealLocal;

@TheLocalPub
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Add the ability to teleport to FOBs from your spawn.
For example, set a flagpole at spawn, give it the desired variable.
When FOBs are deployed, this flag at main spawn/base will become interactable and allow you to teleport to FOB X, Y, or Z.
Potentially add a param to disable this ability.

@deBearN
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deBearN commented May 1, 2024

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)

@STyx2909
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STyx2909 commented Jun 4, 2024

A few suggestions:

* Place a trigger or marker at spawn in the example mission that when players enter the area or are within X radius of the an object, they get full ACE healed using `ace_medical_fnc_treatmentAdvanced_fullHealLocal;`

You can create the trigger yourself and use following settings:

  • Activation:
    Any player or BLUFORCE or whatever suits you
  • Activation type:
    present
  • repeatable:
    on
  • Trigger expression:
    call{this}
  • and into the On activation field:
    call{{[_x,_x] call ace_medical_treatment_fnc_fullHealLocal;} forEach thisList;}

@CLAFMB

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@UnRealxInferno

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@TheLocalPub

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@STyx2909
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STyx2909 commented Sep 1, 2024

Reputation gain when IED is destroyed with Demolition blocks, without being defused.
Could not find that ACE interaction location, so I blew up the IED with some C4.

@deBearN
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deBearN commented Sep 1, 2024

Reputation gain when IED is destroyed with Demolition blocks, without being defused. Could not find that ACE interaction location, so I blew up the IED with some C4.

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

@STyx2909
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STyx2909 commented Sep 2, 2024

Reputation gain when IED is destroyed with Demolition blocks, without being defused. Could not find that ACE interaction location, so I blew up the IED with some C4.

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.

@Daek-wml
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Daek-wml commented Sep 4, 2024

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;

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.

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